DS2 Revival

Thrine

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

Back to the bestiary

Template name: thrine_stats

The Thrine start their life as a small bud, clinging to the ground and eating anything unfortunate enough to wander by. Tearing itself from the ground at full maturity, the Thrine prefer to remain far away from their prey, hurling small spikes from its body that stick in their victims.

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
Thrine
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
Level255274
Life5181,8773,604
Damage49 to 81146 to 243261 to 435
Defense85180270
Experience3733,52125,816

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

465 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 Ring0.22% (0.18 to 0.22)0.0022%0.0022%
Elaborate Ring0.22% (0.18 to 0.22)0.15% (0.12 to 0.15)0.15% (0.13 to 0.15)
Gold Ring0.004%0.15% (0.13 to 0.15)0.0015%
Adorned Ring-<0.001%0.15% (0.12 to 0.15)
Silver Ring0.004%0.13% (0.11 to 0.13)<0.001%
Gilded Ring-<0.001%0.13% (0.11 to 0.13)
Ironwood Bow-0.077% (0.069 to 0.1)0.11% (0.1 to 0.15)
Stalker Bow0.079% (0.071 to 0.1)0.0078%0.11% (0.1 to 0.15)
Ballista--0.11% (0.1 to 0.15)
Heavy Crossbow--0.11% (0.1 to 0.15)
Glaive0.079% (0.071 to 0.1)-0.11% (0.1 to 0.15)
Throwing Star-0.077% (0.069 to 0.1)0.11% (0.1 to 0.15)
Gold Amulet0.11% (0.089 to 0.11)0.11% (0.091 to 0.11)<0.001%
Talisman0.0019%0.11% (0.091 to 0.11)<0.001%
Heater Shield0.078% (0.07 to 0.1)0.11% (0.1 to 0.14)-
Small Shield0.078% (0.07 to 0.1)0.11% (0.1 to 0.14)-
Spiral Amulet0.11% (0.087 to 0.11)0.0014%0.0093%
Platinum Charm-<0.001%0.11% (0.087 to 0.11)
Intricate Amulet-<0.001%0.11% (0.087 to 0.11)
Flanged Mace0.049% (0.043 to 0.067)-0.1% (0.09 to 0.15)
Cryptic Cestus-0.085% (0.037 to 0.13)0.096% (0.048 to 0.14)
Elven Staff0.091% (0.043 to 0.14)-0.096% (0.048 to 0.14)
Arcane Cestus0.091% (0.043 to 0.14)0.09% (0.042 to 0.14)-
Spirit Cestus--0.09% (0.042 to 0.14)
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--4.0%
Super Health Potion-4.0%-
Colossal Mana Potion--2.4%
Super Mana Potion-2.4%-
Large Health Potion2.0%--
Health Potion2.0%--

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

Places the map files put it in (the numbers can be 100 or more)
PlacePlacedSpawnedRandom encounters
Arinth's Ravine3

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. 207
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: 5. 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
Level255884
Life5182,2924,574
Damage49 to 81174 to 290324 to 541
Defense85204313
Experience3736,00565,505

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

8 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%
Super Health Potion-2.0%-
Colossal Mana Potion--2.0%
Super Mana Potion-2.0%-
Large Health Potion1.0%--
Health Potion1.0%--

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

Places the map files put it in (the numbers can be 100 or more)
PlacePlacedSpawnedRandom encounters
Arinth's Ravine3

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. 207
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: 5. 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.