DS2 Revival

Fierce Rawk

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

Back to the bestiary

Template name: rawk_boss_stats

The predatory Rawk is a hybrid of Dragon and bird -- a large, wingless creature that moves on two legs. Long ago, cruel mages peeled the flesh from their bodies to see how they would adapt. They evolved bony, horn-like protrusions over their entire bodies.

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
Rawk
Habitat
Zaramoth Dungeon
Act
Act 3
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
Level406485
Life8,03918,90532,155
Damage401 to 669851 to 1,4181,377 to 2,295
Defense136228318
Experience5,20043,003299,771

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
Jeweled Ring3.5% (2.9 to 3.5)3.7% (3.1 to 3.7)0.04%
Elaborate Ring0.042%3.7% (3.0 to 3.7)0.059%
Gilded Ring3.5% (2.8 to 3.5)0.02%2.5% (2.0 to 2.5)
Spell Book2.8% (2.5 to 3.2)--
Etched Tome--2.8% (2.5 to 3.2)
Grimoire-2.8% (2.5 to 3.2)-
Adorned Ring0.021%0.04%2.5% (2.1 to 2.5)
Ornate Ring0.34%0.02%2.5% (2.0 to 2.5)
Spirit Cestus--2.2% (1.1 to 3.4)
Yearling Staff1.9% (0.76 to 3.1)-2.2% (1.1 to 3.4)
Cryptic Cestus-2.0% (0.89 to 3.2)-
Druid Staff-2.0% (0.89 to 3.2)-
Ironwood Bow--2.0% (1.8 to 2.6)
Swift Bow1.5% (1.3 to 1.9)-2.0% (1.8 to 2.6)
Arbalest-1.7% (1.5 to 2.1)2.0% (1.8 to 2.6)
Ballista--2.0% (1.8 to 2.6)
Chakram-0.23%2.0% (1.8 to 2.6)
Throwing Shiv1.5% (1.3 to 1.9)1.7% (1.5 to 2.1)2.0% (1.8 to 2.6)
Ceremonial Shield1.4% (1.2 to 1.8)-2.0% (1.8 to 2.5)
Kite Shield-1.4% (1.2 to 1.8)2.0% (1.8 to 2.5)
Ritual Staff1.9% (0.76 to 3.1)--
Spiral Amulet1.3% (1.1 to 1.3)1.8% (1.5 to 1.8)0.035%
Platinum Charm0.014%1.8% (1.5 to 1.8)1.8% (1.5 to 1.8)
Intricate Amulet1.3% (1.0 to 1.3)0.012%1.8% (1.5 to 1.8)
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion-22%43%
Colossal Mana Potion-14%27%
Large Health Potion22%--
Super Health Potion22%22%-
Large Mana Potion14%--
Super Mana Potion14%14%-

The chance is for one kill of this creature (level 40 / 64 / 85 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):

  • Zaramoth's Horns: 1 of 3 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. 367
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 0 of 10 runs. 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
Level406894
Life8,03921,16038,903
Damage401 to 669941 to 1,5691,641 to 2,735
Defense136244360
Experience5,20061,934700,465

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

617 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
Swift Bow1.5% (1.3 to 1.9)-6.0% (5.4 to 7.9)
Ballista-1.5% (1.3 to 2.0)6.0% (5.4 to 7.9)
Spirit Cestus-2.1% (0.88 to 3.3)4.0% (1.5 to 6.4)
Gilded Ring3.6% (2.9 to 3.6)3.6% (2.9 to 3.6)3.7% (3.0 to 3.7)
Ornate Ring0.21%-3.7% (3.0 to 3.7)
Ceremonial Shield1.3% (1.2 to 1.6)1.8% (1.7 to 2.1)3.6%
Jeweled Ring3.6% (2.9 to 3.6)3.6% (2.9 to 3.6)-
Rift Axe--3.4% (3.0 to 4.7)
Katana0.8% (0.71 to 1.1)-3.4% (3.0 to 4.7)
Spell Book3.0% (2.7 to 3.4)--
Ritual Book-3.0% (2.7 to 3.4)-
Intricate Amulet1.3% (1.0 to 1.3)1.9% (1.5 to 1.9)2.5% (2.1 to 2.5)
Druid Staff-2.1% (0.88 to 3.3)-
Elven Axe0.8% (0.71 to 1.1)2.0% (1.8 to 2.7)-
Istauri Boots0.065%-2.0% (1.7 to 3.0)
Vindicator Greaves-0.64% (0.54 to 0.92)2.0% (1.7 to 3.0)
Istauri Gloves0.065%-2.0% (1.7 to 3.0)
Vindicator Gauntlets-0.68% (0.59 to 0.97)2.0% (1.7 to 3.0)
Ritual Staff1.9% (0.71 to 3.2)--
Yearling Staff1.9% (0.71 to 3.2)--
Visionary Boots0.66% (0.5 to 1.1)-1.9% (1.7 to 2.8)
Watcher Boots0.61% (0.5 to 0.93)0.67% (0.54 to 1.1)1.9% (1.7 to 2.8)
Visionary Gloves0.66% (0.5 to 1.1)-1.9% (1.7 to 2.8)
Watcher Gloves0.61% (0.5 to 0.93)-1.9% (1.7 to 2.8)
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion-20%20%
Colossal Mana Potion-20%20%
Large Health Potion10%--
Super Health Potion10%--
Large Mana Potion10%--
Super Mana Potion10%--

The chance is for one kill of this creature (level 40 / 68 / 94 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):

  • Zaramoth's Horns: 1 of 3 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. 367
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 0 of 10 runs. 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.