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Meraktus

From UO:PvE Wiki

Meraktus is a boss. 100.

Development source reviewed on 29 October 2026. In-game availability is unverified.

At a glance#

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

Attributes and damage#

AttributeValue or rangeInterpretation
Str1419–1438Source range
Dex309–413Source range
Int129–131Source range
Hits4100–4200Source range
Damage16–30Source range

Resistances#

AttributeValue or rangeInterpretation
Physical65–90Source range
Fire65–70Source range
Cold50–60Source range
Poison40–60Source range
Energy50–55Source range

Damage types#

AttributeValue or rangeInterpretation
Physical100Source range

Skills#

AttributeValue or rangeInterpretation
Anatomy0Source range
Magic Resist107–111.3Source range
Tactics107–117Source range
Wrestling100–105Source 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
5 × Aos Super Boss loot themeRequests ordinary treasure within one shared difficulty budget; repeated pack requests do not multiply the payout.if (Core.ML)

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(new RandomTalisman())PackTalismansRequests a newly created themed item: Random Talisman. Ordinary equipment is rerolled at death; supply and map limits apply.
c.DropItem(new MalletAndChisel())OnDeathPlaces a scripted item into a container: Mallet And Chisel. Read the source conditions and method context.
c.DropItem( Utility.Random(3) switch { 0 => new MinotaurHedge(), 1 => new LightYarn(), _ => new BonePile() // 2 } )OnDeathPlaces a scripted item into a container: Minotaur Hedge, Light Yarn, Bone Pile. Read the source conditions and method context.
c.DropItem(new TormentedChains())OnDeathPlaces a scripted item into a container: Tormented Chains. Read the source conditions and method context. if (Utility.RandomBool())
c.DropItem(new CrimsonCincture())OnDeathPlaces a scripted item into a container: Crimson Cincture. Read the source conditions and method context. 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#

Candidate items in Meraktus.UniqueList. 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
Subdue1

Shared 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

Decorative List candidate items#

Candidate items in Meraktus.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
Artifact Large Vase1
Artifact Vase1
Minotaur Statue Deed1

Abilities and special attacks#

Ability definitionRuleDefined by
Get Weapon Abilityoverride WeaponAbility GetWeaponAbility() => WeaponAbility.Dismount;Meraktus

Taming, resources and other properties#

PropertyValue
Bard Immunetrue
Unprovokabletrue
Uncalmabletrue
Poison ImmunePoison.Regular
Treasure Map Level3
Meat2
Hides10
Hide TypeHideType.Regular
Fame70000
Karma-70000
Virtual Armor28
Can Move Over Obstaclestrue
Can Destroy Obstaclestrue
Body263
Base Sound ID680
Unique Listnew[] { typeof(Subdue) }
Shared ListArray.Empty<Type>()
Decorative Listnew[] { typeof(ArtifactLargeVase), typeof(ArtifactVase), typeof(MinotaurStatueDeed) }
Skull TypeChampionSkullType.Pain

