Ilhenir
From UO:PvE Wiki
Ilhenir is a boss. 100.
Development source reviewed on 29 October 2026. In-game availability is unverified.
At a glance#
| Property | Value |
|---|---|
| Classification | Boss |
| Difficulty | 100 |
| AI | AI_Mage |
| Taming | Not marked tameable |
| Minimum taming skill | Not specified |
| Control slots | Not specified |
Attributes and damage#
| Attribute | Value or range | Interpretation |
|---|---|---|
| Str | 1105–1350 | Source range |
| Dex | 82–160 | Source range |
| Int | 505–750 | Source range |
| Hits | 9000 | Source range |
| Damage | 21–28 | Source range |
Resistances#
| Attribute | Value or range | Interpretation |
|---|---|---|
| Physical | 55–65 | Source range |
| Fire | 50–60 | Source range |
| Cold | 55–65 | Source range |
| Poison | 70–90 | Source range |
| Energy | 65–75 | Source range |
Damage types#
| Attribute | Value or range | Interpretation |
|---|---|---|
| Physical | 60 | Source range |
| Fire | 20 | Source range |
| Poison | 20 | Source range |
Skills#
| Attribute | Value or range | Interpretation |
|---|---|---|
| Eval Int | 100 | Source range |
| Magery | 100 | Source range |
| Meditation | 0 | Source range |
| Poisoning | 5.4 | Source range |
| Anatomy | 117.5 | Source range |
| Magic Resist | 120 | Source range |
| Tactics | 119.9 | Source range |
| Wrestling | 119.9 | Source range |
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.
| Difficulty | Gold budget | Guaranteed equipment | Extra item chance | Properties | Intensity |
|---|---|---|---|---|---|
| D100 | 1,800–2,800 | 2 | 75% | 5 | 75–100 |
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 request | Interpretation | Condition |
|---|---|---|
| 8 × Filthy Rich loot theme | Requests ordinary treasure within one shared difficulty budget; repeated pack requests do not multiply the payout. | No condition in extracted rule |
Scripted drops and item transfers#
These operations occur in the named methods. They can describe encounter rewards, service transactions or other item transfers; they are not an unconditional corpse-drop list.
| Operation | Method | Interpretation and conditions |
|---|---|---|
| PackLootItem( Utility.Random(6) switch { 0 => new Blight(), 1 => new Scourge(), 2 => new Taint(), 3 => new Putrefication(), 4 => new Corruption(), _ => new Muculent() // 5 } ) | PackResources | Requests a newly created themed item: Blight, Scourge, Taint, Putrefication, Corruption, Muculent. Ordinary equipment is rerolled at death; supply and map limits apply. |
| PackLootItem(item) | PackItems | Requests a newly created themed item. Ordinary equipment is rerolled at death; supply and map limits apply. |
| PackLootItem(new RandomTalisman()) | PackTalismans | Requests a newly created themed item: Random Talisman. Ordinary equipment is rerolled at death; supply and map limits apply. |
| c.DropItem(new GrizzledBones()) | OnDeath | Places a scripted item into a container: Grizzled Bones. Read the source conditions and method context. if (Core.ML) |
| c.DropItem(new GrizzledMareStatuette()) | OnDeath | Places a scripted item into a container: Grizzled Mare Statuette. Read the source conditions and method context. if (Core.ML) // TODO: Parrots /*if (Utility.RandomDouble() < 0.6) c.DropItem( new ParrotItem() ); */ if (Utility.RandomDouble() < 0.05) |
| c.DropItem(new CrimsonCincture()) | OnDeath | Places a scripted item into a container: Crimson Cincture. Read the source conditions and method context. if (Core.ML) if (Utility.RandomDouble() < 0.025) |
| CreateArtifact(UniqueList) | GetArtifact | Invokes a dedicated artifact or scroll reward handler under its own eligibility rules. |
| CreateArtifact(SharedList) | GetArtifact | Invokes a dedicated artifact or scroll reward handler under its own eligibility rules. |
| CreateArtifact(DecorativeList) | GetArtifact | Invokes a dedicated artifact or scroll reward handler under its own eligibility rules. |
| m.Corpse.DropItem(ps) | GivePowerScrollTo | Places a scripted item into a container. Read the source conditions and method context. else if (m.Corpse?.Deleted == false) |
| prot.Corpse.DropItem(powerScroll) | GivePowerScrollTo | Places a scripted item into a container. Read the source conditions and method context. if (chance > 0 && chance > Utility.Random(100)) else if (prot.Corpse?.Deleted == false) |
| GivePowerScrolls() | OnBeforeDeath | Invokes a dedicated artifact or scroll reward handler under its own eligibility rules. if (!NoKillAwards) |
| c.DropItem(new ChampionSkull(SkullType)) | OnDeath | Places a scripted item into a container: Champion Skull. Read the source conditions and method context. if (Map == Map.Felucca) else |
Unique List candidate items#
The source defines an empty candidate table; this branch cannot select an item.
