Template name: taclak_ranged_stats

The Taclak are aggressive, impish folk who attack all who venture into the forests. They are neither strong nor skilled in battle, and in the past were easily evaded. Once the Edhel left Vai'lutra to live in houses made of stone, the Taclak's playfulness grew more malevolent.
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
- Taclak
- Habitat
- Encanted Forest
- Act
- Act 2
- 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 | 22 | 50 | 72 |
| Life | 419 | 1,747 | 3,424 |
| Damage | 41 to 69 | 137 to 228 | 249 to 415 |
| Defense | 75 | 173 | 261 |
| Experience | 298 | 2,953 | 21,464 |
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
469 different items can drop (the best are shown) Confidence: computed from data, not measured
| Gear | Mercenary | Veteran | Elite |
|---|---|---|---|
| Silver Ring | 0.22% (0.18 to 0.22) | 0.22% (0.18 to 0.22) | 0.0015% |
| Gold Ring | 0.003% | 0.22% (0.18 to 0.22) | 0.0015% |
| Elaborate Ring | 0.22% (0.18 to 0.22) | 0.0022% | 0.003% |
| Adorned Ring | - | <0.001% | 0.22% (0.18 to 0.22) |
| Gilded Ring | - | <0.001% | 0.22% (0.18 to 0.22) |
| Cryptic Cestus | - | 0.12% (0.044 to 0.19) | 0.006% |
| Ritual Staff | 0.093% (0.045 to 0.14) | 0.12% (0.044 to 0.19) | - |
| Gold Amulet | 0.11% (0.093 to 0.11) | 0.11% (0.088 to 0.11) | <0.001% |
| Talisman | 0.11% (0.092 to 0.11) | 0.0093% | <0.001% |
| Resplendent Amulet | - | 0.11% (0.086 to 0.11) | <0.001% |
| Curve Bow | 0.087% (0.078 to 0.11) | 0.078% (0.07 to 0.1) | 0.098% (0.088 to 0.13) |
| Ironwood Bow | - | 0.0087% | 0.098% (0.088 to 0.13) |
| Ballista | - | - | 0.098% (0.088 to 0.13) |
| Heavy Crossbow | 0.078% (0.069 to 0.1) | - | 0.098% (0.088 to 0.13) |
| Chakram | - | - | 0.098% (0.088 to 0.13) |
| Glaive | - | - | 0.098% (0.088 to 0.13) |
| Spirit Cestus | - | - | 0.093% (0.045 to 0.14) |
| Elven Staff | - | - | 0.093% (0.045 to 0.14) |
| Arcane Cestus | 0.093% (0.045 to 0.14) | 0.0052% | - |
| Spell Book | - | 0.089% (0.078 to 0.099) | - |
| Mage's Book | 0.089% (0.078 to 0.099) | 0.089% (0.078 to 0.099) | - |
| Ritual Book | - | - | 0.089% (0.078 to 0.099) |
| Etched Tome | 0.089% (0.078 to 0.099) | - | 0.089% (0.078 to 0.099) |
| Arbalest | - | 0.0087% | 0.089% (0.078 to 0.12) |
| Consumables | Mercenary | Veteran | Elite |
|---|---|---|---|
| Colossal Health Potion | - | - | 4.0% |
| Health Potion | 4.0% | - | - |
| Super Health Potion | - | 4.0% | - |
| Colossal Mana Potion | - | - | 2.4% |
| Super Mana Potion | - | 2.4% | - |
| Large Mana Potion | 1.2% | - | - |
The chance is for one kill of this creature (level 22 / 50 / 72 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 |
|---|---|---|---|
| Southern Vai'lutra Forest | 15 | 12 | |
| The Elen'lu Isles | 9 | 6 | |
| The Aman'lu Hills | 5 | 4 | |
| A Damp Cave | 8 | ||
| Northern Vai'lutra Forest | 7 | ||
| An Underground Shelter | 2 | 6 | |
| A Flooded Chamber | 1 | 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. 161
- Kills needed
- 5 kills
69 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 10 of 10 runs, most in one region: 29. 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 | 22 | 56 | 83 |
| Life | 419 | 2,149 | 4,472 |
| Damage | 41 to 69 | 164 to 274 | 318 to 530 |
| Defense | 75 | 196 | 309 |
| Experience | 298 | 5,021 | 59,648 |
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
7 different items can drop (the best are shown) Confidence: computed from data, not measured
| Consumables | Mercenary | Veteran | Elite |
|---|---|---|---|
| Colossal Health Potion | - | - | 2.0% |
| Health Potion | 2.0% | - | - |
| Super Health Potion | - | 2.0% | - |
| Colossal Mana Potion | - | - | 2.0% |
| Super Mana Potion | - | 2.0% | - |
| Large Mana Potion | 1.0% | - | - |
The chance is for one kill of this creature (level 22 / 56 / 83 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 |
|---|---|---|---|
| Southern Vai'lutra Forest | 15 | 12 | |
| The Elen'lu Isles | 9 | 6 | |
| The Aman'lu Hills | 5 | 4 | |
| A Damp Cave | 8 | ||
| Northern Vai'lutra Forest | 7 | ||
| An Underground Shelter | 2 | 6 | |
| A Flooded Chamber | 1 | 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. 161
- Kills needed
- 5 kills
69 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 10 of 10 runs, most in one region: 29. 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.
