DS2 Revival

Hardened Forest Va'arth Brute

Hardened Forest Va'arth Brute is a melee creature in Dungeon Siege II and Broken World.

Back to the bestiary

Template name: morden_vaarth_melee_forest_02_boss_stats

Enslaved centuries ago by a long-vanished civilization, the Va'arth vow to never forget their past oppression. Preferring to keep their bonds as a reminder, they use chains of metal to decorate their soldiers, using them as a badge of honor.

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
Va'arth
Habitat
Encanted Forest
Act
Act 2
Rank
Miniboss (boss)

Drops

Miniboss drop table. Chance per kill, before Magic Find:

Drops
DropChanceItem level vs. creature level
Gold100%
Potion10%-10 to 0
Health potion40%-10 to 0
Mana potion24%-10 to 0
Magic item (1 modifier)30%-3 to +2
Magic item (2 modifiers)50%-3 to +2
Rare item12%-3 to +3
Unique item4.0%-40 to +3
Set item4.0%-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
Level235073
Life3,10212,01224,156
Damage181 to 302569 to 9481,061 to 1,768
Defense79173265
Experience1,33712,30498,075

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
Ice+50%+75%+100%
Non-elemental-25%-5%-1%

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

449 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 Ring3.7% (3.1 to 3.7)0.059%0.059%
Gold Ring0.079%3.7% (3.0 to 3.7)0.04%
Elaborate Ring3.7% (3.0 to 3.7)3.7% (3.0 to 3.7)3.6% (2.9 to 3.6)
Adorned Ring-0.02%3.5% (2.9 to 3.5)
Etched Tome1.4% (1.3 to 1.6)1.4% (1.3 to 1.6)2.8% (2.5 to 3.2)
Tower Shield0.25%0.25%2.1% (2.0 to 2.6)
Cryptic Cestus--2.1% (0.96 to 3.3)
Elven Staff2.0% (0.89 to 3.2)-2.1% (0.96 to 3.3)
Arcane Cestus2.0% (0.89 to 3.2)2.1% (0.95 to 3.3)-
Ritual Staff-2.1% (0.95 to 3.3)-
Gold Amulet1.9% (1.5 to 1.9)1.9% (1.6 to 1.9)0.025%
Talisman0.05%1.9% (1.6 to 1.9)0.025%
Heater Shield1.9% (1.7 to 2.3)1.9% (1.7 to 2.3)-
Kite Shield--1.9% (1.7 to 2.3)
Small Shield1.9% (1.7 to 2.3)1.9% (1.7 to 2.3)-
Spiral Amulet1.8% (1.5 to 1.8)0.025%1.3% (1.1 to 1.3)
Composite Bow1.7% (1.5 to 2.2)1.3% (1.2 to 1.7)-
Ironwood Bow-1.3% (1.2 to 1.7)1.7% (1.5 to 2.2)
Short Bow1.7% (1.5 to 2.2)--
Stalker Bow1.7% (1.5 to 2.2)0.21%1.7% (1.5 to 2.2)
Swift Bow--1.7% (1.5 to 2.2)
Heavy Crossbow--1.7% (1.5 to 2.2)
Mercenary Crossbow1.7% (1.5 to 2.2)--
Throwing Crescent1.7% (1.5 to 2.2)--
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--43%
Super Health Potion-43%-
Health Potion42%--
Colossal Mana Potion--27%
Super Mana Potion-27%-
Large Mana Potion14%--

The chance is for one kill of this creature (level 23 / 50 / 73 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

Random boss spots (one boss of the pool is picked per spot):

  • The Aman'lu Hills: 1 of 3 possible bosses

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 boss only

Only as one of several possible bosses at a random boss spot.

Base game book
No. 164
Kills needed
1 kill

Only as one of several possible bosses; reroll the area to see another one.

Confidence: High the audit of the data files, confirmed by the in-game kill test

In-game kill test: unlocked after 1 kills (agrees with the data audit)

Natural spawn census: seen in 1 of 10 runs, most in one region: 2. A lower bound; a run only loads the areas near the party.

Bestiary fix package (in testing, not released): an optional switch, off by default, swaps a boss you have already killed for one you have not; tested on three regions.

Confidence: Medium 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
Level235783
Life3,10215,26430,743
Damage181 to 302703 to 1,1711,322 to 2,203
Defense79200309
Experience1,33722,877248,533

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
Ice+50%+75%+100%
Non-elemental-25%-5%-1%

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

567 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
Jeweled Ring3.8% (3.1 to 3.8)3.6% (2.9 to 3.6)-
Elaborate Ring3.7% (3.0 to 3.7)--
Adorned Ring-0.21%3.7% (3.0 to 3.7)
Gilded Ring--3.7% (3.0 to 3.7)
Gold Ring0.059%3.6% (2.9 to 3.6)-
Mage's Book-3.0% (2.7 to 3.4)-
Platinum Charm--2.5% (2.1 to 2.5)
Chakram--2.5% (2.3 to 3.3)
Elven Longbow-1.5% (1.3 to 1.9)2.3% (2.1 to 3.1)
Swift Bow--2.3% (2.1 to 3.1)
Arbalest0.17%-2.3% (2.1 to 3.1)
Throwing Shiv--2.3% (2.1 to 3.1)
Spirit Cestus--2.3% (1.1 to 3.5)
Yearling Staff--2.3% (1.1 to 3.5)
Arcane Cestus2.1% (0.89 to 3.4)0.087%-
Elven Staff2.1% (0.89 to 3.4)2.0% (0.81 to 3.3)-
Cryptic Cestus-2.0% (0.81 to 3.3)-
Ceremonial Shield--1.9% (1.8 to 2.3)
Kite Shield--1.9% (1.8 to 2.3)
Heater Shield1.8% (1.7 to 2.2)1.9% (1.8 to 2.2)-
Large Shield-1.9% (1.8 to 2.2)-
Gold Amulet1.9% (1.5 to 1.9)--
Spiral Amulet1.8% (1.5 to 1.8)1.3% (1.0 to 1.3)-
Small Shield1.8% (1.7 to 2.2)--
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--20%
Health Potion20%--
Super Health Potion-20%-
Colossal Mana Potion--20%
Super Mana Potion-20%-
Large Mana Potion10%--

The chance is for one kill of this creature (level 23 / 57 / 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

Random boss spots (one boss of the pool is picked per spot):

  • The Aman'lu Hills: 1 of 3 possible bosses

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 boss only

Only as one of several possible bosses at a random boss spot.

Base game book
No. 164
Kills needed
1 kill

Only as one of several possible bosses; reroll the area to see another one.

Confidence: High the audit of the data files, confirmed by the in-game kill test

In-game kill test: unlocked after 1 kills (agrees with the data audit)

Natural spawn census: seen in 1 of 10 runs, most in one region: 2. A lower bound; a run only loads the areas near the party.

Bestiary fix package (in testing, not released): an optional switch, off by default, swaps a boss you have already killed for one you have not; tested on three regions.

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

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