A Champion Spawn is a fixed-location encounter that releases successive waves of monsters from a pentagram altar. Each wave belongs to one of four ranks of increasing difficulty. Clearing enough creatures of the current rank advances the spawn until the champion boss is summoned at the final tier. Slaying the champion awards power scrolls, gold, an awakening skull, and assorted custom drops.
Champion spawns are present on six facets: Desolate, Trammel, Ilshenar, Malas, Tokuno, and TerMur. The standard dungeon and lost-lands spawn set historically associated with Felucca has been relocated to Trammel. The Desolate facet mirrors the Trammel layout exactly, with the same spawn names, types, and locations, but applies the Desolate reward variant (see Desolate Maps below).
| Group | Spawn Name | Type | Champion | Map |
|---|---|---|---|---|
| Trammel Dungeons | Deceit | UnholyTerror | Neira | Trammel |
| Trammel Dungeons | Despise | VerminHorde | Barracoon | Trammel |
| Trammel Dungeons | Destard | ColdBlood | Rikktor | Trammel |
| Trammel Dungeons | Fire | Abyss | Semidar | Trammel |
| Trammel Dungeons | Tera Keep | Arachnid | Mephitis | Trammel |
| Trammel Dungeons | Abyss | Terror | Abyssal Infernal | Trammel |
| Trammel Dungeons | Lich | Infuse | Primeval Lich | Trammel |
| Trammel T2A | Desert | randomized | random of 5 | Trammel |
| Trammel T2A | Tortoise | randomized | random of 5 | Trammel |
| Trammel T2A | Ice West | randomized | random of 5 | Trammel |
| Trammel T2A | Oasis | randomized | random of 5 | Trammel |
| Trammel T2A | Terra | randomized | random of 5 | Trammel |
| Trammel T2A | Lord Oaks | ForestLord | Lord Oaks | Trammel |
| Trammel T2A | Marble | randomized | random of 5 | Trammel |
| Trammel T2A | Hopper's Bog | randomized | random of 5 | Trammel |
| Trammel T2A | Ice East | randomized | random of 5 | Trammel |
| Trammel T2A | Damwin Thicket | randomized | random of 5 | Trammel |
| Trammel T2A | City of Death | randomized | random of 5 | Trammel |
| Desolate Dungeons | Deceit | UnholyTerror | Neira | Desolate |
| Desolate Dungeons | Despise | VerminHorde | Barracoon | Desolate |
| Desolate Dungeons | Destard | ColdBlood | Rikktor | Desolate |
| Desolate Dungeons | Fire | Abyss | Semidar | Desolate |
| Desolate Dungeons | Tera Keep | Arachnid | Mephitis | Desolate |
| Desolate Dungeons | Abyss | Terror | Abyssal Infernal | Desolate |
| Desolate Dungeons | Lich | Infuse | Primeval Lich | Desolate |
| Desolate T2A | Desert | randomized | random of 5 | Desolate |
| Desolate T2A | Tortoise | randomized | random of 5 | Desolate |
| Desolate T2A | Ice West | randomized | random of 5 | Desolate |
| Desolate T2A | Oasis | randomized | random of 5 | Desolate |
| Desolate T2A | Terra | randomized | random of 5 | Desolate |
| Desolate T2A | Lord Oaks | ForestLord | Lord Oaks | Desolate |
| Desolate T2A | Marble | randomized | random of 5 | Desolate |
| Desolate T2A | Hopper's Bog | randomized | random of 5 | Desolate |
| Desolate T2A | Ice East | randomized | random of 5 | Desolate |
| Desolate T2A | Damwin Thicket | randomized | random of 5 | Desolate |
| Desolate T2A | City of Death | randomized | random of 5 | Desolate |
| Ilshenar | Valor | randomized | random of 5 | Ilshenar |
| Ilshenar | Humility | randomized | random of 5 | Ilshenar |
| Ilshenar | Spirituality | ForestLord | Lord Oaks | Ilshenar |
| Ilshenar | Glade | Glade | Twaulo of the Glade | Ilshenar |
| Malas | Bedlam | Corrupt | Ilhenir the Stained | Malas |
| Tokuno | Dragon | SleepingDragon | Serado the Awakened | Tokuno |
Spawns marked randomized re-roll their champion type at the start of every new spawn cycle — the one-hour auto-restart after a champion is killed, and any deactivation that triggers an auto-restart. The roll is a uniform pick from a pool of five: Abyss (Semidar), Arachnid (Mephitis), ColdBlood (Rikktor), VerminHorde (Barracoon), and UnholyTerror (Neira). The Champion column for those rows shows “random of 5” because the boss can be any of the five on the next run. This matches canonical UO behavior on UOGuide and UO.com.
