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Protector

From UO:PvE Wiki

Protector is a monster or encounter npc. About D28–34.

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

At a glance#

PropertyValue
ClassificationMonster or encounter NPC
DifficultyAbout D28–34
AIAI_Melee
TamingNot marked tameable
Minimum taming skillNot specified
Control slotsNot specified

Attributes and damage#

AttributeValue or rangeInterpretation
Str700–800Source range
Dex100–150Source range
Int50–75Source range
Hits350–450Source range
Damage6–12Source range

Resistances#

AttributeValue or rangeInterpretation
Physical30–40Source range
Fire20–30Source range
Cold35–40Source range
Poison30–40Source range
Energy30–40Source range

Damage types#

AttributeValue or rangeInterpretation
Physical100Source range

Skills#

AttributeValue or rangeInterpretation
Wrestling70–100Source range
Tactics80–100Source range
Magic Resist50–70Source range
Anatomy70–100Source 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#

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
D21–4035–90035%1–215–35

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
1 × Filthy Rich loot themeRequests ordinary treasure within one shared difficulty budget; repeated pack requests do not multiply the payout.No condition in extracted rule

Starting inventory#

Inventory ruleCondition
AddItem(new ThighBoots { Movable = false, Hue = Utility.Random(2) })Unconditional
AddItem(new Item(0x204E) { Layer = Layer.OuterTorso, Movable = false, Hue = Utility.Random(2) })Unconditional

Taming, resources and other properties#

PropertyValue
Fame10000
Karma-10000
Always Murderertrue
Body401

Notes#

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

Related references#

Source notes

Show 27 references

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

  1. Projects/UOContent/Mobiles/Monsters/ML/Prism of Light/Protector.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/Monsters/ML/Prism of Light/Protector.cs:21
  7. Projects/UOContent/Mobiles/Monsters/ML/Prism of Light/Protector.cs:22
  8. Projects/UOContent/Mobiles/Monsters/ML/Prism of Light/Protector.cs:23
  9. Projects/UOContent/Mobiles/Monsters/ML/Prism of Light/Protector.cs:25
  10. Projects/UOContent/Mobiles/Monsters/ML/Prism of Light/Protector.cs:27
  11. Projects/UOContent/Mobiles/Monsters/ML/Prism of Light/Protector.cs:29
  12. Projects/UOContent/Mobiles/Monsters/ML/Prism of Light/Protector.cs:31
  13. Projects/UOContent/Mobiles/Monsters/ML/Prism of Light/Protector.cs:32
  14. Projects/UOContent/Mobiles/Monsters/ML/Prism of Light/Protector.cs:33
  15. Projects/UOContent/Mobiles/Monsters/ML/Prism of Light/Protector.cs:34
  16. Projects/UOContent/Mobiles/Monsters/ML/Prism of Light/Protector.cs:35
  17. Projects/UOContent/Mobiles/Monsters/ML/Prism of Light/Protector.cs:37
  18. Projects/UOContent/Mobiles/Monsters/ML/Prism of Light/Protector.cs:38
  19. Projects/UOContent/Mobiles/Monsters/ML/Prism of Light/Protector.cs:39
  20. Projects/UOContent/Mobiles/Monsters/ML/Prism of Light/Protector.cs:40
  21. Projects/UOContent/Mobiles/Monsters/ML/Prism of Light/Protector.cs:67
  22. Projects/UOContent/Mobiles/Monsters/ML/Prism of Light/Protector.cs:45
  23. Projects/UOContent/Mobiles/Monsters/ML/Prism of Light/Protector.cs:50
  24. Projects/UOContent/Mobiles/Monsters/ML/Prism of Light/Protector.cs:42
  25. Projects/UOContent/Mobiles/Monsters/ML/Prism of Light/Protector.cs:43
  26. Projects/UOContent/Mobiles/Monsters/ML/Prism of Light/Protector.cs:61
  27. Projects/UOContent/Mobiles/Monsters/ML/Prism of Light/Protector.cs:13

Category: Monsters and NPCs