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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#

PropertyValue
ClassificationBoss
Difficulty100
AIAI_Mage
TamingNot marked tameable
Minimum taming skillNot specified
Control slotsNot specified

Attributes and damage#

AttributeValue or rangeInterpretation
Str1105–1350Source range
Dex82–160Source range
Int505–750Source range
Hits9000Source range
Damage21–28Source range

Resistances#

AttributeValue or rangeInterpretation
Physical55–65Source range
Fire50–60Source range
Cold55–65Source range
Poison70–90Source range
Energy65–75Source range

Damage types#

AttributeValue or rangeInterpretation
Physical60Source range
Fire20Source range
Poison20Source range

Skills#

AttributeValue or rangeInterpretation
Eval Int100Source range
Magery100Source range
Meditation0Source range
Poisoning5.4Source range
Anatomy117.5Source range
Magic Resist120Source range
Tactics119.9Source range
Wrestling119.9Source 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.

DifficultyGold budgetGuaranteed equipmentExtra item chancePropertiesIntensity
D1001,800–2,800275%575–100

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 requestInterpretationCondition
8 × Filthy Rich loot themeRequests 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.

OperationMethodInterpretation 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 } )PackResourcesRequests a newly created themed item: Blight, Scourge, Taint, Putrefication, Corruption, Muculent. Ordinary equipment is rerolled at death; supply and map limits apply.
PackLootItem(item)PackItemsRequests a newly created themed item. Ordinary equipment is rerolled at death; supply and map limits apply.
PackLootItem(new RandomTalisman())PackTalismansRequests a newly created themed item: Random Talisman. Ordinary equipment is rerolled at death; supply and map limits apply.
c.DropItem(new GrizzledBones())OnDeathPlaces a scripted item into a container: Grizzled Bones. Read the source conditions and method context. if (Core.ML)
c.DropItem(new GrizzledMareStatuette())OnDeathPlaces 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())OnDeathPlaces 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)GetArtifactInvokes a dedicated artifact or scroll reward handler under its own eligibility rules.
CreateArtifact(SharedList)GetArtifactInvokes a dedicated artifact or scroll reward handler under its own eligibility rules.
CreateArtifact(DecorativeList)GetArtifactInvokes a dedicated artifact or scroll reward handler under its own eligibility rules.
m.Corpse.DropItem(ps)GivePowerScrollToPlaces a scripted item into a container. Read the source conditions and method context. else if (m.Corpse?.Deleted == false)
prot.Corpse.DropItem(powerScroll)GivePowerScrollToPlaces 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()OnBeforeDeathInvokes a dedicated artifact or scroll reward handler under its own eligibility rules. if (!NoKillAwards)
c.DropItem(new ChampionSkull(SkullType))OnDeathPlaces 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.

ItemSelection weight or occurrences

Shared List candidate items#

Candidate items in Ilhenir.SharedList. 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.

ItemSelection weight or occurrences
A Necromancer Shroud1
Lieutenant Of The Britannian Royal Guard1
Oblivions Needle1
The Robe Of Britannia Ari1

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.

ItemSelection weight or occurrences
Monster Statuette1

Taming, resources and other properties#

PropertyValue
Unprovokabletrue
Uncalmabletrue
Poison ImmunePoison.Lethal
Treasure Map Level5
Fame50000
Karma-50000
Virtual Armor44
Can Move Over Obstaclestrue
Can Destroy Obstaclestrue
Body0x103
Base Sound ID589
Unique ListArray.Empty<Type>()
Shared Listnew[] { typeof(ANecromancerShroud), typeof(LieutenantOfTheBritannianRoyalGuard), typeof(OblivionsNeedle), typeof(TheRobeOfBritanniaAri) }
Decorative Listnew[] { typeof(MonsterStatuette) }
Skull TypeChampionSkullType.Pain

Notes#

  • Source type availability does not establish a live spawn, location or current world count.

Related references#

Source notes

Show 56 references

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

  1. Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:11
    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/Mobiles/Monsters/ML/Special/Ilhenir.cs:67
  7. Projects/UOContent/Mobiles/Special/BaseChampion.cs:29
  8. Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:69
  9. Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:77
  10. Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:25
  11. Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:26
  12. Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:27
  13. Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:29
  14. Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:31
  15. Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:33
  16. Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:34
  17. Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:35
  18. Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:37
  19. Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:38
  20. Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:39
  21. Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:40
  22. Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:41
  23. Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:43
  24. Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:44
  25. Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:45
  26. Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:46
  27. Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:47
  28. Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:48
  29. Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:49
  30. Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:50
  31. Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:133
  32. Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:99
  33. Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:117
  34. Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:127
  35. Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:142
  36. Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:150
  37. Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:155
  38. Projects/UOContent/Mobiles/Special/BaseChampion.cs:32
  39. Projects/UOContent/Mobiles/Special/BaseChampion.cs:33
  40. Projects/UOContent/Mobiles/Special/BaseChampion.cs:34
  41. Projects/UOContent/Mobiles/Special/BaseChampion.cs:153
  42. Projects/UOContent/Mobiles/Special/BaseChampion.cs:194
  43. Projects/UOContent/Mobiles/Special/BaseChampion.cs:207
  44. Projects/UOContent/Mobiles/Special/BaseChampion.cs:260
  45. Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:87
  46. Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:88
  47. Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:90
  48. Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:93
  49. Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:52
  50. Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:53
  51. Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:55
  52. Projects/UOContent/Mobiles/Special/BaseChampion.cs:17
  53. Projects/UOContent/Mobiles/Special/BaseChampion.cs:18
  54. Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:21
  55. Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:23
  56. Projects/UOContent/Mobiles/Monsters/ML/Special/Ilhenir.cs:65

Category: Monsters and NPCs