Template name: evil_mage_stats

The Dark Wizard is a member of the most powerful mage cult in existence. Being completely overconfident, they feel a single Dark Wizard is more than enough to vanquish any foe.
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
- Boss
- Habitat
- Snow Forest
- Act
- Act 2
Base Dungeon Siege II
Level and strength
| Mercenary | Veteran | Elite | |
|---|---|---|---|
| Level | 29 | 55 | 77 |
| Life | 40,000 | 200,000 | 400,000 |
| Defense | 103 | 209 | 316 |
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
428 different items can drop (the best are shown) Confidence: computed from data, not measured
| Gear | Mercenary | Veteran | Elite |
|---|---|---|---|
| Adorned Ring | 16% (15 to 16) | - | 18% (16 to 18) |
| Silver Ring | 17% (16 to 17) | 0.82% | - |
| Gold Ring | 5.3% | 17% (16 to 17) | - |
| Jeweled Ring | 1.6% | 17% (16 to 17) | 0.82% |
| Ornate Ring | - | 0.82% | 16% (15 to 16) |
| Ironwood Bow | 8.8% (8.4 to 9.9) | - | 15% (14 to 17) |
| Arbalest | - | - | 15% (14 to 17) |
| Ballista | - | - | 15% (14 to 17) |
| Glaive | - | 8.8% (8.4 to 9.9) | 15% (14 to 17) |
| Talisman | 11% | 11% (10 to 11) | - |
| Spiral Amulet | 0.45% | 11% (10 to 11) | 3.2% |
| Platinum Charm | 10% (9.6 to 10) | - | 10% (9.4 to 10) |
| Heater Shield | - | 10% (9.8 to 12) | - |
| Large Shield | 10% (9.8 to 11) | 10% (9.8 to 12) | - |
| Ceremonial Shield | - | - | 10% (9.8 to 11) |
| Kite Shield | 10% (9.8 to 11) | - | 2.9% |
| Tower Shield | - | 2.9% | 10% (9.8 to 11) |
| Resplendent Amulet | - | 0.51% | 9.2% (8.5 to 9.2) |
| Curve Bow | 8.8% (8.4 to 9.9) | 8.8% (8.4 to 9.9) | - |
| Dryad Bow | - | 8.8% (8.4 to 9.9) | - |
| Elven Longbow | 8.8% (8.4 to 9.9) | 8.8% (8.4 to 9.9) | - |
| Heavy Crossbow | - | 8.8% (8.4 to 9.9) | - |
| Light Crossbow | 8.8% (8.4 to 9.9) | - | - |
| Mercenary Crossbow | 8.8% (8.4 to 9.9) | - | - |
| Consumables | Mercenary | Veteran | Elite |
|---|---|---|---|
| Large Health Potion | 40% | - | - |
| Large Rejuvenation Potion | 40% | - | - |
| Phoenix Feather | - | 39% | - |
| Quicksilver Oil | - | 39% | - |
| Rowan Leaves | - | 39% | - |
| Colossal Health Potion | - | - | 33% |
The chance is for one kill of this creature (level 29 / 55 / 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. It also has quest-state dependent drops that are not listed. 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 Azunite Catacombs | 4 |
A story scene or conversation gives credit without a fight.
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?
Can be completed
Enough of them exist, or a scene or conversation gives the credit.
- Base game book
- No. 262
- Kills needed
- 1 kill
4 placed, 1 needed.
Confidence: High the audit of the data files, confirmed by the in-game kill test
In-game kill test: unlocked after 1 kills (agrees with the data audit)
Natural spawn census: seen in 0 of 10 runs. 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 | 29 | 61 | 87 |
| Life | 40,000 | 80,000 | 150,000 |
| Defense | 103 | 237 | 369 |
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
464 different items can drop (the best are shown) Confidence: computed from data, not measured
| Gear | Mercenary | Veteran | Elite |
|---|---|---|---|
| Gilded Ring | - | - | 7.4% |
| Adventurer's Ring | 7.0% | - | - |
| Elven Wedding Ring | - | 7.0% | - |
| Resplendent Amulet | - | - | 6.9% |
| Ornate Ring | - | - | 6.6% |
| Swift Bow | - | - | 6.2% |
| Throwing Shiv | - | 4.6% | 6.2% |
| Elaborate Ring | - | 5.9% | 0.78% |
| Adorned Ring | 5.1% | 5.9% | 4.1% |
| Ceremonial Shield | - | - | 5.4% |
| Talisman | 5.2% | - | - |
| Silver Ring | 5.1% | - | - |
| Composite Bow | - | 4.6% | - |
| Ironwood Bow | 3.4% | - | 4.6% |
| Stalker Bow | - | 4.6% | - |
| Ballista | - | - | 4.6% |
| Heavy Crossbow | - | 4.6% | - |
| Chakram | 3.4% | - | 4.6% |
| Throwing Crescent | - | 4.6% | - |
| Royal Dagger | - | 1.9% | 4.6% |
| Platinum Charm | 4.2% | 3.2% | 3.3% |
| Kite Shield | 4.0% | 4.0% | 4.0% |
| Large Shield | 4.0% | - | - |
| Tower Shield | - | 4.0% | - |
| Consumables | Mercenary | Veteran | Elite |
|---|---|---|---|
| Dragon Scale | - | - | 25% |
| Jet Ornament | - | - | 25% |
| Keen Arrowheads | - | - | 25% |
| Onyx Filament | - | - | 25% |
| Amber Filament | - | 14% | - |
| Crystal Ornament | - | 14% | - |
The chance is for one kill of this creature (level 29 / 61 / 87 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. It also has quest-state dependent drops that are not listed. 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 Azunite Catacombs | 4 |
A story scene or conversation gives credit without a fight.
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?
Can be completed
Enough of them exist, or a scene or conversation gives the credit.
- Base game book
- No. 262
- Kills needed
- 1 kill
4 placed, 1 needed.
Confidence: High the audit of the data files, confirmed by the in-game kill test
In-game kill test: unlocked after 1 kills (agrees with the data audit)
Natural spawn census: seen in 0 of 10 runs. 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.
