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:
| Drop | Chance | Item level vs. creature level |
|---|---|---|
| Gold | 14% | |
| Health potion | 4.0% | -10 to 0 |
| Mana potion | 2.4% | -10 to 0 |
| Item | 5.0% | -6 to 0 |
| Rare item | 0.45% | -5 to +1 |
| Unique item | 0.15% | -40 to +2 |
| Set item | 0.15% | -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
| Mercenary | Veteran | Elite | |
|---|---|---|---|
| Level | 11 | 43 | 67 |
| Life | 68 | 624 | 1,403 |
| Damage | 60 to 100 | 358 to 597 | 733 to 1,222 |
| Defense | 42 | 147 | 240 |
| Experience | 75 | 845 | 7,123 |
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
| Gear | Mercenary | Veteran | Elite |
|---|---|---|---|
| Silver Ring | 0.29% (0.23 to 0.29) | 0.0032% | 0.0015% |
| Jeweled Ring | 0.003% | 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 Crossbow | 0.2% (0.18 to 0.26) | 0.07% (0.063 to 0.092) | - |
| Spell Book | 0.18% (0.16 to 0.2) | 0.18% (0.16 to 0.2) | - |
| Grimoire | - | - | 0.18% (0.16 to 0.2) |
| Gold Ring | 0.15% (0.13 to 0.15) | 0.0024% | 0.0022% |
| Buckler | 0.15% (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 Staff | 0.11% (0.039 to 0.18) | - | 0.12% (0.048 to 0.19) |
| Ritual Staff | 0.12% (0.045 to 0.19) | 0.087% (0.039 to 0.14) | - |
| Gold Amulet | 0.12% (0.095 to 0.12) | 0.002% | <0.001% |
| Talisman | 0.11% (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 Bow | 0.098% (0.088 to 0.13) | - | - |
| Short Bow | 0.098% (0.088 to 0.13) | 0.07% (0.063 to 0.092) | - |
| Throwing Axe | 0.098% (0.088 to 0.13) | 0.0078% | - |
| Throwing Crescent | 0.098% (0.088 to 0.13) | - | 0.079% (0.071 to 0.1) |
| Throwing Knife | 0.098% (0.088 to 0.13) | 0.062% (0.055 to 0.084) | - |
| Woven Hood | 0.095% (0.073 to 0.16) | 0.05% (0.038 to 0.083) | - |
| Leaf Hood | 0.095% (0.073 to 0.16) | - | - |
| Adept Helm | - | 0.05% (0.038 to 0.083) | 0.094% (0.072 to 0.16) |
| Consumables | Mercenary | Veteran | Elite |
|---|---|---|---|
| Colossal Health Potion | - | - | 4.0% |
| Super Health Potion | - | 4.0% | - |
| Colossal Mana Potion | - | - | 2.4% |
| Super Mana Potion | - | 2.4% | - |
| Health Potion | 2.0% | - | - |
| Small Health Potion | 2.0% | - | - |
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
| Place | Placed | Spawned | Random encounters |
|---|---|---|---|
| Eastern Greilyn Beach | 14 | ||
| The Eastern Greilyn Jungle | 3 | 2 | |
| The Lower Kithraya Caverns | 6 | ||
| The Upper Kithraya Caverns | 4 |
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
| Mercenary | Veteran | Elite | |
|---|---|---|---|
| Level | 11 | 51 | 77 |
| Life | 68 | 849 | 1,820 |
| Damage | 60 to 100 | 469 to 781 | 928 to 1,546 |
| Defense | 42 | 177 | 282 |
| Experience | 75 | 1,693 | 17,900 |
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
| Consumables | Mercenary | Veteran | Elite |
|---|---|---|---|
| Colossal Health Potion | - | - | 2.0% |
| Super Health Potion | - | 2.0% | - |
| Colossal Mana Potion | - | - | 2.0% |
| Super Mana Potion | - | 2.0% | - |
| Health Potion | 1.0% | - | - |
| Small Health Potion | 1.0% | - | - |
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
| Place | Placed | Spawned | Random encounters |
|---|---|---|---|
| Eastern Greilyn Beach | 14 | ||
| The Eastern Greilyn Jungle | 3 | 2 | |
| The Lower Kithraya Caverns | 6 | ||
| The Upper Kithraya Caverns | 4 |
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.
