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Hire Thief

From UO:PvE Wiki

Hire Thief is a service npc. About D14–16.

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

At a glance#

PropertyValue
ClassificationService NPC
DifficultyAbout D14–16
AIAI_Melee
TamingNot marked tameable
Minimum taming skillNot specified
Control slots2; 2

Attributes and damage#

AttributeValue or rangeInterpretation
Str81–95Source range
Dex86–100Source range
Int61–75Source range
Damage10–23Source range

Skills#

AttributeValue or rangeInterpretation
Stealing66–97.5Source range
Peacemaking65–87.5Source range
Magic Resist25–47.5Source range
Healing65–87.5Source range
Tactics65–87.5Source range
Fencing65–87.5Source range
Parry45–60.5Source range
Lockpicking65–87Source range
Hiding65–87Source range
Snooping65–87Source 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: 0, 25Requests 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 Skirt(Utility.RandomNeutralHue()))if (Female = Utility.RandomBool()) and switch (Utility.Random(2)) and case 0:
EquipItem(new Kilt(Utility.RandomNeutralHue()))if (Female = Utility.RandomBool()) and switch (Utility.Random(2)) and case 1:
EquipItem(new ShortPants(Utility.RandomNeutralHue()))else
EquipItem(new Sandals(Utility.RandomNeutralHue()))Unconditional
EquipItem(new Dagger())Unconditional
EquipItem(new Doublet(Utility.RandomNeutralHue()))switch (Utility.Random(2)) and case 0:
EquipItem(new Shirt(Utility.RandomNeutralHue()))switch (Utility.Random(2)) and case 1:

Taming, resources and other properties#

PropertyValue
Control Slots2; 2
Fame100
Karma0
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 35 references

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

  1. Projects/UOContent/Mobiles/Hireables/HireThief.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/HireThief.cs:20
  7. Projects/UOContent/Mobiles/Hireables/HireThief.cs:21
  8. Projects/UOContent/Mobiles/Hireables/HireThief.cs:22
  9. Projects/UOContent/Mobiles/Hireables/HireThief.cs:24
  10. Projects/UOContent/Mobiles/Hireables/HireThief.cs:26
  11. Projects/UOContent/Mobiles/Hireables/HireThief.cs:27
  12. Projects/UOContent/Mobiles/Hireables/HireThief.cs:28
  13. Projects/UOContent/Mobiles/Hireables/HireThief.cs:29
  14. Projects/UOContent/Mobiles/Hireables/HireThief.cs:30
  15. Projects/UOContent/Mobiles/Hireables/HireThief.cs:31
  16. Projects/UOContent/Mobiles/Hireables/HireThief.cs:32
  17. Projects/UOContent/Mobiles/Hireables/HireThief.cs:33
  18. Projects/UOContent/Mobiles/Hireables/HireThief.cs:34
  19. Projects/UOContent/Mobiles/Hireables/HireThief.cs:35
  20. Projects/UOContent/Mobiles/Hireables/HireThief.cs:82
  21. Projects/UOContent/Mobiles/Hireables/BaseHire.cs:76
  22. Projects/UOContent/Mobiles/Hireables/HireThief.cs:49
  23. Projects/UOContent/Mobiles/Hireables/HireThief.cs:54
  24. Projects/UOContent/Mobiles/Hireables/HireThief.cs:63
  25. Projects/UOContent/Mobiles/Hireables/HireThief.cs:66
  26. Projects/UOContent/Mobiles/Hireables/HireThief.cs:67
  27. Projects/UOContent/Mobiles/Hireables/HireThief.cs:72
  28. Projects/UOContent/Mobiles/Hireables/HireThief.cs:77
  29. Projects/UOContent/Mobiles/Hireables/BaseHire.cs:38
  30. Projects/UOContent/Mobiles/Hireables/BaseHire.cs:42
  31. Projects/UOContent/Mobiles/Hireables/HireThief.cs:37
  32. Projects/UOContent/Mobiles/Hireables/HireThief.cs:38
  33. Projects/UOContent/Mobiles/Hireables/HireThief.cs:42
  34. Projects/UOContent/Mobiles/Hireables/HireThief.cs:61
  35. Projects/UOContent/Mobiles/Hireables/BaseHire.cs:48

Category: Monsters and NPCs