DS2 Revival

Iraca

Iraca is a melee creature in Dungeon Siege II and Broken World.

Back to the bestiary

Template name: iraca_act3_stats

The Iraca strikes at its prey with piercing mandibles and a pair of powerfully developed pincers. Its green and gold outer shell -- both durable and beautiful -- was once used by craftsmen to adorn and reinforce battle shields.

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
Iraca
Habitat
Desert
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
Level366082
Life2,4266,10110,927
Damage182 to 303407 to 678689 to 1,148
Defense122212304
Experience1,39611,23084,877

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
Fire+50%+100%+150%
Ice-25%-10%-5%

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

474 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 Ring0.0027%0.44% (0.35 to 0.44)0.87% (0.71 to 0.87)
Ceremonial Shield0.25% (0.22 to 0.32)-0.46% (0.41 to 0.61)
Elaborate Ring0.46% (0.37 to 0.46)0.44% (0.36 to 0.44)0.0067%
Gilded Ring0.45% (0.37 to 0.45)0.0022%0.44% (0.35 to 0.44)
Jeweled Ring0.0055%0.44% (0.36 to 0.44)0.0045%
Silver Ring0.41% (0.32 to 0.41)0.0045%0.0022%
Platinum Charm0.2% (0.16 to 0.2)0.23% (0.19 to 0.23)0.34% (0.27 to 0.34)
Intricate Amulet-0.0014%0.33% (0.27 to 0.33)
Vai'Kesh Cleaver-0.14% (0.12 to 0.2)0.33% (0.29 to 0.46)
Spirit Cestus0.26% (0.12 to 0.41)-0.29% (0.14 to 0.43)
Elven Staff-0.28% (0.14 to 0.43)0.29% (0.14 to 0.43)
Yearling Staff0.26% (0.12 to 0.41)-0.29% (0.14 to 0.43)
Arcane Cestus-0.28% (0.14 to 0.43)-
Mystic Boots--0.28% (0.22 to 0.46)
Mystic Gloves--0.28% (0.22 to 0.46)
Mythril Armor--0.28% (0.23 to 0.43)
Composite Bow-0.27% (0.24 to 0.35)-
Elven Longbow-0.27% (0.24 to 0.35)0.27% (0.24 to 0.35)
Stalker Bow-0.27% (0.24 to 0.35)-
Swift Bow0.24% (0.21 to 0.31)-0.27% (0.24 to 0.35)
Arbalest--0.27% (0.24 to 0.35)
Ballista0.24% (0.21 to 0.31)-0.27% (0.24 to 0.35)
Light Crossbow0.24% (0.21 to 0.31)0.27% (0.24 to 0.35)-
Chakram0.21% (0.18 to 0.28)-0.27% (0.24 to 0.35)
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion-4.0%8.0%
Large Health Potion8.0%--
Colossal Mana Potion-2.4%4.8%
Large Mana Potion4.8%--
Super Health Potion-4.0%-
Super Mana Potion-2.4%-

The chance is for one kill of this creature (level 36 / 60 / 82 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 City of Darthrul2
The Desert of Kaderak2
The District of the Chief (side area)2
The Eastern Plain of Tears2
The Ruins of Okaym2

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. 306
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 4 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

Worked out from the creature’s template, per difficulty
MercenaryVeteranElite
Level366591
Life2,4267,07513,303
Damage182 to 303464 to 774825 to 1,375
Defense122232345
Experience1,39617,661197,770

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
Fire+50%+100%+150%
Ice-25%-10%-5%

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

636 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 Bow0.13% (0.11 to 0.17)-0.47% (0.42 to 0.61)
Ornate Ring--0.45% (0.37 to 0.45)
Ballista0.13% (0.11 to 0.17)-0.43% (0.39 to 0.57)
Jeweled Ring-0.35% (0.28 to 0.35)-
Elaborate Ring0.24% (0.2 to 0.24)0.35% (0.28 to 0.35)-
Spirit Cestus0.14% (0.064 to 0.22)-0.3% (0.15 to 0.46)
Grimoire-0.28% (0.25 to 0.32)0.14% (0.13 to 0.16)
Gilded Ring0.24% (0.2 to 0.24)-0.24% (0.2 to 0.24)
Resplendent Amulet--0.24% (0.19 to 0.24)
Throwing Shiv-0.11% (0.098 to 0.15)0.23% (0.21 to 0.3)
Silver Ring0.21% (0.17 to 0.21)--
Ceremonial Shield0.13% (0.12 to 0.15)-0.21% (0.2 to 0.24)
Cryptic Cestus-0.19% (0.073 to 0.3)-
Druid Staff-0.19% (0.073 to 0.3)-
Broad Sword-0.083% (0.073 to 0.11)0.18% (0.16 to 0.25)
Hero's Sword0.073% (0.064 to 0.1)-0.18% (0.16 to 0.25)
Royal Dagger0.073% (0.064 to 0.1)0.083% (0.073 to 0.11)0.17% (0.15 to 0.24)
Yearling Staff0.14% (0.064 to 0.22)-0.16% (0.08 to 0.23)
Kite Shield0.1% (0.097 to 0.13)0.1% (0.097 to 0.13)0.16% (0.15 to 0.19)
Mage's Book0.14% (0.13 to 0.16)--
Ritual Book0.14% (0.13 to 0.16)--
Etched Tome--0.14% (0.13 to 0.16)
Ritual Staff0.14% (0.064 to 0.22)--
Gold Amulet0.13% (0.11 to 0.13)--
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion-2.0%4.0%
Large Health Potion4.0%--
Colossal Mana Potion-2.0%4.0%
Large Mana Potion4.0%--
Super Health Potion-2.0%-
Super Mana Potion-2.0%-

The chance is for one kill of this creature (level 36 / 65 / 91 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 City of Darthrul2
The Desert of Kaderak2
The District of the Chief (side area)2
The Eastern Plain of Tears2
The Ruins of Okaym2

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. 306
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 4 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.