DS2 Revival

Outcast Vasp

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

Back to the bestiary

Template name: vasp_02_stats

These forest creatures are infused with the magic of the Vai'lutra Forest. Their magic keeps their rotund bodies aloft despite their spindly wings, but they must constantly seek out and consume magical energy to stay alive.

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
Vasp
Habitat
Encanted Forest
Act
Act 2
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
Level204871
Life5052,2824,691
Damage55 to 91193 to 321366 to 610
Defense69165257
Experience3223,09924,470

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

458 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
Adorned Ring-0.0012%0.35% (0.28 to 0.35)
Gilded Ring-0.0012%0.35% (0.28 to 0.35)
Silver Ring0.25% (0.21 to 0.25)0.25% (0.2 to 0.25)0.0025%
Gold Ring0.22% (0.17 to 0.22)0.25% (0.2 to 0.25)0.0025%
Elaborate Ring0.24% (0.2 to 0.24)0.0025%0.0049%
Ornate Ring-0.21% (0.17 to 0.21)0.0012%
Druid Staff0.19% (0.077 to 0.31)-0.14% (0.063 to 0.22)
Ritual Staff0.19% (0.077 to 0.31)0.14% (0.068 to 0.22)-
Gold Amulet0.13% (0.11 to 0.13)0.18% (0.15 to 0.18)0.0015%
Resplendent Amulet-0.18% (0.14 to 0.18)<0.001%
Large Shield0.1% (0.088 to 0.14)0.18% (0.16 to 0.22)0.11% (0.097 to 0.15)
Small Shield0.085% (0.073 to 0.12)0.18% (0.16 to 0.22)-
Curve Bow0.14% (0.13 to 0.18)0.11% (0.1 to 0.15)0.16% (0.14 to 0.21)
Ironwood Bow--0.16% (0.14 to 0.21)
Ballista--0.16% (0.14 to 0.21)
Heavy Crossbow0.14% (0.13 to 0.18)0.099% (0.088 to 0.13)0.16% (0.14 to 0.21)
Chakram--0.16% (0.14 to 0.21)
Glaive--0.16% (0.14 to 0.21)
Spirit Cestus--0.15% (0.073 to 0.23)
Elven Staff--0.15% (0.073 to 0.23)
Cryptic Cestus-0.14% (0.068 to 0.22)0.01%
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 Book--0.14% (0.13 to 0.16)
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 20 / 48 / 71 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
Northern Vai'lutra Forest3
The Aman'lu Hills3

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. 157
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 8 of 10 runs, most in one region: 14. 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
Level205581
Life5052,9246,006
Damage55 to 91240 to 400458 to 764
Defense69192300
Experience3225,74261,845

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

565 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 Ring0.14% (0.11 to 0.14)0.21% (0.17 to 0.21)-
Elaborate Ring0.15% (0.13 to 0.15)0.21% (0.17 to 0.21)-
Arbalest-0.071% (0.064 to 0.092)0.19% (0.17 to 0.25)
Silver Ring0.16% (0.13 to 0.16)--
Adorned Ring--0.15% (0.12 to 0.15)
Gilded Ring--0.15% (0.12 to 0.15)
Talisman0.082% (0.068 to 0.082)0.15% (0.12 to 0.15)-
Ornate Ring--0.13% (0.1 to 0.13)
Druid Staff0.12% (0.048 to 0.19)0.087% (0.039 to 0.14)-
Ritual Staff0.12% (0.048 to 0.19)--
Platinum Charm--0.11% (0.087 to 0.11)
Resplendent Amulet--0.11% (0.087 to 0.11)
Elven Longbow-0.0087%0.1% (0.093 to 0.13)
Ironwood Bow-0.071% (0.064 to 0.092)0.1% (0.093 to 0.13)
Ballista--0.1% (0.093 to 0.13)
Chakram-0.071% (0.064 to 0.092)0.1% (0.093 to 0.13)
Glaive--0.1% (0.093 to 0.13)
Spirit Cestus--0.091% (0.043 to 0.14)
Elven Staff--0.091% (0.043 to 0.14)
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)-
Grimoire--0.089% (0.078 to 0.099)
Curve Bow0.088% (0.079 to 0.12)0.071% (0.064 to 0.092)-
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 20 / 55 / 81 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
Northern Vai'lutra Forest3
The Aman'lu Hills3

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. 157
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 8 of 10 runs, most in one region: 14. 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.