Template name: fellspine_boss_stats

Fellspines are created from a rare case of the plague affecting bodies that are already dead. They have only been seen in regions where the plague is especially prevalent, and where many humanoids have recently fallen in battle.
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
- Fellspine
- Habitat
- Desert
- Act
- Act 1
- Rank
- Miniboss (boss)
Drops
Miniboss drop table. Chance per kill, before Magic Find:
| Drop | Chance | Item level vs. creature level |
|---|---|---|
| Gold | 100% | |
| Potion | 10% | -10 to 0 |
| Health potion | 40% | -10 to 0 |
| Mana potion | 24% | -10 to 0 |
| Magic item (1 modifier) | 30% | -3 to +2 |
| Magic item (2 modifiers) | 50% | -3 to +2 |
| Rare item | 12% | -3 to +3 |
| Unique item | 4.0% | -40 to +3 |
| Set item | 4.0% | -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 | 19 | 48 | 70 |
| Life | 2,273 | 11,154 | 22,334 |
| Damage | 141 to 236 | 533 to 888 | 988 to 1,647 |
| Defense | 66 | 165 | 253 |
| Experience | 1,002 | 10,331 | 74,401 |
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.
Weaknesses and resistances
| Mercenary | Veteran | Elite | |
|---|---|---|---|
| Lightning | +50% | +100% | +150% |
Confidence: Medium As written in the template. A negative number means it takes more damage of that kind. Values of 100% and more are shown as given; the effect of going past 100% has not been tested.
What it can drop: Base game
444 different items can drop (the best are shown) Confidence: computed from data, not measured
| Gear | Mercenary | Veteran | Elite |
|---|---|---|---|
| Silver Ring | 3.8% (3.1 to 3.8) | 3.7% (3.1 to 3.7) | 0.04% |
| Gold Ring | 0.091% | 3.7% (3.1 to 3.7) | 0.04% |
| Adorned Ring | - | 0.02% | 3.7% (3.0 to 3.7) |
| Elaborate Ring | 3.7% (3.0 to 3.7) | 0.04% | 0.059% |
| Gilded Ring | - | 0.02% | 3.7% (3.0 to 3.7) |
| Spell Book | - | 2.8% (2.5 to 3.2) | - |
| Spirit Cestus | - | - | 2.1% (0.96 to 3.3) |
| Elven Staff | - | - | 2.1% (0.96 to 3.3) |
| Druid Staff | 2.1% (0.95 to 3.3) | - | - |
| Ritual Staff | 2.1% (0.95 to 3.3) | 2.0% (0.87 to 3.2) | - |
| Cryptic Cestus | - | 2.0% (0.87 to 3.2) | 0.16% |
| Ceremonial Shield | - | - | 2.0% (1.8 to 2.5) |
| Heater Shield | 1.4% (1.2 to 1.8) | 2.0% (1.8 to 2.5) | - |
| Small Shield | - | 2.0% (1.8 to 2.5) | - |
| Tower Shield | - | - | 2.0% (1.8 to 2.5) |
| Gold Amulet | 2.0% (1.7 to 2.0) | 1.8% (1.5 to 1.8) | 0.025% |
| Talisman | 1.9% (1.6 to 1.9) | 0.24% | 0.025% |
| Curve Bow | 1.7% (1.5 to 2.2) | 1.7% (1.5 to 2.1) | 1.9% (1.7 to 2.5) |
| Ironwood Bow | - | 0.23% | 1.9% (1.7 to 2.5) |
| Ballista | - | - | 1.9% (1.7 to 2.5) |
| Heavy Crossbow | 1.7% (1.5 to 2.2) | - | 1.9% (1.7 to 2.5) |
| Chakram | - | - | 1.9% (1.7 to 2.5) |
| Glaive | - | - | 1.9% (1.7 to 2.5) |
| Resplendent Amulet | - | 1.8% (1.5 to 1.8) | 0.012% |
| Consumables | Mercenary | Veteran | Elite |
|---|---|---|---|
| Colossal Health Potion | - | - | 43% |
| Health Potion | 43% | - | - |
| Super Health Potion | - | 43% | - |
| Colossal Mana Potion | - | - | 27% |
| Mana Potion | 27% | - | - |
| Super Mana Potion | - | 27% | - |
The chance is for one kill of this creature (level 19 / 48 / 70 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 Temple of Xeria | 1 |
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. 133
- Kills needed
- 1 kill
1 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 | 19 | 54 | 81 |
| Life | 2,273 | 13,823 | 29,362 |
| Damage | 141 to 236 | 644 to 1,073 | 1,267 to 2,112 |
| Defense | 66 | 188 | 300 |
| Experience | 1,002 | 17,511 | 206,148 |
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.
