DS2 Revival

Piercing Tharva

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

Back to the bestiary

Template name: tharva_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
Level225072
Life1978191,605
Damage37 to 61122 to 203221 to 369
Defense75173261
Experience1561,55111,270

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

469 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 Ring0.22% (0.18 to 0.22)0.22% (0.18 to 0.22)0.0015%
Gold Ring0.003%0.22% (0.18 to 0.22)0.0015%
Elaborate Ring0.22% (0.18 to 0.22)0.0022%0.003%
Adorned Ring-<0.001%0.22% (0.18 to 0.22)
Gilded Ring-<0.001%0.22% (0.18 to 0.22)
Cryptic Cestus-0.12% (0.044 to 0.19)0.006%
Ritual Staff0.093% (0.045 to 0.14)0.12% (0.044 to 0.19)-
Gold Amulet0.11% (0.093 to 0.11)0.11% (0.088 to 0.11)<0.001%
Talisman0.11% (0.092 to 0.11)0.0093%<0.001%
Resplendent Amulet-0.11% (0.086 to 0.11)<0.001%
Curve Bow0.087% (0.078 to 0.11)0.078% (0.07 to 0.1)0.098% (0.088 to 0.13)
Ironwood Bow-0.0087%0.098% (0.088 to 0.13)
Ballista--0.098% (0.088 to 0.13)
Heavy Crossbow0.078% (0.069 to 0.1)-0.098% (0.088 to 0.13)
Chakram--0.098% (0.088 to 0.13)
Glaive--0.098% (0.088 to 0.13)
Spirit Cestus--0.093% (0.045 to 0.14)
Elven Staff--0.093% (0.045 to 0.14)
Arcane Cestus0.093% (0.045 to 0.14)0.0052%-
Spell Book-0.089% (0.078 to 0.099)-
Mage's Book0.089% (0.078 to 0.099)0.089% (0.078 to 0.099)-
Ritual Book--0.089% (0.078 to 0.099)
Etched Tome0.089% (0.078 to 0.099)-0.089% (0.078 to 0.099)
Arbalest-0.0087%0.089% (0.078 to 0.12)
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 22 / 50 / 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

Places the map files put it in (the numbers can be 100 or more)
PlacePlacedSpawnedRandom encounters
Southern Vai'lutra Forest6

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. 171
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 1 of 10 runs, most in one region: 35. 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
Level225683
Life1971,0072,096
Damage37 to 61146 to 243282 to 470
Defense75196309
Experience1562,63731,320

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 22 / 56 / 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 Forest6

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. 171
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 1 of 10 runs, most in one region: 35. 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.