Template name: skeen_stats

This small, dark lizard lacks the hearty defenses of its larger desert-dwelling kin and thus is more easily killed. Skeens have, however, developed a wide fire attack to spread the damage amongst its desert opponents, giving the Skeen time to flee.
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
- Skeen
- Habitat
- Desert
- Act
- Act 3
- 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 | 33 | 58 | 79 |
| Life | 234 | 645 | 1,146 |
| Damage | 27 to 45 | 65 to 108 | 109 to 181 |
| Defense | 112 | 204 | 291 |
| Experience | 367 | 3,153 | 21,559 |
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
| Gear | Mercenary | Veteran | Elite |
|---|---|---|---|
| Ritual Book | - | - | 0.18% (0.16 to 0.2) |
| Silver Ring | 0.15% (0.13 to 0.15) | 0.0022% | <0.001% |
| Gold Ring | 0.14% (0.11 to 0.14) | 0.15% (0.12 to 0.15) | 0.0016% |
| Jeweled Ring | 0.002% | 0.15% (0.12 to 0.15) | 0.0024% |
| Adorned Ring | 0.15% (0.12 to 0.15) | 0.0015% | 0.15% (0.12 to 0.15) |
| Elaborate Ring | 0.002% | 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) |
| Talisman | 0.11% (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 Charm | 0.11% (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 Staff | 0.071% (0.035 to 0.11) | 0.09% (0.042 to 0.14) | 0.093% (0.045 to 0.14) |
| Yearling Staff | 0.071% (0.035 to 0.11) | - | 0.093% (0.045 to 0.14) |
| Ironwood Bow | 0.076% (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 Cestus | 0.067% (0.03 to 0.1) | 0.09% (0.042 to 0.14) | 0.087% (0.039 to 0.14) |
| Consumables | Mercenary | Veteran | Elite |
|---|---|---|---|
| Colossal Health Potion | - | - | 4.0% |
| Large Health Potion | 4.0% | - | - |
| Super Health Potion | - | 4.0% | - |
| Colossal Mana Potion | - | - | 2.4% |
| Large Mana Potion | 2.4% | - | - |
| 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
| Place | Placed | Spawned | Random encounters |
|---|---|---|---|
| The Desert of Kaderak | 7 | 3 | |
| The City of Darthrul | 3 | ||
| The District of the Chief (side area) | 3 | ||
| The Eastern Plain of Tears | 3 | ||
| The Ruins of Okaym | 3 |
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. 308
- Kills needed
- 5 kills
7 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: 47. 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 | 33 | 63 | 89 |
| Life | 234 | 751 | 1,435 |
| Damage | 27 to 45 | 74 to 123 | 133 to 222 |
| Defense | 112 | 224 | 336 |
| Experience | 367 | 4,949 | 55,031 |
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
| Consumables | Mercenary | Veteran | Elite |
|---|---|---|---|
| Colossal Health Potion | - | 1.0% | 2.0% |
| Large Health Potion | 2.0% | - | - |
| Colossal Mana Potion | - | 1.0% | 2.0% |
| Large Mana Potion | 2.0% | - | - |
| 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
| Place | Placed | Spawned | Random encounters |
|---|---|---|---|
| The Desert of Kaderak | 7 | 3 | |
| The City of Darthrul | 3 | ||
| The District of the Chief (side area) | 3 | ||
| The Eastern Plain of Tears | 3 | ||
| The Ruins of Okaym | 3 |
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. 308
- Kills needed
- 5 kills
7 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: 47. 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.
