Template name: black_scorpion_magic_boss_stats

Black Scorpions are the weakest variety of Giant Scorpion in Aranna. Their black shells help them conceal themselves at night and sneak up on their prey, usually small woodland creatures, which they stun with their poisonous tails, then kill with their giant claws.
The start of the game’s own Bestiary text.
- Game
- Base Dungeon Siege II and Broken World (Broken World can play the base campaign)
- Type
- Ranged
- Family
- Black scorpion
- Habitat
- Jungle
- Act
- Act 1
- Rank
- Miniboss (boss)
Drops
Miniboss drop table. Chance per kill, before Magic Find:
| Drop | Chance | Item level vs. creature level |
|---|---|---|
| Gold | 100% | |
| Potion | 10% | -10 to 0 |
| Health potion | 40% | -10 to 0 |
| Mana potion | 24% | -10 to 0 |
| Magic item (1 modifier) | 30% | -3 to +2 |
| Magic item (2 modifiers) | 50% | -3 to +2 |
| Rare item | 12% | -3 to +3 |
| Unique item | 4.0% | -40 to +3 |
| Set item | 4.0% | -50 to +3 |
Confidence: Medium Read from the drop table named in the creature’s template. Fixed rewards of story bosses, quest items and what a placed monster carries are not read here. Not tested in game.
Base Dungeon Siege II
Level and strength
| Mercenary | Veteran | Elite | |
|---|---|---|---|
| Level | 12 | 44 | 67 |
| Life | 902 | 7,626 | 16,467 |
| Damage | 66 to 111 | 375 to 626 | 742 to 1,236 |
| Defense | 45 | 150 | 240 |
| Experience | 636 | 7,309 | 56,521 |
These are the base game’s numbers. Broken World changes them: see its version below.
Confidence: Medium Worked out from the formulas in the creature’s template, for the levels the template gives. Not compared with the game’s own Bestiary screen; spawn spots may change a monster’s level.
No resistances or weaknesses are written in the template.
What it can drop: Base game
444 different items can drop (the best are shown) Confidence: computed from data, not measured
| Gear | Mercenary | Veteran | Elite |
|---|---|---|---|
| Silver Ring | 3.6% (3.0 to 3.6) | 3.7% (3.1 to 3.7) | 0.04% |
| Jeweled Ring | 3.5% (2.9 to 3.5) | 0.059% | 3.7% (3.0 to 3.7) |
| Gilded Ring | - | 0.02% | 3.7% (3.0 to 3.7) |
| Ornate Ring | - | 3.7% (3.0 to 3.7) | 0.02% |
| Mage's Book | - | 2.8% (2.5 to 3.2) | - |
| Ritual Book | 2.8% (2.5 to 3.2) | - | 1.4% (1.3 to 1.6) |
| Small Shield | 1.5% (1.3 to 1.8) | 2.1% (2.0 to 2.6) | - |
| Spirit Cestus | - | - | 2.1% (0.96 to 3.3) |
| Druid Staff | - | - | 2.1% (0.96 to 3.3) |
| Arcane Cestus | 2.0% (0.88 to 3.2) | 1.5% (0.77 to 2.3) | - |
| Ritual Staff | 2.0% (0.88 to 3.2) | - | - |
| Ceremonial Shield | - | - | 2.0% (1.8 to 2.5) |
| Large Shield | - | 1.9% (1.7 to 2.3) | 2.0% (1.8 to 2.5) |
| Jeweled Pendant | 0.25% | 1.9% (1.6 to 1.9) | 1.8% (1.5 to 1.8) |
| Curve Bow | - | 0.21% | 1.9% (1.7 to 2.5) |
| Elven Longbow | - | 1.6% (1.5 to 2.1) | 1.9% (1.7 to 2.5) |
| Arbalest | - | - | 1.9% (1.7 to 2.5) |
| Ballista | - | - | 1.9% (1.7 to 2.5) |
| Chakram | - | - | 1.9% (1.7 to 2.5) |
| Throwing Star | - | - | 1.9% (1.7 to 2.5) |
| Resplendent Amulet | - | 1.9% (1.6 to 1.9) | 0.012% |
| Gold Amulet | 1.9% (1.6 to 1.9) | 0.053% | 0.025% |
| Talisman | 1.8% (1.5 to 1.8) | 0.04% | 0.037% |
| Spiral Amulet | - | 0.026% | 1.8% (1.5 to 1.8) |
| Consumables | Mercenary | Veteran | Elite |
|---|---|---|---|
| Colossal Health Potion | - | - | 43% |
| Super Health Potion | - | 43% | - |
| Colossal Mana Potion | - | - | 27% |
| Super Mana Potion | - | 27% | - |
| Health Potion | 22% | - | - |
| Small Health Potion | 22% | - | - |
The chance is for one kill of this creature (level 12 / 44 / 67 in Mercenary / Veteran / Elite) with magic find at 0: the chance that its drop table rolls an item of this kind, times this item’s share of the items that can come out at that level. Items with the same name are added up. Creatures of the same kind that the Bestiary lists under other names share the same drop table at their own level. Computed from the game’s drop tables, not measured. A source rolls the entries of its drop table; an entry asks the game’s item table for one item of the right class inside a level window; every matching item is equally likely (the game picks a random row, there is no rarity weight). Chance is per kill or per opening, with magic find at 0.
Where it is found
Random boss spots (one boss of the pool is picked per spot):
- The Eastern Greilyn Jungle: 1 of 3 possible bosses
Confidence: Medium From the game’s map files. How many random encounters you meet is a roll the data does not fix.
Does it count for the Bestiary?
Random boss only
Only as one of several possible bosses at a random boss spot.
