Template name: loot_thief_stats

You have encountered this strange creature on several occasions, yet it still remains shrouded in mystery.
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
- Loot thief
- Habitat
- Zaramoth Dungeon
- Act
- Act 3
Details
Level and strength
| Mercenary | Veteran | Elite | |
|---|---|---|---|
| Level | 100 | 100 | 100 |
| Life | 2,116 | 6,486 | 10,958 |
| Damage | 0 to 0 | 0 to 0 | 0 to 0 |
| Defense | 30 | 58 | -720 |
| Experience | 0 | 0 | 0 |
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.
Where it is found
The map files place it nowhere.
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?
Farm (Loot Thief)
Comes from a rare event you have to trigger over and over.
- Base game book
- No. 383
- Kills needed
- 20 kills
The thief shows up with a 5% chance whenever a party member has an item drop, at most once every 5 minutes. Killing it counts; so does letting it escape (the game counts it either way). You need 20. The game shows this entry as "? ? ?".
Confidence: High the audit of the data files, confirmed by the in-game kill test
In-game kill test: unlocked after 20 kills (agrees with the data audit)
Natural spawn census: seen in 0 of 10 runs. 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.
