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Lord Oaks

From UO:PvE Wiki

Lord Oaks is a boss. 100.

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

At a glance#

PropertyValue
ClassificationBoss
Difficulty100
AIAI_Mage
TamingNot marked tameable
Minimum taming skillNot specified
Control slotsNot specified

Attributes and damage#

AttributeValue or rangeInterpretation
Str403–850Source range
Dex101–150Source range
Int503–800Source range
Hits3000Source range
Stam202–400Source range
Damage21–33Source range

Resistances#

AttributeValue or rangeInterpretation
Physical85–90Source range
Fire60–70Source range
Cold60–70Source range
Poison80–90Source range
Energy80–90Source range

Damage types#

AttributeValue or rangeInterpretation
Physical75Source range
Fire25Source range

Skills#

AttributeValue or rangeInterpretation
Anatomy75.1–100Source range
Eval Int120.1–130Source range
Magery120Source range
Meditation120.1–130Source range
Magic Resist100.5–150Source range
Tactics100Source range
Wrestling100Source range

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
D1001,800–2,800275%575–100

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
5 × Ultra Rich loot themeRequests ordinary treasure within one shared difficulty budget; repeated pack requests do not multiply the payout.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
CreateArtifact(UniqueList)GetArtifactInvokes a dedicated artifact or scroll reward handler under its own eligibility rules.
CreateArtifact(SharedList)GetArtifactInvokes a dedicated artifact or scroll reward handler under its own eligibility rules.
CreateArtifact(DecorativeList)GetArtifactInvokes a dedicated artifact or scroll reward handler under its own eligibility rules.
m.Corpse.DropItem(ps)GivePowerScrollToPlaces a scripted item into a container. Read the source conditions and method context. else if (m.Corpse?.Deleted == false)
prot.Corpse.DropItem(powerScroll)GivePowerScrollToPlaces a scripted item into a container. Read the source conditions and method context. if (chance > 0 && chance > Utility.Random(100)) else if (prot.Corpse?.Deleted == false)
GivePowerScrolls()OnBeforeDeathInvokes a dedicated artifact or scroll reward handler under its own eligibility rules. if (!NoKillAwards)
c.DropItem(new ChampionSkull(SkullType))OnDeathPlaces a scripted item into a container: Champion Skull. Read the source conditions and method context. if (Map == Map.Felucca) else

Unique List candidate items#

Candidate items in LordOaks.UniqueList. Selection and award eligibility are separate from ordinary creature loot.

Defined on this creature

Chance per call to BaseChampion.GetArtifact, not an unconditional per-kill drop chance. An empty selected list returns no item. Nonempty lists select an array entry uniformly; repeated entries retain their multiplicity.

ItemSelection weight or occurrences
Orc Chieftain Helm1

Shared List candidate items#

Candidate items in LordOaks.SharedList. Selection and award eligibility are separate from ordinary creature loot.

Defined on this creature

Chance per call to BaseChampion.GetArtifact, not an unconditional per-kill drop chance. An empty selected list returns no item. Nonempty lists select an array entry uniformly; repeated entries retain their multiplicity.

ItemSelection weight or occurrences
Royal Guard Survival Knife1
Djinnis Ring1
Lieutenant Of The Britannian Royal Guard1
Samaritan Robe1
Detective Boots1
The Most Knowledge Person1

Decorative List candidate items#

Candidate items in LordOaks.DecorativeList. Selection and award eligibility are separate from ordinary creature loot.

Defined on this creature

Chance per call to BaseChampion.GetArtifact, not an unconditional per-kill drop chance. An empty selected list returns no item. Nonempty lists select an array entry uniformly; repeated entries retain their multiplicity.

ItemSelection weight or occurrences
Water Tile1
Wind Spirit1
Pier1
Dirt Patch1

Abilities and special attacks#

Ability definitionRuleDefined by
Get Monster Abilitiesoverride MonsterAbility[] GetMonsterAbilities() => _abilities;LordOaks
Ability list{ MonsterAbilities.SummonPixiesCounter }LordOaks

Taming, resources and other properties#

PropertyValue
Bard Immune!Core.SE
UnprovokableCore.SE
UncalmableCore.SE
Auto Dispeltrue
Poison ImmunePoison.Deadly
Fame22500
Karma22500
Virtual Armor100
Can Move Over Obstaclestrue
Can Destroy Obstaclestrue
Body175
Unique Listnew[] { typeof(OrcChieftainHelm) }
Shared Listnew[] { typeof(RoyalGuardSurvivalKnife), typeof(DjinnisRing), typeof(LieutenantOfTheBritannianRoyalGuard), typeof(SamaritanRobe), typeof(DetectiveBoots), typeof(TheMostKnowledgePerson) }
Decorative Listnew[] { typeof(WaterTile), typeof(WindSpirit), typeof(Pier), typeof(DirtPatch) }
Skull TypeChampionSkullType.Enlightenment

Matching slayers#

  • Fey Slayer (Super slayer)

Notes#

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

Related references#

Source notes

Show 52 references

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

  1. Projects/UOContent/Mobiles/Special/LordOaks.cs:8
    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/Special/LordOaks.cs:55
  7. Projects/UOContent/Mobiles/Special/BaseChampion.cs:29
  8. Projects/UOContent/Mobiles/Special/LordOaks.cs:57
  9. Projects/UOContent/Mobiles/Special/LordOaks.cs:67
  10. Projects/UOContent/Items/Weapons/SlayerGroup.cs:98
    Super slayer membership
  11. Projects/UOContent/Mobiles/Special/LordOaks.cs:21
  12. Projects/UOContent/Mobiles/Special/LordOaks.cs:22
  13. Projects/UOContent/Mobiles/Special/LordOaks.cs:23
  14. Projects/UOContent/Mobiles/Special/LordOaks.cs:25
  15. Projects/UOContent/Mobiles/Special/LordOaks.cs:26
  16. Projects/UOContent/Mobiles/Special/LordOaks.cs:28
  17. Projects/UOContent/Mobiles/Special/LordOaks.cs:30
  18. Projects/UOContent/Mobiles/Special/LordOaks.cs:31
  19. Projects/UOContent/Mobiles/Special/LordOaks.cs:33
  20. Projects/UOContent/Mobiles/Special/LordOaks.cs:34
  21. Projects/UOContent/Mobiles/Special/LordOaks.cs:35
  22. Projects/UOContent/Mobiles/Special/LordOaks.cs:36
  23. Projects/UOContent/Mobiles/Special/LordOaks.cs:37
  24. Projects/UOContent/Mobiles/Special/LordOaks.cs:39
  25. Projects/UOContent/Mobiles/Special/LordOaks.cs:40
  26. Projects/UOContent/Mobiles/Special/LordOaks.cs:41
  27. Projects/UOContent/Mobiles/Special/LordOaks.cs:42
  28. Projects/UOContent/Mobiles/Special/LordOaks.cs:43
  29. Projects/UOContent/Mobiles/Special/LordOaks.cs:44
  30. Projects/UOContent/Mobiles/Special/LordOaks.cs:45
  31. Projects/UOContent/Mobiles/Special/LordOaks.cs:97
  32. Projects/UOContent/Mobiles/Special/BaseChampion.cs:32
  33. Projects/UOContent/Mobiles/Special/BaseChampion.cs:33
  34. Projects/UOContent/Mobiles/Special/BaseChampion.cs:34
  35. Projects/UOContent/Mobiles/Special/BaseChampion.cs:153
  36. Projects/UOContent/Mobiles/Special/BaseChampion.cs:194
  37. Projects/UOContent/Mobiles/Special/BaseChampion.cs:207
  38. Projects/UOContent/Mobiles/Special/BaseChampion.cs:260
  39. Projects/UOContent/Mobiles/Special/LordOaks.cs:89
  40. Projects/UOContent/Mobiles/Special/LordOaks.cs:88
  41. Projects/UOContent/Mobiles/Special/LordOaks.cs:81
  42. Projects/UOContent/Mobiles/Special/LordOaks.cs:82
  43. Projects/UOContent/Mobiles/Special/LordOaks.cs:83
  44. Projects/UOContent/Mobiles/Special/LordOaks.cs:79
  45. Projects/UOContent/Mobiles/Special/LordOaks.cs:86
  46. Projects/UOContent/Mobiles/Special/LordOaks.cs:47
  47. Projects/UOContent/Mobiles/Special/LordOaks.cs:48
  48. Projects/UOContent/Mobiles/Special/LordOaks.cs:50
  49. Projects/UOContent/Mobiles/Special/BaseChampion.cs:17
  50. Projects/UOContent/Mobiles/Special/BaseChampion.cs:18
  51. Projects/UOContent/Mobiles/Special/LordOaks.cs:20
  52. Projects/UOContent/Mobiles/Special/LordOaks.cs:53

Category: Monsters and NPCs