DS2 Revival

Alpha Slashing Gila

Alpha Slashing Gila is a melee creature in Dungeon Siege II and Broken World.

Back to the bestiary

Template name: gila_boss_stats

Gila are lizards that hunt in packs like dogs. Packs of Gila are normally cowardly, choosing only to fight with other small predators and scavengers for the leftovers of a kill. It was once possible to travel through the jungle without worrying about Gila, so long as you did not provoke them.

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
Gila
Habitat
Jungle
Act
Act 1
Rank
Miniboss (boss)

Drops

Miniboss drop table. Chance per kill, before Magic Find:

Drops
DropChanceItem level vs. creature level
Gold100%
Potion10%-10 to 0
Health potion40%-10 to 0
Mana potion24%-10 to 0
Magic item (1 modifier)30%-3 to +2
Magic item (2 modifiers)50%-3 to +2
Rare item12%-3 to +3
Unique item4.0%-40 to +3
Set item4.0%-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

Worked out from the creature’s template, per difficulty
MercenaryVeteranElite
Level54164
Life3708,40018,905
Damage37 to 62417 to 695851 to 1,418
Defense24140228
Experience3605,65943,003

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

438 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 Ring7.0% (5.7 to 7.0)0.084%0.04%
Buckler4.1% (3.9 to 4.6)1.9% (1.7 to 2.3)-
Jeweled Ring-2.5% (2.1 to 2.5)3.7% (3.1 to 3.7)
Elaborate Ring-0.042%3.7% (3.0 to 3.7)
Spell Book-2.8% (2.5 to 3.2)-
Mage's Book2.8% (2.5 to 3.2)--
Grimoire--2.8% (2.5 to 3.2)
Gilded Ring-2.5% (2.0 to 2.5)0.02%
Ornate Ring-2.5% (2.0 to 2.5)0.02%
Dryad Bow2.3% (2.1 to 3.0)--
Scout Bow2.3% (2.1 to 3.0)1.5% (1.3 to 1.9)-
Cracked Scout Bow2.3% (2.1 to 3.0)--
Mercenary Crossbow2.3% (2.1 to 3.0)1.5% (1.3 to 1.9)-
Throwing Knife2.3% (2.1 to 3.0)--
Cryptic Cestus--2.0% (0.89 to 3.2)
Druid Staff1.5% (0.72 to 2.3)-2.0% (0.89 to 3.2)
Jeweled Pendant-1.9% (1.6 to 1.9)0.24%
Intricate Amulet-1.9% (1.6 to 1.9)0.012%
Small Shield-1.9% (1.7 to 2.3)-
Spiral Amulet-0.028%1.8% (1.5 to 1.8)
Platinum Charm-0.014%1.8% (1.5 to 1.8)
Composite Bow-1.5% (1.3 to 1.9)1.7% (1.5 to 2.1)
Elven Longbow-0.21%1.7% (1.5 to 2.1)
Arbalest--1.7% (1.5 to 2.1)
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Small Health Potion43%--
Small Mana Potion27%--
Colossal Health Potion--22%
Large Health Potion-22%-
Super Health Potion-22%22%
Colossal Mana Potion--14%

The chance is for one kill of this creature (level 5 / 41 / 64 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

Random boss spots (one boss of the pool is picked per spot):

  • The Northern Greilyn Jungle: 1 of 3 possible bosses

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 boss only

Only as one of several possible bosses at a random boss spot.

Base game book
No. 11
Kills needed
1 kill

Only as one of several possible bosses; reroll the area to see another one.

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.

Bestiary fix package (in testing, not released): an optional switch, off by default, swaps a boss you have already killed for one you have not; tested on three regions.

Confidence: Medium Tested on a private copy of the game.

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
Level54875
Life37011,15425,410
Damage37 to 62533 to 8881,111 to 1,852
Defense24165274
Experience36010,331117,995

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

548 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 Broken World (best first)
GearMercenaryVeteranElite
Silver Ring7.2% (5.8 to 7.2)3.7% (3.0 to 3.7)-
Buckler4.0% (3.8 to 4.6)--
Gold Ring0.44%3.7% (3.0 to 3.7)-
Elaborate Ring--3.7% (3.0 to 3.7)
Ornate Ring--3.7% (3.0 to 3.7)
Spell Book-3.0% (2.7 to 3.4)-
Mage's Book3.0% (2.7 to 3.4)--
Dryad Bow2.4% (2.1 to 3.1)1.7% (1.5 to 2.2)-
Scout Bow2.4% (2.1 to 3.1)1.7% (1.5 to 2.2)-
Cracked Scout Bow2.4% (2.1 to 3.1)--
Mercenary Crossbow2.4% (2.1 to 3.1)--
Throwing Knife2.4% (2.1 to 3.1)1.7% (1.5 to 2.2)-
Elven Sword--2.2% (2.0 to 3.1)
Cryptic Cestus-2.0% (0.81 to 3.3)2.2% (0.98 to 3.4)
Yearling Staff--2.2% (0.98 to 3.4)
Ritual Staff-2.0% (0.81 to 3.3)-
Stalker Bow--1.9% (1.7 to 2.6)
Swift Bow--1.9% (1.7 to 2.6)
Arbalest-0.15%1.9% (1.7 to 2.6)
Heavy Crossbow--1.9% (1.7 to 2.6)
Throwing Star-1.7% (1.5 to 2.2)1.9% (1.7 to 2.6)
Throwing Shiv--1.9% (1.7 to 2.6)
Heater Shield-1.9% (1.8 to 2.2)-
Small Shield-1.9% (1.8 to 2.2)-
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--20%
Small Health Potion20%--
Super Health Potion-20%-
Colossal Mana Potion--20%
Small Mana Potion20%--
Super Mana Potion-20%-

The chance is for one kill of this creature (level 5 / 48 / 75 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

Random boss spots (one boss of the pool is picked per spot):

  • The Northern Greilyn Jungle: 1 of 3 possible bosses

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 boss only

Only as one of several possible bosses at a random boss spot.

Base game book
No. 11
Kills needed
1 kill

Only as one of several possible bosses; reroll the area to see another one.

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.

Bestiary fix package (in testing, not released): an optional switch, off by default, swaps a boss you have already killed for one you have not; tested on three regions.

Confidence: Medium Tested on a private copy of the game.

Kill counts are kept separately for Mercenary, Veteran and Elite. See how the Bestiary works.