UO:PvE WikiPeople vs EverythingVisit the realm website
Wiki navigation

Priced Healer

From UO:PvE Wiki

Priced Healer is a service npc. 1.

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

At a glance#

PropertyValue
ClassificationService NPC
Difficulty1
AIAI_Mage
TamingNot marked tameable
Minimum taming skillNot specified
Control slotsNot specified

Attributes and damage#

AttributeValue or rangeInterpretation
Str304–400Source range
Dex102–150Source range
Int204–300Source range
Damage10–23Source range

Resistances#

AttributeValue or rangeInterpretation
Physical40–50Source range
Fire40–50Source range
Cold40–50Source range
Poison40–50Source range
Energy40–50Source range

Damage types#

AttributeValue or rangeInterpretation
Physical100Source range

Skills#

AttributeValue or rangeInterpretation
Anatomy75–97.5Source range
Eval Int82–100Source range
Healing75–97.5Source range
Magery82–100Source range
Magic Resist82–100Source range
Tactics82–100Source 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
Bandage (Utility.RandomMinMax(5, 10)Packs an explicit inventory or reward item: Bandage. Its source conditions determine whether and when this occurs.No condition in extracted rule
Heal PotionPacks an explicit inventory or reward item: Heal Potion. Its source conditions determine whether and when this occurs.No condition in extracted rule
Cure PotionPacks an explicit inventory or reward item: Cure Potion. Its source conditions determine whether and when this occurs.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
Gold: 100, 200InitOutfitRequests gold through the shared pocket-gold cap; the expression is not an additional guaranteed purse.

Starting inventory#

Inventory ruleCondition
AddItem(new Robe(GetRobeColor()))Unconditional
AddItem(new VendorBuybackPack())Unconditional
AddItem(new Backpack { Layer = Layer.ShopResale, Movable = false, Visible = false })Unconditional
AddItem( Utility.Random(3) switch { 0 => new FancyShirt(GetRandomHue()), 1 => new Doublet(GetRandomHue()), _ => new Shirt(GetRandomHue()) // 2 } )Unconditional
AddItem( ShoeType switch { VendorShoeType.Shoes => new Shoes(GetShoeHue()), VendorShoeType.Boots => new Boots(GetShoeHue()), VendorShoeType.Sandals => new Sandals(GetShoeHue()), _ => new ThighBoots(GetShoeHue()) // ThighBoots } )Unconditional
AddItem( Utility.Random(6) switch { 0 => new ShortPants(GetRandomHue()), 1 => new Kilt(GetRandomHue()), 2 => new Kilt(GetRandomHue()), _ => new Skirt(GetRandomHue()) // 3-5 } )if (Female)
AddItem(Utility.RandomBool() ? new LongPants(GetRandomHue()) : new ShortPants(GetRandomHue()))else

Taming, resources and other properties#

PropertyValue
Bard Immunetrue
Is Invulnerabletrue
Fame1000
Karma10000
Fight ModeFightMode.Aggressor When (!IsInvulnerable)

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 37 references

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

  1. Projects/UOContent/Mobiles/Healers/PricedHealer.cs:5
    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/Healers/BaseHealer.cs:39
  7. Projects/UOContent/Mobiles/Healers/BaseHealer.cs:40
  8. Projects/UOContent/Mobiles/Healers/BaseHealer.cs:41
  9. Projects/UOContent/Mobiles/Healers/BaseHealer.cs:43
  10. Projects/UOContent/Mobiles/Healers/BaseHealer.cs:45
  11. Projects/UOContent/Mobiles/Healers/BaseHealer.cs:47
  12. Projects/UOContent/Mobiles/Healers/BaseHealer.cs:48
  13. Projects/UOContent/Mobiles/Healers/BaseHealer.cs:49
  14. Projects/UOContent/Mobiles/Healers/BaseHealer.cs:50
  15. Projects/UOContent/Mobiles/Healers/BaseHealer.cs:51
  16. Projects/UOContent/Mobiles/Healers/BaseHealer.cs:53
  17. Projects/UOContent/Mobiles/Healers/BaseHealer.cs:54
  18. Projects/UOContent/Mobiles/Healers/BaseHealer.cs:55
  19. Projects/UOContent/Mobiles/Healers/BaseHealer.cs:56
  20. Projects/UOContent/Mobiles/Healers/BaseHealer.cs:57
  21. Projects/UOContent/Mobiles/Healers/BaseHealer.cs:58
  22. Projects/UOContent/Mobiles/Healers/BaseHealer.cs:63
  23. Projects/UOContent/Mobiles/Healers/BaseHealer.cs:64
  24. Projects/UOContent/Mobiles/Healers/BaseHealer.cs:65
  25. Projects/UOContent/Mobiles/Vendors/BaseVendor.cs:896
  26. Projects/UOContent/Mobiles/Healers/BaseHealer.cs:87
  27. Projects/UOContent/Mobiles/Vendors/BaseVendor.cs:77
  28. Projects/UOContent/Mobiles/Vendors/BaseVendor.cs:78
  29. Projects/UOContent/Mobiles/Vendors/BaseVendor.cs:855
  30. Projects/UOContent/Mobiles/Vendors/BaseVendor.cs:864
  31. Projects/UOContent/Mobiles/Vendors/BaseVendor.cs:881
  32. Projects/UOContent/Mobiles/Vendors/BaseVendor.cs:893
  33. Projects/UOContent/Mobiles/Vendors/BaseVendor.cs:92
  34. Projects/UOContent/Mobiles/Healers/PricedHealer.cs:17
  35. Projects/UOContent/Mobiles/Healers/BaseHealer.cs:60
  36. Projects/UOContent/Mobiles/Healers/BaseHealer.cs:61
  37. Projects/UOContent/Mobiles/Healers/BaseHealer.cs:34

Category: Monsters and NPCs