#### Back to Server.Mobiles

## Leviathan : BaseCreature, IHued, IComparable<Mobile>, ISerializable, ISpawnable, IEntity, IPoint3D, IPoint2D, IComparable, IComparable<IEntity>, IHonorTarget

(static) Type[] Artifacts( get; )
(static) void GiveArtifactTo( Mobile m )
(ctor) Leviathan()
(ctor) Leviathan( Mobile fisher )
(ctor) Leviathan( Serial serial )
int BreathColdDamage( get; )
double BreathDamageScalar( get; )
int BreathEffectHue( get; )
int BreathFireDamage( get; )
double BreathMaxDelay( get; )
double BreathMinDelay( get; )
int BreathPhysicalDamage( get; )
Mobile Fisher( get; set; )
bool HasBreath( get; )
double TreasureMapChance( get; )
int TreasureMapLevel( get; )
virtual void Deserialize( GenericReader reader )
virtual void GenerateLoot()
virtual void OnDeath( Container c )
virtual void OnKilledBy( Mobile mob )
virtual void Serialize( GenericWriter writer )