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Nightmare

From UO:PvE Wiki

Nightmare is a animal. Calculated per creature.

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

At a glance#

PropertyValue
ClassificationAnimal
DifficultyCalculated per creature
AIAI_Mage
TamingSource marks tameable
Minimum taming skill95.1
Control slots2 When (Core.TOL) and (Utility.RandomDouble() < 0.3); 3 When (Core.TOL) and NOT (Utility.RandomDouble() < 0.3); 2 When NOT (Core.TOL)

Attributes and damage#

AttributeValue or rangeInterpretation
Str296–525Conditional source range
Dex86–105Source range
Int86–125Source range
Hits298–315Source range
Damage16–22Source range

Resistances#

AttributeValue or rangeInterpretation
Physical55–65Source range
Fire30–40Source range
Cold30–40Source range
Poison30–40Source range
Energy20–30Source range

Damage types#

AttributeValue or rangeInterpretation
Physical40Source range
Fire40Source range
Energy20Source range

Skills#

AttributeValue or rangeInterpretation
Eval Int10.4–50Source range
Magery10.4–50Source range
Magic Resist85.3–100Source range
Tactics97.6–100Source range
Wrestling80.5–92.5Source 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.

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
1 × Rich loot themeRequests ordinary treasure within one shared difficulty budget; repeated pack requests do not multiply the payout.No condition in extracted rule
1 × Average loot themeRequests ordinary treasure within one shared difficulty budget; repeated pack requests do not multiply the payout.No condition in extracted rule
1 × Low Scrolls loot themeRequests a matching optional supplement theme within the shared difficulty budget.No condition in extracted rule
1 × Potions loot themeRequests a matching optional supplement theme within the shared difficulty budget.No condition in extracted rule
PackLootItem(new SulfurousAsh(Utility.RandomMinMax(3, 5)))Requests a newly created themed item: Sulfurous Ash. Ordinary equipment is rerolled at death; supply and map limits apply.No condition in extracted rule

Abilities and special attacks#

Ability definitionRuleDefined by
Get Monster Abilitiesoverride MonsterAbility[] GetMonsterAbilities() => _abilities;Nightmare
Ability list{ MonsterAbilities.FireBreath }Nightmare

Taming, resources and other properties#

PropertyValue
Tamabletrue
Min Tame Skill95.1
Control Slots2 When (Core.TOL) and (Utility.RandomDouble() < 0.3); 3 When (Core.TOL) and NOT (Utility.RandomDouble() < 0.3); 2 When NOT (Core.TOL)
Meat5
Hides10
Hide TypeHideType.Barbed
Favorite FoodFoodType.Meat
Fame14000
Karma-14000
Virtual Armor60
Can Anger On Tametrue
Body116 When switch: case 0:; 178 When switch: case 1:; 179 When switch: case 2:
Base Sound IDCore.AOS ? 0xA8 : 0x16A

Conditional stat definitions#

AttributeSource ruleCondition
StrSetStr(296, 315)// Publish 97 if (Core.TOL) and if (Utility.RandomDouble() < 0.3)
StrSetStr(496, 525)// Publish 97 if (Core.TOL) and else
StrSetStr(496, 525)else

Summoning references#

This creature type is referenced by a summoning spell. That does not mean every instance is a summon; control and summon state change loot and progression eligibility.

Notes#

  • Source type availability does not establish a live spawn, location or current world count.
  • Taming, summoned status, paragon conversion and other runtime effects can change displayed stats or progression eligibility.

