Template name: black_scorpion_magic_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
- Weak
Drops
Weak monster drop table. Chance per kill, before Magic Find:
| Drop | Chance | Item level vs. creature level |
|---|---|---|
| Gold | 14% | |
| Health potion | 4.0% | -10 to 0 |
| Mana potion | 2.4% | -10 to 0 |
| Item | 5.0% | -6 to 0 |
| Rare item | 0.45% | -5 to +1 |
| Unique item | 0.15% | -40 to +2 |
| Set item | 0.15% | -50 to +2 |
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 | 10 | 43 | 66 |
| Life | 48 | 499 | 1,092 |
| Damage | 12 to 20 | 81 to 135 | 162 to 270 |
| Defense | 39 | 147 | 236 |
| Experience | 70 | 845 | 6,501 |
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
454 different items can drop (the best are shown) Confidence: computed from data, not measured
| Gear | Mercenary | Veteran | Elite |
|---|---|---|---|
| Silver Ring | 0.3% (0.24 to 0.3) | 0.0032% | 0.0015% |
| Mercenary Crossbow | 0.23% (0.21 to 0.3) | 0.07% (0.063 to 0.092) | - |
| Gold Amulet | 0.21% (0.17 to 0.21) | 0.002% | <0.001% |
| Spell Book | 0.089% (0.078 to 0.099) | 0.18% (0.16 to 0.2) | - |
| Jeweled Ring | - | 0.15% (0.12 to 0.15) | 0.15% (0.12 to 0.15) |
| Elaborate Ring | - | 0.0016% | 0.15% (0.12 to 0.15) |
| Gold Ring | 0.15% (0.12 to 0.15) | 0.0024% | 0.0022% |
| Gilded Ring | - | 0.14% (0.12 to 0.14) | 0.0015% |
| Ornate Ring | - | 0.14% (0.12 to 0.14) | <0.001% |
| Adorned Ring | - | <0.001% | 0.13% (0.11 to 0.13) |
| Druid Staff | 0.12% (0.048 to 0.19) | - | 0.091% (0.043 to 0.14) |
| Ritual Staff | 0.12% (0.048 to 0.19) | 0.087% (0.039 to 0.14) | - |
| Buckler | 0.12% (0.11 to 0.14) | 0.078% (0.07 to 0.1) | - |
| Dryad Bow | 0.11% (0.1 to 0.15) | - | - |
| Short Bow | 0.11% (0.1 to 0.15) | 0.07% (0.063 to 0.092) | - |
| Throwing Axe | 0.11% (0.1 to 0.15) | 0.0078% | - |
| Throwing Knife | 0.11% (0.1 to 0.15) | 0.062% (0.055 to 0.084) | - |
| Small Shield | 0.11% (0.1 to 0.13) | 0.078% (0.07 to 0.1) | - |
| Spiral Amulet | - | 0.067% (0.053 to 0.067) | 0.11% (0.087 to 0.11) |
| Platinum Charm | - | <0.001% | 0.11% (0.087 to 0.11) |
| Woven Tunic | 0.1% (0.078 to 0.17) | 0.046% (0.035 to 0.079) | - |
| Leaf Jerkin | 0.1% (0.078 to 0.17) | - | - |
| Adept Robe | 0.0011% | 0.053% (0.042 to 0.086) | 0.097% (0.075 to 0.16) |
| Apprentice Hood | 0.094% (0.072 to 0.16) | - | - |
| Consumables | Mercenary | Veteran | Elite |
|---|---|---|---|
| Colossal Health Potion | - | - | 4.0% |
| Small Health Potion | 4.0% | - | - |
| Super Health Potion | - | 4.0% | - |
| Colossal Mana Potion | - | - | 2.4% |
| Super Mana Potion | - | 2.4% | - |
| Small Mana Potion | 1.6% | - | - |
The chance is for one kill of this creature (level 10 / 43 / 66 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
| Place | Placed | Spawned | Random encounters |
|---|---|---|---|
| The Eastern Greilyn Jungle | 6 |
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 encounter only
Only random encounters bring them, so how many you meet depends on the game’s rolls.
- Base game book
- No. 58
- Kills needed
- 5 kills
Comes from random encounters, so how many you meet depends on the game's rolls.
Confidence: High the audit of the data files, confirmed by the in-game kill test
In-game kill test: unlocked after 5 kills (agrees with the data audit)
Natural spawn census: seen in 5 of 10 runs, most in one region: 7. A lower bound; a run only loads the areas near the party.
Kill counts are kept separately for Mercenary, Veteran and Elite. See how the Bestiary works.
Broken World
Level and strength
| Mercenary | Veteran | Elite | |
|---|---|---|---|
| Level | 10 | 50 | 77 |
| Life | 48 | 655 | 1,456 |
| Damage | 12 to 20 | 103 to 171 | 210 to 350 |
| Defense | 39 | 173 | 282 |
| Experience | 70 | 1,551 | 17,900 |
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
7 different items can drop (the best are shown) Confidence: computed from data, not measured
| Consumables | Mercenary | Veteran | Elite |
|---|---|---|---|
| Colossal Health Potion | - | - | 2.0% |
| Small Health Potion | 2.0% | - | - |
| Super Health Potion | - | 2.0% | - |
| Colossal Mana Potion | - | - | 2.0% |
| Super Mana Potion | - | 2.0% | - |
| Small Mana Potion | 1.3% | - | - |
The chance is for one kill of this creature (level 10 / 50 / 77 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
| Place | Placed | Spawned | Random encounters |
|---|---|---|---|
| The Eastern Greilyn Jungle | 6 |
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 encounter only
Only random encounters bring them, so how many you meet depends on the game’s rolls.
- Base game book
- No. 58
- Kills needed
- 5 kills
Comes from random encounters, so how many you meet depends on the game's rolls.
Confidence: High the audit of the data files, confirmed by the in-game kill test
In-game kill test: unlocked after 5 kills (agrees with the data audit)
Natural spawn census: seen in 5 of 10 runs, most in one region: 7. A lower bound; a run only loads the areas near the party.
Kill counts are kept separately for Mercenary, Veteran and Elite. See how the Bestiary works.
