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:
| Drop | Chance | Item level vs. creature level |
|---|---|---|
| Gold | 100% | |
| Potion | 10% | -10 to 0 |
| Health potion | 40% | -10 to 0 |
| Mana potion | 24% | -10 to 0 |
| Magic item (1 modifier) | 30% | -3 to +2 |
| Magic item (2 modifiers) | 50% | -3 to +2 |
| Rare item | 12% | -3 to +3 |
| Unique item | 4.0% | -40 to +3 |
| Set item | 4.0% | -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
| Mercenary | Veteran | Elite | |
|---|---|---|---|
| Level | 34 | 59 | 80 |
| Life | 6,035 | 16,265 | 28,684 |
| Damage | 314 to 524 | 744 to 1,239 | 1,240 to 2,067 |
| Defense | 115 | 208 | 296 |
| Experience | 3,159 | 27,369 | 187,783 |
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
| Gear | Mercenary | Veteran | Elite |
|---|---|---|---|
| Silver Ring | 3.7% (3.1 to 3.7) | 0.04% | 0.02% |
| Adorned Ring | 0.026% | 3.5% (2.9 to 3.5) | 3.7% (3.0 to 3.7) |
| Elaborate Ring | 3.7% (3.0 to 3.7) | 0.4% | 0.059% |
| Gilded Ring | - | 0.02% | 3.7% (3.0 to 3.7) |
| Jeweled Ring | 0.053% | 3.5% (2.9 to 3.5) | 0.059% |
| Grimoire | - | - | 2.8% (2.5 to 3.2) |
| Spirit Cestus | 1.5% (0.76 to 2.3) | - | 2.0% (0.89 to 3.2) |
| Elven Staff | 1.5% (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 Bow | 1.5% (1.3 to 1.9) | - | 2.0% (1.8 to 2.6) |
| Arbalest | - | - | 2.0% (1.8 to 2.6) |
| Ballista | 1.5% (1.3 to 1.9) | - | 2.0% (1.8 to 2.6) |
| Chakram | 1.5% (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 Shield | 0.25% | - | 2.0% (1.8 to 2.5) |
| Kite Shield | 1.9% (1.7 to 2.3) | 1.4% (1.2 to 1.8) | 2.0% (1.8 to 2.5) |
| Heater Shield | 1.9% (1.7 to 2.3) | 1.4% (1.2 to 1.8) | - |
| Gold Amulet | 1.8% (1.5 to 1.8) | 0.037% | 0.012% |
| Talisman | 0.05% | 1.8% (1.5 to 1.8) | 0.023% |
| Jeweled Pendant | 0.033% | 1.8% (1.5 to 1.8) | 0.035% |
| Platinum Charm | 1.8% (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) | - |
| Consumables | Mercenary | Veteran | Elite |
|---|---|---|---|
| Large Health Potion | 44% | - | - |
| Colossal Health Potion | - | - | 43% |
| Super Health Potion | - | 43% | - |
| Colossal Mana Potion | - | - | 27% |
| Super Mana Potion | - | 27% | - |
| Large Mana Potion | 26% | - | - |
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
| Mercenary | Veteran | Elite | |
|---|---|---|---|
| Level | 34 | 64 | 90 |
| Life | 6,035 | 18,905 | 35,825 |
| Damage | 314 to 524 | 851 to 1,418 | 1,521 to 2,535 |
| Defense | 115 | 228 | 341 |
| Experience | 3,159 | 43,003 | 479,875 |
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
| Gear | Mercenary | Veteran | Elite |
|---|---|---|---|
| Ballista | 1.5% (1.3 to 1.9) | - | 5.9% (5.2 to 7.7) |
| Ornate Ring | - | - | 4.9% (4.0 to 4.9) |
| Silver Ring | 3.7% (3.0 to 3.7) | - | - |
| Jeweled Ring | - | 3.7% (3.0 to 3.7) | - |
| Elaborate Ring | 3.7% (3.0 to 3.7) | 3.7% (3.0 to 3.7) | - |
| Spirit Cestus | 1.6% (0.76 to 2.4) | - | 3.6% (1.9 to 5.2) |
| Swift Bow | 0.14% | - | 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 Dagger | 0.87% (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 Shield | 0.17% | - | 1.9% (1.8 to 2.3) |
| Kite Shield | 1.8% (1.7 to 2.2) | 1.3% (1.2 to 1.6) | 1.9% (1.8 to 2.3) |
| Gold Amulet | 1.9% (1.5 to 1.9) | - | - |
| Heater Shield | 1.8% (1.7 to 2.2) | - | - |
| Platinum Charm | 1.8% (1.5 to 1.8) | 1.8% (1.5 to 1.8) | - |
| Spiral Amulet | 0.16% | 1.8% (1.5 to 1.8) | - |
| Intricate Amulet | - | - | 1.8% (1.5 to 1.8) |
| Yearling Staff | 1.6% (0.76 to 2.4) | - | 1.8% (0.96 to 2.6) |
| Composite Bow | - | 1.7% (1.5 to 2.2) | - |
| Consumables | Mercenary | Veteran | Elite |
|---|---|---|---|
| Colossal Health Potion | - | 10% | 20% |
| Large Health Potion | 20% | - | - |
| Colossal Mana Potion | - | 10% | 20% |
| Large Mana Potion | 20% | - | - |
| 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.
