DS2 Revival

Frail Shard Soul

Frail Shard Soul is a melee creature in Dungeon Siege II and Broken World.

Back to the bestiary

Template name: shard_soul_03_stats

These mysterious wraiths seem to you to have something to do with the plague, but what they are and where they come from is unknown. They float unfettered through the air, and seem to hate everything living. Their mere touch fills the living with cold and dread, seeming to sap their very soul.

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
Shard soul
Habitat
Jungle
Act
Act 1
Rank
Weak

Drops

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

Drops
DropChanceItem level vs. creature level
Gold14%
Health potion4.0%-10 to 0
Mana potion2.4%-10 to 0
Item5.0%-6 to 0
Rare item0.45%-5 to +1
Unique item0.15%-40 to +2
Set item0.15%-50 to +2

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
Level114367
Life686241,403
Damage60 to 100358 to 597733 to 1,222
Defense42147240
Experience758457,123

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

456 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 Ring0.29% (0.23 to 0.29)0.0032%0.0015%
Jeweled Ring0.003%0.15% (0.12 to 0.15)0.21% (0.17 to 0.21)
Elaborate Ring-0.0016%0.21% (0.17 to 0.21)
Mercenary Crossbow0.2% (0.18 to 0.26)0.07% (0.063 to 0.092)-
Spell Book0.18% (0.16 to 0.2)0.18% (0.16 to 0.2)-
Grimoire--0.18% (0.16 to 0.2)
Gold Ring0.15% (0.13 to 0.15)0.0024%0.0022%
Buckler0.15% (0.14 to 0.19)0.078% (0.07 to 0.1)-
Gilded Ring-0.14% (0.12 to 0.14)0.013%
Ornate Ring-0.14% (0.12 to 0.14)<0.001%
Cryptic Cestus--0.12% (0.048 to 0.19)
Druid Staff0.11% (0.039 to 0.18)-0.12% (0.048 to 0.19)
Ritual Staff0.12% (0.045 to 0.19)0.087% (0.039 to 0.14)-
Gold Amulet0.12% (0.095 to 0.12)0.002%<0.001%
Talisman0.11% (0.092 to 0.11)0.0015%0.0015%
Explorer Armor<0.001%0.053% (0.042 to 0.086)0.099% (0.076 to 0.17)
Dryad Bow0.098% (0.088 to 0.13)--
Short Bow0.098% (0.088 to 0.13)0.07% (0.063 to 0.092)-
Throwing Axe0.098% (0.088 to 0.13)0.0078%-
Throwing Crescent0.098% (0.088 to 0.13)-0.079% (0.071 to 0.1)
Throwing Knife0.098% (0.088 to 0.13)0.062% (0.055 to 0.084)-
Woven Hood0.095% (0.073 to 0.16)0.05% (0.038 to 0.083)-
Leaf Hood0.095% (0.073 to 0.16)--
Adept Helm-0.05% (0.038 to 0.083)0.094% (0.072 to 0.16)
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--4.0%
Super Health Potion-4.0%-
Colossal Mana Potion--2.4%
Super Mana Potion-2.4%-
Health Potion2.0%--
Small Health Potion2.0%--

The chance is for one kill of this creature (level 11 / 43 / 67 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
Eastern Greilyn Beach14
The Eastern Greilyn Jungle32
The Lower Kithraya Caverns6
The Upper Kithraya Caverns4

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. 93
Kills needed
5 kills

17 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 6 of 10 runs, most in one region: 18. 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
Level115177
Life688491,820
Damage60 to 100469 to 781928 to 1,546
Defense42177282
Experience751,69317,900

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

8 different items can drop (the best are shown) Confidence: computed from data, not measured

Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--2.0%
Super Health Potion-2.0%-
Colossal Mana Potion--2.0%
Super Mana Potion-2.0%-
Health Potion1.0%--
Small Health Potion1.0%--

The chance is for one kill of this creature (level 11 / 51 / 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
Eastern Greilyn Beach14
The Eastern Greilyn Jungle32
The Lower Kithraya Caverns6
The Upper Kithraya Caverns4

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. 93
Kills needed
5 kills

17 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 6 of 10 runs, most in one region: 18. 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.