Chaos Guard
From UO:PvE Wiki
Chaos Guard is a guard. Calculated per creature.
Development source reviewed on 29 October 2026. In-game availability is unverified.
At a glance#
| Property | Value |
|---|---|
| Classification | Guard |
| Difficulty | Calculated per creature |
| AI | AI_Melee |
| Taming | Not marked tameable |
| Minimum taming skill | Not specified |
| Control slots | Not specified |
Attributes and damage#
| Attribute | Value or range | Interpretation |
|---|---|---|
| Str | 1000 | Source range |
| Dex | 1000 | Source range |
| Int | 1000 | Source range |
Loot eligibility#
Excluded from ordinary encounter loot
The shared ordinary encounter-loot path excludes this source class or constant property. Banking, vendor, carried-inventory and other scripted item operations are not corpse-drop promises.
No ordinary generated supplement through the excluded encounter path.
This evaluates definite source exclusions and requested themes. It does not inspect live ownership, summoned status, corpse contents or world spawns.
- Creature is not deleted or a player.
- Creature is not summoned, controlled or bonded.
- Creature has no recorded owners.
- NoKillAwards, IsInvulnerable and Blessed must all be false at generation time.
- Ordinary loot is generated only once; existing generated gold and ordinary equipment consume that budget.
Loot and special drops#
Source calls describe requested themes, conditions and inventory. Ordinary equipment/gold are reconciled through DifficultyLoot; these calls are not additive guaranteed payouts. Runtime dispatch and conditional special rewards still apply.
Drop rules#
| Loot request | Interpretation | Condition |
|---|---|---|
| Gold: 250, 500 | Requests gold through the shared pocket-gold cap; the expression is not an additional guaranteed purse. | No condition in extracted rule |
Starting inventory#
| Inventory rule | Condition |
|---|---|
| AddItem(new FemalePlateChest()) | if (Female = Utility.RandomBool()) |
| AddItem(new PlateArms()) | if (Female = Utility.RandomBool()) |
| AddItem(new PlateLegs()) | if (Female = Utility.RandomBool()) |
| AddItem(new Doublet(Utility.RandomNondyedHue())) | if (Female = Utility.RandomBool()) and switch (Utility.Random(2)) and case 0: |
| AddItem(new BodySash(Utility.RandomNondyedHue())) | if (Female = Utility.RandomBool()) and switch (Utility.Random(2)) and case 1: |
| AddItem(new Skirt(Utility.RandomNondyedHue())) | if (Female = Utility.RandomBool()) and switch (Utility.Random(2)) and case 0: |
| AddItem(new Kilt(Utility.RandomNondyedHue())) | if (Female = Utility.RandomBool()) and switch (Utility.Random(2)) and case 1: |
| AddItem(new PlateChest()) | else |
| AddItem(new PlateArms()) | else |
| AddItem(new PlateLegs()) | else |
| AddItem(new Doublet(Utility.RandomNondyedHue())) | else and switch (Utility.Random(3)) and case 0: |
| AddItem(new Tunic(Utility.RandomNondyedHue())) | else and switch (Utility.Random(3)) and case 1: |
| AddItem(new BodySash(Utility.RandomNondyedHue())) | else and switch (Utility.Random(3)) and case 2: |
| AddItem(weapon) | Unconditional |
| AddItem(shield) | Unconditional |
Taming, resources and other properties#
| Property | Value |
|---|---|
| Bard Immune | true |
| Body | 0x191 When (Female = Utility.RandomBool()); 0x190 When NOT (Female = Utility.RandomBool()) |
Notes#
- Source type availability does not establish a live spawn, location or current world count.
- This class inherits its stat setup or initializes it through helper/runtime logic; inherited sources are retained.
Source notes
Show 25 references
These references identify the reviewed shard files. Source presence does not establish live availability.
Projects/UOContent/Mobiles/Special/ChaosGuard.cs:7
Type declarationProjects/UOContent/Mobiles/Difficulty/NpcDifficulty.cs:25Projects/UOContent/Mobiles/Difficulty/DifficultyLoot.cs:29Projects/UOContent/Mobiles/Difficulty/DifficultyLoot.cs:37Projects/UOContent/Mobiles/Difficulty/DifficultyLoot.cs:314Projects/UOContent/Mobiles/Special/BaseShieldGuard.cs:12Projects/UOContent/Mobiles/Special/BaseShieldGuard.cs:99Projects/UOContent/Mobiles/Special/BaseShieldGuard.cs:24Projects/UOContent/Mobiles/Special/BaseShieldGuard.cs:25Projects/UOContent/Mobiles/Special/BaseShieldGuard.cs:26Projects/UOContent/Mobiles/Special/BaseShieldGuard.cs:32Projects/UOContent/Mobiles/Special/BaseShieldGuard.cs:37Projects/UOContent/Mobiles/Special/BaseShieldGuard.cs:46Projects/UOContent/Mobiles/Special/BaseShieldGuard.cs:51Projects/UOContent/Mobiles/Special/BaseShieldGuard.cs:61Projects/UOContent/Mobiles/Special/BaseShieldGuard.cs:62Projects/UOContent/Mobiles/Special/BaseShieldGuard.cs:63Projects/UOContent/Mobiles/Special/BaseShieldGuard.cs:69Projects/UOContent/Mobiles/Special/BaseShieldGuard.cs:74Projects/UOContent/Mobiles/Special/BaseShieldGuard.cs:79Projects/UOContent/Mobiles/Special/BaseShieldGuard.cs:93Projects/UOContent/Mobiles/Special/BaseShieldGuard.cs:97Projects/UOContent/Mobiles/Special/ChaosGuard.cs:20Projects/UOContent/Mobiles/Special/BaseShieldGuard.cs:21Projects/UOContent/Mobiles/Special/BaseShieldGuard.cs:58
Category: Monsters and NPCs