Spawns that share a group rotate together. Once per day (default), exactly one spawn per group is chosen at random and activated; the others in the same group are deactivated. Spawns with no group always auto-restart and stay active.
Auto-restarting spawns queue a fresh restart after the champion dies, but only if at least one player is on the same map. The restart delay is one hour.
A spawn becomes active through one of four paths:
| Rank | Valor Required | Valor Consumed |
|---|---|---|
| 0 | 2,500 | 2,500 |
| 1 | 5,000 | 5,000 |
| 2 | 10,000 | 7,500 |
| 3 | 20,000 | 10,000 |
A spawn can only be advanced once by Valor per run. Hidden players cannot use this path.
When a spawn starts, it primes its expire clock (3 hours default; 15 minutes inside an instance) and rolls a random starting level (number of red skulls):
If the spawn expires without progress past its starting level, it deactivates rather than dropping below that tier.
The altar's color tracks state: red-tinted when inactive, plain when active. On champion death the altar tints red again, and a decaying Moongate to the Star Room is opened at the altar location (Trammel-map kills on non-ML servers).
A spawn has 16 levels (red skulls). Each level belongs to one of four ranks, which determine the monster pool, kills required per level, and spawn radius.
| Setting | Default | Meaning |
|---|---|---|
| Rank 2 threshold | 5 red skulls | Levels 0-4 are rank 0; level 5+ moves to rank 1 |
| Rank 3 threshold | 10 red skulls | Level 10+ would move to rank 2 |
| Rank 4 threshold | 10 red skulls | Level 10+ moves to rank 3 |
| Rank 1 kills/level | 256 | Kills per level at rank 0 |
| Rank 2 kills/level | 128 | Kills per level at rank 1 |
| Rank 3 kills/level | 64 | Kills per level at rank 2 |
| Rank 4 kills/level | 32 | Kills per level at rank 3 |
Because rank 3 and rank 4 share the same threshold of 10, the rank-2 band is effectively empty in the shipped configuration: levels 0-4 are rank 0, levels 5-9 are rank 1, and levels 10-15 are rank 3.
Rank also tightens the spawn radius:
| Rank | Radius Multiplier |
|---|---|
| 0 | 1.00 |
| 1 | 0.75 |
| 2 | 0.50 |
| 3 | 0.25 |
So champion-tier waves cluster much more tightly around the altar than tier 1 waves.
Each kill that matches the current spawn's rank counts toward the next level. Progress is shown by white skulls on the altar (0-4 skulls representing 0-100 % of the bar; one skull per 20 %). When you reach 90 % of the kill bar the spawn advances a level. At level 16, the champion is summoned.
Per-mob rewards on each kill:
(rankOfMob + 1) * 40 points to the killer. Path-gain messages are throttled so only path advances chat.Damage from pets is credited to the controlling master.
If a spawn runs for its full expire window (3 hours public, 15 minutes instanced) without summoning a champion, the following happens:
When the level-16 bar fills, the champion is summoned at the altar. Levels and kills reset, the champion is bound home to the altar tile, and the fight begins.
If the champion strays more than 250 tiles from the altar while alive, it is teleported back.
On a Desolate map, the champion gains the title Champion Avenger.
Damage you deal to creatures and to the champion is tracked. Pet damage is rolled up to the pet's master. When the champion dies, an artifact lottery runs weighted by damage dealt: a random value is rolled in the total damage pool and the entries are walked until the threshold is crossed.
To be eligible for the artifact you must:
The artifact roll itself is:
Tamed champions (such as BioPets), ChampBash champions (titled “(Champ Bash)”), and champions with awards disabled do not drop the public loot, gold shower, or virtue awards described below.
All players with damage rights within 100 tiles on the same map are eligible. They are shuffled, then:
Standard PowerScroll roll levels:
| Roll | Standard | “High Level” version |
|---|---|---|
| 5 % | 20 | 25 |
| next 35 % | 15 | 20 |
| remaining 60 % | 10 | 15 |
Desolate PowerScroll roll levels:
| Level | Chance |
|---|---|
| 150 | 4 % |
| 145 | 6 % |
| 140 | 10 % |
| 135 | 15 % |
| 130 | 20 % |
| 125 | 45 % |
Scrolls go to the recipient's pack, or to their corpse if they are dead on a SE+ server. For PowerScrolls only, every Justice Protectors entry within 100 tiles on the same map receives a duplicate scroll based on Justice virtue level: Seeker 60 %, Follower 80 %, Knight 100 %.
