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Hire Fighter

From UO:PvE Wiki

Hire Fighter is a service npc. About D12–13.

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

At a glance#

PropertyValue
ClassificationService NPC
DifficultyAbout D12–13
AIAI_Melee
TamingNot marked tameable
Minimum taming skillNot specified
Control slots2; 2

Attributes and damage#

AttributeValue or rangeInterpretation
Str91Source range
Dex91Source range
Int50Source range
Damage7–14Source range

Skills#

AttributeValue or rangeInterpretation
Tactics36–67Source range
Magery22Source range
Swords64–100Source range
Parry60–82Source range
Macing36–67Source range
Wrestling25–47Source 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#

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 requestInterpretationCondition
Gold: 25, 100Requests gold through the shared pocket-gold cap; the expression is not an additional guaranteed purse.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.

OperationMethodInterpretation and conditions
c.DropItem(new Gold(GoldOnDeath))OnDeathPlaces a scripted item into a container: Gold. Read the source conditions and method context. if (GoldOnDeath > 0)

Starting inventory#

Inventory ruleCondition
EquipItem(new Shoes(Utility.RandomNeutralHue()))switch (Utility.Random(2)) and case 0:
EquipItem(new Boots(Utility.RandomNeutralHue()))switch (Utility.Random(2)) and case 1:
EquipItem(new Shirt())Unconditional
EquipItem(weapon)Unconditional
EquipItem(shield)// Pick a random shield if (FindItemOnLayer(Layer.TwoHanded) == null)
EquipItem(helm)Unconditional
EquipItem(new LeatherChest())// Pick some armour switch (Utility.Random(4)) and case 0: // Leather
EquipItem(new LeatherArms())// Pick some armour switch (Utility.Random(4)) and case 0: // Leather
EquipItem(new LeatherGloves())// Pick some armour switch (Utility.Random(4)) and case 0: // Leather
EquipItem(new LeatherGorget())// Pick some armour switch (Utility.Random(4)) and case 0: // Leather
EquipItem(new LeatherLegs())// Pick some armour switch (Utility.Random(4)) and case 0: // Leather
EquipItem(new StuddedChest())// Pick some armour switch (Utility.Random(4)) and case 1: // Studded Leather
EquipItem(new StuddedArms())// Pick some armour switch (Utility.Random(4)) and case 1: // Studded Leather
EquipItem(new StuddedGloves())// Pick some armour switch (Utility.Random(4)) and case 1: // Studded Leather
EquipItem(new StuddedGorget())// Pick some armour switch (Utility.Random(4)) and case 1: // Studded Leather
EquipItem(new StuddedLegs())// Pick some armour switch (Utility.Random(4)) and case 1: // Studded Leather
EquipItem(new RingmailChest())// Pick some armour switch (Utility.Random(4)) and case 2: // Ringmail
EquipItem(new RingmailArms())// Pick some armour switch (Utility.Random(4)) and case 2: // Ringmail
EquipItem(new RingmailGloves())// Pick some armour switch (Utility.Random(4)) and case 2: // Ringmail
EquipItem(new RingmailLegs())// Pick some armour switch (Utility.Random(4)) and case 2: // Ringmail
EquipItem(new ChainChest())// Pick some armour switch (Utility.Random(4)) and case 3: // Chain
EquipItem(new ChainLegs())// Pick some armour switch (Utility.Random(4)) and case 3: // Chain

Taming, resources and other properties#

PropertyValue
Control Slots2; 2
Fame100
Karma100
Body0x191 When (Female = Utility.RandomBool()); 0x190 When NOT (Female = Utility.RandomBool())
Can Dropfalse

Notes#

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

Related references#

Source notes

Show 46 references

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

  1. Projects/UOContent/Mobiles/Hireables/HireFighter.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/Hireables/HireFighter.cs:20
  7. Projects/UOContent/Mobiles/Hireables/HireFighter.cs:21
  8. Projects/UOContent/Mobiles/Hireables/HireFighter.cs:22
  9. Projects/UOContent/Mobiles/Hireables/HireFighter.cs:24
  10. Projects/UOContent/Mobiles/Hireables/HireFighter.cs:26
  11. Projects/UOContent/Mobiles/Hireables/HireFighter.cs:27
  12. Projects/UOContent/Mobiles/Hireables/HireFighter.cs:28
  13. Projects/UOContent/Mobiles/Hireables/HireFighter.cs:29
  14. Projects/UOContent/Mobiles/Hireables/HireFighter.cs:30
  15. Projects/UOContent/Mobiles/Hireables/HireFighter.cs:31
  16. Projects/UOContent/Mobiles/Hireables/HireFighter.cs:140
  17. Projects/UOContent/Mobiles/Hireables/BaseHire.cs:76
  18. Projects/UOContent/Mobiles/Hireables/HireFighter.cs:51
  19. Projects/UOContent/Mobiles/Hireables/HireFighter.cs:56
  20. Projects/UOContent/Mobiles/Hireables/HireFighter.cs:61
  21. Projects/UOContent/Mobiles/Hireables/HireFighter.cs:73
  22. Projects/UOContent/Mobiles/Hireables/HireFighter.cs:88
  23. Projects/UOContent/Mobiles/Hireables/HireFighter.cs:100
  24. Projects/UOContent/Mobiles/Hireables/HireFighter.cs:107
  25. Projects/UOContent/Mobiles/Hireables/HireFighter.cs:108
  26. Projects/UOContent/Mobiles/Hireables/HireFighter.cs:109
  27. Projects/UOContent/Mobiles/Hireables/HireFighter.cs:110
  28. Projects/UOContent/Mobiles/Hireables/HireFighter.cs:111
  29. Projects/UOContent/Mobiles/Hireables/HireFighter.cs:116
  30. Projects/UOContent/Mobiles/Hireables/HireFighter.cs:117
  31. Projects/UOContent/Mobiles/Hireables/HireFighter.cs:118
  32. Projects/UOContent/Mobiles/Hireables/HireFighter.cs:119
  33. Projects/UOContent/Mobiles/Hireables/HireFighter.cs:120
  34. Projects/UOContent/Mobiles/Hireables/HireFighter.cs:125
  35. Projects/UOContent/Mobiles/Hireables/HireFighter.cs:126
  36. Projects/UOContent/Mobiles/Hireables/HireFighter.cs:127
  37. Projects/UOContent/Mobiles/Hireables/HireFighter.cs:128
  38. Projects/UOContent/Mobiles/Hireables/HireFighter.cs:133
  39. Projects/UOContent/Mobiles/Hireables/HireFighter.cs:135
  40. Projects/UOContent/Mobiles/Hireables/BaseHire.cs:38
  41. Projects/UOContent/Mobiles/Hireables/BaseHire.cs:42
  42. Projects/UOContent/Mobiles/Hireables/HireFighter.cs:33
  43. Projects/UOContent/Mobiles/Hireables/HireFighter.cs:34
  44. Projects/UOContent/Mobiles/Hireables/HireFighter.cs:38
  45. Projects/UOContent/Mobiles/Hireables/HireFighter.cs:43
  46. Projects/UOContent/Mobiles/Hireables/BaseHire.cs:48

Category: Monsters and NPCs