Show pageOld revisionsBacklinksBack to top This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. ===== Champion Spawns ===== A **Champion Spawn** is a fixed-location encounter that releases successive waves of monsters from a pentagram altar. Each wave belongs to one of four ranks of increasing difficulty. Clearing enough creatures of the current rank advances the spawn until the champion boss is summoned at the final tier. Slaying the champion awards power scrolls, gold, an awakening skull, and assorted custom drops. ==== Spawn Locations ==== Champion spawns are present on six facets: //Desolate//, //Trammel//, //Ilshenar//, //Malas//, //Tokuno//, and //TerMur//. The standard dungeon and lost-lands spawn set historically associated with Felucca has been relocated to Trammel. The Desolate facet mirrors the Trammel layout exactly, with the same spawn names, types, and locations, but applies the Desolate reward variant (see //Desolate Maps// below). ^ Group ^ Spawn Name ^ Type ^ Champion ^ Map ^ | Trammel Dungeons | Deceit | UnholyTerror | Neira | Trammel | | Trammel Dungeons | Despise | VerminHorde | Barracoon | Trammel | | Trammel Dungeons | Destard | ColdBlood | Rikktor | Trammel | | Trammel Dungeons | Fire | Abyss | Semidar | Trammel | | Trammel Dungeons | Tera Keep | Arachnid | Mephitis | Trammel | | Trammel Dungeons | Abyss | Terror | Abyssal Infernal | Trammel | | Trammel Dungeons | Lich | Infuse | Primeval Lich | Trammel | | Trammel T2A | Desert | randomized | random of 5 | Trammel | | Trammel T2A | Tortoise | randomized | random of 5 | Trammel | | Trammel T2A | Ice West | randomized | random of 5 | Trammel | | Trammel T2A | Oasis | randomized | random of 5 | Trammel | | Trammel T2A | Terra | randomized | random of 5 | Trammel | | Trammel T2A | Lord Oaks | ForestLord | Lord Oaks | Trammel | | Trammel T2A | Marble | randomized | random of 5 | Trammel | | Trammel T2A | Hopper's Bog | randomized | random of 5 | Trammel | | Trammel T2A | Ice East | randomized | random of 5 | Trammel | | Trammel T2A | Damwin Thicket | randomized | random of 5 | Trammel | | Trammel T2A | City of Death | randomized | random of 5 | Trammel | | Desolate Dungeons | Deceit | UnholyTerror | Neira | Desolate | | Desolate Dungeons | Despise | VerminHorde | Barracoon | Desolate | | Desolate Dungeons | Destard | ColdBlood | Rikktor | Desolate | | Desolate Dungeons | Fire | Abyss | Semidar | Desolate | | Desolate Dungeons | Tera Keep | Arachnid | Mephitis | Desolate | | Desolate Dungeons | Abyss | Terror | Abyssal Infernal | Desolate | | Desolate Dungeons | Lich | Infuse | Primeval Lich | Desolate | | Desolate T2A | Desert | randomized | random of 5 | Desolate | | Desolate T2A | Tortoise | randomized | random of 5 | Desolate | | Desolate T2A | Ice West | randomized | random of 5 | Desolate | | Desolate T2A | Oasis | randomized | random of 5 | Desolate | | Desolate T2A | Terra | randomized | random of 5 | Desolate | | Desolate T2A | Lord Oaks | ForestLord | Lord Oaks | Desolate | | Desolate T2A | Marble | randomized | random of 5 | Desolate | | Desolate T2A | Hopper's Bog | randomized | random of 5 | Desolate | | Desolate T2A | Ice East | randomized | random of 5 | Desolate | | Desolate T2A | Damwin Thicket | randomized | random of 5 | Desolate | | Desolate T2A | City of Death | randomized | random of 5 | Desolate | | Ilshenar | Valor | randomized | random of 5 | Ilshenar | | Ilshenar | Humility | randomized | random of 5 | Ilshenar | | Ilshenar | Spirituality | ForestLord | Lord Oaks | Ilshenar | | Ilshenar | Glade | Glade | Twaulo of the Glade | Ilshenar | | Malas | Bedlam | Corrupt | Ilhenir the Stained | Malas | | Tokuno | Dragon | SleepingDragon | Serado the Awakened | Tokuno | Spawns marked //randomized// re-roll their champion type at the start of every new spawn cycle — the one-hour auto-restart after a champion is killed, and any deactivation that triggers an auto-restart. The roll is a uniform pick from a pool of five: Abyss (Semidar), Arachnid (Mephitis), ColdBlood (Rikktor), VerminHorde (Barracoon), and UnholyTerror (Neira). The //Champion// column for those rows shows "random of 5" because the boss can be any of the five on the next run. This matches canonical UO behavior on UOGuide and UO.com. ==== Rotation and Auto-Restart ==== Spawns that share a //group// rotate together. Once per day (default), exactly