DS2 Revival

Nawl Beast

Nawl Beast is a melee creature in Dungeon Siege II and Broken World.

Back to the bestiary

Template name: nawl_beast_02_stats

Nawl Beasts are doglike predators that the Morden-Viir keep as war hounds. The Morden-Viir outfit them with spiked faceplates and armor to protect their necks, then release them on their enemies.

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
Nawl beast
Habitat
Jungle
Act
Act 1
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
Level64165
Life831,5273,538
Damage13 to 21124 to 207260 to 433
Defense27140232
Experience901,35811,303

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

471 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 Ring0.44% (0.36 to 0.44)0.0032%0.0016%
Buckler0.23% (0.22 to 0.27)0.078% (0.07 to 0.1)-
Jeweled Ring-0.15% (0.12 to 0.15)0.15% (0.12 to 0.15)
Gilded Ring-0.15% (0.12 to 0.15)<0.001%
Elaborate Ring-0.13% (0.11 to 0.13)0.15% (0.12 to 0.15)
Adorned Ring-<0.001%0.15% (0.12 to 0.15)
Scout Bow0.14% (0.13 to 0.18)0.085% (0.076 to 0.11)-
Cracked Scout Bow0.14% (0.13 to 0.18)--
Mercenary Crossbow0.14% (0.13 to 0.18)0.085% (0.076 to 0.11)-
Throwing Knife0.14% (0.13 to 0.18)0.085% (0.076 to 0.11)-
Short Bow0.12% (0.11 to 0.17)--
Arcane Cestus--0.12% (0.047 to 0.19)
Cryptic Cestus--0.12% (0.047 to 0.19)
Kite Shield--0.11% (0.1 to 0.13)
Tower Shield--0.11% (0.1 to 0.13)
Spiral Amulet-0.11% (0.087 to 0.11)0.079% (0.065 to 0.079)
Intricate Amulet-0.11% (0.086 to 0.11)<0.001%
Raven Cap--0.095% (0.073 to 0.16)
Adept Boots-0.048% (0.038 to 0.079)0.092% (0.072 to 0.15)
Adept Gloves-0.048% (0.038 to 0.079)0.092% (0.072 to 0.15)
Spell Book0.089% (0.078 to 0.099)0.089% (0.078 to 0.099)-
Mage's Book0.089% (0.078 to 0.099)--
Ritual Book-0.089% (0.078 to 0.099)0.089% (0.078 to 0.099)
Grimoire--0.089% (0.078 to 0.099)
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Small Health Potion4.0%--
Small Mana Potion2.4%--
Colossal Health Potion--2.0%
Large Health Potion-2.0%-
Super Health Potion-2.0%2.0%
Colossal Mana Potion--1.2%

The chance is for one kill of this creature (level 6 / 41 / 65 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 Northern Greilyn Jungle10
The Western Greilyn Jungle6
The Upper Kithraya Caverns4
The Southern Greilyn Jungle3

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. 24
Kills needed
5 kills

23 placed, 5 needed.

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: 9. 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
Level64976
Life832,1054,736
Damage13 to 21164 to 274339 to 564
Defense27169278
Experience902,70531,068

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--2.0%
Small Health Potion2.0%--
Super Health Potion-2.0%-
Colossal Mana Potion--2.0%
Small Mana Potion2.0%--
Super Mana Potion-2.0%-

The chance is for one kill of this creature (level 6 / 49 / 76 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 Northern Greilyn Jungle10
The Western Greilyn Jungle6
The Upper Kithraya Caverns4
The Southern Greilyn Jungle3

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. 24
Kills needed
5 kills

23 placed, 5 needed.

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: 9. 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.