Ordinary loot by difficulty
From UO:PvE Wiki
Eligible monsters use one ordinary treasure budget, with tiered gold, equipment and magical-property limits.
Development source reviewed on 29 October 2026. In-game availability is unverified.
The ordinary treasure table#
This table applies when an eligible creature requests ordinary treasure. It is not a guaranteed payout from every kill: natural wildlife, quest awards, artifacts and special encounter caches follow their own rules. Existing generated gold and ordinary equipment consume the same budget.
| Difficulty | Gold range | Equipment before extra roll | Extra-item chance | Property rolls | Intensity range |
|---|---|---|---|---|---|
| 1–10 | 2–8 | 0 | 10% | 1 | 0–10 |
| 11–20 | 12–30 | 0 | 18% | 1 | 5–20 |
| 21–40 | 35–90 | 0 | 35% | 1–2 | 15–35 |
| 41–60 | 100–220 | 0 | 55% | 2–3 | 25–55 |
| 61–80 | 250–550 | 1 | 35% | 3–4 | 45–75 |
| 81–99 | 600–1,200 | 1 | 70% | 4–5 | 60–90 |
| 100 | 1,800–2,800 | 2 | 75% | 5 | 75–100 |
Luck and property quality#
An extra-item success adds one item. When the initial roll misses, a successful luck check can permit another roll at the same chance. Luck can select the maximum property-roll count and raise the minimum intensity by five, capped at that tier’s maximum. It does not move the item into a higher difficulty tier.
Property counts are generation rolls, not a guarantee of that many distinct visible properties. At D40 and below, Faster Casting, Faster Cast Recovery and Spell Channeling are removed after generation.
Supplies and special cases#
A creature’s scripted loot themes determine which supplements can appear. At most one optional generated gem, potion or scroll supplement is chosen, with chance 20% + 0.5% per difficulty point. Potions require a humanoid body or mage AI; scrolls require mage AI.
Creatures classified by this system as natural wildlife retains harvestable resources instead of ordinary gold and equipment. Owned creatures, summons, bonded pets, invulnerable creatures and service NPC categories are excluded from normal eligible encounter loot.
Resource, gem, scroll and treasure-map limits below cap themed drops; they do not create a guaranteed drop.
| Difficulty | Resource units / kinds | Gem units | Max spell circle | Max map level |
|---|---|---|---|---|
| 1–10 | 3 / 1 | 1 | 1 | None |
| 11–20 | 5 / 2 | 1 | 2 | 1 |
| 21–40 | 8 / 2 | 2 | 4 | 2 |
| 41–60 | 12 / 3 | 2 | 6 | 3 |
| 61–80 | 18 / 3 | 3 | 7 | 4 |
| 81–99 | 24 / 3 | 4 | 8 | 5 |
| 100 | 30 / 4 | 5 | 8 | 6 |
How adventure payouts reuse this table#
A filed bounty gives the maximum gold for its accepted upper difficulty. Each cleared Fracture wave has a shared budget of twice that difficulty’s maximum gold. These adventure caches have their own equipment rules; the ordinary guaranteed-item count does not apply to them.
Source notes
Show 7 references
These references identify the reviewed shard files. Source presence does not establish live availability.
Projects/UOContent/Mobiles/Difficulty/DifficultyLoot.cs:18
All ordinary loot tier valuesProjects/UOContent/Mobiles/Difficulty/DifficultyLoot.cs:29
Eligibility and natural lootProjects/UOContent/Mobiles/Difficulty/DifficultyLoot.cs:124
Themed resource, ammunition, scroll and map capsProjects/UOContent/Mobiles/Difficulty/DifficultyLoot.cs:232
Luck, property rolls and removal of low-tier casting attributesProjects/UOContent/Mobiles/Difficulty/DifficultyLoot.cs:314
Single budget, extra equipment and optional supplement generationProjects/UOContent/Engines/Adventures/HunterAdventures.cs:115
Bounty cache budgetProjects/UOContent/Engines/Adventures/RiftExpeditions.cs:245
Wave gold budget
Category: Adventures & loot