DS2 Revival

Veteran Durvla

Veteran Durvla is a melee creature in Dungeon Siege II and Broken World.

Back to the bestiary

Template name: siege_bug_boss_stats

Launched from catapults, the Durvlas curl up into a ball, protected from a hard landing by their solid shell. They attack with slashes from their razor-sharp claws. Where they come from is not known, but there are rumors that they are being bred by Dark Wizards for the Morden armies.

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
Siege bug
Habitat
Snow 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
Level335879
Life5,72915,76128,013
Damage301 to 501723 to 1,2051,214 to 2,023
Defense112204291
Experience2,91225,020171,075

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.

No resistances or weaknesses are written in the template.

What it can drop: Base game

462 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 Ring0.053%3.7% (3.0 to 3.7)0.059%
Adorned Ring2.5% (2.0 to 2.5)3.7% (3.0 to 3.7)3.5% (2.9 to 3.5)
Ornate Ring-0.02%3.5% (2.9 to 3.5)
Mage's Book2.8% (2.5 to 3.2)1.4% (1.3 to 1.6)-
Silver Ring2.5% (2.1 to 2.5)0.059%0.02%
Elaborate Ring2.5% (2.0 to 2.5)0.059%0.059%
Arbalest--2.2% (2.1 to 2.8)
Gold Amulet2.0% (1.6 to 2.0)0.037%0.012%
Elven Longbow-1.7% (1.5 to 2.2)2.0% (1.8 to 2.5)
Ironwood Bow1.5% (1.3 to 1.9)-2.0% (1.8 to 2.5)
Ballista0.21%-2.0% (1.8 to 2.5)
Chakram1.5% (1.3 to 1.9)-2.0% (1.8 to 2.5)
Glaive-1.7% (1.5 to 2.2)2.0% (1.8 to 2.5)
Talisman0.054%1.9% (1.6 to 1.9)0.025%
Jeweled Pendant0.036%1.9% (1.6 to 1.9)0.037%
Platinum Charm1.9% (1.6 to 1.9)0.012%1.9% (1.6 to 1.9)
Resplendent Amulet-0.012%1.9% (1.6 to 1.9)
Elven Staff1.9% (0.75 to 3.1)1.6% (0.82 to 2.4)1.6% (0.88 to 2.4)
Yearling Staff1.9% (0.75 to 3.1)-1.6% (0.88 to 2.4)
Heater Shield1.4% (1.2 to 1.8)1.9% (1.7 to 2.3)-
Large Shield1.4% (1.2 to 1.8)1.9% (1.7 to 2.3)-
Dryad Bow0.21%1.7% (1.5 to 2.2)-
Stalker Bow-1.7% (1.5 to 2.2)-
Heavy Crossbow-1.7% (1.5 to 2.2)-
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Large Health Potion44%--
Colossal Health Potion--43%
Super Health Potion-43%-
Colossal Mana Potion--27%
Super Mana Potion-27%-
Large Mana Potion26%--

The chance is for one kill of this creature (level 33 / 58 / 79 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 Durvla Hatchery1

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

  • A Durvla Hatchery: 1 of 8 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 encounter only

Only random encounters bring them, so how many you meet depends on the game’s rolls.

Base game book
No. 266
Kills needed
1 kill

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 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.

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
Level336389
Life5,72918,36135,075
Damage301 to 501829 to 1,3811,491 to 2,486
Defense112224336
Experience2,91239,272436,687

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

638 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
Ballista0.14%-4.0% (3.6 to 5.2)
Ornate Ring--3.8% (3.1 to 3.8)
Gilded Ring--3.6% (2.9 to 3.6)
Mage's Book3.0% (2.7 to 3.4)--
Grimoire-1.5% (1.3 to 1.7)3.0% (2.7 to 3.4)
Silver Ring2.5% (2.0 to 2.5)--
Jeweled Ring-2.5% (2.0 to 2.5)-
Elaborate Ring2.5% (2.0 to 2.5)2.5% (2.0 to 2.5)-
Adorned Ring2.5% (2.0 to 2.5)2.5% (2.0 to 2.5)-
Spirit Cestus0.082%-2.3% (1.1 to 3.5)
Royal Dagger0.082%0.92% (0.81 to 1.3)2.2% (1.9 to 3.0)
Broad Sword--2.2% (1.9 to 3.0)
Yearling Staff2.0% (0.75 to 3.2)-2.2% (0.96 to 3.4)
Arcane Cestus-2.0% (0.81 to 3.3)-
Cryptic Cestus-2.0% (0.81 to 3.3)-
Ironwood Bow1.5% (1.3 to 1.9)-2.0% (1.8 to 2.6)
Swift Bow--2.0% (1.8 to 2.6)
Chakram1.5% (1.3 to 1.9)-2.0% (1.8 to 2.6)
Throwing Shiv-1.7% (1.5 to 2.2)2.0% (1.8 to 2.6)
Elven Staff2.0% (0.75 to 3.2)--
Gold Amulet1.9% (1.6 to 1.9)--
Ceremonial Shield--1.9% (1.8 to 2.3)
Kite Shield1.3% (1.2 to 1.7)1.8% (1.7 to 2.2)1.9% (1.8 to 2.3)
Platinum Charm1.9% (1.6 to 1.9)1.9% (1.5 to 1.9)-
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion-10%20%
Large Health Potion20%--
Colossal Mana Potion-10%20%
Large Mana Potion20%--
Super Health Potion-10%-
Super Mana Potion-10%-

The chance is for one kill of this creature (level 33 / 63 / 89 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 Durvla Hatchery1

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

  • A Durvla Hatchery: 1 of 8 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 encounter only

Only random encounters bring them, so how many you meet depends on the game’s rolls.

Base game book
No. 266
Kills needed
1 kill

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 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.

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