DS2 Revival

Jabbing Tharva

Jabbing Tharva is a melee creature in Dungeon Siege II and Broken World.

Back to the bestiary

Template name: tharva_02_stats

Quick and nimble, these oversized insects swarm in large groups, devastating whole areas of the Vai'lutra Forest. Not many animals are capable of fleeing the speed of the Tharva.

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
Tharva
Habitat
Encanted Forest
Act
Act 2
Rank
Weak

Drops

Weak monster drop table. Chance per kill, before Magic Find:

Drops
DropChanceItem level vs. creature level
Gold14%
Health potion4.0%-10 to 0
Mana potion2.4%-10 to 0
Item5.0%-6 to 0
Rare item0.45%-5 to +1
Unique item0.15%-40 to +2
Set item0.15%-50 to +2

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
Level194870
Life1557611,523
Damage30 to 51114 to 190211 to 352
Defense66165253
Experience1261,3029,376

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

450 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
Silver Ring0.15% (0.13 to 0.15)0.21% (0.17 to 0.21)0.0015%
Jeweled Ring0.13% (0.11 to 0.13)0.0022%0.21% (0.17 to 0.21)
Gilded Ring-<0.001%0.21% (0.17 to 0.21)
Ornate Ring-0.21% (0.17 to 0.21)<0.001%
Mage's Book0.18% (0.16 to 0.2)0.089% (0.078 to 0.099)-
Gold Ring0.15% (0.13 to 0.15)0.015%0.0015%
Small Shield0.062% (0.055 to 0.086)0.15% (0.14 to 0.2)-
Light Crossbow0.15% (0.13 to 0.2)0.07% (0.063 to 0.092)-
Spirit Cestus--0.12% (0.048 to 0.19)
Druid Staff0.12% (0.045 to 0.19)-0.12% (0.048 to 0.19)
Ritual Staff0.12% (0.045 to 0.19)0.09% (0.042 to 0.14)-
Elven Axe0.006%-0.11% (0.096 to 0.15)
Ceremonial Shield--0.11% (0.1 to 0.14)
Large Shield0.062% (0.055 to 0.086)0.083% (0.075 to 0.11)0.11% (0.1 to 0.14)
Arcane Cestus-0.09% (0.042 to 0.14)-
Cryptic Cestus-0.09% (0.042 to 0.14)-
Spell Book-0.089% (0.078 to 0.099)-
Ritual Book--0.089% (0.078 to 0.099)
Grimoire--0.089% (0.078 to 0.099)
Curve Bow0.079% (0.071 to 0.1)0.07% (0.063 to 0.092)0.087% (0.078 to 0.11)
Elven Longbow-0.07% (0.063 to 0.092)0.087% (0.078 to 0.11)
Ironwood Bow--0.087% (0.078 to 0.11)
Arbalest--0.087% (0.078 to 0.11)
Ballista--0.087% (0.078 to 0.11)
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--2.4%
Mana Potion2.4%--
Super Mana Potion-2.4%-

The chance is for one kill of this creature (level 19 / 48 / 70 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
The Aman'lu Hills876
Northern Vai'lutra Forest3

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. 151
Kills needed
5 kills

15 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 10 of 10 runs, most in one region: 40. 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
Level195481
Life1559422,002
Damage30 to 51137 to 229270 to 451
Defense66188300
Experience1262,20725,979

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

6 different items can drop (the best are shown) Confidence: computed from data, not measured

Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--2.0%
Health Potion2.0%--
Super Health Potion-2.0%-
Colossal Mana Potion--2.0%
Mana Potion2.0%--
Super Mana Potion-2.0%-

The chance is for one kill of this creature (level 19 / 54 / 81 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
The Aman'lu Hills876
Northern Vai'lutra Forest3

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. 151
Kills needed
5 kills

15 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 10 of 10 runs, most in one region: 40. 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.