#### Back to Server.Mobiles

## Ilhenir : BaseChampion, IHued, IComparable<Mobile>, ISerializable, ISpawnable, IEntity, IPoint3D, IPoint2D, IComparable, IComparable<IEntity>, IHonorTarget

(static) bool UnderCacophonicAttack( Mobile from )
(ctor) Ilhenir()
(ctor) Ilhenir( Serial serial )
Type[] DecorativeList( get; )
Poison PoisonImmune( get; )
Type[] SharedList( get; )
ChampionSkullType SkullType( get; )
MonsterStatuetteType[] StatueTypes( get; )
int TreasureMapLevel( get; )
bool Uncalmable( get; )
Type[] UniqueList( get; )
bool Unprovokable( get; )
virtual void CacophonicAttack( Mobile to )
virtual void CacophonicEnd( Mobile from )
virtual void Deserialize( GenericReader reader )
virtual void DropOoze()
void EndCacophonic_Callback( object state )
virtual void GenerateLoot()
virtual int GetAngerSound()
virtual int GetAttackSound()
virtual int GetDeathSound()
virtual int GetHurtSound()
virtual int GetIdleSound()
virtual Point3D GetSpawnPosition( int range )
virtual Point3D GetSpawnPosition( Point3D from, Map map, int range )
virtual void OnDamage( int amount, Mobile from, bool willKill )
virtual void OnDeath( Container c )
virtual void OnGaveMeleeAttack( Mobile defender )
virtual void PackItems( Item item, int amount )
virtual void PackResources( int amount )
virtual void PackTalismans( int amount )
int RandomPoint( int mid )
virtual void Serialize( GenericWriter writer )