Champion Skull — if the champion has a skull type assigned, a single Champion Skull is awarded to a random looting-rights holder, or dropped on the corpse if no one qualifies. Six colours exist:
| Skull |
|---|
| Power |
| Enlightenment |
| Venom |
| Pain |
| Greed |
| Death |
On Stygian-Abyss+ servers, a 10 % refinement-component roll fires on the champion corpse (3 components).
For every player with damage rights, the following additional rolls fire:
Epic generator rolls fire only if you are inside the champion spawn region and not inside an instance:
On a successful roll, an Epic item is bestowed and the message “An Epic item has been bestowed upon you!” is shown.
On Desolate maps, the champion corpse also drops 5-10 RoughStone.
If goodies are enabled, 50 piles of gold spawn at the champion's location, each containing 4,000-5,500 gold. Piles drop at one per quarter-second, scatter within a small radius, and decay after a randomised 60-120 second window. Visual effects cycle between fire column, explosion, and ball-of-fire per pile.
The champion class and per-rank monster roster by type:
| Type | Champion | Rank 1 | Rank 2 | Rank 3 | Rank 4 |
|---|---|---|---|---|---|
| Abyss | Semidar | Greater Mongbat, Imp | Gargoyle, Harpy | Fire Gargoyle, Stone Gargoyle | Daemon, Succubus |
| Arachnid | Mephitis | Scorpion, Giant Spider | Terathan Drone, Terathan Warrior | Dread Spider, Terathan Matriarch | Poison Elemental, Terathan Avenger |
| ColdBlood | Rikktor | Lizardman, Snake | Lava Lizard, Ophidian Warrior | Drake, Ophidian Archmage | Dragon, Ophidian Knight |
| ForestLord | Lord Oaks | Pixie, Shadow Wisp | Kirin, Wisp | Centaur, Unicorn | Ethereal Warrior, Serpentine Dragon |
| VerminHorde | Barracoon | Giant Rat, Slime | Dire Wolf, Ratman | Hell Hound, Ratman Mage | Ratman Archer, Silver Serpent |
| UnholyTerror | Neira | Bogle (AOS only), Ghoul, Shade, Spectre, Wraith | Bone Magi, Mummy, Skeletal Mage | Bone Knight, Lich, Skeletal Knight | Lich Lord, Rotting Corpse |
| SleepingDragon | Serado | Deathwatch Beetle Hatchling, Lizardman | Deathwatch Beetle, Kappa | Lesser Hiryu, Revenant Lion | Hiryu, Oni |
| Glade | Twaulo | Pixie, Shadow Wisp | Centaur, ML Dryad | Satyr, Cu Sidhe | Feral Treefellow, Raging Grizzly Bear |
| Corrupt | Ilhenir | Plague Spawn, Bogling | Plague Beast, Bog Thing | Plague Beast Lord, Interred Grizzle | Fetid Essence, Pestilent Bandage |
| Terror | Abyssal Infernal | Horde Minion, Chaos Daemon | Stone Harpy, Arcane Daemon | Pit Fiend, Moloch | Arch Daemon, Abyssal Abomination |
| Infuse | Primeval Lich | Gore Fiend, Vampire Bat | Flesh Golem, Dark Wisp | Undead Gargoyle, Wight | Skeletal Drake, Dream Wraith |
| DragonTurtle | Dragon Turtle | Myrmidex Drone, Myrmidex Larvae | Silverback Gorilla, Wild Tiger | Greater Phoenix, Infernus | Dimetrosaur, Allosaurus |
An active spawn has three immovable items:
Red skulls are placed clockwise around the altar's 5×5 outline as the spawn levels up. White skulls occupy the four diagonal tiles in the altar centre, filling at 20 %, 40 %, 60 %, and 80 % of the current level's kill bar.
The region around an active altar applies several rules:
1 + Level, so the area grows brighter as the spawn climbs.The Champion Skull Platform holds six braziers, one per skull type (Power, Enlightenment, Venom, Pain, Greed, Death). Double-click a brazier and target a matching Champion Skull to lock it in. When all six braziers hold the correct skull, the Harrower is summoned just above the platform and each brazier is cleared by a lightning bolt.
You must be within 3 tiles of the platform to begin sacrificing a skull. The summon is also refused if the Harrower cannot currently spawn.
A Private Champ Spawn Instance Orb is a blessed backpack item configured per instance:
| Setting | Default |
|---|---|
| Instance Location | Despise (only template currently defined) |
| Champ Spawn Type | VerminHorde |
| Expires In | 4 hours (toggleable to days) |
| Auto-reactivate after finish | true — reactivates 30 seconds after champion death |
| Spawn Radius | 25 |
| Spawn Mod | 0.3 (about 70 % fewer kills needed to reach champion) |
Double-clicking the orb creates a private map (Trammel rules), gives you a transit rune, and consumes the orb.
Inside the instance: