DS2 Revival

Mucrim Shocker

Mucrim Shocker is a magic creature in Dungeon Siege II and Broken World.

Back to the bestiary

Template name: mucrim_magic_stats

The leathery-winged Mucrim attacks from the air. Though it has fangs and claw-tipped wings, it prefers to attack with a single, powerful weapon -- the massive stinger protruding from its abdomen.

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
Mucrim
Habitat
Desert
Act
Act 3
Rank
Weak

Drops

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

Drops
DropChanceItem level vs. creature level
Gold14%
Health potion4.0%-10 to 0
Mana potion2.4%-10 to 0
Item5.0%-6 to 0
Rare item0.45%-5 to +1
Unique item0.15%-40 to +2
Set item0.15%-50 to +2

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
Level325779
Life2226241,146
Damage62 to 103150 to 250259 to 432
Defense108200291
Experience3392,88321,559

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

468 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
Ritual Book--0.18% (0.16 to 0.2)
Silver Ring0.15% (0.12 to 0.15)0.0024%<0.001%
Gold Ring0.15% (0.12 to 0.15)0.15% (0.12 to 0.15)0.0016%
Jeweled Ring0.0022%0.15% (0.12 to 0.15)0.0024%
Elaborate Ring0.0011%0.15% (0.12 to 0.15)0.15% (0.12 to 0.15)
Adorned Ring0.14% (0.12 to 0.14)<0.001%0.15% (0.12 to 0.15)
Ornate Ring-<0.001%0.15% (0.12 to 0.15)
Talisman0.079% (0.065 to 0.079)0.14% (0.12 to 0.14)<0.001%
Large Shield0.062% (0.055 to 0.083)0.11% (0.1 to 0.14)-
Tower Shield0.053% (0.045 to 0.074)0.11% (0.1 to 0.14)0.078% (0.07 to 0.1)
Spiral Amulet<0.001%0.079% (0.065 to 0.079)0.11% (0.087 to 0.11)
Resplendent Amulet-<0.001%0.11% (0.087 to 0.11)
Hunter Sword-0.045% (0.04 to 0.062)0.1% (0.09 to 0.14)
Elven Armor-0.0054%0.099% (0.076 to 0.17)
Sorcerer Cowl-0.0051%0.094% (0.072 to 0.16)
Elven Staff0.089% (0.041 to 0.14)0.0052%0.093% (0.045 to 0.14)
Yearling Staff0.0043%-0.093% (0.045 to 0.14)
Ironwood Bow0.0087%0.062% (0.055 to 0.084)0.091% (0.082 to 0.12)
Swift Bow--0.091% (0.082 to 0.12)
Arbalest0.078% (0.069 to 0.1)0.062% (0.055 to 0.084)0.091% (0.082 to 0.12)
Ballista--0.091% (0.082 to 0.12)
Glaive-0.0087%0.091% (0.082 to 0.12)
Throwing Shiv--0.091% (0.082 to 0.12)
Cryptic Cestus0.089% (0.041 to 0.14)0.088% (0.04 to 0.14)0.087% (0.039 to 0.14)
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--4.0%
Large Health Potion4.0%--
Super Health Potion-4.0%-
Colossal Mana Potion--2.4%
Large Mana Potion2.4%--
Super Mana Potion-2.4%-

The chance is for one kill of this creature (level 32 / 57 / 79 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 City of Darthrul3
The District of the Chief (side area)3
The Eastern Plain of Tears3
The Northern Plain of Tears3
The Ruins of Okaym3

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. 298
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 6 of 10 runs, most in one region: 19. 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
Level326389
Life2227511,435
Damage62 to 103177 to 295318 to 530
Defense108224336
Experience3394,94955,031

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

6 different items can drop (the best are shown) Confidence: computed from data, not measured

Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion-1.0%2.0%
Large Health Potion2.0%--
Colossal Mana Potion-1.0%2.0%
Large Mana Potion2.0%--
Super Health Potion-1.0%-
Super Mana Potion-1.0%-

The chance is for one kill of this creature (level 32 / 63 / 89 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 City of Darthrul3
The District of the Chief (side area)3
The Eastern Plain of Tears3
The Northern Plain of Tears3
The Ruins of Okaym3

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. 298
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 6 of 10 runs, most in one region: 19. 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.