Template name: haku_ranged_shard_boss_stats

The origin and nature of the great plague are mysteries, but it spreads as a harbinger of Valdis' armies. It is the vilest weapon in their arsenal, mercilessly twisting its victims into monsters that are mad with bloodlust.
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
- Ranged
- Family
- Hak'u
- Habitat
- Jungle
- Act
- Act 1
- Rank
- Miniboss (boss)
Drops
Miniboss drop table. Chance per kill, before Magic Find:
| Drop | Chance | Item level vs. creature level |
|---|---|---|
| Gold | 100% | |
| Potion | 10% | -10 to 0 |
| Health potion | 40% | -10 to 0 |
| Mana potion | 24% | -10 to 0 |
| Magic item (1 modifier) | 30% | -3 to +2 |
| Magic item (2 modifiers) | 50% | -3 to +2 |
| Rare item | 12% | -3 to +3 |
| Unique item | 4.0% | -40 to +3 |
| Set item | 4.0% | -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
| Mercenary | Veteran | Elite | |
|---|---|---|---|
| Level | 13 | 44 | 67 |
| Life | 1,014 | 7,626 | 16,467 |
| Damage | 73 to 121 | 375 to 626 | 742 to 1,236 |
| Defense | 48 | 150 | 240 |
| Experience | 675 | 7,309 | 56,521 |
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
| Mercenary | Veteran | Elite | |
|---|---|---|---|
| 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
436 different items can drop (the best are shown) Confidence: computed from data, not measured
| Gear | Mercenary | Veteran | Elite |
|---|---|---|---|
| Silver Ring | 2.6% (2.1 to 2.6) | 3.7% (3.1 to 3.7) | 0.04% |
| Jeweled Ring | 2.5% (2.1 to 2.5) | 0.059% | 3.7% (3.0 to 3.7) |
| Gilded Ring | - | 0.02% | 3.7% (3.0 to 3.7) |
| Ornate Ring | - | 3.7% (3.0 to 3.7) | 0.02% |
| Arcane Cestus | 3.3% (0.96 to 5.6) | 1.5% (0.77 to 2.3) | - |
| Mage's Book | - | 2.8% (2.5 to 3.2) | - |
| Ritual Book | 2.8% (2.5 to 3.2) | - | 1.4% (1.3 to 1.6) |
| Gold Ring | 2.6% (2.1 to 2.6) | 0.059% | 0.059% |
| Small Shield | 1.3% (1.2 to 1.6) | 2.1% (2.0 to 2.6) | - |
| Spirit Cestus | - | - | 2.1% (0.96 to 3.3) |
| Druid Staff | 0.16% | - | 2.1% (0.96 to 3.3) |
| Ceremonial Shield | - | - | 2.0% (1.8 to 2.5) |
| Large Shield | - | 1.9% (1.7 to 2.3) | 2.0% (1.8 to 2.5) |
| Jeweled Pendant | 1.3% (1.1 to 1.3) | 1.9% (1.6 to 1.9) | 1.8% (1.5 to 1.8) |
| Curve Bow | - | 0.21% | 1.9% (1.7 to 2.5) |
| Elven Longbow | - | 1.6% (1.5 to 2.1) | 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) |
| Resplendent Amulet | - | 1.9% (1.6 to 1.9) | 0.012% |
| Spiral Amulet | - | 0.026% | 1.8% (1.5 to 1.8) |
| Composite Bow | 1.7% (1.5 to 2.1) | 1.6% (1.5 to 2.1) | - |
| Scout Bow | 1.7% (1.5 to 2.1) | - | - |
| Consumables | Mercenary | Veteran | Elite |
|---|---|---|---|
| Colossal Health Potion | - | - | 43% |
| Super Health Potion | - | 43% | - |
| Colossal Mana Potion | - | - | 27% |
| Super Mana Potion | - | 27% | - |
| Mana Potion | 26% | - | - |
| Health Potion | 22% | - | - |
The chance is for one kill of this creature (level 13 / 44 / 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):
- A Small Cave: 1 of 2 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. 73
- 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 1 of 10 runs, most in one region: 2. 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
| Mercenary | Veteran | Elite | |
|---|---|---|---|
| Level | 13 | 52 | 78 |
| Life | 1,014 | 10,321 | 21,880 |
| Damage | 73 to 121 | 489 to 815 | 960 to 1,600 |
| Defense | 48 | 180 | 287 |
| Experience | 675 | 14,671 | 155,873 |
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
| Mercenary | Veteran | Elite | |
|---|---|---|---|
| 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
564 different items can drop (the best are shown) Confidence: computed from data, not measured
| Gear | Mercenary | Veteran | Elite |
|---|---|---|---|
| Gold Ring | 2.6% (2.1 to 2.6) | 4.9% (4.0 to 4.9) | - |
| Adorned Ring | - | - | 3.7% (3.0 to 3.7) |
| Ornate Ring | - | - | 3.7% (3.0 to 3.7) |
| Arcane Cestus | 3.4% (0.96 to 5.9) | 2.0% (0.81 to 3.3) | - |
| Ritual Book | 3.0% (2.7 to 3.4) | - | 1.5% (1.3 to 1.7) |
| Etched Tome | - | 3.0% (2.7 to 3.4) | - |
| Silver Ring | 2.6% (2.1 to 2.6) | - | - |
| Jeweled Ring | 2.5% (2.0 to 2.5) | - | - |
| Elaborate Ring | - | 2.5% (2.0 to 2.5) | - |
| Elven Staff | - | - | 2.0% (0.81 to 3.3) |
| Yearling Staff | - | - | 2.0% (0.81 to 3.3) |
| Druid Staff | 0.11% | 2.0% (0.81 to 3.3) | - |
| Ironwood Bow | - | 1.3% (1.2 to 1.7) | 1.9% (1.7 to 2.6) |
| Swift Bow | - | - | 1.9% (1.7 to 2.6) |
| Arbalest | - | 1.3% (1.2 to 1.7) | 1.9% (1.7 to 2.6) |
| Ballista | - | - | 1.9% (1.7 to 2.6) |
| Glaive | - | - | 1.9% (1.7 to 2.6) |
| Throwing Shiv | - | - | 1.9% (1.7 to 2.6) |
| Heater Shield | 1.3% (1.2 to 1.6) | 1.9% (1.8 to 2.3) | - |
| Tower Shield | - | 1.9% (1.8 to 2.3) | 1.8% (1.7 to 2.1) |
| Talisman | 1.3% (1.1 to 1.3) | 1.9% (1.5 to 1.9) | - |
| Spiral Amulet | - | 1.9% (1.5 to 1.9) | 1.3% (1.0 to 1.3) |
| Hunter Sword | - | 0.087% | 1.9% (1.6 to 2.5) |
| Ceremonial Shield | - | - | 1.8% (1.7 to 2.1) |
| Consumables | Mercenary | Veteran | Elite |
|---|---|---|---|
| Colossal Health Potion | - | - | 20% |
| Super Health Potion | - | 20% | - |
| Colossal Mana Potion | - | - | 20% |
| Mana Potion | 20% | - | - |
| Super Mana Potion | - | 20% | - |
| Health Potion | 10% | - | - |
The chance is for one kill of this creature (level 13 / 52 / 78 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):
- A Small Cave: 1 of 2 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. 73
- 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 1 of 10 runs, most in one region: 2. 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.
