DS2 Revival

Mutant Sniping Tharva

Mutant Sniping Tharva is a ranged creature in Dungeon Siege II and Broken World.

Back to the bestiary

Template name: tharva_magic_boss_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. After surrounding their prey, each Sniping Tharva fires its stinger, disabling their prey.

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
Tharva
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
Level255274
Life2,85110,32119,823
Damage164 to 273489 to 815877 to 1,462
Defense85180270
Experience1,55314,671107,568

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

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
Gold Ring3.7% (3.1 to 3.7)4.9% (4.1 to 4.9)0.04%
Jeweled Ring3.7% (3.1 to 3.7)0.059%0.059%
Spell Book2.8% (2.5 to 3.2)--
Etched Tome-2.8% (2.5 to 3.2)1.4% (1.3 to 1.6)
Tower Shield1.9% (1.7 to 2.3)2.0% (1.8 to 2.5)2.7% (2.4 to 3.6)
Elaborate Ring0.035%2.5% (2.0 to 2.5)2.5% (2.1 to 2.5)
Adorned Ring-0.02%2.5% (2.0 to 2.5)
Ornate Ring-0.02%2.5% (2.0 to 2.5)
Arcane Cestus1.6% (0.82 to 2.4)2.0% (0.87 to 3.2)-
Druid Staff-2.0% (0.87 to 3.2)-
Stalker Bow1.9% (1.7 to 2.5)1.3% (1.2 to 1.7)2.0% (1.8 to 2.6)
Swift Bow--2.0% (1.8 to 2.6)
Arbalest1.9% (1.7 to 2.5)1.3% (1.2 to 1.7)2.0% (1.8 to 2.6)
Heavy Crossbow-0.21%2.0% (1.8 to 2.6)
Throwing Star-1.3% (1.2 to 1.7)2.0% (1.8 to 2.6)
Throwing Shiv--2.0% (1.8 to 2.6)
Heater Shield-2.0% (1.8 to 2.5)-
Jeweled Pendant1.9% (1.6 to 1.9)0.037%0.035%
Talisman0.05%1.9% (1.6 to 1.9)0.023%
Spiral Amulet1.9% (1.6 to 1.9)1.9% (1.6 to 1.9)1.8% (1.5 to 1.8)
Composite Bow1.9% (1.7 to 2.5)1.3% (1.2 to 1.7)-
Mercenary Crossbow1.9% (1.7 to 2.5)--
Glaive1.9% (1.7 to 2.5)--
Throwing Knife1.9% (1.7 to 2.5)--
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--43%
Super Health Potion-43%-
Colossal Mana Potion--27%
Super Mana Potion-27%-
Large Health Potion22%--
Health Potion22%--

The chance is for one kill of this creature (level 25 / 52 / 74 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):

  • Southern Vai'lutra Forest: 1 of 5 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. 176
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
Level255884
Life2,85112,60925,156
Damage164 to 273584 to 9741,090 to 1,817
Defense85204313
Experience1,55325,020272,937

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

568 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
Gold Ring3.8% (3.1 to 3.8)--
Jeweled Ring3.8% (3.1 to 3.8)3.7% (3.0 to 3.7)-
Adorned Ring-3.7% (3.0 to 3.7)3.6% (2.9 to 3.6)
Gilded Ring--3.6% (2.9 to 3.6)
Chakram--3.4% (3.0 to 4.4)
Spell Book3.0% (2.7 to 3.4)--
Etched Tome--3.0% (2.7 to 3.4)
Spirit Cestus--2.3% (1.1 to 3.5)
Yearling Staff--2.2% (0.96 to 3.4)
Kite Shield-0.17%2.0% (1.9 to 2.4)
Composite Bow1.9% (1.7 to 2.6)--
Stalker Bow1.9% (1.7 to 2.6)1.7% (1.5 to 2.2)-
Arbalest1.9% (1.7 to 2.6)-1.7% (1.5 to 2.2)
Mercenary Crossbow1.9% (1.7 to 2.6)--
Glaive1.9% (1.7 to 2.6)1.7% (1.5 to 2.2)-
Throwing Knife1.9% (1.7 to 2.6)--
Jeweled Pendant1.9% (1.6 to 1.9)1.9% (1.5 to 1.9)-
Spiral Amulet1.9% (1.6 to 1.9)--
Talisman0.037%1.9% (1.5 to 1.9)-
Platinum Charm--1.9% (1.5 to 1.9)
Intricate Amulet--1.9% (1.5 to 1.9)
Ceremonial Shield--1.9% (1.7 to 2.2)
Small Shield1.8% (1.7 to 2.2)--
Tower Shield1.8% (1.7 to 2.2)--
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--20%
Super Health Potion-20%-
Colossal Mana Potion--20%
Super Mana Potion-20%-
Large Health Potion10%--
Health Potion10%--

The chance is for one kill of this creature (level 25 / 58 / 84 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):

  • Southern Vai'lutra Forest: 1 of 5 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. 176
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.