DS2 Revival

Fellspine Mage

Fellspine Mage is a magic creature in Dungeon Siege II and Broken World.

Back to the bestiary

Template name: fellspine_magic_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
Magic
Family
Fellspine
Habitat
Desert
Act
Act 1
Rank
Weak

Drops

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

Drops
DropChanceItem level vs. creature level
Gold14%
Health potion4.0%-10 to 0
Mana potion2.4%-10 to 0
Item5.0%-6 to 0
Rare item0.45%-5 to +1
Unique item0.15%-40 to +2
Set item0.15%-50 to +2

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
Level194870
Life3311,6223,249
Damage34 to 57128 to 214238 to 396
Defense66165253
Experience2402,47917,856

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

Resistances (negative = weakness), percent of damage
MercenaryVeteranElite
Lightning+50%+70%+90%

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

450 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 Ring0.15% (0.13 to 0.15)0.21% (0.17 to 0.21)0.0015%
Jeweled Ring0.13% (0.11 to 0.13)0.0022%0.21% (0.17 to 0.21)
Gilded Ring-<0.001%0.21% (0.17 to 0.21)
Ornate Ring-0.21% (0.17 to 0.21)<0.001%
Mage's Book0.18% (0.16 to 0.2)0.089% (0.078 to 0.099)-
Gold Ring0.15% (0.13 to 0.15)0.015%0.0015%
Small Shield0.062% (0.055 to 0.086)0.15% (0.14 to 0.2)-
Light Crossbow0.15% (0.13 to 0.2)0.07% (0.063 to 0.092)-
Spirit Cestus--0.12% (0.048 to 0.19)
Druid Staff0.12% (0.045 to 0.19)-0.12% (0.048 to 0.19)
Ritual Staff0.12% (0.045 to 0.19)0.09% (0.042 to 0.14)-
Elven Axe0.006%-0.11% (0.096 to 0.15)
Ceremonial Shield--0.11% (0.1 to 0.14)
Large Shield0.062% (0.055 to 0.086)0.083% (0.075 to 0.11)0.11% (0.1 to 0.14)
Arcane Cestus-0.09% (0.042 to 0.14)-
Cryptic Cestus-0.09% (0.042 to 0.14)-
Spell Book-0.089% (0.078 to 0.099)-
Ritual Book--0.089% (0.078 to 0.099)
Grimoire--0.089% (0.078 to 0.099)
Curve Bow0.079% (0.071 to 0.1)0.07% (0.063 to 0.092)0.087% (0.078 to 0.11)
Elven Longbow-0.07% (0.063 to 0.092)0.087% (0.078 to 0.11)
Ironwood Bow--0.087% (0.078 to 0.11)
Arbalest--0.087% (0.078 to 0.11)
Ballista--0.087% (0.078 to 0.11)
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--4.0%
Health Potion4.0%--
Super Health Potion-4.0%-
Colossal Mana Potion--2.4%
Mana Potion2.4%--
Super Mana Potion-2.4%-

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

Places the map files put it in (the numbers can be 100 or more)
PlacePlacedSpawnedRandom encounters
The Temple of Xeria8
Windstone Fortress5

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. 134
Kills needed
5 kills

13 placed, 5 needed.

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 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

Worked out from the creature’s template, per difficulty
MercenaryVeteranElite
Level195481
Life3312,0114,271
Damage34 to 57155 to 258305 to 508
Defense66188300
Experience2404,20349,476

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

Resistances (negative = weakness), percent of damage
MercenaryVeteranElite
Lightning+50%+70%+90%

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

6 different items can drop (the best are shown) Confidence: computed from data, not measured

Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--2.0%
Health Potion2.0%--
Super Health Potion-2.0%-
Colossal Mana Potion--2.0%
Mana Potion2.0%--
Super Mana Potion-2.0%-

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

Places the map files put it in (the numbers can be 100 or more)
PlacePlacedSpawnedRandom encounters
The Temple of Xeria8
Windstone Fortress5

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. 134
Kills needed
5 kills

13 placed, 5 needed.

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 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.