DS2 Revival

Rhinock

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

Back to the bestiary

Template name: rhinock_stats

Poaching has pushed Rhinocks deep into the jungle, where they must constantly contend with attacks from dangerous predators like Raptors and Trasaks. They are more than up to the task.

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
Rhinock
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
Level104366
Life4955,19811,373
Damage52 to 87344 to 573686 to 1,143
Defense39147236
Experience2102,51619,346

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
Death-25%-10%-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

449 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 Ring0.67% (0.54 to 0.67)0.011%0.0045%
Gold Ring0.66% (0.53 to 0.66)0.0067%0.0067%
Jeweled Ring0.0089%0.65% (0.53 to 0.65)0.46% (0.37 to 0.46)
Ornate Ring-0.65% (0.53 to 0.65)0.0022%
Mercenary Crossbow0.5% (0.45 to 0.67)0.2% (0.18 to 0.25)-
Gilded Ring-0.0022%0.45% (0.37 to 0.45)
Buckler0.44% (0.41 to 0.56)0.21% (0.18 to 0.28)-
Elaborate Ring-0.0045%0.4% (0.32 to 0.4)
Arcane Cestus0.36% (0.14 to 0.57)0.36% (0.14 to 0.57)-
Ritual Staff0.36% (0.14 to 0.57)--
Yearling Staff-0.36% (0.14 to 0.57)-
Gold Amulet0.35% (0.28 to 0.35)0.0059%0.0028%
Talisman0.34% (0.28 to 0.34)0.0045%0.0042%
Explorer Helm-0.17% (0.14 to 0.26)0.29% (0.22 to 0.49)
Cryptic Cestus--0.28% (0.14 to 0.43)
Spirit Cestus--0.28% (0.14 to 0.43)
Druid Staff--0.28% (0.14 to 0.43)
Composite Bow0.27% (0.24 to 0.35)0.2% (0.18 to 0.25)0.23% (0.21 to 0.31)
Dryad Bow0.27% (0.24 to 0.35)0.2% (0.18 to 0.25)-
Short Bow0.27% (0.24 to 0.35)0.2% (0.18 to 0.25)-
Throwing Axe0.27% (0.24 to 0.35)0.2% (0.18 to 0.25)-
Throwing Crescent0.27% (0.24 to 0.35)-0.27% (0.24 to 0.35)
Curve Bow--0.27% (0.24 to 0.35)
Elven Longbow-0.2% (0.18 to 0.25)0.27% (0.24 to 0.35)
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--8.0%
Small Health Potion8.0%--
Super Health Potion-8.0%-
Colossal Mana Potion--4.8%
Super Mana Potion-4.8%-
Small Mana Potion3.2%--

The chance is for one kill of this creature (level 10 / 43 / 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
The Eastern Greilyn Jungle2
The Southern 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?

Random encounter only

Only random encounters bring them, so how many you meet depends on the game’s rolls.

Base game book
No. 52
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 1 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
Level105077
Life4956,82515,168
Damage52 to 87436 to 726890 to 1,484
Defense39173282
Experience2104,61453,265

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
Death-25%-10%-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

574 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 Ring0.36% (0.29 to 0.36)0.21% (0.17 to 0.21)-
Gold Ring0.35% (0.29 to 0.35)0.24% (0.2 to 0.24)-
Ritual Book0.14% (0.13 to 0.16)-0.28% (0.25 to 0.32)
Mercenary Crossbow0.27% (0.24 to 0.36)--
Elaborate Ring-0.24% (0.2 to 0.24)0.23% (0.19 to 0.23)
Buckler0.23% (0.22 to 0.28)--
Adorned Ring--0.23% (0.19 to 0.23)
Ornate Ring--0.23% (0.19 to 0.23)
Arcane Cestus0.19% (0.075 to 0.31)0.14% (0.068 to 0.22)-
Ritual Staff0.19% (0.075 to 0.31)0.14% (0.068 to 0.22)-
Gold Amulet0.19% (0.16 to 0.19)0.18% (0.15 to 0.18)-
Talisman0.18% (0.15 to 0.18)0.18% (0.15 to 0.18)-
Spiral Amulet--0.18% (0.15 to 0.18)
Resplendent Amulet--0.18% (0.15 to 0.18)
Heater Shield-0.18% (0.17 to 0.2)-
Small Shield0.13% (0.12 to 0.15)0.18% (0.17 to 0.2)-
Hunter Sword--0.16% (0.14 to 0.22)
Composite Bow0.15% (0.13 to 0.19)0.13% (0.11 to 0.16)-
Dryad Bow0.15% (0.13 to 0.19)--
Ironwood Bow-0.13% (0.11 to 0.16)0.15% (0.13 to 0.19)
Short Bow0.15% (0.13 to 0.19)--
Swift Bow--0.15% (0.13 to 0.19)
Arbalest-0.13% (0.11 to 0.16)0.15% (0.13 to 0.19)
Ballista--0.15% (0.13 to 0.19)
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--4.0%
Small Health Potion4.0%--
Super Health Potion-4.0%-
Colossal Mana Potion--4.0%
Super Mana Potion-4.0%-
Small Mana Potion2.7%--

The chance is for one kill of this creature (level 10 / 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
The Eastern Greilyn Jungle2
The Southern 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?

Random encounter only

Only random encounters bring them, so how many you meet depends on the game’s rolls.

Base game book
No. 52
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 1 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.