one spawn per group is chosen at random and activated; the others in the same group are deactivated. Spawns with no group always auto-restart and stay active. Auto-restarting spawns queue a fresh restart after the champion dies, but only if at least one player is on the same map. The restart delay is **one hour**. ==== Activation ==== A spawn becomes active through one of four paths: * **Rotation / startup** — at world load, the daily rotation activates the chosen spawn in each group. * **Gameplay Points (public altars)** — double-click the //Idol of the Champion// (the white skull on the altar) on an inactive public spawn. A confirmation gump appears. Confirming debits **1 Gameplay Point** (or **10 Gameplay Points** on a Desolate map), sets a **3-hour** expire timer, and activates the spawn. If another player wins a race to activate, your Gameplay Points are refunded. The idol's tooltip on an inactive public spawn reads //"Double Click To Activate The Champion Spawn — Cost: 1 Gameplay Point"// (or 10 on Desolate Trammel). * **Valor virtue** — use the Valor virtue button on your paperdoll and target an idol: * **Inactive idol**: only a //Knight of Valor// may use this path. It costs 11,000 valor and bypasses any pending restart timer, starting the spawn immediately. * **Active idol, no champion up yet**: pay a tier-scaled valor cost to immediately advance the spawn one level. Costs by current rank: ^ Rank ^ Valor Required ^ Valor Consumed ^ | 0 | 2,500 | 2,500 | | 1 | 5,000 | 5,000 | | 2 | 10,000 | 7,500 | | 3 | 20,000 | 10,000 | A spawn can only be advanced once by Valor per run. Hidden players cannot use this path. * **Instance orbs (private spawns)** — inside an instance map, double-clicking the idol skips the confirm gump, sets a **15-minute** expire timer, and activates the spawn at no Gameplay Point cost. ==== Spawn Lifecycle ==== When a spawn starts, it primes its expire clock (3 hours default; 15 minutes inside an instance) and rolls a random //starting level// (number of red skulls): * 50 % chance: Level 0 or Level 1 (split 50/50 inside this branch) * 25 % chance: Level 2 * 15 % chance: Level 3 * 10 % chance: Level 4 If the spawn expires without progress past its starting level, it deactivates rather than dropping below that tier. The altar's color tracks state: red-tinted when inactive, plain when active. On champion death the altar tints red again, and a decaying //Moongate// to the Star Room is opened at the altar location (Trammel-map kills on non-ML servers). ==== Ranks, Levels, and Kills ==== A spawn has **16 levels** (red skulls). Each level belongs to one of four //ranks//, which determine the monster pool, kills required per level, and spawn radius. ^ Setting ^ Default ^ Meaning ^ | Rank 2 threshold | 5 red skulls | Levels 0-4 are rank 0; level 5+ moves to rank 1 | | Rank 3 threshold | 10 red skulls | Level 10+ would move to rank 2 | | Rank 4 threshold | 10 red skulls | Level 10+ moves to rank 3 | | Rank 1 kills/level | 256 | Kills per level at rank 0 | | Rank 2 kills/level | 128 | Kills per level at rank 1 | | Rank 3 kills/level | 64 | Kills per level at rank 2 | | Rank 4 kills/level | 32 | Kills per level at rank 3 | Because rank 3 and rank 4 share the same threshold of 10, the rank-2 band is effectively empty in the shipped configuration: levels 0-4 are rank 0, levels 5-9 are rank 1, and levels 10-15 are rank 3. Rank also tightens the spawn radius: ^ Rank ^ Radius Multiplier ^ | 0 | 1.00 | | 1 | 0.75 | | 2 | 0.50 | | 3 | 0.25 | So champion-tier waves cluster much more tightly around the altar than tier 1 waves. ==== Progression Bar and Per-Kill Rewards ==== Each kill that matches the current spawn's rank counts toward the next level. Progress is shown by white skulls on the altar (0-4 skulls representing 0-100 % of the bar; one skull per 20 %). When you reach 90 % of the kill bar the spawn advances a level. At level 16, the champion is summoned. Per-mob rewards on each kill: * **Valor virtue**: ''(rankOfMob + 1) * 40'' points to the killer. Path-gain messages are throttled so only path advances chat. * **Champion title** progress. * **City Loyalty** credit. Damage from pets is credited to the controlling master. ==== Expiry ==== If a spawn runs for its full expire window (3 hours public, 15 minutes instanced) without summoning a champion, the following happens: * If you have