DS2 Revival

Prowling Mercrus

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

Back to the bestiary

Template name: mercrus_boss_stats

The reptilian Mercrus, with its thick flesh and hardened scales, is well adapted to the dry conditions of its arid home environment.

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
Mercrus
Habitat
Desert
Act
Act 3
Rank
Miniboss (boss)

Drops

Miniboss drop table. Chance per kill, before Magic Find:

Drops
DropChanceItem level vs. creature level
Gold100%
Potion10%-10 to 0
Health potion40%-10 to 0
Mana potion24%-10 to 0
Magic item (1 modifier)30%-3 to +2
Magic item (2 modifiers)50%-3 to +2
Rare item12%-3 to +3
Unique item4.0%-40 to +3
Set item4.0%-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
Level345980
Life6,03516,26528,684
Damage314 to 524744 to 1,2391,240 to 2,067
Defense115208296
Experience3,15927,369187,783

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

462 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 Ring3.7% (3.1 to 3.7)0.04%0.02%
Adorned Ring0.026%3.5% (2.9 to 3.5)3.7% (3.0 to 3.7)
Elaborate Ring3.7% (3.0 to 3.7)0.4%0.059%
Gilded Ring-0.02%3.7% (3.0 to 3.7)
Jeweled Ring0.053%3.5% (2.9 to 3.5)0.059%
Grimoire--2.8% (2.5 to 3.2)
Spirit Cestus1.5% (0.76 to 2.3)-2.0% (0.89 to 3.2)
Elven Staff1.5% (0.76 to 2.3)1.7% (0.95 to 2.5)2.0% (0.89 to 3.2)
Elven Longbow-1.7% (1.5 to 2.2)2.0% (1.8 to 2.6)
Ironwood Bow1.5% (1.3 to 1.9)-2.0% (1.8 to 2.6)
Arbalest--2.0% (1.8 to 2.6)
Ballista1.5% (1.3 to 1.9)-2.0% (1.8 to 2.6)
Chakram1.5% (1.3 to 1.9)-2.0% (1.8 to 2.6)
Glaive-1.7% (1.5 to 2.2)2.0% (1.8 to 2.6)
Ceremonial Shield0.25%-2.0% (1.8 to 2.5)
Kite Shield1.9% (1.7 to 2.3)1.4% (1.2 to 1.8)2.0% (1.8 to 2.5)
Heater Shield1.9% (1.7 to 2.3)1.4% (1.2 to 1.8)-
Gold Amulet1.8% (1.5 to 1.8)0.037%0.012%
Talisman0.05%1.8% (1.5 to 1.8)0.023%
Jeweled Pendant0.033%1.8% (1.5 to 1.8)0.035%
Platinum Charm1.8% (1.5 to 1.8)0.22%1.8% (1.5 to 1.8)
Resplendent Amulet-0.012%1.8% (1.5 to 1.8)
Arcane Cestus-1.7% (0.95 to 2.5)-
Cryptic Cestus-1.7% (0.95 to 2.5)-
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Large Health Potion44%--
Colossal Health Potion--43%
Super Health Potion-43%-
Colossal Mana Potion--27%
Super Mana Potion-27%-
Large Mana Potion26%--

The chance is for one kill of this creature (level 34 / 59 / 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

Random boss spots (one boss of the pool is picked per spot):

  • The Northern Plain of Tears: 1 of 4 possible bosses
  • The City of Darthrul: 1 of 11 possible bosses

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 boss only

Only as one of several possible bosses at a random boss spot.

Base game book
No. 291
Kills needed
1 kill

Only as one of several possible bosses; reroll the area to see another one.

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 0 of 10 runs. A lower bound; a run only loads the areas near the party.

Bestiary fix package (in testing, not released): an optional switch, off by default, swaps a boss you have already killed for one you have not; tested on three regions.

Confidence: Medium Tested on a private copy of the game.

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
Level346490
Life6,03518,90535,825
Damage314 to 524851 to 1,4181,521 to 2,535
Defense115228341
Experience3,15943,003479,875

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

629 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
Ballista1.5% (1.3 to 1.9)-5.9% (5.2 to 7.7)
Ornate Ring--4.9% (4.0 to 4.9)
Silver Ring3.7% (3.0 to 3.7)--
Jeweled Ring-3.7% (3.0 to 3.7)-
Elaborate Ring3.7% (3.0 to 3.7)3.7% (3.0 to 3.7)-
Spirit Cestus1.6% (0.76 to 2.4)-3.6% (1.9 to 5.2)
Swift Bow0.14%-3.2% (2.9 to 4.1)
Grimoire-3.0% (2.7 to 3.4)1.5% (1.3 to 1.7)
Throwing Shiv-1.7% (1.5 to 2.2)2.9% (2.6 to 3.9)
Gilded Ring--2.5% (2.0 to 2.5)
Royal Dagger0.87% (0.76 to 1.2)0.93% (0.82 to 1.3)2.2% (1.9 to 3.2)
Broad Sword-0.099%2.2% (1.9 to 3.2)
Cryptic Cestus-2.1% (0.82 to 3.3)-
Druid Staff-2.1% (0.82 to 3.3)-
Resplendent Amulet--2.0% (1.6 to 2.0)
Ceremonial Shield0.17%-1.9% (1.8 to 2.3)
Kite Shield1.8% (1.7 to 2.2)1.3% (1.2 to 1.6)1.9% (1.8 to 2.3)
Gold Amulet1.9% (1.5 to 1.9)--
Heater Shield1.8% (1.7 to 2.2)--
Platinum Charm1.8% (1.5 to 1.8)1.8% (1.5 to 1.8)-
Spiral Amulet0.16%1.8% (1.5 to 1.8)-
Intricate Amulet--1.8% (1.5 to 1.8)
Yearling Staff1.6% (0.76 to 2.4)-1.8% (0.96 to 2.6)
Composite Bow-1.7% (1.5 to 2.2)-
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion-10%20%
Large Health Potion20%--
Colossal Mana Potion-10%20%
Large Mana Potion20%--
Super Health Potion-10%-
Super Mana Potion-10%-

The chance is for one kill of this creature (level 34 / 64 / 90 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

Random boss spots (one boss of the pool is picked per spot):

  • The Northern Plain of Tears: 1 of 4 possible bosses
  • The City of Darthrul: 1 of 11 possible bosses

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 boss only

Only as one of several possible bosses at a random boss spot.

Base game book
No. 291
Kills needed
1 kill

Only as one of several possible bosses; reroll the area to see another one.

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 0 of 10 runs. A lower bound; a run only loads the areas near the party.

Bestiary fix package (in testing, not released): an optional switch, off by default, swaps a boss you have already killed for one you have not; tested on three regions.

Confidence: Medium Tested on a private copy of the game.

Kill counts are kept separately for Mercenary, Veteran and Elite. See how the Bestiary works.