Template name: skath_ranged_stats

The Skath are oddly noble hyena-like creatures that make their home in the Azunite Desert. They can parrot Human speech, but they are much more like animals than men. They run on all fours and are relentless hunters.
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
- Ranged
- Family
- Skath
- Habitat
- Desert
- 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 | 17 | 46 | 69 |
| Life | 1,300 | 7,042 | 14,825 |
| Damage | 63 to 105 | 255 to 424 | 493 to 821 |
| Defense | 60 | 158 | 248 |
| Experience | 328 | 3,257 | 25,454 |
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 | |
|---|---|---|---|
| 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
443 different items can drop (the best are shown) Confidence: computed from data, not measured
| Gear | Mercenary | Veteran | Elite |
|---|---|---|---|
| Silver Ring | 0.47% (0.39 to 0.47) | 0.66% (0.53 to 0.66) | 0.0045% |
| Ornate Ring | - | 0.65% (0.53 to 0.65) | 0.0022% |
| Mage's Book | 0.53% (0.47 to 0.59) | 0.27% (0.24 to 0.3) | - |
| Ritual Book | - | - | 0.53% (0.47 to 0.59) |
| Gold Ring | 0.46% (0.38 to 0.46) | 0.0089% | 0.0045% |
| Adorned Ring | - | 0.0022% | 0.46% (0.37 to 0.46) |
| Small Shield | 0.19% (0.16 to 0.26) | 0.46% (0.41 to 0.61) | - |
| Gilded Ring | - | 0.0022% | 0.45% (0.37 to 0.45) |
| Light Crossbow | 0.45% (0.4 to 0.59) | 0.22% (0.19 to 0.28) | - |
| Jeweled Ring | 0.4% (0.32 to 0.4) | 0.0067% | 0.4% (0.32 to 0.4) |
| Druid Staff | 0.35% (0.14 to 0.57) | - | 0.29% (0.15 to 0.43) |
| Ritual Staff | 0.35% (0.14 to 0.57) | 0.27% (0.13 to 0.42) | - |
| Jeweled Pendant | 0.24% (0.19 to 0.24) | 0.2% (0.16 to 0.2) | 0.33% (0.27 to 0.33) |
| Intricate Amulet | - | 0.0014% | 0.33% (0.27 to 0.33) |
| Elven Axe | - | - | 0.32% (0.27 to 0.45) |
| Spirit Cestus | - | - | 0.29% (0.15 to 0.43) |
| Elven Staff | - | - | 0.29% (0.15 to 0.43) |
| Arcane Cestus | - | 0.27% (0.13 to 0.42) | - |
| Cryptic Cestus | - | 0.27% (0.13 to 0.42) | - |
| Curve Bow | 0.24% (0.22 to 0.31) | 0.22% (0.19 to 0.28) | 0.27% (0.24 to 0.35) |
| Ironwood Bow | - | - | 0.27% (0.24 to 0.35) |
| Arbalest | - | - | 0.27% (0.24 to 0.35) |
| Ballista | - | - | 0.27% (0.24 to 0.35) |
| Chakram | - | - | 0.27% (0.24 to 0.35) |
| Consumables | Mercenary | Veteran | Elite |
|---|---|---|---|
| Colossal Health Potion | - | - | 8.0% |
| Health Potion | 8.0% | - | - |
| Super Health Potion | - | 8.0% | - |
| Colossal Mana Potion | - | - | 4.8% |
| Mana Potion | 4.8% | - | - |
| Super Mana Potion | - | 4.8% | - |
The chance is for one kill of this creature (level 17 / 46 / 69 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 |
|---|---|---|---|
| An Azunite Cavern | 8 | 4 | |
| The Lost Valley of the Azunites | 5 | ||
| A Small Canyon | 2 | ||
| The Azunite Desert | 1 |
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. 110
- Kills needed
- 5 kills
16 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 1 of 10 runs, most in one region: 7. 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 | 17 | 54 | 80 |
| Life | 1,300 | 9,425 | 19,557 |
| Damage | 63 to 105 | 329 to 548 | 633 to 1,056 |
| Defense | 60 | 188 | 296 |
| Experience | 328 | 6,567 | 70,419 |
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 | |
|---|---|---|---|
| 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
562 different items can drop (the best are shown) Confidence: computed from data, not measured
| Gear | Mercenary | Veteran | Elite |
|---|---|---|---|
| Gold Ring | 0.25% (0.21 to 0.25) | 0.35% (0.28 to 0.35) | - |
| Elaborate Ring | - | 0.35% (0.28 to 0.35) | - |
| Arbalest | - | 0.11% (0.1 to 0.15) | 0.31% (0.27 to 0.41) |
| Mage's Book | 0.28% (0.25 to 0.32) | 0.14% (0.13 to 0.16) | - |
| Silver Ring | 0.25% (0.21 to 0.25) | - | - |
| Adorned Ring | - | - | 0.24% (0.2 to 0.24) |
| Gilded Ring | - | - | 0.24% (0.2 to 0.24) |
| Light Crossbow | 0.24% (0.21 to 0.32) | - | - |
| Talisman | 0.13% (0.11 to 0.13) | 0.24% (0.19 to 0.24) | - |
| Jeweled Ring | 0.22% (0.17 to 0.22) | - | - |
| Ornate Ring | - | - | 0.21% (0.17 to 0.21) |
| Druid Staff | 0.19% (0.074 to 0.3) | 0.14% (0.064 to 0.22) | - |
| Ritual Staff | 0.19% (0.074 to 0.3) | - | - |
| Platinum Charm | - | - | 0.18% (0.15 to 0.18) |
| Resplendent Amulet | - | - | 0.18% (0.15 to 0.18) |
| Elven Longbow | - | - | 0.17% (0.15 to 0.21) |
| Ironwood Bow | - | 0.11% (0.1 to 0.15) | 0.17% (0.15 to 0.21) |
| Ballista | - | - | 0.17% (0.15 to 0.21) |
| Chakram | - | 0.11% (0.1 to 0.15) | 0.17% (0.15 to 0.21) |
| Glaive | - | - | 0.17% (0.15 to 0.21) |
| Spirit Cestus | - | - | 0.15% (0.069 to 0.22) |
| Elven Staff | - | - | 0.15% (0.069 to 0.22) |
| Ritual Book | - | - | 0.14% (0.13 to 0.16) |
| Etched Tome | - | 0.14% (0.13 to 0.16) | - |
| Consumables | Mercenary | Veteran | Elite |
|---|---|---|---|
| Colossal Health Potion | - | - | 4.0% |
| Health Potion | 4.0% | - | - |
| Super Health Potion | - | 4.0% | - |
| Colossal Mana Potion | - | - | 4.0% |
| Mana Potion | 4.0% | - | - |
| Super Mana Potion | - | 4.0% | - |
The chance is for one kill of this creature (level 17 / 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
| Place | Placed | Spawned | Random encounters |
|---|---|---|---|
| An Azunite Cavern | 8 | 4 | |
| The Lost Valley of the Azunites | 5 | ||
| A Small Canyon | 2 | ||
| The Azunite Desert | 1 |
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. 110
- Kills needed
- 5 kills
16 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 1 of 10 runs, most in one region: 7. 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.
