DS2 Revival

Stygian Twisted Shail

Stygian Twisted Shail is a magic creature in Dungeon Siege II and Broken World.

Back to the bestiary

Template name: twisted_shail_magic_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
Magic
Family
Twisted shail
Habitat
Zaramoth Dungeon
Act
Act 3
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

Level and strength

Worked out from the creature’s template, per difficulty
MercenaryVeteranElite
Level386283
Life1,2012,9175,031
Damage166 to 277361 to 601591 to 984
Defense129220309
Experience1,31910,76274,560

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

Resistances (negative = weakness), percent of damage
MercenaryVeteranElite
Death+75%+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: Base game

481 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
Adorned Ring0.0014%0.24% (0.2 to 0.24)0.47% (0.38 to 0.47)
Elaborate Ring0.34% (0.27 to 0.34)0.24% (0.2 to 0.24)0.0037%
Gilded Ring0.34% (0.27 to 0.34)0.0012%0.23% (0.19 to 0.23)
Ritual Book0.28% (0.25 to 0.32)0.28% (0.25 to 0.32)-
Ceremonial Shield0.13% (0.11 to 0.17)-0.24% (0.22 to 0.32)
Jeweled Ring0.024%0.22% (0.17 to 0.22)0.0025%
Platinum Charm<0.001%0.17% (0.14 to 0.17)0.19% (0.15 to 0.19)
Vai'Kesh Cleaver--0.18% (0.15 to 0.24)
Gold Amulet0.17% (0.14 to 0.17)0.0015%<0.001%
Jeweled Pendant0.0019%0.17% (0.14 to 0.17)0.0015%
Spiral Amulet0.17% (0.14 to 0.17)0.015%0.0023%
Intricate Amulet0.013%<0.001%0.17% (0.14 to 0.17)
Spirit Cestus0.13% (0.057 to 0.21)-0.15% (0.076 to 0.23)
Elven Staff-0.15% (0.072 to 0.23)0.15% (0.076 to 0.23)
Yearling Staff0.13% (0.049 to 0.2)-0.15% (0.076 to 0.23)
Mystic Boots0.08% (0.064 to 0.13)-0.15% (0.12 to 0.25)
Raven Boots-0.15% (0.12 to 0.25)-
Mystic Gloves0.08% (0.064 to 0.13)-0.15% (0.12 to 0.25)
Raven Gloves-0.15% (0.12 to 0.25)-
Arcane Cestus-0.15% (0.072 to 0.23)-
Cryptic Cestus-0.15% (0.072 to 0.23)-
Chain Mail-0.15% (0.12 to 0.23)-
Mythril Armor0.078% (0.065 to 0.12)-0.15% (0.12 to 0.23)
Elven Longbow-0.12% (0.11 to 0.17)0.15% (0.13 to 0.19)
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion-3.0%6.0%
Large Health Potion6.0%--
Colossal Mana Potion-1.8%3.5%
Super Health Potion-3.0%-
Large Mana Potion1.8%--
Super Mana Potion1.8%1.8%-

The chance is for one kill of this creature (level 38 / 62 / 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

Places the map files put it in (the numbers can be 100 or more)
PlacePlacedSpawnedRandom encounters
The Archmage's Chamber (further part)7
Zaramoth's Horns (further part)6
Zaramoth's Horns3

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?

Random encounter only

Only random encounters bring them, so how many you meet depends on the game’s rolls.

Base game book
No. 362
Kills needed
5 kills

Comes from random encounters, so how many you meet depends on the game's rolls.

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: 15. 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
Level386792
Life1,2013,3686,112
Damage166 to 277410 to 684706 to 1,177
Defense129240350
Experience1,31916,956173,898

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+75%+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

643 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
Swift Bow0.071% (0.064 to 0.092)-0.29% (0.26 to 0.38)
Ornate Ring--0.28% (0.23 to 0.28)
Ballista0.071% (0.064 to 0.092)0.011%0.27% (0.24 to 0.36)
Elaborate Ring0.21% (0.17 to 0.21)0.13% (0.1 to 0.13)-
Gilded Ring0.21% (0.17 to 0.21)0.15% (0.12 to 0.15)0.15% (0.12 to 0.15)
Spirit Cestus0.084% (0.036 to 0.13)0.09% (0.042 to 0.14)0.19% (0.092 to 0.28)
Ritual Book0.18% (0.16 to 0.2)0.089% (0.078 to 0.099)-
Jeweled Ring0.013%0.15% (0.12 to 0.15)-
Resplendent Amulet--0.15% (0.12 to 0.15)
Throwing Shiv0.071% (0.064 to 0.092)-0.15% (0.13 to 0.19)
Ceremonial Shield0.076% (0.071 to 0.091)0.075% (0.071 to 0.088)0.13% (0.12 to 0.15)
Broad Sword-0.048% (0.042 to 0.066)0.11% (0.099 to 0.16)
Hero's Sword0.041% (0.036 to 0.055)-0.11% (0.099 to 0.16)
Gold Amulet0.11% (0.09 to 0.11)--
Spiral Amulet0.11% (0.088 to 0.11)0.078% (0.065 to 0.078)-
Royal Dagger0.041% (0.036 to 0.055)0.043% (0.037 to 0.061)0.11% (0.092 to 0.15)
Kite Shield--0.098% (0.091 to 0.12)
Yearling Staff0.079% (0.03 to 0.13)-0.097% (0.049 to 0.15)
Cryptic Cestus-0.09% (0.042 to 0.14)-
Druid Staff-0.09% (0.042 to 0.14)-
Etched Tome--0.089% (0.078 to 0.099)
Grimoire-0.089% (0.078 to 0.099)0.089% (0.078 to 0.099)
Curve Bow-0.088% (0.079 to 0.12)-
Elven Longbow-0.088% (0.079 to 0.12)-
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion-3.0%3.0%
Large Health Potion3.0%--
Colossal Mana Potion-3.0%3.0%
Large Mana Potion1.5%--
Super Mana Potion1.5%--
Summon Paragon Lertisk--0.13% (0.12 to 0.18)

The chance is for one kill of this creature (level 38 / 67 / 92 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 Archmage's Chamber (further part)7
Zaramoth's Horns (further part)6
Zaramoth's Horns3

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?

Random encounter only

Only random encounters bring them, so how many you meet depends on the game’s rolls.

Base game book
No. 362
Kills needed
5 kills

Comes from random encounters, so how many you meet depends on the game's rolls.

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: 15. 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.