no white skulls (≤ 20 % of the current level's bar), the level drops by one (but never below the starting level). * Otherwise, white skulls are wiped to zero. * If after that the level is at or below the starting level with no white skulls, the spawn deactivates. If auto-restart is set, a fresh start is queued one hour later. ==== Champion Summon ==== When the level-16 bar fills, the champion is summoned at the altar. Levels and kills reset, the champion is bound home to the altar tile, and the fight begins. If the champion strays more than **250 tiles** from the altar while alive, it is teleported back. On a Desolate map, the champion gains the title //Champion Avenger//. ==== Damage Tracking and Artifact Award ==== Damage you deal to creatures and to the champion is tracked. Pet damage is rolled up to the pet's master. When the champion dies, an artifact lottery runs weighted by damage dealt: a random value is rolled in the total damage pool and the entries are walked until the threshold is crossed. To be eligible for the artifact you must: * Be a player and alive. * Be inside the champion spawn region. * Have a backpack with room for the artifact. The artifact roll itself is: * **5 %** Unique-list artifact * **10 %** Shared-list artifact * **15 %** Decorative-list artifact (statuette) * **70 %** no artifact ==== Power Scrolls, Gold, and the Champion Skull ==== Tamed champions (such as BioPets), //ChampBash// champions (titled "(Champ Bash)"), and champions with awards disabled do not drop the public loot, gold shower, or virtue awards described below. All players with damage rights within **100 tiles** on the same map are eligible. They are shuffled, then: * **Standard maps** — **6** random PowerScrolls are distributed round-robin across the eligible players. Each eligible player also receives **800 Valor virtue points** (path-gain message on path advance). * **Desolate maps** — every eligible player receives **one HueCreditDeed** and **one Desolate power scroll** (100 % per player). * **TOL servers** — additionally, a **5 %** chance for **three random Skill Mastery Primers** shuffled across the same eligible list. Standard PowerScroll roll levels: ^ Roll ^ Standard ^ "High Level" version ^ | 5 % | 20 | 25 | | next 35 % | 15 | 20 | | remaining 60 % | 10 | 15 | Desolate PowerScroll roll levels: ^ Level ^ Chance ^ | 150 | 4 % | | 145 | 6 % | | 140 | 10 % | | 135 | 15 % | | 130 | 20 % | | 125 | 45 % | Scrolls go to the recipient's pack, or to their corpse if they are dead on a SE+ server. For PowerScrolls only, every //Justice Protectors// entry within 100 tiles on the same map receives a duplicate scroll based on Justice virtue level: **Seeker 60 %**, **Follower 80 %**, **Knight 100 %**. **Champion Skull** — if the champion has a skull type assigned, a single Champion Skull is awarded to a random looting-rights holder, or dropped on the corpse if no one qualifies. Six colours exist: ^ Skull ^ | Power | | Enlightenment | | Venom | | Pain | | Greed | | Death | On Stygian-Abyss+ servers, a **10 %** refinement-component roll fires on the champion corpse (3 components). ==== Special Drops Layered on Champion Kills ==== For every player with damage rights, the following additional rolls fire: * **30 %**: bonus //Crystal of Enhancement// added to your pack. * **0.5 %**: a random slayer-arming deed from a 27-entry table (Balron, Daemon, Dragon, Ophidian, Spider, Undead, etc.). * **0.1 %** (or **2 %** with the //Better Loot// perk): a //Random Storage Key// awarded from a 35-entry lottery covering keys for every major loot category plus exotic deeds (ChampSkullKey, TomeOfEnhancement, PileOfOverlordSkulls, and similar). Epic generator rolls fire only if you are inside the champion spawn region and //not// inside an instance: * Base: **0.2 %** * **0.4 %** with the //Double Epic Chance// perk * +**0.1 %** with the //Better Loot// perk On a successful roll, an Epic item is bestowed and the message //"An Epic item has been bestowed upon you!"