DS2 Revival

Thrusk

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

Back to the bestiary

Template name: thrusk_desert_stats

It was long believed there was an organic explanation for the 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
Normal

Drops

Normal monster drop table. Chance per kill, before Magic Find:

Drops
DropChanceItem level vs. creature level
Gold15%
Health potion6.0%-10 to 0
Mana potion3.5%-10 to 0
Item8.0%-5 to +1
Rare item0.75%-4 to +2
Unique item0.25%-40 to +3
Set item0.25%-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
Level154568
Life2571,6243,462
Damage47 to 79215 to 359421 to 701
Defense54154244
Experience2302,39018,580

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

446 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 Ring0.24% (0.2 to 0.24)0.21% (0.17 to 0.21)0.35% (0.28 to 0.35)
Gilded Ring-0.0012%0.35% (0.28 to 0.35)
Gold Ring0.25% (0.2 to 0.25)0.0037%0.0025%
Silver Ring0.22% (0.18 to 0.22)0.25% (0.2 to 0.25)0.0025%
Ornate Ring-0.24% (0.2 to 0.24)0.0012%
Arcane Cestus0.19% (0.077 to 0.31)0.14% (0.067 to 0.22)-
Druid Staff0.19% (0.077 to 0.31)-0.15% (0.078 to 0.23)
Small Shield0.12% (0.11 to 0.15)0.19% (0.18 to 0.23)-
Large Shield-0.18% (0.16 to 0.22)0.13% (0.12 to 0.17)
Jeweled Pendant0.12% (0.099 to 0.12)0.13% (0.1 to 0.13)0.17% (0.14 to 0.17)
Spiral Amulet-0.0015%0.17% (0.14 to 0.17)
Spirit Cestus--0.15% (0.078 to 0.23)
Cryptic Cestus-0.14% (0.067 to 0.22)0.14% (0.068 to 0.22)
Yearling Staff-0.14% (0.067 to 0.22)-
Spell Book-0.14% (0.13 to 0.16)-
Mage's Book0.14% (0.13 to 0.16)0.14% (0.13 to 0.16)-
Ritual Book0.14% (0.13 to 0.16)-0.14% (0.13 to 0.16)
Grimoire--0.14% (0.13 to 0.16)
Curve Bow-0.013%0.14% (0.13 to 0.18)
Elven Longbow-0.12% (0.11 to 0.16)0.14% (0.13 to 0.18)
Arbalest--0.14% (0.13 to 0.18)
Ballista--0.14% (0.13 to 0.18)
Chakram--0.14% (0.13 to 0.18)
Throwing Star--0.14% (0.13 to 0.18)
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--6.0%
Health Potion6.0%--
Super Health Potion-6.0%-
Colossal Mana Potion--3.5%
Mana Potion3.5%--
Super Mana Potion-3.5%-

The chance is for one kill of this creature (level 15 / 45 / 68 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
The Azunite Desert66
An Azunite Cavern3

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?

Can be completed

Enough of them exist, or a scene or conversation gives the credit.

Base game book
No. 103
Kills needed
5 kills

6 placed, 5 needed.

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
Level155379
Life2572,1864,584
Damage47 to 79279 to 465543 to 904
Defense54184291
Experience2304,80851,322

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

587 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 Ring0.16% (0.13 to 0.16)0.29% (0.24 to 0.29)-
Jeweled Ring0.15% (0.13 to 0.15)--
Adorned Ring--0.15% (0.12 to 0.15)
Ornate Ring--0.15% (0.12 to 0.15)
Elaborate Ring-0.15% (0.12 to 0.15)0.13% (0.1 to 0.13)
Silver Ring0.14% (0.11 to 0.14)--
Arcane Cestus0.12% (0.048 to 0.19)0.088% (0.04 to 0.14)-
Druid Staff0.12% (0.048 to 0.19)0.088% (0.04 to 0.14)-
Elven Staff--0.12% (0.045 to 0.19)
Yearling Staff--0.12% (0.045 to 0.19)
Ironwood Bow-0.078% (0.07 to 0.1)0.11% (0.1 to 0.15)
Swift Bow--0.11% (0.1 to 0.15)
Arbalest-0.078% (0.07 to 0.1)0.11% (0.1 to 0.15)
Ballista--0.11% (0.1 to 0.15)
Glaive--0.11% (0.1 to 0.15)
Throwing Shiv--0.11% (0.1 to 0.15)
Heater Shield0.073% (0.068 to 0.088)0.11% (0.11 to 0.13)-
Tower Shield-0.11% (0.11 to 0.13)0.076% (0.071 to 0.09)
Hunter Sword-0.0054%0.1% (0.09 to 0.14)
Spell Book-0.089% (0.078 to 0.099)-
Mage's Book0.089% (0.078 to 0.099)--
Ritual Book0.089% (0.078 to 0.099)-0.089% (0.078 to 0.099)
Etched Tome-0.089% (0.078 to 0.099)-
Grimoire--0.089% (0.078 to 0.099)
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--3.0%
Health Potion3.0%--
Super Health Potion-3.0%-
Colossal Mana Potion--3.0%
Mana Potion3.0%--
Super Mana Potion-3.0%-

The chance is for one kill of this creature (level 15 / 53 / 79 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
The Azunite Desert66
An Azunite Cavern3

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?

Can be completed

Enough of them exist, or a scene or conversation gives the credit.

Base game book
No. 103
Kills needed
5 kills

6 placed, 5 needed.

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.