DS2 Revival

Plagued Windstone Fortress Sniper

Plagued Windstone Fortress Sniper is a ranged creature in Dungeon Siege II and Broken World.

Back to the bestiary

Template name: sharded_petra_male_ranged_boss_stats

When Windstone Fortress was infected by the plague, legions of soldiers were instantly transformed into strengthened, corrupted, murderous mockeries of their former selves. They killed many of their former allies before the shock of their betrayal was realized, and they continue to seek new victims.

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
Ranged
Family
Sharded Petra soldier
Habitat
Desert
Act
Act 1
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
Level214972
Life2,1379,26318,833
Damage130 to 216445 to 741837 to 1,396
Defense72169261
Experience1,15511,27389,434

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

454 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
Elaborate Ring3.5% (2.9 to 3.5)0.38%3.7% (3.1 to 3.7)
Adorned Ring-0.02%3.7% (3.0 to 3.7)
Silver Ring3.6% (2.9 to 3.6)3.6% (2.9 to 3.6)0.04%
Gold Ring0.079%3.5% (2.9 to 3.5)0.04%
Spell Book-2.8% (2.5 to 3.2)-
Etched Tome2.8% (2.5 to 3.2)-2.8% (2.5 to 3.2)
Cryptic Cestus-1.5% (0.77 to 2.3)2.1% (0.96 to 3.3)
Elven Staff0.15%-2.1% (0.96 to 3.3)
Arcane Cestus2.0% (0.88 to 3.2)1.5% (0.77 to 2.3)-
Ritual Staff2.0% (0.88 to 3.2)1.5% (0.77 to 2.3)-
Heater Shield1.4% (1.2 to 1.8)2.0% (1.8 to 2.5)-
Kite Shield--2.0% (1.8 to 2.5)
Small Shield1.4% (1.2 to 1.8)2.0% (1.8 to 2.5)-
Tower Shield--2.0% (1.8 to 2.5)
Gold Amulet1.9% (1.5 to 1.9)1.9% (1.6 to 1.9)0.023%
Talisman1.8% (1.5 to 1.8)1.9% (1.6 to 1.9)0.023%
Ironwood Bow-1.5% (1.3 to 1.9)1.9% (1.7 to 2.5)
Stalker Bow--1.9% (1.7 to 2.5)
Ballista--1.9% (1.7 to 2.5)
Heavy Crossbow--1.9% (1.7 to 2.5)
Glaive--1.9% (1.7 to 2.5)
Throwing Star1.5% (1.4 to 1.9)1.5% (1.3 to 1.9)1.9% (1.7 to 2.5)
Platinum Charm-0.012%1.8% (1.5 to 1.8)
Intricate Amulet-0.012%1.8% (1.5 to 1.8)
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Super Health Potion-44%-
Colossal Health Potion--43%
Health Potion43%--
Colossal Mana Potion--27%
Super Mana Potion-26%-
Large Mana Potion14%--

The chance is for one kill of this creature (level 21 / 49 / 72 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 Eastern Windstone Fortress Gatehouse: 1 of 1 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. 143
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
Level215682
Life2,13711,82124,039
Damage130 to 216552 to 9191,046 to 1,743
Defense72196304
Experience1,15520,922226,337

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

574 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--4.9% (4.0 to 4.9)
Gold Ring0.059%3.7% (3.0 to 3.7)-
Jeweled Ring0.27%3.7% (3.0 to 3.7)-
Silver Ring3.7% (3.0 to 3.7)--
Elaborate Ring3.6% (2.9 to 3.6)--
Mage's Book-3.0% (2.7 to 3.4)-
Etched Tome3.0% (2.7 to 3.4)-1.5% (1.3 to 1.7)
Gilded Ring--2.5% (2.0 to 2.5)
Arcane Cestus2.1% (0.88 to 3.3)--
Ritual Staff2.1% (0.88 to 3.3)--
Elven Longbow-1.5% (1.3 to 1.9)2.0% (1.8 to 2.6)
Swift Bow--2.0% (1.8 to 2.6)
Arbalest--2.0% (1.8 to 2.6)
Ballista--2.0% (1.8 to 2.6)
Chakram--2.0% (1.8 to 2.6)
Throwing Shiv--2.0% (1.8 to 2.6)
Platinum Charm--2.0% (1.6 to 2.0)
Ceremonial Shield--1.9% (1.8 to 2.3)
Kite Shield--1.9% (1.8 to 2.3)
Gold Amulet1.9% (1.5 to 1.9)--
Talisman1.9% (1.5 to 1.9)1.8% (1.5 to 1.8)-
Spiral Amulet0.15%1.8% (1.5 to 1.8)-
Intricate Amulet--1.8% (1.5 to 1.8)
Vai'Kesh Cleaver-0.81% (0.71 to 1.1)1.7% (1.5 to 2.4)
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 21 / 56 / 82 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 Eastern Windstone Fortress Gatehouse: 1 of 1 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. 143
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.