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Semidar

From UO:PvE Wiki

Semidar 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
Str502–600Source range
Dex102–200Source range
Int601–750Source range
Hits1500Source range
Stam103–250Source range
Damage29–35Source range

Resistances#

AttributeValue or rangeInterpretation
Physical20–30Source range
Fire50–60Source range
Cold20–30Source range
Poison20–30Source range
Energy10–20Source range

Damage types#

AttributeValue or rangeInterpretation
Physical75Source range
Fire25Source range

Skills#

AttributeValue or rangeInterpretation
Eval Int95.1–100Source range
Magery90.1–105Source range
Meditation95.1–100Source range
Magic Resist120.2–140Source range
Tactics90.1–105Source range
Wrestling90.1–105Source 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
4 × Ultra Rich loot themeRequests ordinary treasure within one shared difficulty budget; repeated pack requests do not multiply the payout.No condition in extracted rule
1 × 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
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 Semidar.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
Gladiators Collar1

Shared List candidate items#

Candidate items in Semidar.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
Royal Guard Survival Knife1
A Necromancer Shroud1
Lieutenant Of The Britannian Royal Guard1

Decorative List candidate items#

Candidate items in Semidar.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
Lava Tile1
Demon Skull1

Abilities and special attacks#

Ability definitionRuleDefined by
Get Monster Abilitiesoverride MonsterAbility[] GetMonsterAbilities() => _abilities;Semidar
Ability list{ new SemidarDrainLife() }Semidar

Taming, resources and other properties#

PropertyValue
Unprovokabletrue
Poison ImmunePoison.Lethal
Fame24000
Karma-24000
Virtual Armor20
Can Move Over Obstaclestrue
Can Destroy Obstaclestrue
Body174
Base Sound ID0x4B0
Unique Listnew[] { typeof(GladiatorsCollar) }
Shared Listnew[] { typeof(RoyalGuardSurvivalKnife), typeof(ANecromancerShroud), typeof(LieutenantOfTheBritannianRoyalGuard) }
Decorative Listnew[] { typeof(LavaTile), typeof(DemonSkull) }
Skull TypeChampionSkullType.Pain

Matching slayers#

  • Demon Slayer (Super slayer)

Adventure reward families#

  • Demons

Notes#

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

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/Special/Semidar.cs:8
    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/Special/Semidar.cs:50
  7. Projects/UOContent/Mobiles/Special/BaseChampion.cs:29
  8. Projects/UOContent/Mobiles/Special/Semidar.cs:52
  9. Projects/UOContent/Mobiles/Special/Semidar.cs:55
  10. Projects/UOContent/Items/Weapons/SlayerGroup.cs:174
    Super slayer membership
  11. Projects/UOContent/Mobiles/Special/Semidar.cs:17
  12. Projects/UOContent/Mobiles/Special/Semidar.cs:18
  13. Projects/UOContent/Mobiles/Special/Semidar.cs:19
  14. Projects/UOContent/Mobiles/Special/Semidar.cs:21
  15. Projects/UOContent/Mobiles/Special/Semidar.cs:22
  16. Projects/UOContent/Mobiles/Special/Semidar.cs:24
  17. Projects/UOContent/Mobiles/Special/Semidar.cs:26
  18. Projects/UOContent/Mobiles/Special/Semidar.cs:27
  19. Projects/UOContent/Mobiles/Special/Semidar.cs:29
  20. Projects/UOContent/Mobiles/Special/Semidar.cs:30
  21. Projects/UOContent/Mobiles/Special/Semidar.cs:31
  22. Projects/UOContent/Mobiles/Special/Semidar.cs:32
  23. Projects/UOContent/Mobiles/Special/Semidar.cs:33
  24. Projects/UOContent/Mobiles/Special/Semidar.cs:35
  25. Projects/UOContent/Mobiles/Special/Semidar.cs:36
  26. Projects/UOContent/Mobiles/Special/Semidar.cs:37
  27. Projects/UOContent/Mobiles/Special/Semidar.cs:38
  28. Projects/UOContent/Mobiles/Special/Semidar.cs:39
  29. Projects/UOContent/Mobiles/Special/Semidar.cs:40
  30. Projects/UOContent/Mobiles/Special/Semidar.cs:66
  31. Projects/UOContent/Mobiles/Special/Semidar.cs:67
  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/Special/Semidar.cs:87
  40. Projects/UOContent/Mobiles/Special/Semidar.cs:86
  41. Projects/UOContent/Mobiles/Special/Semidar.cs:61
  42. Projects/UOContent/Mobiles/Special/Semidar.cs:62
  43. Projects/UOContent/Mobiles/Special/Semidar.cs:42
  44. Projects/UOContent/Mobiles/Special/Semidar.cs:43
  45. Projects/UOContent/Mobiles/Special/Semidar.cs:45
  46. Projects/UOContent/Mobiles/Special/BaseChampion.cs:17
  47. Projects/UOContent/Mobiles/Special/BaseChampion.cs:18
  48. Projects/UOContent/Mobiles/Special/Semidar.cs:14
  49. Projects/UOContent/Mobiles/Special/Semidar.cs:15
  50. Projects/UOContent/Mobiles/Special/Semidar.cs:48

Category: Monsters and NPCs