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Orcish lord

From UO:PvE Wiki

Orcish lord is a monster or encounter npc. About D16–20.

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

At a glance#

PropertyValue
ClassificationMonster or encounter NPC
DifficultyAbout D16–20
AIAI_Melee
TamingNot marked tameable
Minimum taming skillNot specified
Control slotsNot specified

Attributes and damage#

AttributeValue or rangeInterpretation
Str147–215Source range
Dex91–115Source range
Int61–85Source range
Hits95–123Source range
Damage4–14Source range

Resistances#

AttributeValue or rangeInterpretation
Physical25–35Source range
Fire30–40Source range
Cold20–30Source range
Poison30–40Source range
Energy30–40Source range

Damage types#

AttributeValue or rangeInterpretation
Physical100Source range

Skills#

AttributeValue or rangeInterpretation
Magic Resist70.1–85Source range
Swords60.1–85Source range
Tactics75.1–90Source range
Wrestling60.1–85Source 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
D11–2012–30018%15–20

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 × Meager loot themeRequests ordinary treasure within one shared difficulty budget; repeated pack requests do not multiply the payout.No condition in extracted rule
1 × Average loot themeRequests ordinary treasure within one shared difficulty budget; repeated pack requests do not multiply the payout.No condition in extracted rule
PackLootItem( Utility.Random(5) switch { 0 => new Lockpick(), 1 => new MortarPestle(), 2 => new Bottle(), 3 => new RawRibs(), _ => new Shovel() // 4 } )Requests a newly created themed item: Lockpick, Mortar Pestle, Bottle, Raw Ribs, Shovel. Ordinary equipment is rerolled at death; supply and map limits apply.No condition in extracted rule
PackLootItem(new RingmailChest())Requests a newly created themed item: Ringmail Chest. Ordinary equipment is rerolled at death; supply and map limits apply.No condition in extracted rule
PackLootItem(Loot.RandomPossibleReagent())Requests a newly created themed item. Ordinary equipment is rerolled at death; supply and map limits apply.if (Utility.RandomDouble() < 0.3)
PackLootItem(new BolaBall())Requests a newly created themed item: Bola Ball. Ordinary equipment is rerolled at death; supply and map limits apply.if (Utility.RandomDouble() < 0.2)

Taming, resources and other properties#

PropertyValue
No Kill Awardstrue
Treasure Map Level1
Meat1
Fame2500
Karma-2500
Can Rummage Corpsestrue
Body138
Base Sound ID0x45A

Matching slayers#

  • Repond Slayer (Super slayer)
  • Orc Slayer (Lesser slayer)

Adventure reward families#

  • Humanoids

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 36 references

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

  1. Projects/UOContent/Mobiles/Monsters/Humanoid/Melee/SpawnedOrcishLord.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/Items/Weapons/SlayerGroup.cs:20
    Super slayer membership
  7. Projects/UOContent/Items/Weapons/SlayerGroup.cs:53
    Lesser slayer membership
  8. Projects/UOContent/Mobiles/Monsters/Humanoid/Melee/OrcishLord.cs:16
  9. Projects/UOContent/Mobiles/Monsters/Humanoid/Melee/OrcishLord.cs:17
  10. Projects/UOContent/Mobiles/Monsters/Humanoid/Melee/OrcishLord.cs:18
  11. Projects/UOContent/Mobiles/Monsters/Humanoid/Melee/OrcishLord.cs:20
  12. Projects/UOContent/Mobiles/Monsters/Humanoid/Melee/OrcishLord.cs:22
  13. Projects/UOContent/Mobiles/Monsters/Humanoid/Melee/OrcishLord.cs:24
  14. Projects/UOContent/Mobiles/Monsters/Humanoid/Melee/OrcishLord.cs:26
  15. Projects/UOContent/Mobiles/Monsters/Humanoid/Melee/OrcishLord.cs:27
  16. Projects/UOContent/Mobiles/Monsters/Humanoid/Melee/OrcishLord.cs:28
  17. Projects/UOContent/Mobiles/Monsters/Humanoid/Melee/OrcishLord.cs:29
  18. Projects/UOContent/Mobiles/Monsters/Humanoid/Melee/OrcishLord.cs:30
  19. Projects/UOContent/Mobiles/Monsters/Humanoid/Melee/OrcishLord.cs:32
  20. Projects/UOContent/Mobiles/Monsters/Humanoid/Melee/OrcishLord.cs:33
  21. Projects/UOContent/Mobiles/Monsters/Humanoid/Melee/OrcishLord.cs:34
  22. Projects/UOContent/Mobiles/Monsters/Humanoid/Melee/OrcishLord.cs:35
  23. Projects/UOContent/Mobiles/Monsters/Humanoid/Melee/OrcishLord.cs:77
  24. Projects/UOContent/Mobiles/Monsters/Humanoid/Melee/OrcishLord.cs:78
  25. Projects/UOContent/Mobiles/Monsters/Humanoid/Melee/OrcishLord.cs:40
  26. Projects/UOContent/Mobiles/Monsters/Humanoid/Melee/OrcishLord.cs:51
  27. Projects/UOContent/Mobiles/Monsters/Humanoid/Melee/OrcishLord.cs:55
  28. Projects/UOContent/Mobiles/Monsters/Humanoid/Melee/OrcishLord.cs:60
  29. Projects/UOContent/Mobiles/Monsters/Humanoid/Melee/SpawnedOrcishLord.cs:16
  30. Projects/UOContent/Mobiles/Monsters/Humanoid/Melee/OrcishLord.cs:70
  31. Projects/UOContent/Mobiles/Monsters/Humanoid/Melee/OrcishLord.cs:71
  32. Projects/UOContent/Mobiles/Monsters/Humanoid/Melee/OrcishLord.cs:37
  33. Projects/UOContent/Mobiles/Monsters/Humanoid/Melee/OrcishLord.cs:38
  34. Projects/UOContent/Mobiles/Monsters/Humanoid/Melee/OrcishLord.cs:69
  35. Projects/UOContent/Mobiles/Monsters/Humanoid/Melee/OrcishLord.cs:13
  36. Projects/UOContent/Mobiles/Monsters/Humanoid/Melee/OrcishLord.cs:14

Category: Monsters and NPCs