DS2 Revival

Hak'u Slayer

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

Back to the bestiary

Template name: haku_melee_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
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
Level94266
Life515981,365
Damage13 to 2292 to 154191 to 319
Defense36143236
Experience657766,501

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

462 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 Ring0.23% (0.19 to 0.23)0.0032%0.0015%
Gold Amulet0.22% (0.18 to 0.22)0.0021%<0.001%
Gold Ring0.21% (0.17 to 0.21)0.0024%0.0022%
Jeweled Ring-0.21% (0.17 to 0.21)0.15% (0.12 to 0.15)
Gilded Ring-0.21% (0.17 to 0.21)0.0015%
Elaborate Ring-0.0016%0.15% (0.12 to 0.15)
Adorned Ring-<0.001%0.13% (0.11 to 0.13)
Mercenary Crossbow0.13% (0.12 to 0.17)0.07% (0.063 to 0.092)-
Dryad Bow0.12% (0.1 to 0.15)0.062% (0.055 to 0.084)-
Short Bow0.12% (0.1 to 0.15)0.0078%-
Throwing Axe0.12% (0.1 to 0.15)--
Throwing Knife0.12% (0.1 to 0.15)0.07% (0.063 to 0.092)-
Buckler0.11% (0.1 to 0.14)0.078% (0.07 to 0.1)-
Small Shield0.11% (0.1 to 0.14)0.078% (0.07 to 0.1)-
Spiral Amulet-0.074% (0.061 to 0.074)0.11% (0.087 to 0.11)
Platinum Charm-<0.001%0.11% (0.087 to 0.11)
Scout Bow0.1% (0.091 to 0.14)0.07% (0.063 to 0.092)-
Adept Robe-0.051% (0.04 to 0.085)0.097% (0.075 to 0.16)
Apprentice Robe0.096% (0.077 to 0.15)--
Explorer Boots-0.05% (0.04 to 0.08)0.093% (0.073 to 0.15)
Explorer Gloves-0.05% (0.04 to 0.08)0.093% (0.073 to 0.15)
Leather Jerkin0.093% (0.077 to 0.14)0.043% (0.035 to 0.068)-
Totem Sword--0.091% (0.079 to 0.13)
Cryptic Cestus--0.091% (0.043 to 0.14)
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--4.0%
Small Health Potion4.0%--
Super Health Potion-4.0%-
Colossal Mana Potion--2.4%
Small Mana Potion1.6%--
Large Mana Potion-1.2%-

The chance is for one kill of this creature (level 9 / 42 / 66 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 Western Greilyn Jungle2053
The Southern Greilyn Jungle158
An Elven Shrine86
The Northern Greilyn Jungle4
The Dryad Exile Colony (side area)3
A Small Cave6

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. 42
Kills needed
5 kills

55 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 5 of 10 runs, most in one region: 54. 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
Level95077
Life518191,820
Damage13 to 22122 to 203248 to 413
Defense36173282
Experience651,55117,900

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

7 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%
Small Health Potion2.0%--
Super Health Potion-2.0%-
Colossal Mana Potion--2.0%
Super Mana Potion-2.0%-
Small Mana Potion1.3%--

The chance is for one kill of this creature (level 9 / 50 / 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

Places the map files put it in (the numbers can be 100 or more)
PlacePlacedSpawnedRandom encounters
The Western Greilyn Jungle2053
The Southern Greilyn Jungle158
An Elven Shrine86
The Northern Greilyn Jungle4
The Dryad Exile Colony (side area)3
A Small Cave6

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. 42
Kills needed
5 kills

55 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 5 of 10 runs, most in one region: 54. 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.