DS2 Revival

Sand Reaper

Sand Reaper is a melee creature in Dungeon Siege II and Broken World.

Back to the bestiary

Template name: clatterast_stats

These bloodsucking predators burrow under the sand to get close to their prey without being detected. Many a desert traveler has ignored the telltale rumbling of the ground beneath their feet, only to suddenly be surrounded when a circle of giant tick-like Sand Reapers erupts from the ground around...

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
Clatterast
Habitat
Desert
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
Level134467
Life866501,403
Damage19 to 3299 to 166196 to 327
Defense48150240
Experience859217,123

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

455 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
Jeweled Ring0.15% (0.12 to 0.15)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)
Gold Amulet0.15% (0.12 to 0.15)0.002%<0.001%
Ornate Ring-0.15% (0.12 to 0.15)<0.001%
Silver Ring0.15% (0.12 to 0.15)0.0037%0.0015%
Gold Ring0.15% (0.12 to 0.15)0.0022%0.0022%
Gilded Ring-0.13% (0.11 to 0.13)0.013%
Arcane Cestus0.12% (0.048 to 0.19)0.088% (0.04 to 0.14)-
Ritual Staff0.12% (0.048 to 0.19)0.082% (0.034 to 0.13)-
Cryptic Cestus--0.12% (0.048 to 0.19)
Druid Staff--0.12% (0.048 to 0.19)
Jeweled Pendant0.0019%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 Armor0.05% (0.039 to 0.084)0.06% (0.049 to 0.094)0.099% (0.076 to 0.17)
Adept Helm0.047% (0.035 to 0.08)0.05% (0.04 to 0.08)0.094% (0.072 to 0.16)
Tribal Armor0.094% (0.072 to 0.16)0.06% (0.049 to 0.094)-
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)
Short Bow0.087% (0.078 to 0.11)0.069% (0.062 to 0.091)-
Light Crossbow0.087% (0.078 to 0.11)--
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%
Mana Potion2.4%--
Super Mana Potion-2.4%-
Health Potion2.0%--

The chance is for one kill of this creature (level 13 / 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 Azunite Desert211
The Lost Valley of the Azunites2

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. 99
Kills needed
5 kills

Comes from random encounters, so how many you meet depends on the game's rolls. Also 2 placed.

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: 90. A lower bound; a run only loads the areas near the party.

Bestiary fix package (in testing, not released): the desert-road ambushers and the Festering Sand Reaper count for this entry.

Confidence: High Tested on a private copy of the game.

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
Level135278
Life868801,865
Damage19 to 32129 to 216253 to 422
Defense48180287
Experience851,84919,643

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

7 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%
Mana Potion2.0%--
Super Mana Potion-2.0%-
Health Potion1.0%--

The chance is for one kill of this creature (level 13 / 52 / 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 Azunite Desert211
The Lost Valley of the Azunites2

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. 99
Kills needed
5 kills

Comes from random encounters, so how many you meet depends on the game's rolls. Also 2 placed.

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: 90. A lower bound; a run only loads the areas near the party.

Bestiary fix package (in testing, not released): the desert-road ambushers and the Festering Sand Reaper count for this entry.

Confidence: High Tested on a private copy of the game.

Kill counts are kept separately for Mercenary, Veteran and Elite. See how the Bestiary works.