DS2 Revival

Ironhorn

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

Back to the bestiary

Template name: ironhorn_stats

These shelled herbivores were the inspiration for the philosophy of an order of benevolent knights: 'Live in peace and let your enemies be, but fiercely protect those that you love.' Ironhorns try to live peaceful lives, which is difficult when surrounded by so many predators.

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
Ironhorn
Habitat
Desert
Act
Act 1
Rank
Normal

Drops

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

Drops
DropChanceItem level vs. creature level
Gold15%
Health potion6.0%-10 to 0
Mana potion3.5%-10 to 0
Item8.0%-5 to +1
Rare item0.75%-4 to +2
Unique item0.25%-40 to +3
Set item0.25%-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
Level174669
Life6503,5217,412
Damage67 to 111269 to 449521 to 869
Defense60158248
Experience2622,60520,363

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

451 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 Ring0.24% (0.2 to 0.24)0.35% (0.29 to 0.35)0.0025%
Ornate Ring-0.35% (0.28 to 0.35)0.0012%
Jeweled Ring0.23% (0.19 to 0.23)0.0037%0.34% (0.27 to 0.34)
Gilded Ring-0.0012%0.34% (0.27 to 0.34)
Mage's Book0.14% (0.13 to 0.16)0.28% (0.25 to 0.32)-
Small Shield0.12% (0.11 to 0.16)0.25% (0.22 to 0.32)-
Gold Ring0.24% (0.19 to 0.24)0.0049%0.0025%
Spirit Cestus--0.19% (0.078 to 0.31)
Druid Staff0.19% (0.077 to 0.31)-0.19% (0.078 to 0.31)
Arcane Cestus0.18% (0.068 to 0.3)0.14% (0.067 to 0.22)-
Elven Axe--0.18% (0.16 to 0.24)
Ceremonial Shield--0.18% (0.16 to 0.22)
Large Shield0.012%0.12% (0.11 to 0.16)0.18% (0.16 to 0.22)
Jeweled Pendant0.12% (0.099 to 0.12)0.17% (0.14 to 0.17)0.13% (0.1 to 0.13)
Resplendent Amulet-0.17% (0.14 to 0.17)<0.001%
Light Crossbow0.15% (0.14 to 0.2)0.11% (0.1 to 0.15)-
Cryptic Cestus-0.14% (0.067 to 0.22)-
Ritual Book0.14% (0.13 to 0.16)-0.14% (0.13 to 0.16)
Grimoire--0.14% (0.13 to 0.16)
Curve Bow0.014%0.11% (0.1 to 0.15)0.14% (0.13 to 0.18)
Elven Longbow-0.11% (0.1 to 0.15)0.14% (0.13 to 0.18)
Ironwood Bow--0.14% (0.13 to 0.18)
Arbalest--0.14% (0.13 to 0.18)
Ballista--0.14% (0.13 to 0.18)
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--6.0%
Health Potion6.0%--
Super Health Potion-6.0%-
Colossal Mana Potion--3.5%
Mana Potion3.5%--
Super Mana Potion-3.5%-

The chance is for one kill of this creature (level 17 / 46 / 69 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 Azunai12
Isteru's Caverns6
A Small Canyon3
An Azunite Cavern3
The Lost Valley of the Azunites3
The Windstone Tunnels3
Windstone Fortress3

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. 114
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 9 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
Level175480
Life6504,7129,779
Damage67 to 111348 to 580670 to 1,117
Defense60188296
Experience2625,25356,335

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

580 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
Gold Ring0.15% (0.12 to 0.15)0.28% (0.23 to 0.28)-
Adorned Ring--0.21% (0.17 to 0.21)
Ornate Ring--0.21% (0.17 to 0.21)
Etched Tome-0.18% (0.16 to 0.2)-
Silver Ring0.15% (0.13 to 0.15)--
Elaborate Ring-0.15% (0.12 to 0.15)-
Jeweled Ring0.15% (0.12 to 0.15)--
Druid Staff0.12% (0.048 to 0.19)0.11% (0.04 to 0.18)-
Talisman0.078% (0.064 to 0.078)0.12% (0.095 to 0.12)-
Arcane Cestus0.11% (0.042 to 0.19)0.11% (0.04 to 0.18)-
Spiral Amulet-0.11% (0.087 to 0.11)0.066% (0.052 to 0.066)
Heater Shield0.075% (0.068 to 0.093)0.11% (0.1 to 0.12)-
Tower Shield-0.11% (0.1 to 0.12)0.076% (0.071 to 0.092)
Arbalest-0.071% (0.064 to 0.092)0.1% (0.093 to 0.13)
Light Crossbow0.097% (0.088 to 0.12)--
Hunter Sword-0.045% (0.04 to 0.06)0.091% (0.079 to 0.13)
Spirit Cestus--0.09% (0.042 to 0.14)
Elven Staff--0.09% (0.042 to 0.14)
Yearling Staff--0.09% (0.042 to 0.14)
Elven Longbow--0.09% (0.081 to 0.12)
Ironwood Bow-0.071% (0.064 to 0.092)0.09% (0.081 to 0.12)
Ballista--0.09% (0.081 to 0.12)
Chakram-0.071% (0.064 to 0.092)0.09% (0.081 to 0.12)
Glaive--0.09% (0.081 to 0.12)
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--3.0%
Health Potion3.0%--
Super Health Potion-3.0%-
Colossal Mana Potion--3.0%
Mana Potion3.0%--
Super Mana Potion-3.0%-

The chance is for one kill of this creature (level 17 / 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 Azunai12
Isteru's Caverns6
A Small Canyon3
An Azunite Cavern3
The Lost Valley of the Azunites3
The Windstone Tunnels3
Windstone Fortress3

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. 114
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 9 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.