DS2 Revival

Fierce Raptor

Fierce Raptor is a melee creature in Dungeon Siege II and Broken World.

Back to the bestiary

Template name: raptor_boss_stats

Raptors live deeper within the Eirulan wilderness than most Dryads are comfortable exploring, and they are unquestionably the top of the food chain within their domain. Their powerful jaws and razor-sharp teeth can kill most prey in a single bite. Raptors are highly intelligent for animals.

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
Raptor
Habitat
Jungle
Act
Act 1
Rank
Miniboss (boss)

Drops

Miniboss drop table. Chance per kill, before Magic Find:

Drops
DropChanceItem level vs. creature level
Gold100%
Potion10%-10 to 0
Health potion40%-10 to 0
Mana potion24%-10 to 0
Magic item (1 modifier)30%-3 to +2
Magic item (2 modifiers)50%-3 to +2
Rare item12%-3 to +3
Unique item4.0%-40 to +3
Set item4.0%-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

Worked out from the creature’s template, per difficulty
MercenaryVeteranElite
Level124467
Life1,1279,53320,584
Damage82 to 137465 to 775918 to 1,530
Defense45150240
Experience6367,30956,521

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

444 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 Ring3.6% (3.0 to 3.6)3.7% (3.1 to 3.7)0.04%
Jeweled Ring3.5% (2.9 to 3.5)0.059%3.7% (3.0 to 3.7)
Gilded Ring-0.02%3.7% (3.0 to 3.7)
Ornate Ring-3.7% (3.0 to 3.7)0.02%
Mage's Book-2.8% (2.5 to 3.2)-
Ritual Book2.8% (2.5 to 3.2)-1.4% (1.3 to 1.6)
Small Shield1.5% (1.3 to 1.8)2.1% (2.0 to 2.6)-
Spirit Cestus--2.1% (0.96 to 3.3)
Druid Staff--2.1% (0.96 to 3.3)
Arcane Cestus2.0% (0.88 to 3.2)1.5% (0.77 to 2.3)-
Ritual Staff2.0% (0.88 to 3.2)--
Ceremonial Shield--2.0% (1.8 to 2.5)
Large Shield-1.9% (1.7 to 2.3)2.0% (1.8 to 2.5)
Jeweled Pendant0.25%1.9% (1.6 to 1.9)1.8% (1.5 to 1.8)
Curve Bow-0.21%1.9% (1.7 to 2.5)
Elven Longbow-1.6% (1.5 to 2.1)1.9% (1.7 to 2.5)
Arbalest--1.9% (1.7 to 2.5)
Ballista--1.9% (1.7 to 2.5)
Chakram--1.9% (1.7 to 2.5)
Throwing Star--1.9% (1.7 to 2.5)
Resplendent Amulet-1.9% (1.6 to 1.9)0.012%
Gold Amulet1.9% (1.6 to 1.9)0.053%0.025%
Talisman1.8% (1.5 to 1.8)0.04%0.037%
Spiral Amulet-0.026%1.8% (1.5 to 1.8)
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--43%
Super Health Potion-43%-
Colossal Mana Potion--27%
Super Mana Potion-27%-
Health Potion22%--
Small Health Potion22%--

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

Random boss spots (one boss of the pool is picked per spot):

  • A Small Cave: 1 of 1 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. 51
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 1 of 10 runs, most in one region: 2. 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

Worked out from the creature’s template, per difficulty
MercenaryVeteranElite
Level125178
Life1,12712,45327,350
Damage82 to 137587 to 9791,188 to 1,980
Defense45177287
Experience63613,434155,873

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

573 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 Ring0.31%3.8% (3.1 to 3.8)-
Adorned Ring--3.7% (3.0 to 3.7)
Ornate Ring--3.7% (3.0 to 3.7)
Silver Ring3.7% (3.0 to 3.7)--
Jeweled Ring3.6% (2.9 to 3.6)--
Elaborate Ring-3.6% (2.9 to 3.6)-
Ritual Book3.0% (2.7 to 3.4)-1.5% (1.3 to 1.7)
Arcane Cestus2.1% (0.88 to 3.3)1.6% (0.76 to 2.4)-
Ritual Staff2.1% (0.88 to 3.3)1.6% (0.76 to 2.4)-
Elven Staff--2.0% (0.81 to 3.3)
Yearling Staff--2.0% (0.81 to 3.3)
Ironwood Bow-1.7% (1.5 to 2.2)1.9% (1.7 to 2.6)
Swift Bow--1.9% (1.7 to 2.6)
Arbalest-1.7% (1.5 to 2.2)1.9% (1.7 to 2.6)
Ballista--1.9% (1.7 to 2.6)
Glaive--1.9% (1.7 to 2.6)
Throwing Shiv--1.9% (1.7 to 2.6)
Heater Shield1.3% (1.2 to 1.5)1.9% (1.8 to 2.3)-
Tower Shield-1.9% (1.8 to 2.3)1.8% (1.7 to 2.1)
Gold Amulet1.9% (1.5 to 1.9)1.8% (1.5 to 1.8)-
Talisman1.9% (1.5 to 1.9)1.8% (1.5 to 1.8)-
Hunter Sword--1.9% (1.6 to 2.5)
Ceremonial Shield--1.8% (1.7 to 2.1)
Composite Bow1.7% (1.5 to 2.2)1.7% (1.5 to 2.2)-
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--20%
Super Health Potion-20%-
Colossal Mana Potion--20%
Super Mana Potion-20%-
Health Potion10%--
Small Health Potion10%--

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

Random boss spots (one boss of the pool is picked per spot):

  • A Small Cave: 1 of 1 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. 51
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 1 of 10 runs, most in one region: 2. 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.