Notes#

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

Related references#

Source notes

Show 55 references

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

  1. Projects/UOContent/Mobiles/Monsters/ML/Special/Meraktus.cs:9
    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/Meraktus.cs:104
  7. Projects/UOContent/Mobiles/Special/BaseChampion.cs:29
  8. Projects/UOContent/Mobiles/Monsters/ML/Special/Meraktus.cs:105
  9. Projects/UOContent/Mobiles/Monsters/ML/Special/Meraktus.cs:107
  10. Projects/UOContent/Mobiles/Monsters/ML/Special/Meraktus.cs:23
  11. Projects/UOContent/Mobiles/Monsters/ML/Special/Meraktus.cs:24
  12. Projects/UOContent/Mobiles/Monsters/ML/Special/Meraktus.cs:25
  13. Projects/UOContent/Mobiles/Monsters/ML/Special/Meraktus.cs:27
  14. Projects/UOContent/Mobiles/Monsters/ML/Special/Meraktus.cs:29
  15. Projects/UOContent/Mobiles/Monsters/ML/Special/Meraktus.cs:31
  16. Projects/UOContent/Mobiles/Monsters/ML/Special/Meraktus.cs:33
  17. Projects/UOContent/Mobiles/Monsters/ML/Special/Meraktus.cs:34
  18. Projects/UOContent/Mobiles/Monsters/ML/Special/Meraktus.cs:35
  19. Projects/UOContent/Mobiles/Monsters/ML/Special/Meraktus.cs:36
  20. Projects/UOContent/Mobiles/Monsters/ML/Special/Meraktus.cs:37
  21. Projects/UOContent/Mobiles/Monsters/ML/Special/Meraktus.cs:43
  22. Projects/UOContent/Mobiles/Monsters/ML/Special/Meraktus.cs:44
  23. Projects/UOContent/Mobiles/Monsters/ML/Special/Meraktus.cs:45
  24. Projects/UOContent/Mobiles/Monsters/ML/Special/Meraktus.cs:46
  25. Projects/UOContent/Mobiles/Monsters/ML/Special/Meraktus.cs:192
  26. Projects/UOContent/Mobiles/Monsters/ML/Special/Meraktus.cs:133
  27. Projects/UOContent/Mobiles/Monsters/ML/Special/Meraktus.cs:153
  28. Projects/UOContent/Mobiles/Monsters/ML/Special/Meraktus.cs:166
  29. Projects/UOContent/Mobiles/Monsters/ML/Special/Meraktus.cs:168
  30. Projects/UOContent/Mobiles/Monsters/ML/Special/Meraktus.cs:179
  31. Projects/UOContent/Mobiles/Monsters/ML/Special/Meraktus.cs:184
  32. Projects/UOContent/Mobiles/Special/BaseChampion.cs:32
  33. Projects/UOContent/Mobiles/Special/BaseChampion.cs:33
  34. Projects/UOContent/Mobiles/Special/BaseChampion.cs:34
  35. Projects/UOContent/Mobiles/Special/BaseChampion.cs:153
  36. Projects/UOContent/Mobiles/Special/BaseChampion.cs:194
  37. Projects/UOContent/Mobiles/Special/BaseChampion.cs:207
  38. Projects/UOContent/Mobiles/Special/BaseChampion.cs:260
  39. Projects/UOContent/Mobiles/Monsters/ML/Special/Meraktus.cs:127
  40. Projects/UOContent/Mobiles/Monsters/ML/Special/Meraktus.cs:123
  41. Projects/UOContent/Mobiles/Monsters/ML/Special/Meraktus.cs:124
  42. Projects/UOContent/Mobiles/Monsters/ML/Special/Meraktus.cs:125
  43. Projects/UOContent/Mobiles/Monsters/ML/Special/Meraktus.cs:121
  44. Projects/UOContent/Mobiles/Monsters/ML/Special/Meraktus.cs:122
  45. Projects/UOContent/Mobiles/Monsters/ML/Special/Meraktus.cs:118
  46. Projects/UOContent/Mobiles/Monsters/ML/Special/Meraktus.cs:119
  47. Projects/UOContent/Mobiles/Monsters/ML/Special/Meraktus.cs:120
  48. Projects/UOContent/Mobiles/Monsters/ML/Special/Meraktus.cs:48
  49. Projects/UOContent/Mobiles/Monsters/ML/Special/Meraktus.cs:49
  50. Projects/UOContent/Mobiles/Monsters/ML/Special/Meraktus.cs:51
  51. Projects/UOContent/Mobiles/Special/BaseChampion.cs:17
  52. Projects/UOContent/Mobiles/Special/BaseChampion.cs:18
  53. Projects/UOContent/Mobiles/Monsters/ML/Special/Meraktus.cs:19
  54. Projects/UOContent/Mobiles/Monsters/ML/Special/Meraktus.cs:20
  55. Projects/UOContent/Mobiles/Monsters/ML/Special/Meraktus.cs:102

Category: Monsters and NPCs