Evil Healer
From UO:PvE Wiki
Evil Healer is a service npc. 1.
Development source reviewed on 29 October 2026. In-game availability is unverified.
At a glance#
| Property | Value |
|---|---|
| Classification | Service NPC |
| Difficulty | 1 |
| AI | AI_Mage |
| Taming | Not marked tameable |
| Minimum taming skill | Not specified |
| Control slots | Not specified |
Attributes and damage#
| Attribute | Value or range | Interpretation |
|---|---|---|
| Str | 304–400 | Source range |
| Dex | 102–150 | Source range |
| Int | 204–300 | Source range |
| Damage | 10–23 | Source range |
Resistances#
| Attribute | Value or range | Interpretation |
|---|---|---|
| Physical | 40–50 | Source range |
| Fire | 40–50 | Source range |
| Cold | 40–50 | Source range |
| Poison | 40–50 | Source range |
| Energy | 40–50 | Source range |
Damage types#
| Attribute | Value or range | Interpretation |
|---|---|---|
| Physical | 100 | Source range |
Skills#
| Attribute | Value or range | Interpretation |
|---|---|---|
| Forensics | 80–100 | Source range |
| Spirit Speak | 80–100 | Source range |
| Swords | 80–100 | Source range |
| Anatomy | 75–97.5 | Source range |
| Eval Int | 82–100 | Source range |
| Healing | 75–97.5 | Source range |
| Magery | 82–100 | Source range |
| Magic Resist | 82–100 | Source range |
| Tactics | 82–100 | 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 |
|---|---|---|
| Bandage (Utility.RandomMinMax(5, 10) | Packs an explicit inventory or reward item: Bandage. Its source conditions determine whether and when this occurs. | No condition in extracted rule |
| Heal Potion | Packs an explicit inventory or reward item: Heal Potion. Its source conditions determine whether and when this occurs. | No condition in extracted rule |
| Cure Potion | Packs an explicit inventory or reward item: Cure Potion. Its source conditions determine whether and when this occurs. | No condition in extracted rule |
Scripted drops and item transfers#
These operations occur in the named methods. They can describe encounter rewards, service transactions or other item transfers; they are not an unconditional corpse-drop list.
| Operation | Method | Interpretation and conditions |
|---|---|---|
| Gold: 100, 200 | InitOutfit | Requests gold through the shared pocket-gold cap; the expression is not an additional guaranteed purse. |
Starting inventory#
| Inventory rule | Condition |
|---|---|
| AddItem(new Robe(GetRobeColor())) | Unconditional |
| AddItem(new VendorBuybackPack()) | Unconditional |
| AddItem(new Backpack { Layer = Layer.ShopResale, Movable = false, Visible = false }) | Unconditional |
| AddItem( Utility.Random(3) switch { 0 => new FancyShirt(GetRandomHue()), 1 => new Doublet(GetRandomHue()), _ => new Shirt(GetRandomHue()) // 2 } ) | Unconditional |
| AddItem( ShoeType switch { VendorShoeType.Shoes => new Shoes(GetShoeHue()), VendorShoeType.Boots => new Boots(GetShoeHue()), VendorShoeType.Sandals => new Sandals(GetShoeHue()), _ => new ThighBoots(GetShoeHue()) // ThighBoots } ) | Unconditional |
| AddItem( Utility.Random(6) switch { 0 => new ShortPants(GetRandomHue()), 1 => new Kilt(GetRandomHue()), 2 => new Kilt(GetRandomHue()), _ => new Skirt(GetRandomHue()) // 3-5 } ) | if (Female) |
| AddItem(Utility.RandomBool() ? new LongPants(GetRandomHue()) : new ShortPants(GetRandomHue())) | else |
Taming, resources and other properties#
| Property | Value |
|---|---|
| Bard Immune | true |
| Is Invulnerable | false |
| Fame | 1000 |
| Karma | -10000 |
| Fight Mode | FightMode.Aggressor When (!IsInvulnerable) |
| Always Murderer | true |
Notes#
- Source type availability does not establish a live spawn, location or current world count.
Source notes
Show 41 references
These references identify the reviewed shard files. Source presence does not establish live availability.
Projects/UOContent/Mobiles/Healers/EvilHealer.cs:5
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/Healers/EvilHealer.cs:15Projects/UOContent/Mobiles/Healers/EvilHealer.cs:16Projects/UOContent/Mobiles/Healers/EvilHealer.cs:17Projects/UOContent/Mobiles/Healers/BaseHealer.cs:39Projects/UOContent/Mobiles/Healers/BaseHealer.cs:40Projects/UOContent/Mobiles/Healers/BaseHealer.cs:41Projects/UOContent/Mobiles/Healers/BaseHealer.cs:43Projects/UOContent/Mobiles/Healers/BaseHealer.cs:45Projects/UOContent/Mobiles/Healers/BaseHealer.cs:47Projects/UOContent/Mobiles/Healers/BaseHealer.cs:48Projects/UOContent/Mobiles/Healers/BaseHealer.cs:49Projects/UOContent/Mobiles/Healers/BaseHealer.cs:50Projects/UOContent/Mobiles/Healers/BaseHealer.cs:51Projects/UOContent/Mobiles/Healers/BaseHealer.cs:53Projects/UOContent/Mobiles/Healers/BaseHealer.cs:54Projects/UOContent/Mobiles/Healers/BaseHealer.cs:55Projects/UOContent/Mobiles/Healers/BaseHealer.cs:56Projects/UOContent/Mobiles/Healers/BaseHealer.cs:57Projects/UOContent/Mobiles/Healers/BaseHealer.cs:58Projects/UOContent/Mobiles/Healers/BaseHealer.cs:63Projects/UOContent/Mobiles/Healers/BaseHealer.cs:64Projects/UOContent/Mobiles/Healers/BaseHealer.cs:65Projects/UOContent/Mobiles/Vendors/BaseVendor.cs:896Projects/UOContent/Mobiles/Healers/BaseHealer.cs:87Projects/UOContent/Mobiles/Vendors/BaseVendor.cs:77Projects/UOContent/Mobiles/Vendors/BaseVendor.cs:78Projects/UOContent/Mobiles/Vendors/BaseVendor.cs:855Projects/UOContent/Mobiles/Vendors/BaseVendor.cs:864Projects/UOContent/Mobiles/Vendors/BaseVendor.cs:881Projects/UOContent/Mobiles/Vendors/BaseVendor.cs:893Projects/UOContent/Mobiles/Vendors/BaseVendor.cs:92Projects/UOContent/Mobiles/Healers/BaseHealer.cs:71Projects/UOContent/Mobiles/Healers/BaseHealer.cs:60Projects/UOContent/Mobiles/Healers/EvilHealer.cs:13Projects/UOContent/Mobiles/Healers/BaseHealer.cs:34Projects/UOContent/Mobiles/Healers/EvilHealer.cs:22
Category: Monsters and NPCs