#### Back to Server.Mobiles

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

(static) Type[] ArtifactRarity10( get; )
(static) Type[] ArtifactRarity11( get; )
(static) bool CheckArtifactChance( Mobile boss )
(static) Item CreateRandomArtifact()
(static) void DistributeArtifact( Mobile to )
(static) void DistributeArtifact( BaseCreature creature )
(static) void DistributeArtifact( Mobile to, Item artifact )
(static) void DistributeArtifact( BaseCreature creature, Item artifact )
(static) Mobile FindRandomPlayer( BaseCreature creature )
(static) int GetArtifactChance( Mobile boss )
(ctor) DemonKnight()
(ctor) DemonKnight( Serial serial )
bool AreaPeaceImmune( get; )
bool BardImmune( get; )
bool IgnoreYoungProtection( get; )
Poison PoisonImmune( get; )
int TreasureMapLevel( get; )
bool Unprovokable( get; )
virtual void CreateBones_Callback( object state )
virtual void Deserialize( GenericReader reader )
virtual void GenerateLoot()
virtual WeaponAbility GetWeaponAbility()
virtual void OnDamage( int amount, Mobile from, bool willKill )
virtual void OnDeath( Container c )
virtual void Serialize( GenericWriter writer )