DS2 Revival

Rotten Twisted Shail

Rotten Twisted Shail is a melee creature in Dungeon Siege II and Broken World.

Back to the bestiary

Template name: twisted_shail_02_stats

Shail are mindless undead constructs, built from pieces of multiple corpses and stitched together with straps of leather and metal plates.

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
Twisted shail
Habitat
Desert
Act
Act 1
Rank
Normal

Drops

Normal monster drop table. Chance per kill, before Magic Find:

Drops
DropChanceItem level vs. creature level
Gold15%
Health potion6.0%-10 to 0
Mana potion3.5%-10 to 0
Item8.0%-5 to +1
Rare item0.75%-4 to +2
Unique item0.25%-40 to +3
Set item0.25%-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

Weaknesses and resistances

Resistances (negative = weakness), percent of damage
MercenaryVeteranElite
Death+50%+100%+150%

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.

Where it is found

Places the map files put it in (the numbers can be 100 or more)
PlacePlacedSpawnedRandom encounters
A Ruined Crypt5
An Ancient Azunite Shrine4

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. 131
Kills needed
5 kills

9 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: 1. 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
Level165380
Life4733,6437,823
Damage52 to 86282 to 469559 to 932
Defense57184296
Experience2454,80856,335

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

Resistances (negative = weakness), percent of damage
MercenaryVeteranElite
Death+50%+100%+150%

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

578 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 Broken World (best first)
GearMercenaryVeteranElite
Gold Ring0.22% (0.18 to 0.22)0.29% (0.24 to 0.29)-
Jeweled Ring0.21% (0.17 to 0.21)--
Adorned Ring--0.21% (0.17 to 0.21)
Ornate Ring--0.21% (0.17 to 0.21)
Elaborate Ring-0.15% (0.12 to 0.15)-
Arcane Cestus0.12% (0.046 to 0.19)0.088% (0.04 to 0.14)-
Druid Staff0.12% (0.046 to 0.19)0.088% (0.04 to 0.14)-
Heater Shield0.061% (0.056 to 0.076)0.11% (0.11 to 0.13)-
Tower Shield-0.11% (0.11 to 0.13)0.076% (0.071 to 0.092)
Buckler0.11% (0.1 to 0.14)--
Arbalest-0.078% (0.07 to 0.1)0.1% (0.093 to 0.13)
Hunter Sword-0.0054%0.091% (0.079 to 0.13)
Spirit Cestus--0.09% (0.042 to 0.14)
Elven Staff--0.09% (0.042 to 0.14)
Yearling Staff--0.09% (0.042 to 0.14)
Elven Longbow--0.09% (0.081 to 0.12)
Ironwood Bow-0.078% (0.07 to 0.1)0.09% (0.081 to 0.12)
Ballista--0.09% (0.081 to 0.12)
Chakram-0.078% (0.07 to 0.1)0.09% (0.081 to 0.12)
Glaive--0.09% (0.081 to 0.12)
Spell Book-0.089% (0.078 to 0.099)-
Mage's Book0.089% (0.078 to 0.099)--
Ritual Book0.089% (0.078 to 0.099)-0.089% (0.078 to 0.099)
Etched Tome-0.089% (0.078 to 0.099)-
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--3.0%
Health Potion3.0%--
Super Health Potion-3.0%-
Colossal Mana Potion--3.0%
Mana Potion3.0%--
Super Mana Potion-3.0%-

The chance is for one kill of this creature (level 16 / 53 / 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

Places the map files put it in (the numbers can be 100 or more)
PlacePlacedSpawnedRandom encounters
A Ruined Crypt5
An Ancient Azunite Shrine4

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. 131
Kills needed
5 kills

9 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: 1. 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.