Defined on this creature
Chance per call to BaseChampion.GetArtifact, not an unconditional per-kill drop chance. An empty selected list returns no item. Nonempty lists select an array entry uniformly; repeated entries retain their multiplicity.
| Item | Selection weight or occurrences |
|---|
Decorative List candidate items#
Candidate items in Ilhenir.DecorativeList. Selection and award eligibility are separate from ordinary creature loot.
Defined on this creature
Chance per call to BaseChampion.GetArtifact, not an unconditional per-kill drop chance. An empty selected list returns no item. Nonempty lists select an array entry uniformly; repeated entries retain their multiplicity.
| Item | Selection weight or occurrences |
|---|---|
| Monster Statuette | 1 |
Taming, resources and other properties#
| Property | Value |
|---|---|
| Unprovokable | true |
| Uncalmable | true |
| Poison Immune | Poison.Lethal |
| Treasure Map Level | 5 |
| Fame | 50000 |
| Karma | -50000 |
| Virtual Armor | 44 |
| Can Move Over Obstacles | true |
| Can Destroy Obstacles | true |
| Body | 0x103 |
| Base Sound ID | 589 |
| Unique List | Array.Empty<Type>() |
| Shared List | new[] { typeof(ANecromancerShroud), typeof(LieutenantOfTheBritannianRoyalGuard), typeof(OblivionsNeedle), typeof(TheRobeOfBritanniaAri) } |
| Decorative List | new[] { typeof(MonsterStatuette) } |
| Skull Type | ChampionSkullType.Pain |
Notes#
- Source type availability does not establish a live spawn, location or current world count.
Source notes
Show 56 references
These references identify the reviewed shard files. Source presence does not establish live availability.
Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:11
Type declarationProjects/UOContent/Mobiles/Difficulty/NpcDifficulty.cs:25Projects/UOContent/Mobiles/Difficulty/DifficultyLoot.cs:29Projects/UOContent/Mobiles/Difficulty/DifficultyLoot.cs:37Projects/UOContent/Mobiles/Difficulty/DifficultyLoot.cs:314Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:67Projects/UOContent/Mobiles/Special/BaseChampion.cs:29Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:69Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:77Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:25Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:26Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:27Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:29Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:31Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:33Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:34Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:35Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:37Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:38Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:39Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:40Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:41Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:43Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:44Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:45Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:46Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:47Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:48Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:49Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:50Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:133Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:99Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:117Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:127Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:142Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:150Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:155Projects/UOContent/Mobiles/Special/BaseChampion.cs:32Projects/UOContent/Mobiles/Special/BaseChampion.cs:33Projects/UOContent/Mobiles/Special/BaseChampion.cs:34Projects/UOContent/Mobiles/Special/BaseChampion.cs:153Projects/UOContent/Mobiles/Special/BaseChampion.cs:194Projects/UOContent/Mobiles/Special/BaseChampion.cs:207Projects/UOContent/Mobiles/Special/BaseChampion.cs:260Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:87Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:88Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:90Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:93Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:52Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:53Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:55Projects/UOContent/Mobiles/Special/BaseChampion.cs:17Projects/UOContent/Mobiles/Special/BaseChampion.cs:18Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:21Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:23Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:65
Category: Monsters and NPCs