Exact ordinary loot budgets
From UO:PvE Wiki
One completed ordinary encounter uses one difficulty tier, regardless of how many legacy loot packs its script requests.
Development source reviewed on 29 October 2026. In-game availability is unverified.
Gold and equipment#
The table describes the ordinary treasure budget when a script requests treasure. Existing generated gold is deducted; existing ordinary equipment consumes the item count. Natural-loot creatures do not generate the ordinary treasure purse or equipment. Dedicated quest, artifact and encounter rewards can follow separate paths.
| Difficulty | Gold | Guaranteed equipment before existing items | Extra-item base chance | Property rolls | Intensity |
|---|---|---|---|---|---|
| D1–10 | 2–8 | 0 | 10% | 1 | 0–10 |
| D11–20 | 12–30 | 0 | 18% | 1 | 5–20 |
| D21–40 | 35–90 | 0 | 35% | 1–2 | 15–35 |
| D41–60 | 100–220 | 0 | 55% | 2–3 | 25–55 |
| D61–80 | 250–550 | 1 | 35% | 3–4 | 45–75 |
| D81–99 | 600–1,200 | 1 | 70% | 4–5 | 60–90 |
| D100 | 1,800–2,800 | 2 | 75% | 5 | 75–100 |
Luck#
The highest-damage contributor with ordinary looting rights supplies the luck roll, including a matching Honor perfection bonus. In the current expansion, chance units = floor(effective Luck^(1 / 1.8) × 100), compared with a random integer from 0 to 9,999. Negative luck produces zero chance.
If the first extra-item roll fails, a successful luck check permits one more roll at the same base probability p. If L is the probability of that luck check succeeding, the total extra-item probability is p + (1 − p) × L × p. It still awards at most one extra item.
A separate successful item-quality luck check selects that tier’s maximum property-roll count and raises its minimum intensity by five, capped at the same tier maximum. Luck does not raise the tier ceiling. At D40 or lower, Faster Casting, Faster Cast Recovery and Spell Channeling are removed after property generation.
Themed supply caps#
These are caps on newly requested themed supplies, not guaranteed supply drops. The resource count spans the requested resource category; the kind limit restricts distinct item types. Ammunition has a separate cap of 10 + floor(D / 2). Other themed consumables are capped at one.
| Difficulty | Resource units / kinds | Gem units | Maximum ordinary spell circle | Maximum treasure map |
|---|---|---|---|---|
| D1–10 | 3 / 1 | 1 | 1 | No map through themed packing |
| D11–20 | 5 / 2 | 1 | 2 | 1 |
| D21–40 | 8 / 2 | 2 | 4 | 2 |
| D41–60 | 12 / 3 | 2 | 6 | 3 |
| D61–80 | 18 / 3 | 3 | 7 | 4 |
| D81–99 | 24 / 3 | 4 | 8 | 5 |
| D100 | 30 / 4 | 5 | 8 | 6 |
Optional supplement#
After treasure generation, at most one optional gem, potion or scroll supplement is considered from the creature’s requested themes. Its chance is 20% + 0.5% × D. Gems need a gem theme; potions additionally need a human body or mage AI; scrolls need mage AI. Natural-loot creatures do not receive potion or scroll supplements.
Above D40, the potion choice is uniformly Greater Heal, Greater Cure or Total Refresh. An ordinary spell scroll is chosen from the highest two allowed circles. The supplement still passes through the relevant themed supply caps.
Why pack names do not equal payouts#
GenerateLoot is deferred until death so the final encounter difficulty and killer luck are available. AddLoot(pack, amount) registers a theme once whenever amount is positive. Repeating FilthyRich, Rich or SuperBoss does not add multiple independent ordinary budgets.
PackLootItem processes newly created themed drops: ordinary equipment is replaced by the final death roll; maps and supplies can be capped or rejected. PackItem remains an inventory API, so existing possessions and explicit special rewards are not automatically swept away.
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
Exact tier valuesProjects/UOContent/Mobiles/Difficulty/DifficultyLoot.cs:83
Themed item transformation and supply categoriesProjects/UOContent/Mobiles/Difficulty/DifficultyLoot.cs:232
Quality luck and low-tier casting-property removalProjects/UOContent/Mobiles/Difficulty/DifficultyLoot.cs:314
Single budget, extra roll and supplementProjects/UOContent/Mobiles/BaseCreature.cs:5362
Deferred death generationProjects/UOContent/Mobiles/BaseCreature.cs:5401
Amount and repeated loot-pack behaviorProjects/UOContent/Misc/LootPack.cs:64
Luck formula and highest-damage eligible looter
Category: Adventures & loot