DS2 Revival

Plagued Carver Bat

Plagued Carver Bat is a melee creature in Dungeon Siege II and Broken World.

Back to the bestiary

Template name: carver_bat_stats

Carver Bats are normally docile, nocturnal vegetarians. They eat insects and fruits that grow in the upper canopy of the jungle, and sleep within caves during the day. They live peacefully with the other inhabitants of the jungle.

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
Carver bat
Habitat
Jungle
Act
Act 1
Rank
Weak

Drops

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

Drops
DropChanceItem level vs. creature level
Gold14%
Health potion4.0%-10 to 0
Mana potion2.4%-10 to 0
Item5.0%-6 to 0
Rare item0.45%-5 to +1
Unique item0.15%-40 to +2
Set item0.15%-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

Worked out from the creature’s template, per difficulty
MercenaryVeteranElite
Level124467
Life776501,403
Damage18 to 3099 to 166196 to 327
Defense45150240
Experience809217,123

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

460 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
Silver Ring0.22% (0.17 to 0.22)0.0037%0.0015%
Gold Ring0.21% (0.17 to 0.21)0.0022%0.0022%
Jeweled Ring0.015%0.15% (0.12 to 0.15)0.21% (0.17 to 0.21)
Elaborate Ring-0.0015%0.21% (0.17 to 0.21)
Grimoire--0.18% (0.16 to 0.2)
Mercenary Crossbow0.17% (0.15 to 0.22)0.069% (0.062 to 0.091)-
Ornate Ring-0.15% (0.12 to 0.15)<0.001%
Buckler0.14% (0.13 to 0.18)0.078% (0.07 to 0.1)-
Gilded Ring-0.13% (0.11 to 0.13)0.013%
Cryptic Cestus--0.12% (0.048 to 0.19)
Druid Staff--0.12% (0.048 to 0.19)
Gold Amulet0.12% (0.098 to 0.12)0.002%<0.001%
Arcane Cestus0.12% (0.045 to 0.19)0.088% (0.04 to 0.14)-
Ritual Staff0.12% (0.045 to 0.19)0.082% (0.034 to 0.13)-
Talisman0.11% (0.088 to 0.11)0.0015%0.0015%
Jeweled Pendant-0.11% (0.087 to 0.11)0.075% (0.061 to 0.075)
Intricate Amulet-0.11% (0.086 to 0.11)<0.001%
Explorer Armor0.0063%0.06% (0.049 to 0.094)0.099% (0.076 to 0.17)
Adept Helm0.0051%0.05% (0.04 to 0.08)0.094% (0.072 to 0.16)
Spell Book0.089% (0.078 to 0.099)0.089% (0.078 to 0.099)-
Mage's Book-0.089% (0.078 to 0.099)-
Ritual Book0.089% (0.078 to 0.099)--
Yearling Staff-0.088% (0.04 to 0.14)-
Composite Bow0.087% (0.078 to 0.11)0.069% (0.062 to 0.091)0.079% (0.071 to 0.1)
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--4.0%
Super Health Potion-4.0%-
Colossal Mana Potion--2.4%
Super Mana Potion-2.4%-
Health Potion2.0%--
Small Health Potion2.0%--

The chance is for one kill of this creature (level 12 / 44 / 67 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 Lower Kithraya Caverns6
The Upper Kithraya Caverns6
A Narrow Cavern3

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. 83
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 1 of 10 runs, most in one region: 17. 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
Level125178
Life778491,865
Damage18 to 30125 to 209253 to 422
Defense45177287
Experience801,69319,643

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

8 different items can drop (the best are shown) Confidence: computed from data, not measured

Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--2.0%
Super Health Potion-2.0%-
Colossal Mana Potion--2.0%
Super Mana Potion-2.0%-
Health Potion1.0%--
Small Health Potion1.0%--

The chance is for one kill of this creature (level 12 / 51 / 78 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 Lower Kithraya Caverns6
The Upper Kithraya Caverns6
A Narrow Cavern3

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. 83
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 1 of 10 runs, most in one region: 17. 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.