DS2 Revival

Plagued Veesh

Plagued Veesh is a melee creature in Dungeon Siege II and Broken World.

Back to the bestiary

Template name: veesh_stats

Plagued Veesh camouflage themselves to resemble the jungle floor. Their clawed shells look like twisted roots and their green bodies blend in to the ground, but the purple undersides of their rear tentacles give them away when they move.

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
Melee
Family
Veesh
Habitat
Jungle
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
Level124467
Life3072,6005,614
Damage37 to 62210 to 349414 to 690
Defense45150240
Experience1912,19316,956

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

457 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% (0.19 to 0.24)0.34% (0.27 to 0.34)0.24% (0.2 to 0.24)
Ornate Ring-0.34% (0.27 to 0.34)0.0012%
Gilded Ring-0.0012%0.24% (0.2 to 0.24)
Gold Amulet0.24% (0.2 to 0.24)0.0033%0.0015%
Silver Ring0.24% (0.19 to 0.24)0.026%0.0025%
Gold Ring0.24% (0.19 to 0.24)0.0037%0.0037%
Elaborate Ring-0.0025%0.21% (0.17 to 0.21)
Arcane Cestus0.19% (0.078 to 0.31)0.19% (0.071 to 0.3)-
Ritual Staff0.19% (0.078 to 0.31)--
Yearling Staff-0.19% (0.071 to 0.3)-
Explorer Helm0.0086%0.091% (0.075 to 0.14)0.15% (0.12 to 0.26)
Tribal Armor0.15% (0.12 to 0.26)0.081% (0.065 to 0.13)-
Cryptic Cestus-0.0087%0.15% (0.073 to 0.23)
Spirit Cestus--0.15% (0.073 to 0.23)
Druid Staff--0.15% (0.073 to 0.23)
Spell Book0.14% (0.13 to 0.16)0.14% (0.13 to 0.16)-
Mage's Book-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)
Composite Bow0.14% (0.13 to 0.18)0.1% (0.094 to 0.14)0.12% (0.11 to 0.17)
Curve Bow--0.14% (0.13 to 0.18)
Elven Longbow-0.1% (0.094 to 0.14)0.14% (0.13 to 0.18)
Short Bow0.14% (0.13 to 0.18)0.1% (0.094 to 0.14)-
Arbalest--0.14% (0.13 to 0.18)
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--6.0%
Super Health Potion-6.0%-
Colossal Mana Potion--3.5%
Super Mana Potion-3.5%-
Health Potion3.0%--
Small Health Potion3.0%--

The chance is for one kill of this creature (level 12 / 44 / 67 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 Lower Kithraya Caverns6
The Upper Kithraya Caverns6

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. 76
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: 7. 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
Level125178
Life3073,3967,459
Damage37 to 62265 to 441536 to 893
Defense45177287
Experience1914,03046,762

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
Ritual Book0.089% (0.078 to 0.099)-0.18% (0.16 to 0.2)
Gold Amulet0.15% (0.13 to 0.15)0.11% (0.091 to 0.11)-
Gold Ring0.15% (0.12 to 0.15)0.15% (0.12 to 0.15)-
Elaborate Ring-0.15% (0.12 to 0.15)0.15% (0.12 to 0.15)
Silver Ring0.15% (0.12 to 0.15)0.13% (0.1 to 0.13)-
Jeweled Ring0.15% (0.12 to 0.15)--
Adorned Ring--0.15% (0.12 to 0.15)
Ornate Ring--0.15% (0.12 to 0.15)
Arcane Cestus0.12% (0.049 to 0.19)0.088% (0.04 to 0.14)-
Ritual Staff0.12% (0.049 to 0.19)0.088% (0.04 to 0.14)-
Talisman0.077% (0.063 to 0.077)0.11% (0.091 to 0.11)-
Spiral Amulet--0.11% (0.087 to 0.11)
Resplendent Amulet--0.11% (0.087 to 0.11)
Heater Shield0.076% (0.071 to 0.09)0.11% (0.1 to 0.12)-
Small Shield0.076% (0.071 to 0.09)0.11% (0.1 to 0.12)-
Hunter Sword--0.098% (0.086 to 0.13)
Ironwood Bow-0.078% (0.07 to 0.1)0.092% (0.083 to 0.12)
Swift Bow--0.092% (0.083 to 0.12)
Arbalest-0.078% (0.07 to 0.1)0.092% (0.083 to 0.12)
Ballista--0.092% (0.083 to 0.12)
Glaive--0.092% (0.083 to 0.12)
Throwing Shiv--0.092% (0.083 to 0.12)
Elven Staff--0.091% (0.043 to 0.14)
Yearling Staff--0.091% (0.043 to 0.14)
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--3.0%
Super Health Potion-3.0%-
Colossal Mana Potion--3.0%
Super Mana Potion-3.0%-
Health Potion1.5%--
Small Health Potion1.5%--

The chance is for one kill of this creature (level 12 / 51 / 78 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 Lower Kithraya Caverns6
The Upper Kithraya Caverns6

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. 76
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: 7. 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.