DS2 Revival

Grim Shard Soul

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

Back to the bestiary

Template name: shard_soul_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
Snow Forest
Act
Act 2
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
Level335879
Life3911,0751,910
Damage240 to 401577 to 962969 to 1,615
Defense112204291
Experience3673,15321,559

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

468 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
Ritual Book--0.18% (0.16 to 0.2)
Silver Ring0.15% (0.13 to 0.15)0.0022%<0.001%
Gold Ring0.14% (0.11 to 0.14)0.15% (0.12 to 0.15)0.0016%
Jeweled Ring0.002%0.15% (0.12 to 0.15)0.0024%
Adorned Ring0.15% (0.12 to 0.15)0.0015%0.15% (0.12 to 0.15)
Elaborate Ring0.002%0.13% (0.11 to 0.13)0.15% (0.12 to 0.15)
Ornate Ring-<0.001%0.15% (0.12 to 0.15)
Talisman0.11% (0.088 to 0.11)0.11% (0.088 to 0.11)<0.001%
Spiral Amulet<0.001%0.11% (0.087 to 0.11)0.11% (0.087 to 0.11)
Resplendent Amulet-<0.001%0.11% (0.087 to 0.11)
Platinum Charm0.11% (0.087 to 0.11)<0.001%0.0088%
Hunter Sword-0.048% (0.042 to 0.066)0.1% (0.09 to 0.14)
Elven Armor-0.053% (0.042 to 0.086)0.099% (0.076 to 0.17)
Sorcerer Cowl-0.05% (0.038 to 0.083)0.094% (0.072 to 0.16)
Elven Staff0.071% (0.035 to 0.11)0.09% (0.042 to 0.14)0.093% (0.045 to 0.14)
Yearling Staff0.071% (0.035 to 0.11)-0.093% (0.045 to 0.14)
Ironwood Bow0.076% (0.068 to 0.1)-0.091% (0.082 to 0.12)
Swift Bow--0.091% (0.082 to 0.12)
Arbalest--0.091% (0.082 to 0.12)
Ballista--0.091% (0.082 to 0.12)
Glaive-0.078% (0.07 to 0.1)0.091% (0.082 to 0.12)
Throwing Shiv--0.091% (0.082 to 0.12)
Spiked Club-0.09% (0.078 to 0.13)-
Cryptic Cestus0.067% (0.03 to 0.1)0.09% (0.042 to 0.14)0.087% (0.039 to 0.14)
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--4.0%
Large Health Potion4.0%--
Super Health Potion-4.0%-
Colossal Mana Potion--2.4%
Large Mana Potion2.4%--
Super Mana Potion-2.4%-

The chance is for one kill of this creature (level 33 / 58 / 79 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 Temple Courtyard14
The Snowbrook Haven Courtyard12
The Lower Mines of Kaderak (side area)83
The Upper Mines of Kaderak64
The Lower Kithraya Caverns1

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. 279
Kills needed
5 kills

41 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: 46. 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
Level336389
Life3911,2522,391
Damage240 to 401662 to 1,1031,191 to 1,984
Defense112224336
Experience3674,94955,031

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

6 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-1.0%2.0%
Large Health Potion2.0%--
Colossal Mana Potion-1.0%2.0%
Large Mana Potion2.0%--
Super Health Potion-1.0%-
Super Mana Potion-1.0%-

The chance is for one kill of this creature (level 33 / 63 / 89 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 Temple Courtyard14
The Snowbrook Haven Courtyard12
The Lower Mines of Kaderak (side area)83
The Upper Mines of Kaderak64
The Lower Kithraya Caverns1

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. 279
Kills needed
5 kills

41 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: 46. 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.