DS2 Revival

Stygian Hulking Shail

Stygian Hulking Shail is a magic creature in Dungeon Siege II and Broken World.

Back to the bestiary

Template name: hulking_shail_magic_stats

Shail are mindless undead constructs, built from pieces of multiple corpses and stitched together with straps of leather and metal plates.

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
Magic
Family
Hulking shail
Habitat
Zaramoth Dungeon
Act
Act 3
Rank
Strong

Drops

Strong monster drop table. Chance per kill, before Magic Find:

Drops
DropChanceItem level vs. creature level
Gold18%
Health potion8.0%-10 to 0
Mana potion4.8%-10 to 0
Item15%-4 to +2
Rare item1.35%-3 to +2
Unique item0.45%-40 to +3
Set item0.45%-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
Level396384
Life2,0965,0088,576
Damage99 to 164212 to 353345 to 574
Defense133224313
Experience1,79314,727102,351

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
Death+75%+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

476 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
Adorned Ring0.0025%0.44% (0.35 to 0.44)0.66% (0.53 to 0.66)
Gilded Ring0.45% (0.37 to 0.45)0.0022%0.65% (0.53 to 0.65)
Chakram--0.6% (0.54 to 0.78)
Jeweled Ring0.46% (0.37 to 0.46)0.44% (0.36 to 0.44)0.0045%
Elaborate Ring0.4% (0.32 to 0.4)0.44% (0.36 to 0.44)0.0067%
Platinum Charm0.0016%0.23% (0.19 to 0.23)0.43% (0.35 to 0.43)
Spirit Cestus0.26% (0.11 to 0.4)-0.39% (0.17 to 0.61)
Yearling Staff0.26% (0.11 to 0.4)-0.39% (0.17 to 0.61)
Arcane Cestus-0.36% (0.15 to 0.58)-
Cryptic Cestus-0.36% (0.15 to 0.58)-
Ceremonial Shield0.25% (0.22 to 0.32)-0.34% (0.31 to 0.41)
Kite Shield-0.34% (0.31 to 0.41)0.34% (0.31 to 0.41)
Tower Shield-0.34% (0.31 to 0.41)-
Spiral Amulet0.33% (0.27 to 0.33)0.24% (0.2 to 0.24)0.0042%
Intricate Amulet0.33% (0.27 to 0.33)0.0014%0.23% (0.19 to 0.23)
Elven Longbow-0.27% (0.24 to 0.35)0.3% (0.27 to 0.39)
Ironwood Bow--0.3% (0.27 to 0.39)
Swift Bow0.26% (0.24 to 0.34)-0.3% (0.27 to 0.39)
Arbalest--0.3% (0.27 to 0.39)
Throwing Shiv0.26% (0.24 to 0.34)0.27% (0.24 to 0.35)0.3% (0.27 to 0.39)
Mystic Helm0.15% (0.12 to 0.25)-0.29% (0.22 to 0.49)
Raven Cap-0.29% (0.22 to 0.49)-
Adept Boots0.15% (0.12 to 0.24)0.28% (0.22 to 0.46)-
Warlock Boots--0.28% (0.22 to 0.46)
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion-4.0%8.0%
Colossal Mana Potion-2.4%4.8%
Large Health Potion4.0%--
Super Health Potion4.0%4.0%-
Large Mana Potion2.4%--
Super Mana Potion2.4%2.4%-

The chance is for one kill of this creature (level 39 / 63 / 84 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
Zaramoth's Horns (further part)4
The Archmage's Chamber (further part)3
Zaramoth's Horns2

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. 364
Kills needed
5 kills

Comes from random encounters, so how many you meet depends on the game's rolls.

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 10 of 10 runs, most in one region: 15. 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
Level396893
Life2,0965,77110,397
Damage99 to 164240 to 401411 to 686
Defense133244355
Experience1,79323,225238,941

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
Death+75%+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

623 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
Swift Bow0.14% (0.13 to 0.18)-0.57% (0.51 to 0.74)
Gilded Ring0.24% (0.2 to 0.24)0.35% (0.28 to 0.35)0.46% (0.38 to 0.46)
Ceremonial Shield0.13% (0.12 to 0.16)0.18% (0.17 to 0.2)0.36% (0.34 to 0.41)
Jeweled Ring0.24% (0.2 to 0.24)0.35% (0.28 to 0.35)-
Ballista0.14% (0.13 to 0.18)0.14% (0.13 to 0.18)0.32% (0.29 to 0.4)
Etched Tome--0.28% (0.25 to 0.32)
Throwing Shiv0.14% (0.13 to 0.18)-0.25% (0.22 to 0.33)
Intricate Amulet0.18% (0.15 to 0.18)0.13% (0.1 to 0.13)0.24% (0.19 to 0.24)
Ornate Ring--0.23% (0.19 to 0.23)
Rift Axe--0.22% (0.19 to 0.29)
Katana0.065% (0.057 to 0.088)-0.22% (0.19 to 0.29)
Elaborate Ring0.21% (0.17 to 0.21)--
Spirit Cestus0.13% (0.057 to 0.21)0.19% (0.074 to 0.3)0.21% (0.095 to 0.33)
Yearling Staff0.13% (0.057 to 0.21)-0.2% (0.08 to 0.31)
Druid Staff-0.19% (0.074 to 0.3)-
Spiral Amulet0.18% (0.15 to 0.18)0.11% (0.084 to 0.11)-
Large Shield-0.18% (0.17 to 0.2)-
Elven Axe0.065% (0.057 to 0.088)0.17% (0.15 to 0.23)-
Spell Book0.14% (0.13 to 0.16)--
Ritual Book0.14% (0.13 to 0.16)0.14% (0.13 to 0.16)-
Grimoire-0.14% (0.13 to 0.16)-
Curve Bow-0.14% (0.13 to 0.18)-
Dryad Bow0.14% (0.13 to 0.18)--
Elven Longbow-0.14% (0.13 to 0.18)-
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion-4.0%4.0%
Colossal Mana Potion-4.0%4.0%
Large Health Potion2.0%--
Super Health Potion2.0%--
Large Mana Potion2.0%--
Super Mana Potion2.0%--

The chance is for one kill of this creature (level 39 / 68 / 93 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
Zaramoth's Horns (further part)4
The Archmage's Chamber (further part)3
Zaramoth's Horns2

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. 364
Kills needed
5 kills

Comes from random encounters, so how many you meet depends on the game's rolls.

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 10 of 10 runs, most in one region: 15. 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.