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Golem Controller

From UO:PvE Wiki

Golem Controller is a monster or encounter npc. About D24–28.

Development source reviewed on 29 October 2026. In-game availability is unverified.

At a glance#

PropertyValue
ClassificationMonster or encounter NPC
DifficultyAbout D24–28
AIAI_Mage
TamingNot marked tameable
Minimum taming skillNot specified
Control slotsNot specified

Attributes and damage#

AttributeValue or rangeInterpretation
Str126–150Source range
Dex96–120Source range
Int151–175Source range
Hits76–90Source range
Damage6–12Source range

Resistances#

AttributeValue or rangeInterpretation
Physical30–40Source range
Fire25–35Source range
Cold35–45Source range
Poison5–15Source range
Energy15–25Source range

Damage types#

AttributeValue or rangeInterpretation
Physical100Source range

Skills#

AttributeValue or rangeInterpretation
Eval Int95.1–100Source range
Magery95.1–100Source range
Meditation95.1–100Source range
Magic Resist102.5–125Source range
Tactics65–87.5Source range
Wrestling65–87.5Source range

Difficulty notes#

  • Freshly constructed ordinary wild creature; no paragon conversion, control/summon scaling, equipped/stat offsets, spell effects or special runtime transformations. Endless Journey expansion branches assumed. Missing skill/resistance assignments use zero. Numeric interval endpoints may not co-occur.

Loot eligibility#

Ordinary treasure is conditional on encounter eligibility

One shared difficulty gold/equipment budget can apply when the requested treasure theme is reached and all runtime eligibility checks pass. Conditions on the source loot calls still apply.

Requested gem, potion and scroll supplements use their separate theme/AI/body checks and one shared optional-supplement roll.

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.

Difficulty-based loot budget#

For eligible wild creatures that request treasure, the difficulty system replaces ordinary gold and equipment rolls with one budget. A difficulty estimate crossing a tier boundary shows every possible tier. The eligibility and source-call conditions above still apply.

DifficultyGold budgetGuaranteed equipmentExtra item chancePropertiesIntensity
D21–4035–90035%1–215–35

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 requestInterpretationCondition
1 × Rich loot themeRequests ordinary treasure within one shared difficulty budget; repeated pack requests do not multiply the payout.No condition in extracted rule
PackLootItem(new ArcaneGem())Requests a newly created themed item: Arcane Gem. Ordinary equipment is rerolled at death; supply and map limits apply.if (Utility.RandomDouble() < 0.7)

Taming, resources and other properties#

PropertyValue
Fame4000
Karma-4000
Virtual Armor16
Always Murderertrue
Body400

Notes#

  • Source type availability does not establish a live spawn, location or current world count.

Related references#

Source notes

Show 29 references

These references identify the reviewed shard files. Source presence does not establish live availability.

  1. Projects/UOContent/Mobiles/Monsters/Humanoid/Magic/GolemController.cs:6
    Type declaration
  2. Projects/UOContent/Mobiles/Difficulty/NpcDifficulty.cs:25
  3. Projects/UOContent/Mobiles/Difficulty/DifficultyLoot.cs:29
  4. Projects/UOContent/Mobiles/Difficulty/DifficultyLoot.cs:37
  5. Projects/UOContent/Mobiles/Difficulty/DifficultyLoot.cs:314
  6. Projects/UOContent/Mobiles/Monsters/Humanoid/Magic/GolemController.cs:23
  7. Projects/UOContent/Mobiles/Monsters/Humanoid/Magic/GolemController.cs:24
  8. Projects/UOContent/Mobiles/Monsters/Humanoid/Magic/GolemController.cs:25
  9. Projects/UOContent/Mobiles/Monsters/Humanoid/Magic/GolemController.cs:27
  10. Projects/UOContent/Mobiles/Monsters/Humanoid/Magic/GolemController.cs:29
  11. Projects/UOContent/Mobiles/Monsters/Humanoid/Magic/GolemController.cs:31
  12. Projects/UOContent/Mobiles/Monsters/Humanoid/Magic/GolemController.cs:33
  13. Projects/UOContent/Mobiles/Monsters/Humanoid/Magic/GolemController.cs:34
  14. Projects/UOContent/Mobiles/Monsters/Humanoid/Magic/GolemController.cs:35
  15. Projects/UOContent/Mobiles/Monsters/Humanoid/Magic/GolemController.cs:36
  16. Projects/UOContent/Mobiles/Monsters/Humanoid/Magic/GolemController.cs:37
  17. Projects/UOContent/Mobiles/Monsters/Humanoid/Magic/GolemController.cs:39
  18. Projects/UOContent/Mobiles/Monsters/Humanoid/Magic/GolemController.cs:40
  19. Projects/UOContent/Mobiles/Monsters/Humanoid/Magic/GolemController.cs:41
  20. Projects/UOContent/Mobiles/Monsters/Humanoid/Magic/GolemController.cs:42
  21. Projects/UOContent/Mobiles/Monsters/Humanoid/Magic/GolemController.cs:43
  22. Projects/UOContent/Mobiles/Monsters/Humanoid/Magic/GolemController.cs:44
  23. Projects/UOContent/Mobiles/Monsters/Humanoid/Magic/GolemController.cs:65
  24. Projects/UOContent/Mobiles/Monsters/Humanoid/Magic/GolemController.cs:53
  25. Projects/UOContent/Mobiles/Monsters/Humanoid/Magic/GolemController.cs:46
  26. Projects/UOContent/Mobiles/Monsters/Humanoid/Magic/GolemController.cs:47
  27. Projects/UOContent/Mobiles/Monsters/Humanoid/Magic/GolemController.cs:49
  28. Projects/UOContent/Mobiles/Monsters/Humanoid/Magic/GolemController.cs:61
  29. Projects/UOContent/Mobiles/Monsters/Humanoid/Magic/GolemController.cs:15

Category: Monsters and NPCs