Template name: gila_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
- Weak
Drops
Weak monster drop table. Chance per kill, before Magic Find:
| Drop | Chance | Item level vs. creature level |
|---|---|---|
| Gold | 14% | |
| Health potion | 4.0% | -10 to 0 |
| Mana potion | 2.4% | -10 to 0 |
| Item | 5.0% | -6 to 0 |
| Rare item | 0.45% | -5 to +1 |
| Unique item | 0.15% | -40 to +2 |
| Set item | 0.15% | -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
| Mercenary | Veteran | Elite | |
|---|---|---|---|
| Level | 5 | 41 | 64 |
| Life | 67 | 1,527 | 3,437 |
| Damage | 11 to 18 | 124 to 207 | 253 to 422 |
| Defense | 24 | 140 | 228 |
| Experience | 81 | 1,358 | 10,321 |
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
460 different items can drop (the best are shown) Confidence: computed from data, not measured
| Gear | Mercenary | Veteran | Elite |
|---|---|---|---|
| Silver Ring | 0.44% (0.36 to 0.44) | 0.0032% | 0.0015% |
| Scout Bow | 0.22% (0.2 to 0.29) | 0.085% (0.076 to 0.11) | - |
| Cracked Scout Bow | 0.22% (0.2 to 0.29) | - | - |
| Short Bow | 0.22% (0.2 to 0.29) | - | - |
| Elaborate Ring | - | 0.13% (0.11 to 0.13) | 0.21% (0.17 to 0.21) |
| Adorned Ring | - | <0.001% | 0.21% (0.17 to 0.21) |
| Jeweled Ring | - | 0.15% (0.12 to 0.15) | 0.015% |
| Gilded Ring | - | 0.15% (0.12 to 0.15) | <0.001% |
| Spiral Amulet | - | 0.11% (0.087 to 0.11) | 0.075% (0.062 to 0.075) |
| Intricate Amulet | - | 0.11% (0.086 to 0.11) | <0.001% |
| Raven Armor | - | - | 0.099% (0.076 to 0.17) |
| Composite Bow | - | 0.0078% | 0.098% (0.088 to 0.13) |
| Stalker Bow | - | 0.085% (0.076 to 0.11) | 0.098% (0.088 to 0.13) |
| Heavy Crossbow | - | - | 0.098% (0.088 to 0.13) |
| Light Crossbow | - | - | 0.098% (0.088 to 0.13) |
| Throwing Crescent | - | - | 0.098% (0.088 to 0.13) |
| Throwing Shiv | - | 0.085% (0.076 to 0.11) | 0.098% (0.088 to 0.13) |
| Arcane Cestus | - | - | 0.093% (0.045 to 0.14) |
| Cryptic Cestus | - | - | 0.093% (0.045 to 0.14) |
| Spell Book | 0.089% (0.078 to 0.099) | 0.089% (0.078 to 0.099) | - |
| Mage's Book | 0.089% (0.078 to 0.099) | - | - |
| Ritual Book | - | 0.089% (0.078 to 0.099) | 0.089% (0.078 to 0.099) |
| Grimoire | - | - | 0.089% (0.078 to 0.099) |
| Glaive | - | 0.0078% | 0.089% (0.078 to 0.12) |
| Consumables | Mercenary | Veteran | Elite |
|---|---|---|---|
| Small Health Potion | 4.0% | - | - |
| Small Mana Potion | 2.4% | - | - |
| Colossal Health Potion | - | - | 2.0% |
| Large Health Potion | - | 2.0% | - |
| Super Health Potion | - | 2.0% | 2.0% |
| Colossal Mana Potion | - | - | 1.2% |
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
| Place | Placed | Spawned | Random encounters |
|---|---|---|---|
| The Northern Greilyn Jungle | 3 | 3 | |
| The Western Greilyn Jungle | 3 |
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. 10
- Kills needed
- 5 kills
Comes from random encounters, so how many you meet depends on the game's rolls. Also 3 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 7 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 | 5 | 48 | 75 |
| Life | 67 | 2,028 | 4,620 |
| Damage | 11 to 18 | 159 to 265 | 331 to 552 |
| Defense | 24 | 165 | 274 |
| Experience | 81 | 2,479 | 28,319 |
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
6 different items can drop (the best are shown) Confidence: computed from data, not measured
| Consumables | Mercenary | Veteran | Elite |
|---|---|---|---|
| Colossal Health Potion | - | - | 2.0% |
| Small Health Potion | 2.0% | - | - |
| Super Health Potion | - | 2.0% | - |
| Colossal Mana Potion | - | - | 2.0% |
| Small Mana Potion | 2.0% | - | - |
| Super Mana Potion | - | 2.0% | - |
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
| Place | Placed | Spawned | Random encounters |
|---|---|---|---|
| The Northern Greilyn Jungle | 3 | 3 | |
| The Western Greilyn Jungle | 3 |
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. 10
- Kills needed
- 5 kills
Comes from random encounters, so how many you meet depends on the game's rolls. Also 3 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 7 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.