// is shown. On Desolate maps, the champion corpse also drops **5-10 RoughStone**. ==== Gold Shower ==== If goodies are enabled, **50 piles** of gold spawn at the champion's location, each containing **4,000-5,500 gold**. Piles drop at one per quarter-second, scatter within a small radius, and decay after a randomised 60-120 second window. Visual effects cycle between fire column, explosion, and ball-of-fire per pile. ==== Champion Roster ==== The champion class and per-rank monster roster by type: ^ Type ^ Champion ^ Rank 1 ^ Rank 2 ^ Rank 3 ^ Rank 4 ^ | Abyss | Semidar | Greater Mongbat, Imp | Gargoyle, Harpy | Fire Gargoyle, Stone Gargoyle | Daemon, Succubus | | Arachnid | Mephitis | Scorpion, Giant Spider | Terathan Drone, Terathan Warrior | Dread Spider, Terathan Matriarch | Poison Elemental, Terathan Avenger | | ColdBlood | Rikktor | Lizardman, Snake | Lava Lizard, Ophidian Warrior | Drake, Ophidian Archmage | Dragon, Ophidian Knight | | ForestLord | Lord Oaks | Pixie, Shadow Wisp | Kirin, Wisp | Centaur, Unicorn | Ethereal Warrior, Serpentine Dragon | | VerminHorde | Barracoon | Giant Rat, Slime | Dire Wolf, Ratman | Hell Hound, Ratman Mage | Ratman Archer, Silver Serpent | | UnholyTerror | Neira | Bogle (AOS only), Ghoul, Shade, Spectre, Wraith | Bone Magi, Mummy, Skeletal Mage | Bone Knight, Lich, Skeletal Knight | Lich Lord, Rotting Corpse | | SleepingDragon | Serado | Deathwatch Beetle Hatchling, Lizardman | Deathwatch Beetle, Kappa | Lesser Hiryu, Revenant Lion | Hiryu, Oni | | Glade | Twaulo | Pixie, Shadow Wisp | Centaur, ML Dryad | Satyr, Cu Sidhe | Feral Treefellow, Raging Grizzly Bear | | Corrupt | Ilhenir | Plague Spawn, Bogling | Plague Beast, Bog Thing | Plague Beast Lord, Interred Grizzle | Fetid Essence, Pestilent Bandage | | Terror | Abyssal Infernal | Horde Minion, Chaos Daemon | Stone Harpy, Arcane Daemon | Pit Fiend, Moloch | Arch Daemon, Abyssal Abomination | | Infuse | Primeval Lich | Gore Fiend, Vampire Bat | Flesh Golem, Dark Wisp | Undead Gargoyle, Wight | Skeletal Drake, Dream Wraith | | DragonTurtle | Dragon Turtle | Myrmidex Drone, Myrmidex Larvae | Silverback Gorilla, Wild Tiger | Greater Phoenix, Infernus | Dimetrosaur, Allosaurus | ==== Altar Components ==== An active spawn has three immovable items: * **Champion Platform** — the raised 5×5 base around the altar. * **Champion Altar** — the pentagram, tinted red when inactive and uncoloured when active. * **Idol of the Champion** — the white skull on the altar; double-click target for activation. Red skulls are placed clockwise around the altar's 5×5 outline as the spawn levels up. White skulls occupy the four diagonal tiles in the altar centre, filling at 20 %, 40 %, 60 %, and 80 % of the current level's kill bar. ==== Champion Spawn Region ==== The region around an active altar applies several rules: * Housing is forbidden inside the region. * Young-player protection is disabled. * Light level is forced to at least ''1 + Level'', so the area grows brighter as the spawn climbs. ==== Champion Skull Brazier and the Harrower ==== The //Champion Skull Platform// holds six braziers, one per skull type (Power, Enlightenment, Venom, Pain, Greed, Death). Double-click a brazier and target a matching Champion Skull to lock it in. When all six braziers hold the correct skull, the //Harrower// is summoned just above the platform and each brazier is cleared by a lightning bolt. You must be within **3 tiles** of the platform to begin sacrificing a skull. The summon is also refused if the Harrower cannot currently spawn. ==== Private (Instanced) Champion Spawns ==== A //Private Champ Spawn Instance Orb// is a blessed backpack item configured per instance: ^ Setting ^ Default ^ | Instance Location | Despise (only template currently defined) | | Champ Spawn Type | VerminHorde | | Expires In | 4 hours (toggleable to days) | | Auto-reactivate after finish | true — reactivates 30 seconds after champion death | | Spawn Radius | 25 | | Spawn Mod | 0.3 (about 70 % fewer kills needed to reach champion) | Double-clicking the orb creates a private map (Trammel rules), gives you a transit rune, and consumes the orb. Inside the instance: * Activating the idol skips the Gameplay Point gump entirely and starts a **15-minute** expire timer. * The //Better Loot// perk is announced as active via the orb's title. * Epic-loot rolls are **disabled** inside instances. ==== Notes ==== * The 3-hour public expire window is reset on every server restart — any GM-set override is overwritten on load. Instance spawns reset their 15-minute window each time the idol is double-clicked. * Spawn radius is hard-capped at **25**; higher values are silently clamped. * Scroll-of-Transcendence drops on per-mob kills are disabled.