Template name: scorpion_boss_stats

These tanks are horrors of the desert. Their shells are thick and difficult to pierce, and their claws and tails are incredibly strong. The thick spikes on the end of their tails are capable of punching through steel.
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
- Scorpion
- Habitat
- Desert
- Act
- Act 1
- Rank
- Miniboss (boss)
Drops
Miniboss drop table. Chance per kill, before Magic Find:
| Drop | Chance | Item level vs. creature level |
|---|---|---|
| Gold | 100% | |
| Potion | 10% | -10 to 0 |
| Health potion | 40% | -10 to 0 |
| Mana potion | 24% | -10 to 0 |
| Magic item (1 modifier) | 30% | -3 to +2 |
| Magic item (2 modifiers) | 50% | -3 to +2 |
| Rare item | 12% | -3 to +3 |
| Unique item | 4.0% | -40 to +3 |
| Set item | 4.0% | -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
| Mercenary | Veteran | Elite | |
|---|---|---|---|
| Level | 18 | 47 | 70 |
| Life | 2,086 | 10,737 | 22,334 |
| Damage | 132 to 220 | 516 to 859 | 988 to 1,647 |
| Defense | 63 | 162 | 253 |
| Experience | 935 | 9,470 | 74,401 |
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 | |
|---|---|---|---|
| Fire | +50% | +70% | +100% |
| Ice | -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
437 different items can drop (the best are shown) Confidence: computed from data, not measured
| Gear | Mercenary | Veteran | Elite |
|---|---|---|---|
| Silver Ring | 3.6% (3.0 to 3.6) | 3.7% (3.1 to 3.7) | 0.04% |
| Gold Ring | 3.6% (2.9 to 3.6) | 3.7% (3.1 to 3.7) | 0.04% |
| Adorned Ring | - | 0.02% | 3.7% (3.0 to 3.7) |
| Gilded Ring | - | 0.02% | 3.7% (3.0 to 3.7) |
| Spirit Cestus | - | - | 2.1% (0.96 to 3.3) |
| Druid Staff | 2.1% (0.96 to 3.3) | - | - |
| Elven Staff | - | - | 2.1% (0.96 to 3.3) |
| Ritual Staff | 2.1% (0.96 to 3.3) | 2.0% (0.82 to 3.1) | - |
| Ceremonial Shield | - | - | 2.0% (1.8 to 2.5) |
| Tower Shield | - | - | 2.0% (1.8 to 2.5) |
| Cryptic Cestus | - | 2.0% (0.82 to 3.1) | 0.16% |
| Gold Amulet | 0.3% | 1.9% (1.6 to 1.9) | 0.025% |
| Curve Bow | 1.7% (1.5 to 2.2) | 1.5% (1.3 to 1.9) | 1.9% (1.7 to 2.5) |
| Ironwood Bow | - | - | 1.9% (1.7 to 2.5) |
| Ballista | - | - | 1.9% (1.7 to 2.5) |
| Heavy Crossbow | 1.7% (1.5 to 2.2) | - | 1.9% (1.7 to 2.5) |
| Chakram | - | - | 1.9% (1.7 to 2.5) |
| Glaive | - | - | 1.9% (1.7 to 2.5) |
| Resplendent Amulet | - | 1.9% (1.6 to 1.9) | 0.012% |
| Large Shield | 1.3% (1.2 to 1.7) | 1.9% (1.7 to 2.3) | - |
| Small Shield | 1.3% (1.2 to 1.7) | 1.9% (1.7 to 2.3) | - |
| Talisman | 1.8% (1.5 to 1.8) | 0.037% | 0.025% |
| Jeweled Pendant | 1.8% (1.5 to 1.8) | 0.037% | 1.3% (1.1 to 1.3) |
| Dryad Bow | 1.7% (1.5 to 2.2) | 1.5% (1.3 to 1.9) | - |
| Consumables | Mercenary | Veteran | Elite |
|---|---|---|---|
| Colossal Health Potion | - | - | 43% |
| Health Potion | 43% | - | - |
| Super Health Potion | - | 43% | - |
| Colossal Mana Potion | - | - | 27% |
| Mana Potion | 27% | - | - |
| Super Mana Potion | - | 27% | - |
The chance is for one kill of this creature (level 18 / 47 / 70 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):
- The Azunite Desert: 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. 98
- 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
| Mercenary | Veteran | Elite | |
|---|---|---|---|
| Level | 18 | 54 | 80 |
| Life | 2,086 | 13,823 | 28,684 |
| Damage | 132 to 220 | 644 to 1,073 | 1,240 to 2,067 |
| Defense | 63 | 188 | 296 |
| Experience | 935 | 17,511 | 187,783 |
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 | |
|---|---|---|---|
| Fire | +50% | +70% | +100% |
| Ice | -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
537 different items can drop (the best are shown) Confidence: computed from data, not measured
| Gear | Mercenary | Veteran | Elite |
|---|---|---|---|
| Adorned Ring | - | - | 3.7% (3.0 to 3.7) |
| Gilded Ring | - | - | 3.7% (3.0 to 3.7) |
| Silver Ring | 3.7% (3.0 to 3.7) | - | - |
| Gold Ring | 3.7% (3.0 to 3.7) | 3.6% (2.9 to 3.6) | - |
| Elaborate Ring | 0.25% | 3.6% (2.9 to 3.6) | - |
| Grimoire | - | - | 3.0% (2.7 to 3.4) |
| Talisman | 1.9% (1.5 to 1.9) | 2.5% (2.1 to 2.5) | - |
| Druid Staff | 2.2% (0.96 to 3.4) | 1.5% (0.71 to 2.4) | - |
| Ritual Staff | 2.2% (0.96 to 3.4) | - | - |
| Spirit Cestus | - | - | 2.1% (0.82 to 3.3) |
| Elven Staff | - | - | 2.1% (0.82 to 3.3) |
| Elven Longbow | - | 0.14% | 2.0% (1.8 to 2.6) |
| Ironwood Bow | - | 1.3% (1.2 to 1.7) | 2.0% (1.8 to 2.6) |
| Arbalest | - | 1.3% (1.2 to 1.7) | 2.0% (1.8 to 2.6) |
| Ballista | - | - | 2.0% (1.8 to 2.6) |
| Chakram | - | 1.3% (1.2 to 1.7) | 2.0% (1.8 to 2.6) |
| Glaive | - | - | 2.0% (1.8 to 2.6) |
| Ceremonial Shield | - | - | 1.9% (1.8 to 2.3) |
| Kite Shield | - | - | 1.9% (1.8 to 2.3) |
| Large Shield | 1.3% (1.2 to 1.6) | 1.9% (1.8 to 2.2) | - |
| Tower Shield | - | 1.9% (1.8 to 2.2) | - |
| Jeweled Pendant | 1.8% (1.5 to 1.8) | - | - |
| Platinum Charm | - | - | 1.8% (1.5 to 1.8) |
| Resplendent Amulet | - | - | 1.8% (1.5 to 1.8) |
| Consumables | Mercenary | Veteran | Elite |
|---|---|---|---|
| Colossal Health Potion | - | - | 20% |
| Health Potion | 20% | - | - |
| Super Health Potion | - | 20% | - |
| Colossal Mana Potion | - | - | 20% |
| Mana Potion | 20% | - | - |
| Super Mana Potion | - | 20% | - |
The chance is for one kill of this creature (level 18 / 54 / 80 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):
- The Azunite Desert: 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. 98
- 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.