- Base game book
- No. 59
- Kills needed
- 1 kill
Only as one of several possible bosses; reroll the area to see another one.
Confidence: High the audit of the data files, confirmed by the in-game kill test
In-game kill test: unlocked after 1 kills (agrees with the data audit)
Natural spawn census: seen in 0 of 10 runs. A lower bound; a run only loads the areas near the party.
Bestiary fix package (in testing, not released): an optional switch, off by default, swaps a boss you have already killed for one you have not; tested on three regions.
Confidence: Medium Tested on a private copy of the game.
Kill counts are kept separately for Mercenary, Veteran and Elite. See how the Bestiary works.
Broken World
Level and strength
| Mercenary | Veteran | Elite | |
|---|---|---|---|
| Level | 12 | 51 | 78 |
| Life | 902 | 9,962 | 21,880 |
| Damage | 66 to 111 | 474 to 790 | 960 to 1,600 |
| Defense | 45 | 177 | 287 |
| Experience | 636 | 13,434 | 155,873 |
These are Broken World’s numbers: Broken World raises the levels of Veteran and Elite monsters.
Confidence: Medium Worked out from the formulas in the creature’s template, for the levels the template gives. Not compared with the game’s own Bestiary screen; spawn spots may change a monster’s level.
No resistances or weaknesses are written in the template.
What it can drop: Broken World
573 different items can drop (the best are shown) Confidence: computed from data, not measured
| Gear | Mercenary | Veteran | Elite |
|---|---|---|---|
| Gold Ring | 0.31% | 3.8% (3.1 to 3.8) | - |
| Adorned Ring | - | - | 3.7% (3.0 to 3.7) |
| Ornate Ring | - | - | 3.7% (3.0 to 3.7) |
| Silver Ring | 3.7% (3.0 to 3.7) | - | - |
| Jeweled Ring | 3.6% (2.9 to 3.6) | - | - |
| Elaborate Ring | - | 3.6% (2.9 to 3.6) | - |
| Ritual Book | 3.0% (2.7 to 3.4) | - | 1.5% (1.3 to 1.7) |
| Arcane Cestus | 2.1% (0.88 to 3.3) | 1.6% (0.76 to 2.4) | - |
| Ritual Staff | 2.1% (0.88 to 3.3) | 1.6% (0.76 to 2.4) | - |
| Elven Staff | - | - | 2.0% (0.81 to 3.3) |
| Yearling Staff | - | - | 2.0% (0.81 to 3.3) |
| Ironwood Bow | - | 1.7% (1.5 to 2.2) | 1.9% (1.7 to 2.6) |
| Swift Bow | - | - | 1.9% (1.7 to 2.6) |
| Arbalest | - | 1.7% (1.5 to 2.2) | 1.9% (1.7 to 2.6) |
| Ballista | - | - | 1.9% (1.7 to 2.6) |
| Glaive | - | - | 1.9% (1.7 to 2.6) |
| Throwing Shiv | - | - | 1.9% (1.7 to 2.6) |
| Heater Shield | 1.3% (1.2 to 1.5) | 1.9% (1.8 to 2.3) | - |
| Tower Shield | - | 1.9% (1.8 to 2.3) | 1.8% (1.7 to 2.1) |
| Gold Amulet | 1.9% (1.5 to 1.9) | 1.8% (1.5 to 1.8) | - |
| Talisman | 1.9% (1.5 to 1.9) | 1.8% (1.5 to 1.8) | - |
| Hunter Sword | - | - | 1.9% (1.6 to 2.5) |
| Ceremonial Shield | - | - | 1.8% (1.7 to 2.1) |
| Composite Bow | 1.7% (1.5 to 2.2) | 1.7% (1.5 to 2.2) | - |
| Consumables | Mercenary | Veteran | Elite |
|---|---|---|---|
| Colossal Health Potion | - | - | 20% |
| Super Health Potion | - | 20% | - |
| Colossal Mana Potion | - | - | 20% |
| Super Mana Potion | - | 20% | - |
| Health Potion | 10% | - | - |
| Small Health Potion | 10% | - | - |
The chance is for one kill of this creature (level 12 / 51 / 78 in Mercenary / Veteran / Elite) with magic find at 0: the chance that its drop table rolls an item of this kind, times this item’s share of the items that can come out at that level. Items with the same name are added up. Creatures of the same kind that the Bestiary lists under other names share the same drop table at their own level. Computed from the game’s drop tables, not measured. A source rolls the entries of its drop table; an entry asks the game’s item table for one item of the right class inside a level window; every matching item is equally likely (the game picks a random row, there is no rarity weight). Chance is per kill or per opening, with magic find at 0.
Where it is found
Random boss spots (one boss of the pool is picked per spot):
- The Eastern Greilyn Jungle: 1 of 3 possible bosses
Confidence: Medium From the game’s map files. How many random encounters you meet is a roll the data does not fix.
Does it count for the Bestiary?
Random boss only
Only as one of several possible bosses at a random boss spot.
- Base game book
- No. 59
- Kills needed
- 1 kill
Only as one of several possible bosses; reroll the area to see another one.
Confidence: High the audit of the data files, confirmed by the in-game kill test
In-game kill test: unlocked after 1 kills (agrees with the data audit)
Natural spawn census: seen in 0 of 10 runs. A lower bound; a run only loads the areas near the party.
Bestiary fix package (in testing, not released): an optional switch, off by default, swaps a boss you have already killed for one you have not; tested on three regions.
Confidence: Medium Tested on a private copy of the game.
Kill counts are kept separately for Mercenary, Veteran and Elite. See how the Bestiary works.
