DS2 Revival

Plagued Mystic Protector

Plagued Mystic Protector is a magic creature in Dungeon Siege II and Broken World.

Back to the bestiary

Template name: mystic_protector_shard_stats

The origin and nature of the great plague are mysteries, but it spreads as a harbinger of Valdis' armies. It is the vilest weapon in their arsenal, mercilessly twisting its victims into monsters that are mad with bloodlust.

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
Sharded
Habitat
Jungle
Act
Act 1
Rank
Strong

Drops

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

Drops
DropChanceItem level vs. creature level
Gold18%
Health potion8.0%-10 to 0
Mana potion4.8%-10 to 0
Item15%-4 to +2
Rare item1.35%-3 to +2
Unique item0.45%-40 to +3
Set item0.45%-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
Level124467
Life3072,6005,614
Damage53 to 88297 to 495587 to 978
Defense45150240
Experience2392,74121,195

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.

Weaknesses and resistances

Resistances (negative = weakness), percent of damage
MercenaryVeteranElite
Fire-5%-5%-5%

Confidence: Medium As written in the template. A negative number means it takes more damage of that kind. Values of 100% and more are shown as given; the effect of going past 100% has not been tested.

What it can drop: Base game

451 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
Jeweled Ring0.46% (0.37 to 0.46)0.4% (0.32 to 0.4)0.65% (0.53 to 0.65)
Gilded Ring-0.0022%0.65% (0.53 to 0.65)
Silver Ring0.46% (0.38 to 0.46)0.46% (0.38 to 0.46)0.0045%
Ornate Ring-0.45% (0.37 to 0.45)0.0022%
Gold Amulet0.44% (0.36 to 0.44)0.0059%0.0028%
Gold Ring0.41% (0.33 to 0.41)0.0067%0.0067%
Arcane Cestus0.36% (0.15 to 0.58)0.27% (0.13 to 0.41)-
Ritual Staff0.36% (0.15 to 0.58)--
Large Shield-0.34% (0.31 to 0.42)0.25% (0.22 to 0.32)
Small Shield0.23% (0.21 to 0.28)0.34% (0.31 to 0.42)-
Jeweled Pendant0.0056%0.24% (0.19 to 0.24)0.33% (0.27 to 0.33)
Spiral Amulet-0.003%0.33% (0.27 to 0.33)
Spirit Cestus--0.29% (0.15 to 0.44)
Druid Staff--0.29% (0.15 to 0.44)
Curve Bow--0.27% (0.24 to 0.35)
Elven Longbow-0.24% (0.22 to 0.31)0.27% (0.24 to 0.35)
Arbalest--0.27% (0.24 to 0.35)
Ballista--0.27% (0.24 to 0.35)
Chakram--0.27% (0.24 to 0.35)
Throwing Star--0.27% (0.24 to 0.35)
Cryptic Cestus-0.27% (0.13 to 0.41)0.27% (0.13 to 0.41)
Yearling Staff-0.27% (0.13 to 0.41)-
Tribal Headdress0.27% (0.2 to 0.47)0.15% (0.12 to 0.25)-
Composite Bow0.27% (0.24 to 0.35)0.24% (0.22 to 0.31)-
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--8.0%
Super Health Potion-8.0%-
Colossal Mana Potion--4.8%
Super Mana Potion-4.8%-
Health Potion4.0%--
Small Health Potion4.0%--

The chance is for one kill of this creature (level 12 / 44 / 67 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 Eastern Greilyn Jungle6

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. 64
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 4 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.

Broken World

Level and strength

Worked out from the creature’s template, per difficulty
MercenaryVeteranElite
Level125178
Life3073,3967,459
Damage53 to 88375 to 625759 to 1,264
Defense45177287
Experience2395,03858,452

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.

Weaknesses and resistances

Resistances (negative = weakness), percent of damage
MercenaryVeteranElite
Fire-5%-5%-5%

Confidence: Medium As written in the template. A negative number means it takes more damage of that kind. Values of 100% and more are shown as given; the effect of going past 100% has not been tested.

What it can drop: Broken World

583 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
Gold Ring0.22% (0.18 to 0.22)0.35% (0.28 to 0.35)-
Elaborate Ring-0.35% (0.28 to 0.35)0.21% (0.17 to 0.21)
Silver Ring0.25% (0.21 to 0.25)--
Jeweled Ring0.25% (0.2 to 0.25)--
Adorned Ring--0.24% (0.2 to 0.24)
Ornate Ring--0.24% (0.2 to 0.24)
Gold Amulet0.24% (0.19 to 0.24)0.18% (0.15 to 0.18)-
Arcane Cestus0.19% (0.079 to 0.31)0.15% (0.068 to 0.22)-
Ritual Staff0.19% (0.079 to 0.31)0.15% (0.068 to 0.22)-
Ironwood Bow-0.12% (0.11 to 0.15)0.19% (0.17 to 0.25)
Swift Bow--0.19% (0.17 to 0.25)
Arbalest-0.12% (0.11 to 0.15)0.19% (0.17 to 0.25)
Ballista--0.19% (0.17 to 0.25)
Glaive--0.19% (0.17 to 0.25)
Throwing Shiv--0.19% (0.17 to 0.25)
Elven Staff--0.19% (0.073 to 0.3)
Yearling Staff--0.19% (0.073 to 0.3)
Talisman0.13% (0.11 to 0.13)0.18% (0.15 to 0.18)-
Hunter Sword--0.17% (0.15 to 0.22)
Druid Staff-0.15% (0.068 to 0.22)-
Composite Bow0.14% (0.13 to 0.19)0.12% (0.11 to 0.15)-
Scout Bow0.14% (0.13 to 0.19)0.12% (0.11 to 0.15)-
Short Bow0.14% (0.13 to 0.19)--
Light Crossbow0.14% (0.13 to 0.19)0.099% (0.088 to 0.13)-
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--4.0%
Super Health Potion-4.0%-
Colossal Mana Potion--4.0%
Super Mana Potion-4.0%-
Health Potion2.0%--
Small Health Potion2.0%--

The chance is for one kill of this creature (level 12 / 51 / 78 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 Eastern Greilyn Jungle6

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. 64
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 4 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.