champion-spawns

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champion-spawns [2026/05/24 00:27] – created - external edit 127.0.0.1champion-spawns [2026/10/10 11:21] (current) – Plain punctuation instead of dashes www-data
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 | Tokuno | Dragon | SleepingDragon | Serado the Awakened | Tokuno | | 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 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.
  
 ==== Rotation and Auto-Restart ==== ==== Rotation and Auto-Restart ====
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 A spawn becomes active through one of four paths: A spawn becomes active through one of four paths:
  
-  * **Rotation / startup** — at world load, the daily rotation activates the chosen spawn in each group. +  * **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). +  * **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"// above //"Cost: 1 Gameplay Point"// (or 10 on Desolate Trammel). 
-  * **Valor virtue** — use the Valor virtue button on your paperdoll and target an idol:+  * **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.     * **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:     * **Active idol, no champion up yet**: pay a tier-scaled valor cost to immediately advance the spawn one level. Costs by current rank:
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 A spawn can only be advanced once by Valor per run. Hidden players cannot use this path. 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.+  * **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.
  
 ==== Spawn Lifecycle ==== ==== Spawn Lifecycle ====
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 All players with damage rights within **100 tiles** on the same map are eligible. They are shuffled, then: All players with damage rights within **100 tiles** on the same map are eligible. They are shuffled, then:
  
-  * **Standard maps** — **6** 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). +  * **Standard maps**: **6** 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). +  * **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.+  * **TOL servers**: additionally, a **5 %** chance for **three random Skill Mastery Primers** shuffled across the same eligible list.
  
 Standard PowerScroll roll levels: Standard PowerScroll roll levels:
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 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 %**. 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:+**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 ^ ^ Skull ^
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 An active spawn has three immovable items: An active spawn has three immovable items:
  
-  * **Champion Platform** — the raised 5×5 base around the altar. +  * **Champion Platform**: the raised 5×5 base around the altar. 
-  * **Champion Altar** — the pentagram, tinted red when inactive and uncoloured when active. +  * **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.+  * **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. 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.
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 | Champ Spawn Type | VerminHorde | | Champ Spawn Type | VerminHorde |
 | Expires In | 4 hours (toggleable to days) | | Expires In | 4 hours (toggleable to days) |
-| Auto-reactivate after finish | true — reactivates 30 seconds after champion death |+| Auto-reactivate after finish | true (reactivates 30 seconds after champion death) |
 | Spawn Radius | 25 | | Spawn Radius | 25 |
 | Spawn Mod | 0.3 (about 70 % fewer kills needed to reach champion) | | Spawn Mod | 0.3 (about 70 % fewer kills needed to reach champion) |
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 ==== Notes ==== ==== Notes ====
  
-  * 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.+  * The 3-hour public expire window is reset on every server restart, and 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.   * Spawn radius is hard-capped at **25**; higher values are silently clamped.
   * Scroll-of-Transcendence drops on per-mob kills are disabled.   * Scroll-of-Transcendence drops on per-mob kills are disabled.