DS2 Revival

Sniping Tharva

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

Back to the bestiary

Template name: tharva_magic_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
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
Level235073
Life1696551,318
Damage33 to 55103 to 171192 to 320
Defense79173265
Experience1681,55112,359

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

473 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 Ring0.21% (0.17 to 0.21)0.22% (0.18 to 0.22)<0.001%
Gold Ring0.003%0.22% (0.18 to 0.22)0.0016%
Adorned Ring-<0.001%0.21% (0.17 to 0.21)
Gilded Ring-<0.001%0.21% (0.17 to 0.21)
Elaborate Ring0.21% (0.17 to 0.21)0.0022%0.015%
Etched Tome0.18% (0.16 to 0.2)-0.089% (0.078 to 0.099)
Arcane Cestus0.12% (0.045 to 0.19)0.0052%-
Ritual Staff0.12% (0.045 to 0.19)0.12% (0.044 to 0.19)-
Cryptic Cestus-0.12% (0.044 to 0.19)0.096% (0.048 to 0.14)
Gold Amulet0.11% (0.089 to 0.11)0.11% (0.088 to 0.11)<0.001%
Ceremonial Shield--0.11% (0.1 to 0.14)
Tower Shield--0.11% (0.1 to 0.14)
Talisman0.11% (0.088 to 0.11)0.0093%<0.001%
Resplendent Amulet-0.11% (0.086 to 0.11)<0.001%
Spirit Cestus--0.096% (0.048 to 0.14)
Elven Staff0.0056%-0.096% (0.048 to 0.14)
Ironwood Bow-0.0087%0.091% (0.082 to 0.12)
Stalker Bow--0.091% (0.082 to 0.12)
Ballista--0.091% (0.082 to 0.12)
Heavy Crossbow--0.091% (0.082 to 0.12)
Glaive--0.091% (0.082 to 0.12)
Throwing Star0.087% (0.078 to 0.11)0.078% (0.07 to 0.1)0.091% (0.082 to 0.12)
Spell Book-0.089% (0.078 to 0.099)-
Mage's Book-0.089% (0.078 to 0.099)-
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%
Super Mana Potion-2.4%-
Large Mana Potion1.2%--

The chance is for one kill of this creature (level 23 / 50 / 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
Southern 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?

Random encounter only

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

Base game book
No. 175
Kills needed
5 kills

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 5 kills (agrees with the data audit)

Natural spawn census: seen in 0 of 10 runs. 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
Level235783
Life1698331,677
Damage33 to 55127 to 212239 to 398
Defense79200309
Experience1682,88331,320

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

7 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%
Super Mana Potion-2.0%-
Large Mana Potion1.0%--

The chance is for one kill of this creature (level 23 / 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
Southern 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?

Random encounter only

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

Base game book
No. 175
Kills needed
5 kills

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 5 kills (agrees with the data audit)

Natural spawn census: seen in 0 of 10 runs. 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.