champion-spawns

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:

  • Rotation / startup — at world load, the daily rotation activates the chosen spawn in each group.
  • Gameplay Points (public altars) — double-click the Idol of the Champion (the white skull on the altar) on an inactive public spawn. A confirmation gump appears. Confirming debits 1 Gameplay Point (or 10 Gameplay Points on a Desolate map), sets a 3-hour expire timer, and activates the spawn. If another player wins a race to activate, your Gameplay Points are refunded. The idol's tooltip on an inactive public spawn reads “Double Click To Activate The Champion Spawn — Cost: 1 Gameplay Point” (or 10 on Desolate Trammel).
  • Valor virtue — use the Valor virtue button on your paperdoll and target an idol:
    • Inactive idol: only a Knight of Valor may use this path. It costs 11,000 valor and bypasses any pending restart timer, starting the spawn immediately.
    • Active idol, no champion up yet: pay a tier-scaled valor cost to immediately advance the spawn one level. Costs by current rank:
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.

  • Instance orbs (private spawns) — inside an instance map, double-clicking the idol skips the confirm gump, sets a 15-minute expire timer, and activates the spawn at no Gameplay Point cost.

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):

  • 50 % chance: Level 0 or Level 1 (split 50/50 inside this branch)
  • 25 % chance: Level 2
  • 15 % chance: Level 3
  • 10 % chance: Level 4

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:

  • Valor virtue: (rankOfMob + 1) * 40 points to the killer. Path-gain messages are throttled so only path advances chat.
  • Champion title progress.
  • City Loyalty credit.

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:

  • If you have no white skulls (≤ 20 % of the current level's bar), the level drops by one (but never below the starting level).
  • Otherwise, white skulls are wiped to zero.
  • If after that the level is at or below the starting level with no white skulls, the spawn deactivates. If auto-restart is set, a fresh start is queued one hour later.

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:

  • Be a player and alive.
  • Be inside the champion spawn region.
  • Have a backpack with room for the artifact.

The artifact roll itself is:

  • 5 % Unique-list artifact
  • 10 % Shared-list artifact
  • 15 % Decorative-list artifact (statuette)
  • 70 % no artifact

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 maps6 random PowerScrolls are distributed round-robin across the eligible players. Each eligible player also receives 800 Valor virtue points (path-gain message on path advance).
  • Desolate maps — every eligible player receives one HueCreditDeed and one Desolate power scroll (100 % per player).
  • TOL servers — additionally, a 5 % chance for three random Skill Mastery Primers shuffled across the same eligible list.

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:

  • 30 %: bonus Crystal of Enhancement added to your pack.
  • 0.5 %: a random slayer-arming deed from a 27-entry table (Balron, Daemon, Dragon, Ophidian, Spider, Undead, etc.).
  • 0.1 % (or 2 % with the Better Loot perk): a Random Storage Key awarded from a 35-entry lottery covering keys for every major loot category plus exotic deeds (ChampSkullKey, TomeOfEnhancement, PileOfOverlordSkulls, and similar).

Epic generator rolls fire only if you are inside the champion spawn region and not inside an instance:

  • Base: 0.2 %
  • 0.4 % with the Double Epic Chance perk
  • +0.1 % with the Better Loot perk

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:

  • Champion Platform — the raised 5×5 base around the altar.
  • Champion Altar — the pentagram, tinted red when inactive and uncoloured when active.
  • Idol of the Champion — the white skull on the altar; double-click target for activation.

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:

  • Housing is forbidden inside the region.
  • Young-player protection is disabled.
  • Light level is forced to at least 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:

  • Activating the idol skips the Gameplay Point gump entirely and starts a 15-minute expire timer.
  • The Better Loot perk is announced as active via the orb's title.
  • Epic-loot rolls are disabled inside instances.
  • The 3-hour public expire window is reset on every server restart — any GM-set override is overwritten on load. Instance spawns reset their 15-minute window each time the idol is double-clicked.
  • Spawn radius is hard-capped at 25; higher values are silently clamped.
  • Scroll-of-Transcendence drops on per-mob kills are disabled.