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Order Guard

From UO:PvE Wiki

Order Guard is a guard. Calculated per creature.

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

At a glance#

PropertyValue
ClassificationGuard
DifficultyCalculated per creature
AIAI_Melee
TamingNot marked tameable
Minimum taming skillNot specified
Control slotsNot specified

Attributes and damage#

AttributeValue or rangeInterpretation
Str1000Source range
Dex1000Source range
Int1000Source 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 requestInterpretationCondition
Gold: 250, 500Requests gold through the shared pocket-gold cap; the expression is not an additional guaranteed purse.No condition in extracted rule

Starting inventory#

Inventory ruleCondition
AddItem(new FemalePlateChest())if (Female = Utility.RandomBool())
AddItem(new PlateArms())if (Female = Utility.RandomBool())
AddItem(new PlateLegs())if (Female = Utility.RandomBool())
AddItem(new Doublet(Utility.RandomNondyedHue()))if (Female = Utility.RandomBool()) and switch (Utility.Random(2)) and case 0:
AddItem(new BodySash(Utility.RandomNondyedHue()))if (Female = Utility.RandomBool()) and switch (Utility.Random(2)) and case 1:
AddItem(new Skirt(Utility.RandomNondyedHue()))if (Female = Utility.RandomBool()) and switch (Utility.Random(2)) and case 0:
AddItem(new Kilt(Utility.RandomNondyedHue()))if (Female = Utility.RandomBool()) and switch (Utility.Random(2)) and case 1:
AddItem(new PlateChest())else
AddItem(new PlateArms())else
AddItem(new PlateLegs())else
AddItem(new Doublet(Utility.RandomNondyedHue()))else and switch (Utility.Random(3)) and case 0:
AddItem(new Tunic(Utility.RandomNondyedHue()))else and switch (Utility.Random(3)) and case 1:
AddItem(new BodySash(Utility.RandomNondyedHue()))else and switch (Utility.Random(3)) and case 2:
AddItem(weapon)Unconditional
AddItem(shield)Unconditional

Taming, resources and other properties#

PropertyValue
Bard Immunetrue
Body0x191 When (Female = Utility.RandomBool()); 0x190 When NOT (Female = Utility.RandomBool())

Notes#

  • Source type availability does not establish a live spawn, location or current world count.
  • This class inherits its stat setup or initializes it through helper/runtime logic; inherited sources are retained.

Related references#

Source notes

Show 25 references

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

  1. Projects/UOContent/Mobiles/Special/OrderGuard.cs:7
    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/BaseShieldGuard.cs:12
  7. Projects/UOContent/Mobiles/Special/BaseShieldGuard.cs:99
  8. Projects/UOContent/Mobiles/Special/BaseShieldGuard.cs:24
  9. Projects/UOContent/Mobiles/Special/BaseShieldGuard.cs:25
  10. Projects/UOContent/Mobiles/Special/BaseShieldGuard.cs:26
  11. Projects/UOContent/Mobiles/Special/BaseShieldGuard.cs:32
  12. Projects/UOContent/Mobiles/Special/BaseShieldGuard.cs:37
  13. Projects/UOContent/Mobiles/Special/BaseShieldGuard.cs:46
  14. Projects/UOContent/Mobiles/Special/BaseShieldGuard.cs:51
  15. Projects/UOContent/Mobiles/Special/BaseShieldGuard.cs:61
  16. Projects/UOContent/Mobiles/Special/BaseShieldGuard.cs:62
  17. Projects/UOContent/Mobiles/Special/BaseShieldGuard.cs:63
  18. Projects/UOContent/Mobiles/Special/BaseShieldGuard.cs:69
  19. Projects/UOContent/Mobiles/Special/BaseShieldGuard.cs:74
  20. Projects/UOContent/Mobiles/Special/BaseShieldGuard.cs:79
  21. Projects/UOContent/Mobiles/Special/BaseShieldGuard.cs:93
  22. Projects/UOContent/Mobiles/Special/BaseShieldGuard.cs:97
  23. Projects/UOContent/Mobiles/Special/OrderGuard.cs:20
  24. Projects/UOContent/Mobiles/Special/BaseShieldGuard.cs:21
  25. Projects/UOContent/Mobiles/Special/BaseShieldGuard.cs:58

Category: Monsters and NPCs