DS2 Revival

Iraca

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

Back to the bestiary

Template name: iraca_stats

A squad of soldiers traveling though the desert once came across a group of Skath trying to remove an Iraca from one of their holy sites. They blasted it with fire, which it seemed to shrug off. They threw axes at it, most of which didn't penetrate its hard shell.

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 1
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
Level184770
Life7583,9048,122
Damage70 to 117274 to 457526 to 876
Defense63162253
Experience3513,55127,900

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%+70%+90%
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

442 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 Ring0.66% (0.54 to 0.66)0.46% (0.38 to 0.46)0.0045%
Gold Ring0.66% (0.53 to 0.66)0.46% (0.38 to 0.46)0.0045%
Adorned Ring-0.0022%0.65% (0.53 to 0.65)
Gilded Ring-0.0022%0.65% (0.53 to 0.65)
Ornate Ring-0.4% (0.32 to 0.4)0.0022%
Druid Staff0.36% (0.15 to 0.58)-0.26% (0.12 to 0.41)
Ritual Staff0.36% (0.15 to 0.58)0.27% (0.13 to 0.42)-
Large Shield0.23% (0.21 to 0.3)0.34% (0.31 to 0.42)0.21% (0.18 to 0.28)
Small Shield0.23% (0.21 to 0.3)0.34% (0.31 to 0.42)-
Talisman0.34% (0.28 to 0.34)0.0042%0.0028%
Gold Amulet0.011%0.34% (0.28 to 0.34)0.0028%
Jeweled Pendant0.33% (0.27 to 0.33)0.0042%0.22% (0.18 to 0.22)
Resplendent Amulet-0.33% (0.27 to 0.33)0.0014%
Curve Bow0.27% (0.24 to 0.35)0.22% (0.19 to 0.28)0.31% (0.27 to 0.4)
Ironwood Bow--0.31% (0.27 to 0.4)
Ballista--0.31% (0.27 to 0.4)
Heavy Crossbow0.27% (0.24 to 0.35)0.19% (0.16 to 0.25)0.31% (0.27 to 0.4)
Chakram--0.31% (0.27 to 0.4)
Glaive--0.31% (0.27 to 0.4)
Spirit Cestus--0.28% (0.14 to 0.43)
Elven Staff--0.28% (0.14 to 0.43)
Cryptic Cestus-0.27% (0.13 to 0.42)-
Dryad Bow0.27% (0.24 to 0.35)0.22% (0.19 to 0.28)-
Light Crossbow0.27% (0.24 to 0.35)0.22% (0.19 to 0.28)-
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--8.0%
Health Potion8.0%--
Super Health Potion-8.0%-
Colossal Mana Potion--4.8%
Mana Potion4.8%--
Super Mana Potion-4.8%-

The chance is for one kill of this creature (level 18 / 47 / 70 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 Cliffs of Azunai8
Isteru's Caverns4
A Small Canyon2
An Azunite Cavern2
The Lost Valley of the Azunites2
The Windstone Tunnels2
Windstone Fortress2

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. 116
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 7 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
Level185480
Life7585,02710,430
Damage70 to 117342 to 571660 to 1,100
Defense63188296
Experience3516,56770,419

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%+70%+90%
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

560 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
Silver Ring0.36% (0.29 to 0.36)--
Gold Ring0.36% (0.29 to 0.36)0.35% (0.28 to 0.35)-
Elaborate Ring0.0034%0.35% (0.28 to 0.35)-
Arbalest-0.11% (0.1 to 0.15)0.31% (0.27 to 0.41)
Adorned Ring--0.24% (0.2 to 0.24)
Gilded Ring--0.24% (0.2 to 0.24)
Talisman0.18% (0.15 to 0.18)0.24% (0.19 to 0.24)-
Ornate Ring--0.21% (0.17 to 0.21)
Druid Staff0.2% (0.08 to 0.31)0.14% (0.064 to 0.22)-
Ritual Staff0.2% (0.08 to 0.31)--
Jeweled Pendant0.18% (0.15 to 0.18)--
Platinum Charm--0.18% (0.15 to 0.18)
Resplendent Amulet--0.18% (0.15 to 0.18)
Elven Longbow--0.17% (0.15 to 0.21)
Ironwood Bow-0.11% (0.1 to 0.15)0.17% (0.15 to 0.21)
Ballista--0.17% (0.15 to 0.21)
Chakram-0.11% (0.1 to 0.15)0.17% (0.15 to 0.21)
Glaive--0.17% (0.15 to 0.21)
Spirit Cestus--0.15% (0.069 to 0.22)
Elven Staff--0.15% (0.069 to 0.22)
Curve Bow0.14% (0.13 to 0.19)0.11% (0.1 to 0.15)-
Dryad Bow0.14% (0.13 to 0.19)0.11% (0.1 to 0.15)-
Heavy Crossbow0.14% (0.13 to 0.19)0.11% (0.1 to 0.15)-
Light Crossbow0.14% (0.13 to 0.19)--
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--4.0%
Health Potion4.0%--
Super Health Potion-4.0%-
Colossal Mana Potion--4.0%
Mana Potion4.0%--
Super Mana Potion-4.0%-

The chance is for one kill of this creature (level 18 / 54 / 80 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 Cliffs of Azunai8
Isteru's Caverns4
A Small Canyon2
An Azunite Cavern2
The Lost Valley of the Azunites2
The Windstone Tunnels2
Windstone Fortress2

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. 116
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 7 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.