DS2 Revival

Vasp

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

Back to the bestiary

Template name: vasp_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
Level235073
Life6352,4574,941
Damage66 to 109206 to 343384 to 639
Defense79173265
Experience4013,69129,423

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

470 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% (0.17 to 0.22)0.34% (0.28 to 0.34)0.0012%
Gold Ring0.0049%0.34% (0.27 to 0.34)0.0025%
Spell Book0.14% (0.13 to 0.16)0.28% (0.25 to 0.32)-
Jeweled Ring0.25% (0.2 to 0.25)0.0037%0.0037%
Elaborate Ring0.24% (0.2 to 0.24)0.024%0.25% (0.2 to 0.25)
Adorned Ring-0.0012%0.24% (0.2 to 0.24)
Gilded Ring-0.0012%0.21% (0.17 to 0.21)
Heater Shield0.13% (0.11 to 0.17)0.18% (0.17 to 0.23)-
Small Shield0.13% (0.11 to 0.17)0.18% (0.17 to 0.23)-
Ironwood Bow-0.12% (0.11 to 0.16)0.18% (0.16 to 0.24)
Stalker Bow0.014%-0.18% (0.16 to 0.24)
Ballista--0.18% (0.16 to 0.24)
Heavy Crossbow--0.18% (0.16 to 0.24)
Glaive0.014%-0.18% (0.16 to 0.24)
Throwing Star0.12% (0.11 to 0.17)0.12% (0.11 to 0.16)0.18% (0.16 to 0.24)
Platinum Charm-<0.001%0.17% (0.14 to 0.17)
Intricate Amulet-<0.001%0.17% (0.14 to 0.17)
Flanged Mace0.082% (0.071 to 0.11)-0.17% (0.15 to 0.24)
Cryptic Cestus-0.14% (0.067 to 0.22)0.15% (0.078 to 0.23)
Elven Staff0.15% (0.071 to 0.23)-0.15% (0.078 to 0.23)
Arcane Cestus0.15% (0.071 to 0.23)0.14% (0.067 to 0.22)-
Ritual Staff0.15% (0.071 to 0.23)0.14% (0.067 to 0.22)-
Spirit Cestus--0.14% (0.068 to 0.22)
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%
Super Mana Potion-3.5%-
Large Mana Potion1.8%--

The chance is for one kill of this creature (level 23 / 50 / 73 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 Forest66

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. 177
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 10 of 10 runs, most in one region: 16. 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
Level235783
Life6353,1226,288
Damage66 to 109254 to 424478 to 797
Defense79200309
Experience4016,86374,560

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
Adorned Ring--0.29% (0.24 to 0.29)
Jeweled Ring0.16% (0.13 to 0.16)0.15% (0.12 to 0.15)-
Elaborate Ring0.15% (0.13 to 0.15)0.13% (0.1 to 0.13)-
Gold Ring0.004%0.15% (0.12 to 0.15)-
Ceremonial Shield--0.15% (0.14 to 0.18)
Gilded Ring--0.15% (0.12 to 0.15)
Silver Ring0.14% (0.11 to 0.14)--
Platinum Charm--0.12% (0.095 to 0.12)
Talisman0.068% (0.055 to 0.068)0.11% (0.087 to 0.11)-
Spiral Amulet0.08% (0.066 to 0.08)0.11% (0.087 to 0.11)-
Intricate Amulet--0.11% (0.087 to 0.11)
Vai'Kesh Cleaver-0.045% (0.039 to 0.062)0.1% (0.089 to 0.14)
Arcane Cestus0.093% (0.045 to 0.14)--
Elven Staff0.093% (0.045 to 0.14)0.087% (0.039 to 0.14)0.093% (0.045 to 0.14)
Ritual Staff0.093% (0.045 to 0.14)--
Spirit Cestus--0.093% (0.045 to 0.14)
Yearling Staff--0.093% (0.045 to 0.14)
Elven Longbow-0.079% (0.071 to 0.1)0.092% (0.083 to 0.12)
Swift Bow--0.092% (0.083 to 0.12)
Arbalest--0.092% (0.083 to 0.12)
Ballista--0.092% (0.083 to 0.12)
Chakram-0.069% (0.061 to 0.093)0.092% (0.083 to 0.12)
Throwing Shiv--0.092% (0.083 to 0.12)
Spell Book0.089% (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%
Super Mana Potion-3.0%-
Large Mana Potion1.5%--

The chance is for one kill of this creature (level 23 / 57 / 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 Forest66

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. 177
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 10 of 10 runs, most in one region: 16. 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.