DS2 Revival

Infused Ketril

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

Back to the bestiary

Template name: ketril_boss_stats

Ketril are giant herbivorous lizards that the Dryads discovered in their travels to the jungles of Eirulan. They are peaceful juggernauts, possessed of great strength and fortified hides, but they can become powerful siege warriors when threatened or provoked.

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
Ketril
Habitat
Jungle
Act
Act 1
Rank
Tutorial

Drops

Tutorial miniboss drop table. Chance per kill, before Magic Find:

Drops
DropChanceItem level vs. creature level
Gold100%
Tutorial item100%

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
Level34170
Life373373373
Damage13 to 22208 to 347494 to 824
Defense19140253
Experience152152152

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

21 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
Apprentice Robe5.0%5.0%5.0%
Leather Jerkin5.0%5.0%5.0%
Apprentice Boots5.0%5.0%5.0%
Leather Boots5.0%5.0%5.0%
Woven Boots5.0%5.0%5.0%
Leaf Boots5.0%5.0%5.0%
Apprentice Gloves5.0%5.0%5.0%
Leather Gloves5.0%5.0%5.0%
Woven Gloves5.0%5.0%5.0%
Leaf Gloves5.0%5.0%5.0%
Battle Axe5.0%5.0%5.0%
Feeble Battle Axe5.0%5.0%5.0%
Scout Bow5.0%5.0%5.0%
Weak Arcane Cestus5.0%5.0%5.0%
Bent Druid Staff5.0%5.0%5.0%
Tattered Apprentice Robe4.2%4.2%4.2%
Dirty Woven Tunic4.2%4.2%4.2%
Broken Leaf Jerkin4.2%4.2%4.2%
Cracked Scout Bow4.2%4.2%4.2%
Mace4.2%4.2%4.2%
Rusty Short Sword4.2%4.2%4.2%

The chance is for one kill of this creature (level 3 / 41 / 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
A Narrow Tunnel1

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?

Can be completed

Enough of them exist, or a scene or conversation gives the credit.

Base game book
No. 5
Kills needed
1 kill

1 placed, 1 needed. Only in the opening of a Mercenary game; Veteran and Elite parties start after it.

Only in the opening of a Mercenary game; Veteran and Elite parties start after it.

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: 1. 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
Level34875
Life373373373
Damage13 to 22267 to 444555 to 926
Defense19165274
Experience152152152

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

21 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
Apprentice Robe5.0%5.0%5.0%
Leather Jerkin5.0%5.0%5.0%
Apprentice Boots5.0%5.0%5.0%
Leather Boots5.0%5.0%5.0%
Woven Boots5.0%5.0%5.0%
Leaf Boots5.0%5.0%5.0%
Apprentice Gloves5.0%5.0%5.0%
Leather Gloves5.0%5.0%5.0%
Woven Gloves5.0%5.0%5.0%
Leaf Gloves5.0%5.0%5.0%
Battle Axe5.0%5.0%5.0%
Feeble Battle Axe5.0%5.0%5.0%
Scout Bow5.0%5.0%5.0%
Weak Arcane Cestus5.0%5.0%5.0%
Bent Druid Staff5.0%5.0%5.0%
Tattered Apprentice Robe4.2%4.2%4.2%
Dirty Woven Tunic4.2%4.2%4.2%
Broken Leaf Jerkin4.2%4.2%4.2%
Cracked Scout Bow4.2%4.2%4.2%
Mace4.2%4.2%4.2%
Rusty Short Sword4.2%4.2%4.2%

The chance is for one kill of this creature (level 3 / 48 / 75 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
A Narrow Tunnel1

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?

Can be completed

Enough of them exist, or a scene or conversation gives the credit.

Base game book
No. 5
Kills needed
1 kill

1 placed, 1 needed. Only in the opening of a Mercenary game; Veteran and Elite parties start after it.

Only in the opening of a Mercenary game; Veteran and Elite parties start after it.

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: 1. 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.