DS2 Revival

Plagued Gantis Worker

Plagued Gantis Worker is a melee creature in Dungeon Siege II and Broken World.

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Template name: gantis_stats

Plagued Gantises are insectile creatures that live in hives. They carve twisting cave homes out of solid rock with their sturdy front legs, and then venture into the forest to forage for food. Before the plague, they lived peacefully with other forest creatures and ate mostly fruits.

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
Gantis
Habitat
Jungle
Act
Act 1
Rank
Strong

Drops

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

Drops
DropChanceItem level vs. creature level
Gold18%
Health potion8.0%-10 to 0
Mana potion4.8%-10 to 0
Item15%-4 to +2
Rare item1.35%-3 to +2
Unique item0.45%-40 to +3
Set item0.45%-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
Level134467
Life4613,4677,485
Damage48 to 80247 to 412489 to 814
Defense48150240
Experience2532,74121,195

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

441 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 Ring0.44% (0.36 to 0.44)0.4% (0.32 to 0.4)0.65% (0.53 to 0.65)
Gilded Ring-0.0022%0.65% (0.53 to 0.65)
Ritual Book0.53% (0.47 to 0.59)-0.27% (0.24 to 0.3)
Silver Ring0.45% (0.36 to 0.45)0.46% (0.38 to 0.46)0.0045%
Ornate Ring-0.45% (0.37 to 0.45)0.0022%
Gold Ring0.45% (0.36 to 0.45)0.0067%0.0067%
Arcane Cestus0.36% (0.14 to 0.57)0.27% (0.13 to 0.41)-
Large Shield-0.34% (0.31 to 0.42)0.25% (0.22 to 0.32)
Small Shield0.34% (0.3 to 0.44)0.34% (0.31 to 0.42)-
Jeweled Pendant0.23% (0.18 to 0.23)0.24% (0.19 to 0.24)0.33% (0.27 to 0.33)
Spiral Amulet-0.003%0.33% (0.27 to 0.33)
Ritual Staff0.33% (0.12 to 0.55)--
Spirit Cestus--0.29% (0.15 to 0.44)
Druid Staff--0.29% (0.15 to 0.44)
Curve Bow--0.27% (0.24 to 0.35)
Elven Longbow-0.24% (0.22 to 0.31)0.27% (0.24 to 0.35)
Arbalest--0.27% (0.24 to 0.35)
Ballista--0.27% (0.24 to 0.35)
Chakram--0.27% (0.24 to 0.35)
Throwing Star--0.27% (0.24 to 0.35)
Cryptic Cestus-0.27% (0.13 to 0.41)0.27% (0.13 to 0.41)
Yearling Staff-0.27% (0.13 to 0.41)-
Composite Bow0.27% (0.24 to 0.35)0.24% (0.22 to 0.31)-
Scout Bow0.27% (0.24 to 0.35)0.21% (0.18 to 0.28)-
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--8.0%
Super Health Potion-8.0%-
Colossal Mana Potion--4.8%
Mana Potion4.8%--
Super Mana Potion-4.8%-
Health Potion4.0%--

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 Lower Kithraya Caverns34

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. 80
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: 3. 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
Level135278
Life4614,6929,946
Damage48 to 80322 to 537632 to 1,053
Defense48180287
Experience2535,50258,452

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

575 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 Ring0.24% (0.2 to 0.24)0.46% (0.38 to 0.46)-
Ritual Book0.28% (0.25 to 0.32)-0.14% (0.13 to 0.16)
Adorned Ring--0.24% (0.2 to 0.24)
Ornate Ring--0.24% (0.2 to 0.24)
Silver Ring0.24% (0.2 to 0.24)--
Jeweled Ring0.24% (0.19 to 0.24)--
Elaborate Ring-0.23% (0.19 to 0.23)0.21% (0.17 to 0.21)
Arcane Cestus0.19% (0.075 to 0.31)0.14% (0.066 to 0.22)-
Ironwood Bow-0.13% (0.11 to 0.16)0.19% (0.17 to 0.25)
Swift Bow--0.19% (0.17 to 0.25)
Arbalest-0.13% (0.11 to 0.16)0.19% (0.17 to 0.25)
Ballista--0.19% (0.17 to 0.25)
Glaive--0.19% (0.17 to 0.25)
Throwing Shiv--0.19% (0.17 to 0.25)
Elven Staff--0.19% (0.073 to 0.3)
Yearling Staff--0.19% (0.073 to 0.3)
Heater Shield0.097% (0.089 to 0.12)0.18% (0.17 to 0.21)-
Tower Shield-0.18% (0.17 to 0.21)0.13% (0.12 to 0.15)
Ritual Staff0.18% (0.063 to 0.29)0.13% (0.055 to 0.21)-
Small Shield0.18% (0.16 to 0.22)--
Hunter Sword--0.17% (0.15 to 0.22)
Composite Bow0.14% (0.13 to 0.19)0.13% (0.11 to 0.16)-
Scout Bow0.14% (0.13 to 0.19)0.13% (0.11 to 0.16)-
Light Crossbow0.14% (0.13 to 0.19)--
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--4.0%
Super Health Potion-4.0%-
Colossal Mana Potion--4.0%
Mana Potion4.0%--
Super Mana Potion-4.0%-
Health Potion2.0%--

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 Lower Kithraya Caverns34

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. 80
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: 3. 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.