Related references#

Source notes

Show 50 references

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

  1. Projects/UOContent/Mobiles/Animals/Mounts/Nightmare.cs:6
    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/Spells/Necromancy/AnimateDeadSpell.cs:44
    Referenced by a summon-related spell; this does not mean every instance is summoned.
  7. Projects/UOContent/Mobiles/Animals/Mounts/Nightmare.cs:21
  8. Projects/UOContent/Mobiles/Animals/Mounts/Nightmare.cs:26
  9. Projects/UOContent/Mobiles/Animals/Mounts/Nightmare.cs:32
  10. Projects/UOContent/Mobiles/Animals/Mounts/Nightmare.cs:36
  11. Projects/UOContent/Mobiles/Animals/Mounts/Nightmare.cs:37
  12. Projects/UOContent/Mobiles/Animals/Mounts/Nightmare.cs:39
  13. Projects/UOContent/Mobiles/Animals/Mounts/Nightmare.cs:41
  14. Projects/UOContent/Mobiles/Animals/Mounts/Nightmare.cs:43
  15. Projects/UOContent/Mobiles/Animals/Mounts/Nightmare.cs:44
  16. Projects/UOContent/Mobiles/Animals/Mounts/Nightmare.cs:45
  17. Projects/UOContent/Mobiles/Animals/Mounts/Nightmare.cs:47
  18. Projects/UOContent/Mobiles/Animals/Mounts/Nightmare.cs:48
  19. Projects/UOContent/Mobiles/Animals/Mounts/Nightmare.cs:49
  20. Projects/UOContent/Mobiles/Animals/Mounts/Nightmare.cs:50
  21. Projects/UOContent/Mobiles/Animals/Mounts/Nightmare.cs:51
  22. Projects/UOContent/Mobiles/Animals/Mounts/Nightmare.cs:53
  23. Projects/UOContent/Mobiles/Animals/Mounts/Nightmare.cs:54
  24. Projects/UOContent/Mobiles/Animals/Mounts/Nightmare.cs:55
  25. Projects/UOContent/Mobiles/Animals/Mounts/Nightmare.cs:56
  26. Projects/UOContent/Mobiles/Animals/Mounts/Nightmare.cs:57
  27. Projects/UOContent/Mobiles/Animals/Mounts/Nightmare.cs:105
  28. Projects/UOContent/Mobiles/Animals/Mounts/Nightmare.cs:106
  29. Projects/UOContent/Mobiles/Animals/Mounts/Nightmare.cs:107
  30. Projects/UOContent/Mobiles/Animals/Mounts/Nightmare.cs:108
  31. Projects/UOContent/Mobiles/Animals/Mounts/Nightmare.cs:89
  32. Projects/UOContent/Mobiles/Animals/Mounts/Nightmare.cs:101
  33. Projects/UOContent/Mobiles/Animals/Mounts/Nightmare.cs:100
  34. Projects/UOContent/Mobiles/Animals/Mounts/Nightmare.cs:64
  35. Projects/UOContent/Mobiles/Animals/Mounts/Nightmare.cs:65
  36. Projects/UOContent/Mobiles/Animals/Mounts/Nightmare.cs:22
  37. Projects/UOContent/Mobiles/Animals/Mounts/Nightmare.cs:27
  38. Projects/UOContent/Mobiles/Animals/Mounts/Nightmare.cs:33
  39. Projects/UOContent/Mobiles/Animals/Mounts/Nightmare.cs:94
  40. Projects/UOContent/Mobiles/Animals/Mounts/Nightmare.cs:95
  41. Projects/UOContent/Mobiles/Animals/Mounts/Nightmare.cs:96
  42. Projects/UOContent/Mobiles/Animals/Mounts/Nightmare.cs:97
  43. Projects/UOContent/Mobiles/Animals/Mounts/Nightmare.cs:59
  44. Projects/UOContent/Mobiles/Animals/Mounts/Nightmare.cs:60
  45. Projects/UOContent/Mobiles/Animals/Mounts/Nightmare.cs:62
  46. Projects/UOContent/Mobiles/Animals/Mounts/Nightmare.cs:98
  47. Projects/UOContent/Mobiles/Animals/Mounts/Nightmare.cs:71
  48. Projects/UOContent/Mobiles/Animals/Mounts/Nightmare.cs:77
  49. Projects/UOContent/Mobiles/Animals/Mounts/Nightmare.cs:83
  50. Projects/UOContent/Mobiles/Animals/Mounts/Nightmare.cs:14

Category: Monsters and NPCs