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:
| Drop | Chance | Item level vs. creature level |
|---|---|---|
| Gold | 15% | |
| Health potion | 6.0% | -10 to 0 |
| Mana potion | 3.5% | -10 to 0 |
| Item | 8.0% | -5 to +1 |
| Rare item | 0.75% | -4 to +2 |
| Unique item | 0.25% | -40 to +3 |
| Set item | 0.25% | -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
| Mercenary | Veteran | Elite | |
|---|---|---|---|
| Level | 10 | 43 | 66 |
| Life | 238 | 2,495 | 5,459 |
| Damage | 31 to 51 | 202 to 337 | 404 to 673 |
| Defense | 39 | 147 | 236 |
| Experience | 168 | 2,013 | 15,477 |
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
| Gear | Mercenary | Veteran | Elite |
|---|---|---|---|
| Silver Ring | 0.46% (0.37 to 0.46) | 0.0062% | 0.0025% |
| Jeweled Ring | 0.0049% | 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 Crossbow | 0.32% (0.28 to 0.42) | 0.11% (0.1 to 0.15) | - |
| Spell Book | 0.28% (0.25 to 0.32) | 0.14% (0.13 to 0.16) | - |
| Grimoire | - | - | 0.28% (0.25 to 0.32) |
| Gold Ring | 0.25% (0.2 to 0.25) | 0.0037% | 0.0037% |
| Buckler | 0.25% (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 Staff | 0.18% (0.063 to 0.29) | - | 0.19% (0.077 to 0.31) |
| Ritual Staff | 0.19% (0.072 to 0.3) | 0.13% (0.055 to 0.21) | - |
| Gold Amulet | 0.19% (0.15 to 0.19) | 0.0033% | 0.0015% |
| Talisman | 0.18% (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 Armor | 0.0016% | 0.096% (0.079 to 0.15) | 0.16% (0.12 to 0.27) |
| Dryad Bow | 0.16% (0.14 to 0.21) | 0.012% | - |
| Short Bow | 0.16% (0.14 to 0.21) | 0.11% (0.1 to 0.15) | - |
| Throwing Axe | 0.16% (0.14 to 0.21) | 0.11% (0.1 to 0.15) | - |
| Throwing Crescent | 0.16% (0.14 to 0.21) | - | 0.13% (0.11 to 0.17) |
| Throwing Knife | 0.16% (0.14 to 0.21) | - | - |
| Woven Hood | 0.15% (0.12 to 0.26) | 0.071% (0.053 to 0.12) | - |
| Consumables | Mercenary | Veteran | Elite |
|---|---|---|---|
| Colossal Health Potion | - | - | 6.0% |
| Small Health Potion | 6.0% | - | - |
| Super Health Potion | - | 6.0% | - |
| Colossal Mana Potion | - | - | 3.5% |
| Super Mana Potion | - | 3.5% | - |
| Small Mana Potion | 2.3% | - | - |
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
| Place | Placed | Spawned | Random encounters |
|---|---|---|---|
| The Southern Greilyn Jungle | 3 | ||
| The Eastern Greilyn Jungle | 7 |
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
| Mercenary | Veteran | Elite | |
|---|---|---|---|
| Level | 10 | 50 | 77 |
| Life | 238 | 3,276 | 7,281 |
| Damage | 31 to 51 | 257 to 428 | 524 to 873 |
| Defense | 39 | 173 | 282 |
| Experience | 168 | 3,691 | 42,612 |
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
| Gear | Mercenary | Veteran | Elite |
|---|---|---|---|
| Silver Ring | 0.29% (0.24 to 0.29) | 0.21% (0.17 to 0.21) | - |
| Gold Ring | 0.16% (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 Crossbow | 0.2% (0.18 to 0.26) | - | - |
| Spell Book | 0.18% (0.16 to 0.2) | 0.18% (0.16 to 0.2) | - |
| Buckler | 0.15% (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 Amulet | 0.12% (0.097 to 0.12) | 0.078% (0.065 to 0.078) | - |
| Ritual Staff | 0.12% (0.045 to 0.19) | 0.088% (0.04 to 0.14) | - |
| Talisman | 0.11% (0.094 to 0.11) | 0.078% (0.065 to 0.078) | - |
| Druid Staff | 0.11% (0.039 to 0.18) | - | - |
| Heater Shield | - | 0.11% (0.11 to 0.13) | - |
| Small Shield | 0.076% (0.071 to 0.09) | 0.11% (0.11 to 0.13) | - |
| Dryad Bow | 0.1% (0.089 to 0.13) | 0.069% (0.061 to 0.093) | - |
| Short Bow | 0.1% (0.089 to 0.13) | - | - |
| Throwing Axe | 0.1% (0.089 to 0.13) | - | - |
| Throwing Crescent | 0.1% (0.089 to 0.13) | - | - |
| Throwing Knife | 0.1% (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 Hood | 0.089% (0.066 to 0.16) | - | - |
| Consumables | Mercenary | Veteran | Elite |
|---|---|---|---|
| Colossal Health Potion | - | - | 3.0% |
| Small Health Potion | 3.0% | - | - |
| Super Health Potion | - | 3.0% | - |
| Colossal Mana Potion | - | - | 3.0% |
| Super Mana Potion | - | 3.0% | - |
| Small Mana Potion | 2.0% | - | - |
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
| Place | Placed | Spawned | Random encounters |
|---|---|---|---|
| The Southern Greilyn Jungle | 3 | ||
| The Eastern Greilyn Jungle | 7 |
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.
