DS2 Revival

Raptor

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

Back to the bestiary

Template name: raptor_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.

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
Normal

Drops

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

Drops
DropChanceItem level vs. creature level
Gold15%
Health potion6.0%-10 to 0
Mana potion3.5%-10 to 0
Item8.0%-5 to +1
Rare item0.75%-4 to +2
Unique item0.25%-40 to +3
Set item0.25%-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
Level94266
Life1651,9134,367
Damage23 to 39165 to 276343 to 571
Defense36143236
Experience1561,84815,477

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

458 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 Ring0.48% (0.39 to 0.48)0.0053%0.0025%
Mercenary Crossbow0.37% (0.33 to 0.48)0.11% (0.1 to 0.15)-
Gold Amulet0.34% (0.28 to 0.34)0.0033%0.0015%
Jeweled Ring-0.24% (0.19 to 0.24)0.34% (0.27 to 0.34)
Elaborate Ring-0.0026%0.34% (0.27 to 0.34)
Spell Book0.14% (0.13 to 0.16)0.28% (0.25 to 0.32)-
Grimoire--0.28% (0.25 to 0.32)
Gold Ring0.24% (0.19 to 0.24)0.004%0.0037%
Gilded Ring-0.23% (0.19 to 0.23)0.022%
Ornate Ring-0.23% (0.19 to 0.23)0.0012%
Cryptic Cestus--0.19% (0.077 to 0.31)
Druid Staff0.19% (0.077 to 0.31)-0.19% (0.077 to 0.31)
Ritual Staff0.19% (0.077 to 0.31)0.14% (0.063 to 0.22)-
Buckler0.19% (0.18 to 0.23)0.13% (0.11 to 0.17)-
Dryad Bow0.18% (0.17 to 0.24)--
Short Bow0.18% (0.17 to 0.24)0.11% (0.1 to 0.15)-
Throwing Axe0.18% (0.17 to 0.24)0.013%-
Throwing Knife0.18% (0.17 to 0.24)0.099% (0.088 to 0.13)-
Small Shield0.17% (0.16 to 0.21)0.13% (0.11 to 0.17)-
Woven Tunic0.16% (0.13 to 0.27)0.074% (0.056 to 0.13)-
Leaf Jerkin0.16% (0.13 to 0.27)--
Explorer Armor-0.085% (0.067 to 0.14)0.16% (0.12 to 0.27)
Adept Helm-0.08% (0.062 to 0.13)0.15% (0.12 to 0.26)
Apprentice Hood0.15% (0.12 to 0.26)--
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--6.0%
Small Health Potion6.0%--
Super Health Potion-6.0%-
Colossal Mana Potion--3.5%
Small Mana Potion2.3%--
Large Mana Potion-1.8%-

The chance is for one kill of this creature (level 9 / 42 / 66 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
A Small Cave9
The Southern Greilyn Jungle63
The Eastern Greilyn Jungle3
The Western Greilyn Jungle2

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. 50
Kills needed
5 kills

20 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 5 of 10 runs, most in one region: 20. 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
Level95077
Life1652,6215,825
Damage23 to 39218 to 363445 to 741
Defense36173282
Experience1563,69142,612

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

580 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
Silver Ring0.3% (0.25 to 0.3)0.21% (0.17 to 0.21)-
Mercenary Crossbow0.23% (0.21 to 0.3)--
Gold Amulet0.22% (0.17 to 0.22)0.078% (0.065 to 0.078)-
Gold Ring0.15% (0.12 to 0.15)0.21% (0.17 to 0.21)-
Elaborate Ring-0.013%0.21% (0.17 to 0.21)
Ornate Ring--0.21% (0.17 to 0.21)
Spell Book0.089% (0.078 to 0.099)0.18% (0.16 to 0.2)-
Cryptic Cestus-0.088% (0.04 to 0.14)0.13% (0.056 to 0.2)
Yearling Staff--0.13% (0.056 to 0.2)
Elven Sword--0.12% (0.11 to 0.17)
Druid Staff0.12% (0.048 to 0.19)--
Ritual Staff0.12% (0.048 to 0.19)0.088% (0.04 to 0.14)-
Buckler0.12% (0.11 to 0.14)--
Dryad Bow0.12% (0.1 to 0.15)0.069% (0.061 to 0.093)-
Short Bow0.12% (0.1 to 0.15)--
Throwing Axe0.12% (0.1 to 0.15)--
Throwing Knife0.12% (0.1 to 0.15)0.079% (0.071 to 0.1)-
Heater Shield-0.11% (0.11 to 0.13)-
Small Shield0.11% (0.1 to 0.13)0.11% (0.11 to 0.13)-
Apprentice Hood0.094% (0.072 to 0.16)0.039% (0.029 to 0.07)-
Woven Tunic0.093% (0.071 to 0.16)--
Leaf Jerkin0.089% (0.071 to 0.14)0.035% (0.029 to 0.052)-
Mage's Book0.089% (0.078 to 0.099)--
Ritual Book--0.089% (0.078 to 0.099)
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--3.0%
Small Health Potion3.0%--
Super Health Potion-3.0%-
Colossal Mana Potion--3.0%
Super Mana Potion-3.0%-
Small Mana Potion2.0%--

The chance is for one kill of this creature (level 9 / 50 / 77 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
A Small Cave9
The Southern Greilyn Jungle63
The Eastern Greilyn Jungle3
The Western Greilyn Jungle2

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. 50
Kills needed
5 kills

20 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 5 of 10 runs, most in one region: 20. 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.