DS2 Revival

Black Scorpion

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

Back to the bestiary

Template name: black_scorpion_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
Melee
Family
Black scorpion
Habitat
Jungle
Act
Act 1
Rank
Normal

Drops

Normal monster drop table. Chance per kill, before Magic Find:

Drops
DropChanceItem level vs. creature level
Gold15%
Health potion6.0%-10 to 0
Mana potion3.5%-10 to 0
Item8.0%-5 to +1
Rare item0.75%-4 to +2
Unique item0.25%-40 to +3
Set item0.25%-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

Worked out from the creature’s template, per difficulty
MercenaryVeteranElite
Level104366
Life2382,4955,459
Damage31 to 51202 to 337404 to 673
Defense39147236
Experience1682,01315,477

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

456 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 Ring0.46% (0.37 to 0.46)0.0062%0.0025%
Jeweled Ring0.0049%0.24% (0.2 to 0.24)0.34% (0.27 to 0.34)
Elaborate Ring-0.0025%0.34% (0.27 to 0.34)
Mercenary Crossbow0.32% (0.28 to 0.42)0.11% (0.1 to 0.15)-
Spell Book0.28% (0.25 to 0.32)0.14% (0.13 to 0.16)-
Grimoire--0.28% (0.25 to 0.32)
Gold Ring0.25% (0.2 to 0.25)0.0037%0.0037%
Buckler0.25% (0.22 to 0.31)0.12% (0.11 to 0.16)-
Ornate Ring-0.24% (0.2 to 0.24)0.0012%
Gilded Ring-0.21% (0.17 to 0.21)0.022%
Cryptic Cestus--0.19% (0.077 to 0.31)
Druid Staff0.18% (0.063 to 0.29)-0.19% (0.077 to 0.31)
Ritual Staff0.19% (0.072 to 0.3)0.13% (0.055 to 0.21)-
Gold Amulet0.19% (0.15 to 0.19)0.0033%0.0015%
Talisman0.18% (0.15 to 0.18)0.0025%0.0023%
Jeweled Pendant-0.17% (0.14 to 0.17)0.12% (0.099 to 0.12)
Intricate Amulet-0.17% (0.14 to 0.17)<0.001%
Explorer Armor0.0016%0.096% (0.079 to 0.15)0.16% (0.12 to 0.27)
Dryad Bow0.16% (0.14 to 0.21)0.012%-
Short Bow0.16% (0.14 to 0.21)0.11% (0.1 to 0.15)-
Throwing Axe0.16% (0.14 to 0.21)0.11% (0.1 to 0.15)-
Throwing Crescent0.16% (0.14 to 0.21)-0.13% (0.11 to 0.17)
Throwing Knife0.16% (0.14 to 0.21)--
Woven Hood0.15% (0.12 to 0.26)0.071% (0.053 to 0.12)-
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--6.0%
Small Health Potion6.0%--
Super Health Potion-6.0%-
Colossal Mana Potion--3.5%
Super Mana Potion-3.5%-
Small Mana Potion2.3%--

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 Southern Greilyn Jungle3
The Eastern Greilyn Jungle7

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. 56
Kills needed
5 kills

Comes from random encounters, so how many you meet depends on the game's rolls. Also 3 placed.

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 6 of 10 runs, most in one region: 8. 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
Life2383,2767,281
Damage31 to 51257 to 428524 to 873
Defense39173282
Experience1683,69142,612

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

583 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 Broken World (best first)
GearMercenaryVeteranElite
Silver Ring0.29% (0.24 to 0.29)0.21% (0.17 to 0.21)-
Gold Ring0.16% (0.13 to 0.16)0.21% (0.17 to 0.21)-
Elaborate Ring-0.013%0.21% (0.17 to 0.21)
Ornate Ring--0.21% (0.17 to 0.21)
Mercenary Crossbow0.2% (0.18 to 0.26)--
Spell Book0.18% (0.16 to 0.2)0.18% (0.16 to 0.2)-
Buckler0.15% (0.14 to 0.18)--
Cryptic Cestus-0.088% (0.04 to 0.14)0.13% (0.056 to 0.2)
Yearling Staff--0.13% (0.056 to 0.2)
Elven Sword--0.12% (0.11 to 0.17)
Gold Amulet0.12% (0.097 to 0.12)0.078% (0.065 to 0.078)-
Ritual Staff0.12% (0.045 to 0.19)0.088% (0.04 to 0.14)-
Talisman0.11% (0.094 to 0.11)0.078% (0.065 to 0.078)-
Druid Staff0.11% (0.039 to 0.18)--
Heater Shield-0.11% (0.11 to 0.13)-
Small Shield0.076% (0.071 to 0.09)0.11% (0.11 to 0.13)-
Dryad Bow0.1% (0.089 to 0.13)0.069% (0.061 to 0.093)-
Short Bow0.1% (0.089 to 0.13)--
Throwing Axe0.1% (0.089 to 0.13)--
Throwing Crescent0.1% (0.089 to 0.13)--
Throwing Knife0.1% (0.089 to 0.13)0.079% (0.071 to 0.1)-
Ritual Book--0.089% (0.078 to 0.099)
Etched Tome--0.089% (0.078 to 0.099)
Woven Hood0.089% (0.066 to 0.16)--
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--3.0%
Small Health Potion3.0%--
Super Health Potion-3.0%-
Colossal Mana Potion--3.0%
Super Mana Potion-3.0%-
Small Mana Potion2.0%--

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 Southern Greilyn Jungle3
The Eastern Greilyn Jungle7

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. 56
Kills needed
5 kills

Comes from random encounters, so how many you meet depends on the game's rolls. Also 3 placed.

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 6 of 10 runs, most in one region: 8. 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.