Template name: mock_chest_boss_stats

Mimics are deadly traps that ancient wizards used to protect their greatest treasures. Though they appear to be magical chests loaded with valuable goodies, Mimics are dangerous animated servants with powerful attacks and formidable defenses.
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
- Magic
- Family
- Mock chest boss
- Habitat
- Desert
- Act
- Act 3
Drops
Mock chest drop table. Chance per kill, before Magic Find:
| Drop | Chance | Item level vs. creature level |
|---|---|---|
| Gold | 100% | |
| Health potion | 10% | -10 to 0 |
| Potion | 90% | -10 to 0 |
| Magic item (2 modifiers) | 100% | -4 to +2 |
| Tutorial item | 100% |
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.
Details
Where it is found
| Place | Placed | Spawned | Random encounters |
|---|---|---|---|
| An Ancient Azunite Shrine | 1 | ||
| The City of Darthrul | 1 | ||
| The Eastern Windstone Fortress Gatehouse | 1 | ||
| The Snowbrook Haven Living Quarters | 1 | ||
| The Vai'kesh Sanctuary | 1 | ||
| Zaramoth's Horns (further part) | 1 |
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. 382
- Kills needed
- 1 kill
6 placed, 1 needed.
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 6 of 10 runs, most in one region: 3. 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.