Weaknesses and resistances
| Mercenary | Veteran | Elite | |
|---|---|---|---|
| Lightning | +50% | +100% | +150% |
Confidence: Medium As written in the template. A negative number means it takes more damage of that kind. Values of 100% and more are shown as given; the effect of going past 100% has not been tested.
What it can drop: Broken World
542 different items can drop (the best are shown) Confidence: computed from data, not measured
| Gear | Mercenary | Veteran | Elite |
|---|---|---|---|
| Adorned Ring | - | - | 3.8% (3.1 to 3.8) |
| Silver Ring | 3.8% (3.1 to 3.8) | - | - |
| Elaborate Ring | 3.7% (3.0 to 3.7) | 3.6% (2.9 to 3.6) | - |
| Gold Ring | 0.068% | 3.6% (2.9 to 3.6) | - |
| Gilded Ring | - | - | 3.6% (2.9 to 3.6) |
| Grimoire | - | - | 3.0% (2.7 to 3.4) |
| Talisman | 1.9% (1.6 to 1.9) | 2.5% (2.1 to 2.5) | - |
| Druid Staff | 2.2% (0.95 to 3.4) | 1.5% (0.71 to 2.4) | - |
| Ritual Staff | 2.2% (0.95 to 3.4) | - | - |
| Spirit Cestus | - | - | 2.1% (0.88 to 3.3) |
| Elven Staff | - | - | 2.1% (0.88 to 3.3) |
| Ceremonial Shield | - | - | 2.0% (1.9 to 2.3) |
| Gold Amulet | 2.0% (1.6 to 2.0) | - | - |
| Elven Longbow | - | 0.14% | 1.9% (1.7 to 2.6) |
| Ironwood Bow | - | 1.3% (1.2 to 1.7) | 1.9% (1.7 to 2.6) |
| Arbalest | - | 1.3% (1.2 to 1.7) | 1.9% (1.7 to 2.6) |
| Ballista | - | - | 1.9% (1.7 to 2.6) |
| Chakram | - | 1.3% (1.2 to 1.7) | 1.9% (1.7 to 2.6) |
| Glaive | - | - | 1.9% (1.7 to 2.6) |
| Large Shield | 1.3% (1.2 to 1.7) | 1.9% (1.8 to 2.2) | - |
| Tower Shield | - | 1.9% (1.8 to 2.2) | - |
| Platinum Charm | - | - | 1.9% (1.5 to 1.9) |
| Intricate Amulet | - | - | 1.9% (1.5 to 1.9) |
| Kite Shield | - | - | 1.8% (1.7 to 2.2) |
| Consumables | Mercenary | Veteran | Elite |
|---|---|---|---|
| Colossal Health Potion | - | - | 20% |
| Health Potion | 20% | - | - |
| Super Health Potion | - | 20% | - |
| Colossal Mana Potion | - | - | 20% |
| Mana Potion | 20% | - | - |
| Super Mana Potion | - | 20% | - |
The chance is for one kill of this creature (level 19 / 54 / 81 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 Temple of Xeria | 1 |
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. 133
- Kills needed
- 1 kill
1 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.
