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:
| Drop | Chance | Item level vs. creature level |
|---|---|---|
| Gold | 18% | |
| Health potion | 8.0% | -10 to 0 |
| Mana potion | 4.8% | -10 to 0 |
| Item | 15% | -4 to +2 |
| Rare item | 1.35% | -3 to +2 |
| Unique item | 0.45% | -40 to +3 |
| Set item | 0.45% | -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
| Mercenary | Veteran | Elite | |
|---|---|---|---|
| Level | 10 | 43 | 66 |
| Life | 495 | 5,198 | 11,373 |
| Damage | 52 to 87 | 344 to 573 | 686 to 1,143 |
| Defense | 39 | 147 | 236 |
| Experience | 210 | 2,516 | 19,346 |
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
| Mercenary | Veteran | Elite | |
|---|---|---|---|
| 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
| Gear | Mercenary | Veteran | Elite |
|---|---|---|---|
| Silver Ring | 0.67% (0.54 to 0.67) | 0.011% | 0.0045% |
| Gold Ring | 0.66% (0.53 to 0.66) | 0.0067% | 0.0067% |
| Jeweled Ring | 0.0089% | 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 Crossbow | 0.5% (0.45 to 0.67) | 0.2% (0.18 to 0.25) | - |
| Gilded Ring | - | 0.0022% | 0.45% (0.37 to 0.45) |
| Buckler | 0.44% (0.41 to 0.56) | 0.21% (0.18 to 0.28) | - |
| Elaborate Ring | - | 0.0045% | 0.4% (0.32 to 0.4) |
| Arcane Cestus | 0.36% (0.14 to 0.57) | 0.36% (0.14 to 0.57) | - |
| Ritual Staff | 0.36% (0.14 to 0.57) | - | - |
| Yearling Staff | - | 0.36% (0.14 to 0.57) | - |
| Gold Amulet | 0.35% (0.28 to 0.35) | 0.0059% | 0.0028% |
| Talisman | 0.34% (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 Bow | 0.27% (0.24 to 0.35) | 0.2% (0.18 to 0.25) | 0.23% (0.21 to 0.31) |
| Dryad Bow | 0.27% (0.24 to 0.35) | 0.2% (0.18 to 0.25) | - |
| Short Bow | 0.27% (0.24 to 0.35) | 0.2% (0.18 to 0.25) | - |
| Throwing Axe | 0.27% (0.24 to 0.35) | 0.2% (0.18 to 0.25) | - |
| Throwing Crescent | 0.27% (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) |
| Consumables | Mercenary | Veteran | Elite |
|---|---|---|---|
| Colossal Health Potion | - | - | 8.0% |
| Small Health Potion | 8.0% | - | - |
| Super Health Potion | - | 8.0% | - |
| Colossal Mana Potion | - | - | 4.8% |
| Super Mana Potion | - | 4.8% | - |
| Small Mana Potion | 3.2% | - | - |
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
| Place | Placed | Spawned | Random encounters |
|---|---|---|---|
| The Eastern Greilyn Jungle | 2 | ||
| The Southern Greilyn Jungle | 2 |
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
| Mercenary | Veteran | Elite | |
|---|---|---|---|
| Level | 10 | 50 | 77 |
| Life | 495 | 6,825 | 15,168 |
| Damage | 52 to 87 | 436 to 726 | 890 to 1,484 |
| Defense | 39 | 173 | 282 |
| Experience | 210 | 4,614 | 53,265 |
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
| Mercenary | Veteran | Elite | |
|---|---|---|---|
| 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
| Gear | Mercenary | Veteran | Elite |
|---|---|---|---|
| Silver Ring | 0.36% (0.29 to 0.36) | 0.21% (0.17 to 0.21) | - |
| Gold Ring | 0.35% (0.29 to 0.35) | 0.24% (0.2 to 0.24) | - |
| Ritual Book | 0.14% (0.13 to 0.16) | - | 0.28% (0.25 to 0.32) |
| Mercenary Crossbow | 0.27% (0.24 to 0.36) | - | - |
| Elaborate Ring | - | 0.24% (0.2 to 0.24) | 0.23% (0.19 to 0.23) |
| Buckler | 0.23% (0.22 to 0.28) | - | - |
| Adorned Ring | - | - | 0.23% (0.19 to 0.23) |
| Ornate Ring | - | - | 0.23% (0.19 to 0.23) |
| Arcane Cestus | 0.19% (0.075 to 0.31) | 0.14% (0.068 to 0.22) | - |
| Ritual Staff | 0.19% (0.075 to 0.31) | 0.14% (0.068 to 0.22) | - |
| Gold Amulet | 0.19% (0.16 to 0.19) | 0.18% (0.15 to 0.18) | - |
| Talisman | 0.18% (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 Shield | 0.13% (0.12 to 0.15) | 0.18% (0.17 to 0.2) | - |
| Hunter Sword | - | - | 0.16% (0.14 to 0.22) |
| Composite Bow | 0.15% (0.13 to 0.19) | 0.13% (0.11 to 0.16) | - |
| Dryad Bow | 0.15% (0.13 to 0.19) | - | - |
| Ironwood Bow | - | 0.13% (0.11 to 0.16) | 0.15% (0.13 to 0.19) |
| Short Bow | 0.15% (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) |
| Consumables | Mercenary | Veteran | Elite |
|---|---|---|---|
| Colossal Health Potion | - | - | 4.0% |
| Small Health Potion | 4.0% | - | - |
| Super Health Potion | - | 4.0% | - |
| Colossal Mana Potion | - | - | 4.0% |
| Super Mana Potion | - | 4.0% | - |
| Small Mana Potion | 2.7% | - | - |
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
| Place | Placed | Spawned | Random encounters |
|---|---|---|---|
| The Eastern Greilyn Jungle | 2 | ||
| The Southern Greilyn Jungle | 2 |
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.
