Template name: evil_dryad_ranged_shard_stats

The origin and nature of the great plague are mysteries, but it spreads as a harbinger of Valdis' armies. It is the vilest weapon in their arsenal, mercilessly twisting its victims into monsters that are mad with bloodlust.
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
- Dryad
- 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 | 12 | 44 | 67 |
| Life | 198 | 1,675 | 3,617 |
| Damage | 25 to 41 | 139 to 231 | 274 to 456 |
| Defense | 45 | 150 | 240 |
| Experience | 191 | 2,193 | 16,956 |
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
457 different items can drop (the best are shown) Confidence: computed from data, not measured
| Gear | Mercenary | Veteran | Elite |
|---|---|---|---|
| Jeweled Ring | 0.24% (0.19 to 0.24) | 0.34% (0.27 to 0.34) | 0.24% (0.2 to 0.24) |
| Ornate Ring | - | 0.34% (0.27 to 0.34) | 0.0012% |
| Gilded Ring | - | 0.0012% | 0.24% (0.2 to 0.24) |
| Gold Amulet | 0.24% (0.2 to 0.24) | 0.0033% | 0.0015% |
| Silver Ring | 0.24% (0.19 to 0.24) | 0.026% | 0.0025% |
| Gold Ring | 0.24% (0.19 to 0.24) | 0.0037% | 0.0037% |
| Elaborate Ring | - | 0.0025% | 0.21% (0.17 to 0.21) |
| Arcane Cestus | 0.19% (0.078 to 0.31) | 0.19% (0.071 to 0.3) | - |
| Ritual Staff | 0.19% (0.078 to 0.31) | - | - |
| Yearling Staff | - | 0.19% (0.071 to 0.3) | - |
| Explorer Helm | 0.0086% | 0.091% (0.075 to 0.14) | 0.15% (0.12 to 0.26) |
| Tribal Armor | 0.15% (0.12 to 0.26) | 0.081% (0.065 to 0.13) | - |
| Cryptic Cestus | - | 0.0087% | 0.15% (0.073 to 0.23) |
| Spirit Cestus | - | - | 0.15% (0.073 to 0.23) |
| Druid Staff | - | - | 0.15% (0.073 to 0.23) |
| Spell Book | 0.14% (0.13 to 0.16) | 0.14% (0.13 to 0.16) | - |
| Mage's Book | - | 0.14% (0.13 to 0.16) | - |
| Ritual Book | 0.14% (0.13 to 0.16) | - | 0.14% (0.13 to 0.16) |
| Grimoire | - | - | 0.14% (0.13 to 0.16) |
| Composite Bow | 0.14% (0.13 to 0.18) | 0.1% (0.094 to 0.14) | 0.12% (0.11 to 0.17) |
| Curve Bow | - | - | 0.14% (0.13 to 0.18) |
| Elven Longbow | - | 0.1% (0.094 to 0.14) | 0.14% (0.13 to 0.18) |
| Short Bow | 0.14% (0.13 to 0.18) | 0.1% (0.094 to 0.14) | - |
| Arbalest | - | - | 0.14% (0.13 to 0.18) |
| Consumables | Mercenary | Veteran | Elite |
|---|---|---|---|
| Colossal Health Potion | - | - | 6.0% |
| Super Health Potion | - | 6.0% | - |
| Colossal Mana Potion | - | - | 3.5% |
| Super Mana Potion | - | 3.5% | - |
| Health Potion | 3.0% | - | - |
| Small Health Potion | 3.0% | - | - |
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
| Place | Placed | Spawned | Random encounters |
|---|---|---|---|
| The Eastern Greilyn Jungle | 2 | 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. 69
- Kills needed
- 5 kills
Comes from random encounters, so how many you meet depends on the game's rolls. Also 2 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 9 of 10 runs, most in one region: 5. 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 | 12 | 51 | 78 |
| Life | 198 | 2,188 | 4,806 |
| Damage | 25 to 41 | 175 to 292 | 354 to 590 |
| Defense | 45 | 177 | 287 |
| Experience | 191 | 4,030 | 46,762 |
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
587 different items can drop (the best are shown) Confidence: computed from data, not measured
| Gear | Mercenary | Veteran | Elite |
|---|---|---|---|
| Ritual Book | 0.089% (0.078 to 0.099) | - | 0.18% (0.16 to 0.2) |
| Gold Amulet | 0.15% (0.13 to 0.15) | 0.11% (0.091 to 0.11) | - |
| Gold Ring | 0.15% (0.12 to 0.15) | 0.15% (0.12 to 0.15) | - |
| Elaborate Ring | - | 0.15% (0.12 to 0.15) | 0.15% (0.12 to 0.15) |
| Silver Ring | 0.15% (0.12 to 0.15) | 0.13% (0.1 to 0.13) | - |
| Jeweled Ring | 0.15% (0.12 to 0.15) | - | - |
| Adorned Ring | - | - | 0.15% (0.12 to 0.15) |
| Ornate Ring | - | - | 0.15% (0.12 to 0.15) |
| Arcane Cestus | 0.12% (0.049 to 0.19) | 0.088% (0.04 to 0.14) | - |
| Ritual Staff | 0.12% (0.049 to 0.19) | 0.088% (0.04 to 0.14) | - |
| Talisman | 0.077% (0.063 to 0.077) | 0.11% (0.091 to 0.11) | - |
| Spiral Amulet | - | - | 0.11% (0.087 to 0.11) |
| Resplendent Amulet | - | - | 0.11% (0.087 to 0.11) |
| Heater Shield | 0.076% (0.071 to 0.09) | 0.11% (0.1 to 0.12) | - |
| Small Shield | 0.076% (0.071 to 0.09) | 0.11% (0.1 to 0.12) | - |
| Hunter Sword | - | - | 0.098% (0.086 to 0.13) |
| Ironwood Bow | - | 0.078% (0.07 to 0.1) | 0.092% (0.083 to 0.12) |
| Swift Bow | - | - | 0.092% (0.083 to 0.12) |
| Arbalest | - | 0.078% (0.07 to 0.1) | 0.092% (0.083 to 0.12) |
| Ballista | - | - | 0.092% (0.083 to 0.12) |
| Glaive | - | - | 0.092% (0.083 to 0.12) |
| Throwing Shiv | - | - | 0.092% (0.083 to 0.12) |
| Elven Staff | - | - | 0.091% (0.043 to 0.14) |
| Yearling Staff | - | - | 0.091% (0.043 to 0.14) |
| Consumables | Mercenary | Veteran | Elite |
|---|---|---|---|
| Colossal Health Potion | - | - | 3.0% |
| Super Health Potion | - | 3.0% | - |
| Colossal Mana Potion | - | - | 3.0% |
| Super Mana Potion | - | 3.0% | - |
| Health Potion | 1.5% | - | - |
| Small Health Potion | 1.5% | - | - |
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
| Place | Placed | Spawned | Random encounters |
|---|---|---|---|
| The Eastern Greilyn Jungle | 2 | 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. 69
- Kills needed
- 5 kills
Comes from random encounters, so how many you meet depends on the game's rolls. Also 2 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 9 of 10 runs, most in one region: 5. 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.
