DS2 Revival

Thrusk Channeler

Thrusk Channeler is a magic creature in Dungeon Siege II and Broken World.

Back to the bestiary

Template name: thrusk_desert_boss_stats

It was long believed there was an organic explanation for Thrusks' ability to shoot balls of fire. Perhaps they combined gastric chemicals to create a flaming liquid. It was not until magic was better understood that it was discovered the ability was magical in nature.

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
Magic
Family
Thrusk
Habitat
Desert
Act
Act 1
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
Level174666
Life1,1446,19712,010
Damage123 to 205498 to 831895 to 1,492
Defense60158236
Experience8738,68451,590

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

427 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 Ring3.8% (3.1 to 3.8)3.6% (2.9 to 3.6)0.04%
Gold Ring3.7% (3.1 to 3.7)0.4%0.059%
Jeweled Ring0.053%0.059%3.7% (3.0 to 3.7)
Gilded Ring-0.02%3.7% (3.0 to 3.7)
Ornate Ring-3.5% (2.8 to 3.5)0.02%
Mage's Book2.8% (2.5 to 3.2)1.4% (1.3 to 1.6)-
Druid Staff2.0% (0.89 to 3.2)-1.7% (0.96 to 2.5)
Ritual Staff2.0% (0.89 to 3.2)1.6% (0.81 to 2.4)-
Large Shield1.4% (1.2 to 1.8)2.0% (1.8 to 2.5)1.4% (1.2 to 1.8)
Small Shield1.4% (1.2 to 1.8)2.0% (1.8 to 2.5)-
Talisman2.0% (1.6 to 2.0)0.037%0.037%
Gold Amulet0.079%1.9% (1.6 to 1.9)0.025%
Jeweled Pendant1.9% (1.6 to 1.9)0.037%1.9% (1.6 to 1.9)
Spiral Amulet-0.025%1.9% (1.6 to 1.9)
Resplendent Amulet-1.9% (1.6 to 1.9)0.012%
Cryptic Cestus-1.6% (0.81 to 2.4)1.7% (0.96 to 2.5)
Spirit Cestus--1.7% (0.96 to 2.5)
Curve Bow1.7% (1.5 to 2.2)1.5% (1.3 to 1.9)1.7% (1.5 to 2.2)
Dryad Bow1.7% (1.5 to 2.2)1.5% (1.3 to 1.9)-
Elven Longbow-1.5% (1.3 to 1.9)1.7% (1.5 to 2.2)
Scout Bow1.7% (1.5 to 2.2)0.21%-
Arbalest--1.7% (1.5 to 2.2)
Heavy Crossbow1.7% (1.5 to 2.2)1.5% (1.3 to 1.9)1.7% (1.5 to 2.2)
Light Crossbow1.7% (1.5 to 2.2)1.5% (1.3 to 1.9)-
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--43%
Health Potion43%--
Super Health Potion-43%-
Colossal Mana Potion--27%
Mana Potion27%--
Super Mana Potion-27%-

The chance is for one kill of this creature (level 17 / 46 / 66 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):

  • The Azunite Desert: 1 of 3 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. 104
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 0 of 10 runs. 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
Level175480
Life1,1448,29417,210
Damage123 to 205644 to 1,0731,240 to 2,067
Defense60188296
Experience87317,511187,783

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

542 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
Silver Ring3.8% (3.1 to 3.8)--
Gold Ring3.8% (3.1 to 3.8)3.6% (2.9 to 3.6)-
Adorned Ring--3.7% (3.0 to 3.7)
Gilded Ring--3.7% (3.0 to 3.7)
Elaborate Ring-3.6% (2.9 to 3.6)-
Mage's Book3.0% (2.7 to 3.4)1.5% (1.3 to 1.7)-
Grimoire--3.0% (2.7 to 3.4)
Talisman1.9% (1.6 to 1.9)2.5% (2.1 to 2.5)-
Druid Staff2.1% (0.89 to 3.4)1.5% (0.71 to 2.4)-
Ritual Staff2.1% (0.89 to 3.4)--
Spirit Cestus--2.1% (0.82 to 3.3)
Elven Staff--2.1% (0.82 to 3.3)
Elven Longbow-0.14%2.0% (1.8 to 2.6)
Ironwood Bow-1.3% (1.2 to 1.7)2.0% (1.8 to 2.6)
Arbalest-1.3% (1.2 to 1.7)2.0% (1.8 to 2.6)
Ballista--2.0% (1.8 to 2.6)
Chakram-1.3% (1.2 to 1.7)2.0% (1.8 to 2.6)
Glaive--2.0% (1.8 to 2.6)
Jeweled Pendant1.9% (1.6 to 1.9)--
Ceremonial Shield--1.9% (1.8 to 2.3)
Kite Shield--1.9% (1.8 to 2.3)
Large Shield1.3% (1.2 to 1.7)1.9% (1.8 to 2.2)-
Tower Shield-1.9% (1.8 to 2.2)-
Platinum Charm--1.8% (1.5 to 1.8)
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--20%
Health Potion20%--
Super Health Potion-20%-
Colossal Mana Potion--20%
Mana Potion20%--
Super Mana Potion-20%-

The chance is for one kill of this creature (level 17 / 54 / 80 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):

  • The Azunite Desert: 1 of 3 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. 104
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 0 of 10 runs. 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.