DS2 Revival

Young Black Scorpion

Young Black Scorpion is a ranged creature in Dungeon Siege II and Broken World.

Back to the bestiary

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:

Drops
DropChanceItem level vs. creature level
Gold14%
Health potion4.0%-10 to 0
Mana potion2.4%-10 to 0
Item5.0%-6 to 0
Rare item0.45%-5 to +1
Unique item0.15%-40 to +2
Set item0.15%-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

Worked out from the creature’s template, per difficulty
MercenaryVeteranElite
Level104366
Life484991,092
Damage12 to 2081 to 135162 to 270
Defense39147236
Experience708456,501

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

Weapons, armor, shields, rings and amulets this creature can drop in Base game (best first)
GearMercenaryVeteranElite
Silver Ring0.3% (0.24 to 0.3)0.0032%0.0015%
Mercenary Crossbow0.23% (0.21 to 0.3)0.07% (0.063 to 0.092)-
Gold Amulet0.21% (0.17 to 0.21)0.002%<0.001%
Spell Book0.089% (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 Ring0.15% (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 Staff0.12% (0.048 to 0.19)-0.091% (0.043 to 0.14)
Ritual Staff0.12% (0.048 to 0.19)0.087% (0.039 to 0.14)-
Buckler0.12% (0.11 to 0.14)0.078% (0.07 to 0.1)-
Dryad Bow0.11% (0.1 to 0.15)--
Short Bow0.11% (0.1 to 0.15)0.07% (0.063 to 0.092)-
Throwing Axe0.11% (0.1 to 0.15)0.0078%-
Throwing Knife0.11% (0.1 to 0.15)0.062% (0.055 to 0.084)-
Small Shield0.11% (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 Tunic0.1% (0.078 to 0.17)0.046% (0.035 to 0.079)-
Leaf Jerkin0.1% (0.078 to 0.17)--
Adept Robe0.0011%0.053% (0.042 to 0.086)0.097% (0.075 to 0.16)
Apprentice Hood0.094% (0.072 to 0.16)--
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--4.0%
Small Health Potion4.0%--
Super Health Potion-4.0%-
Colossal Mana Potion--2.4%
Super Mana Potion-2.4%-
Small Mana Potion1.6%--

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

Places the map files put it in (the numbers can be 100 or more)
PlacePlacedSpawnedRandom encounters
The Eastern Greilyn Jungle6

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

Worked out from the creature’s template, per difficulty
MercenaryVeteranElite
Level105077
Life486551,456
Damage12 to 20103 to 171210 to 350
Defense39173282
Experience701,55117,900

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

Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--2.0%
Small Health Potion2.0%--
Super Health Potion-2.0%-
Colossal Mana Potion--2.0%
Super Mana Potion-2.0%-
Small Mana Potion1.3%--

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

Places the map files put it in (the numbers can be 100 or more)
PlacePlacedSpawnedRandom encounters
The Eastern Greilyn Jungle6

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.