DS2 Revival

Hak'u Rhythm Signaler

Hak'u Rhythm Signaler is a melee creature in Dungeon Siege II and Broken World.

Back to the bestiary

Template name: haku_drummer_boss_stats

The Hak'u are a tribal people who live in the jungles of Eirulan. They are small and frail, and use primitive weapons, but they fight with surprising ferocity. They were once friendly with the Dryads, and worked with them to make the jungle a safe place to live.

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
Hak'u
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
Level114367
Life9959,14820,584
Damage75 to 125449 to 748918 to 1,530
Defense42147240
Experience6006,70956,521

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%+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

440 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
Jeweled Ring2.5% (2.1 to 2.5)3.5% (2.9 to 3.5)3.7% (3.0 to 3.7)
Gilded Ring-0.02%3.7% (3.0 to 3.7)
Ornate Ring-3.5% (2.8 to 3.5)0.02%
Gold Amulet2.6% (2.2 to 2.6)0.053%0.025%
Silver Ring2.6% (2.1 to 2.6)0.42%0.04%
Gold Ring2.5% (2.1 to 2.5)0.059%0.059%
Arcane Cestus2.1% (0.96 to 3.3)2.1% (0.94 to 3.2)-
Spirit Cestus--2.1% (0.96 to 3.3)
Druid Staff--2.1% (0.96 to 3.3)
Ritual Staff2.1% (0.96 to 3.3)--
Yearling Staff-2.1% (0.94 to 3.2)-
Ceremonial Shield--2.0% (1.8 to 2.5)
Large Shield-2.0% (1.8 to 2.5)2.0% (1.8 to 2.5)
Small Shield1.3% (1.2 to 1.6)2.0% (1.8 to 2.5)-
Curve Bow--1.9% (1.7 to 2.5)
Elven Longbow-1.3% (1.2 to 1.7)1.9% (1.7 to 2.5)
Arbalest--1.9% (1.7 to 2.5)
Ballista--1.9% (1.7 to 2.5)
Chakram--1.9% (1.7 to 2.5)
Throwing Star--1.9% (1.7 to 2.5)
Jeweled Pendant-1.3% (1.1 to 1.3)1.8% (1.5 to 1.8)
Spiral Amulet-0.026%1.8% (1.5 to 1.8)
Composite Bow1.7% (1.5 to 2.2)1.3% (1.2 to 1.7)-
Short Bow1.7% (1.5 to 2.2)1.3% (1.2 to 1.7)-
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--43%
Super Health Potion-43%-
Colossal Mana Potion--27%
Super Mana Potion-27%-
Health Potion22%--
Small Health Potion22%--

The chance is for one kill of this creature (level 11 / 43 / 67 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 Southern 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. 45
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
Level115177
Life99512,45326,696
Damage75 to 125587 to 9791,162 to 1,936
Defense42177282
Experience60013,434142,040

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%+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

568 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
Gold Ring2.5% (2.1 to 2.5)3.8% (3.1 to 3.8)-
Elaborate Ring-3.6% (2.9 to 3.6)2.5% (2.0 to 2.5)
Ritual Book1.5% (1.3 to 1.7)-3.0% (2.7 to 3.4)
Gold Amulet2.6% (2.2 to 2.6)1.8% (1.5 to 1.8)-
Silver Ring2.6% (2.1 to 2.6)--
Jeweled Ring2.5% (2.1 to 2.5)--
Adorned Ring--2.5% (2.0 to 2.5)
Ornate Ring--2.5% (2.0 to 2.5)
Arcane Cestus2.2% (0.96 to 3.4)1.6% (0.76 to 2.4)-
Ritual Staff2.2% (0.96 to 3.4)1.6% (0.76 to 2.4)-
Elven Staff--2.1% (0.82 to 3.3)
Yearling Staff--2.1% (0.82 to 3.3)
Ironwood Bow-1.7% (1.5 to 2.2)2.0% (1.8 to 2.6)
Swift Bow--2.0% (1.8 to 2.6)
Arbalest-1.7% (1.5 to 2.2)2.0% (1.8 to 2.6)
Ballista--2.0% (1.8 to 2.6)
Glaive--2.0% (1.8 to 2.6)
Throwing Shiv--2.0% (1.8 to 2.6)
Heater Shield1.3% (1.2 to 1.5)1.9% (1.8 to 2.3)-
Tower Shield-1.9% (1.8 to 2.3)1.3% (1.2 to 1.6)
Hunter Sword--1.9% (1.6 to 2.5)
Talisman1.3% (1.1 to 1.3)1.8% (1.5 to 1.8)-
Spiral Amulet-0.13%1.8% (1.5 to 1.8)
Resplendent Amulet--1.8% (1.5 to 1.8)
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--20%
Super Health Potion-20%-
Colossal Mana Potion--20%
Super Mana Potion-20%-
Health Potion10%--
Small Health Potion10%--

The chance is for one kill of this creature (level 11 / 51 / 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. 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 Southern 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. 45
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.