DS2 Revival

Forest Va'arth Barbarian

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

Back to the bestiary

Template name: morden_vaarth_melee_forest_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
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
Level245173
Life1,8927,07613,725
Damage147 to 245450 to 750813 to 1,355
Defense82177265
Experience5405,03836,778

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+25%+50%+75%
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

451 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
Gold Ring0.012%0.66% (0.53 to 0.66)0.0045%
Elaborate Ring0.65% (0.53 to 0.65)0.65% (0.53 to 0.65)0.66% (0.53 to 0.66)
Jeweled Ring0.66% (0.53 to 0.66)0.0067%0.0067%
Adorned Ring-0.0022%0.65% (0.53 to 0.65)
Etched Tome0.27% (0.24 to 0.3)0.27% (0.24 to 0.3)0.53% (0.47 to 0.59)
Cryptic Cestus--0.36% (0.15 to 0.58)
Elven Staff0.36% (0.15 to 0.58)-0.36% (0.15 to 0.58)
Arcane Cestus0.36% (0.15 to 0.58)0.28% (0.14 to 0.42)-
Kite Shield--0.34% (0.31 to 0.42)
Tower Shield0.23% (0.21 to 0.3)0.25% (0.22 to 0.32)0.34% (0.31 to 0.42)
Gold Amulet0.23% (0.19 to 0.23)0.34% (0.27 to 0.34)0.0028%
Talisman0.0056%0.34% (0.27 to 0.34)0.0028%
Full Plate0.17% (0.15 to 0.24)-0.28% (0.23 to 0.45)
Druid Staff-0.28% (0.14 to 0.42)-
Ritual Staff-0.28% (0.14 to 0.42)-
Elementalist Boots0.15% (0.12 to 0.24)0.28% (0.22 to 0.46)-
Ancestral Boots0.15% (0.12 to 0.25)-0.28% (0.22 to 0.46)
Elementalist Gloves0.15% (0.12 to 0.24)0.28% (0.22 to 0.46)-
Ancestral Gloves0.15% (0.12 to 0.25)-0.28% (0.22 to 0.46)
Composite Bow0.27% (0.24 to 0.35)0.22% (0.2 to 0.28)-
Ironwood Bow-0.22% (0.2 to 0.28)0.27% (0.24 to 0.35)
Short Bow0.27% (0.24 to 0.35)--
Stalker Bow0.27% (0.24 to 0.35)0.22% (0.2 to 0.28)0.27% (0.24 to 0.35)
Swift Bow--0.27% (0.24 to 0.35)
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--8.0%
Health Potion8.0%--
Super Health Potion-8.0%-
Colossal Mana Potion--4.8%
Super Mana Potion-4.8%-
Large Mana Potion2.4%--

The chance is for one kill of this creature (level 24 / 51 / 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

Places the map files put it in (the numbers can be 100 or more)
PlacePlacedSpawnedRandom encounters
A Small Cave44
Southern Vai'lutra Forest (side area)44
A Cellar Beneath the Aman'lu Tavern3
Southern Vai'lutra Forest14
A Flooded Chamber4

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?

Can be completed

Enough of them exist, or a scene or conversation gives the credit.

Base game book
No. 179
Kills needed
5 kills

12 placed, 5 needed.

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 3 of 10 runs, most in one region: 14. 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
Level245783
Life1,8928,67317,468
Damage147 to 245538 to 8971,013 to 1,688
Defense82200309
Experience5408,57993,200

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+25%+50%+75%
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

576 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
Adorned Ring--0.45% (0.37 to 0.45)
Jeweled Ring0.35% (0.29 to 0.35)0.35% (0.28 to 0.35)-
Elaborate Ring0.35% (0.29 to 0.35)--
Gold Ring0.0079%0.35% (0.28 to 0.35)-
Mage's Book-0.28% (0.25 to 0.32)-
Gilded Ring--0.24% (0.2 to 0.24)
Platinum Charm--0.24% (0.19 to 0.24)
Arcane Cestus0.19% (0.079 to 0.31)--
Elven Staff0.19% (0.079 to 0.31)0.14% (0.062 to 0.22)0.13% (0.055 to 0.21)
Elven Longbow-0.13% (0.11 to 0.17)0.19% (0.17 to 0.25)
Swift Bow--0.19% (0.17 to 0.25)
Arbalest0.14% (0.13 to 0.19)-0.19% (0.17 to 0.25)
Chakram--0.19% (0.17 to 0.25)
Throwing Shiv--0.19% (0.17 to 0.25)
Ceremonial Shield--0.18% (0.17 to 0.21)
Kite Shield--0.18% (0.17 to 0.21)
Ballista--0.17% (0.15 to 0.22)
Spirit Cestus--0.15% (0.069 to 0.22)
Yearling Staff--0.15% (0.069 to 0.22)
Composite Bow0.14% (0.13 to 0.19)--
Short Bow0.14% (0.13 to 0.19)--
Stalker Bow0.14% (0.13 to 0.19)0.11% (0.098 to 0.15)-
Mercenary Crossbow0.14% (0.13 to 0.19)--
Glaive0.14% (0.13 to 0.19)0.13% (0.11 to 0.17)-
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--4.0%
Health Potion4.0%--
Super Health Potion-4.0%-
Colossal Mana Potion--4.0%
Super Mana Potion-4.0%-
Large Mana Potion2.0%--

The chance is for one kill of this creature (level 24 / 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

Places the map files put it in (the numbers can be 100 or more)
PlacePlacedSpawnedRandom encounters
A Small Cave44
Southern Vai'lutra Forest (side area)44
A Cellar Beneath the Aman'lu Tavern3
Southern Vai'lutra Forest14
A Flooded Chamber4

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?

Can be completed

Enough of them exist, or a scene or conversation gives the credit.

Base game book
No. 179
Kills needed
5 kills

12 placed, 5 needed.

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 3 of 10 runs, most in one region: 14. 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.