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Red Death

From UO:PvE Wiki

Red Death is a monster or encounter npc. About D62–64.

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

At a glance#

PropertyValue
ClassificationMonster or encounter NPC
DifficultyAbout D62–64
AIAI_Melee
TamingNot marked tameable
Minimum taming skillNot specified
Control slotsNot specified

Attributes and damage#

AttributeValue or rangeInterpretation
Str319–324Source range
Dex241–244Source range
Int242–255Source range
Hits1540–1605Source range
Damage25–29Source range

Resistances#

AttributeValue or rangeInterpretation
Physical60–70Source range
Fire90Source range
Cold0Source range
Poison100Source range
Energy0Source range

Damage types#

AttributeValue or rangeInterpretation
Physical25Source range
Fire75Source range
Cold0Source range

Skills#

AttributeValue or rangeInterpretation
Wrestling121.4–143.7Source range
Tactics120.9–142.2Source range
Magic Resist120.1–142.3Source range
Anatomy120.2–144Source range

Difficulty notes#

  • Freshly constructed ordinary wild creature; no paragon conversion, control/summon scaling, equipped/stat offsets, spell effects or special runtime transformations. Endless Journey expansion branches assumed. Missing skill/resistance assignments use zero. Numeric interval endpoints may not co-occur.

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
D61–80250–550135%3–445–75

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
3 × Ultra Rich loot themeRequests ordinary treasure within one shared difficulty budget; repeated pack requests do not multiply the payout.No condition in extracted rule
PackNecroScroll(Utility.RandomMinMax(5, 9))Runs a scripted loot or inventory action under the listed conditions.if (Utility.RandomBool())
Scrolls: 4, 7Runs a scripted loot or inventory action under the listed conditions.else

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
c.DropItem(new ResolvesBridle())OnDeathPlaces a scripted item into a container: Resolves Bridle. Read the source conditions and method context.

Artifacts candidate items#

Candidate items in MondainsLegacy.Artifacts. Selection and award eligibility are separate from ordinary creature loot.

Shared ML-minor-artifact pool

ItemSelection weight or occurrences
Aegis Of Grace1
Blade Dance1
Bloodwood Spirit1
Bonesmasher1
Boomstick1
Brightsight Lenses1
Fey Leggings1
Flesh Ripper1
Helm Of Swiftness1
Pads Of The Cu Sidhe1
Quiver Of Rage1
Quiver Of Elements1
Raeds Glory1
Righteous Anger1
Robe Of The Eclipse1
Robe Of The Equinox1
Soul Seeker1
Talon Bite1
Totem Of Void1
Wildfire Bow1
Windsong1

Abilities and special attacks#

Ability definitionRuleDefined by
Get Monster Abilitiesoverride MonsterAbility[] GetMonsterAbilities() => _abilities;RedDeath
Ability list{ MonsterAbilities.ChaosBreath }RedDeath
Get Weapon Abilityoverride WeaponAbility GetWeaponAbility() => WeaponAbility.WhirlwindAttack;RedDeath

Taming, resources and other properties#

PropertyValue
Poison ImmunePoison.Lethal
Fame28000
Karma-28000
Fight ModeFightMode.Closest
Bleed Immunetrue
Always Murderertrue
Is Paragontrue
BodybodyID
Base Sound ID0x1C3
Gives ML Minor Artifacttrue

Matching slayers#

  • Undead Slayer (Super slayer)

Adventure reward families#

  • Undead

Notes#

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

Related references#

Source notes

Show 41 references

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

  1. Projects/UOContent/Mobiles/Monsters/ML/Bedlam/RedDeath.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/Misc/MondainsLegacy.cs:9
  7. Projects/UOContent/Items/Weapons/SlayerGroup.cs:66
    Super slayer membership
  8. Projects/UOContent/Mobiles/Monsters/ML/Bedlam/RedDeath.cs:20
  9. Projects/UOContent/Mobiles/Monsters/ML/Bedlam/RedDeath.cs:21
  10. Projects/UOContent/Mobiles/Monsters/ML/Bedlam/RedDeath.cs:22
  11. Projects/UOContent/Mobiles/Monsters/ML/Bedlam/RedDeath.cs:24
  12. Projects/UOContent/Mobiles/Monsters/ML/Bedlam/RedDeath.cs:26
  13. Projects/UOContent/Mobiles/Monsters/ML/Bedlam/RedDeath.cs:28
  14. Projects/UOContent/Mobiles/Monsters/ML/Bedlam/RedDeath.cs:29
  15. Projects/UOContent/Mobiles/Monsters/ML/Bedlam/RedDeath.cs:30
  16. Projects/UOContent/Mobiles/Monsters/ML/Bedlam/RedDeath.cs:32
  17. Projects/UOContent/Mobiles/Monsters/ML/Bedlam/RedDeath.cs:33
  18. Projects/UOContent/Mobiles/Monsters/ML/Bedlam/RedDeath.cs:34
  19. Projects/UOContent/Mobiles/Monsters/ML/Bedlam/RedDeath.cs:35
  20. Projects/UOContent/Mobiles/Monsters/ML/Bedlam/RedDeath.cs:36
  21. Projects/UOContent/Mobiles/Monsters/ML/Bedlam/RedDeath.cs:38
  22. Projects/UOContent/Mobiles/Monsters/ML/Bedlam/RedDeath.cs:39
  23. Projects/UOContent/Mobiles/Monsters/ML/Bedlam/RedDeath.cs:40
  24. Projects/UOContent/Mobiles/Monsters/ML/Bedlam/RedDeath.cs:41
  25. Projects/UOContent/Mobiles/Monsters/ML/Bedlam/RedDeath.cs:68
  26. Projects/UOContent/Mobiles/Monsters/ML/Bedlam/RedDeath.cs:48
  27. Projects/UOContent/Mobiles/Monsters/ML/Bedlam/RedDeath.cs:52
  28. Projects/UOContent/Mobiles/Monsters/ML/Bedlam/RedDeath.cs:77
  29. Projects/UOContent/Mobiles/Monsters/ML/Bedlam/RedDeath.cs:64
  30. Projects/UOContent/Mobiles/Monsters/ML/Bedlam/RedDeath.cs:63
  31. Projects/UOContent/Mobiles/Monsters/ML/Bedlam/RedDeath.cs:71
  32. Projects/UOContent/Mobiles/Animals/Mounts/SkeletalMount.cs:39
  33. Projects/UOContent/Mobiles/Monsters/ML/Bedlam/RedDeath.cs:43
  34. Projects/UOContent/Mobiles/Monsters/ML/Bedlam/RedDeath.cs:44
  35. Projects/UOContent/Mobiles/Monsters/ML/Bedlam/RedDeath.cs:18
  36. Projects/UOContent/Mobiles/Animals/Mounts/SkeletalMount.cs:40
  37. Projects/UOContent/Mobiles/Monsters/ML/Bedlam/RedDeath.cs:61
  38. Projects/UOContent/Mobiles/Monsters/ML/Bedlam/RedDeath.cs:12
  39. Projects/UOContent/Mobiles/Animals/Mounts/BaseMount.cs:24
  40. Projects/UOContent/Mobiles/Monsters/ML/Bedlam/RedDeath.cs:15
  41. Projects/UOContent/Mobiles/Monsters/ML/Bedlam/RedDeath.cs:60

Category: Monsters and NPCs