DS2 Revival

Gorgak

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

Back to the bestiary

Template name: gorgak_stats

'Summoning the Gorgak' is a Dryad phrase for performing a feat of sudden and unexpected strength. It also helps explain how a herbivore like the Gorgak is able to survive in a jungle full of predators like Terraks, Gilas, and Maguars: they are immensely strong.

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
Gorgak
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
Level84265
Life2212,9906,633
Damage30 to 49234 to 390472 to 786
Defense33143232
Experience1441,84814,129

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

455 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 Ring0.37% (0.3 to 0.37)0.0053%0.0025%
Gold Amulet0.36% (0.29 to 0.36)0.0033%0.0015%
Gold Ring0.34% (0.28 to 0.34)0.004%0.0037%
Spell Book0.14% (0.13 to 0.16)0.28% (0.25 to 0.32)-
Jeweled Ring-0.24% (0.19 to 0.24)0.24% (0.2 to 0.24)
Elaborate Ring-0.0026%0.24% (0.2 to 0.24)
Gilded Ring-0.23% (0.19 to 0.23)0.0025%
Ornate Ring-0.23% (0.19 to 0.23)0.0012%
Adorned Ring-0.0013%0.21% (0.17 to 0.21)
Mercenary Crossbow0.21% (0.19 to 0.27)0.11% (0.1 to 0.15)-
Dryad Bow0.19% (0.17 to 0.24)--
Short Bow0.19% (0.17 to 0.24)0.11% (0.1 to 0.15)-
Throwing Axe0.19% (0.17 to 0.24)0.013%-
Throwing Knife0.19% (0.17 to 0.24)0.099% (0.088 to 0.13)-
Buckler0.18% (0.17 to 0.22)0.13% (0.11 to 0.17)-
Small Shield0.18% (0.17 to 0.22)0.13% (0.11 to 0.17)-
Spiral Amulet-0.11% (0.085 to 0.11)0.17% (0.14 to 0.17)
Platinum Charm-<0.001%0.17% (0.14 to 0.17)
Scout Bow0.17% (0.15 to 0.22)0.11% (0.1 to 0.15)-
Adept Robe-0.085% (0.067 to 0.14)0.16% (0.12 to 0.26)
Apprentice Robe0.15% (0.12 to 0.24)--
Explorer Boots-0.093% (0.075 to 0.15)0.15% (0.12 to 0.25)
Explorer Gloves-0.093% (0.075 to 0.15)0.15% (0.12 to 0.25)
Leather Jerkin0.15% (0.12 to 0.22)--
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Small Health Potion6.0%--
Super Health Potion-6.0%3.0%
Small Mana Potion3.5%--
Colossal Health Potion--3.0%
Colossal Mana Potion--1.8%
Large Mana Potion-1.8%-

The chance is for one kill of this creature (level 8 / 42 / 65 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 Western Greilyn Jungle6
The Southern Greilyn Jungle3

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. 12
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
Level85076
Life2214,0958,880
Damage30 to 49307 to 512614 to 1,023
Defense33173278
Experience1443,69138,836

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

569 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 Ring0.24% (0.19 to 0.24)0.21% (0.17 to 0.21)-
Gold Amulet0.23% (0.19 to 0.23)0.078% (0.065 to 0.078)-
Gold Ring0.22% (0.18 to 0.22)0.21% (0.17 to 0.21)-
Spell Book0.089% (0.078 to 0.099)0.18% (0.16 to 0.2)-
Elaborate Ring-0.013%0.15% (0.12 to 0.15)
Ornate Ring--0.15% (0.12 to 0.15)
Tower Shield--0.14% (0.13 to 0.17)
Mercenary Crossbow0.13% (0.12 to 0.17)--
Adorned Ring--0.13% (0.1 to 0.13)
Dryad Bow0.12% (0.11 to 0.15)0.069% (0.061 to 0.093)-
Short Bow0.12% (0.11 to 0.15)--
Throwing Axe0.12% (0.11 to 0.15)--
Throwing Knife0.12% (0.11 to 0.15)0.079% (0.071 to 0.1)-
Elven Sword--0.11% (0.1 to 0.16)
Stalker Bow--0.11% (0.1 to 0.15)
Swift Bow--0.11% (0.1 to 0.15)
Arbalest-0.079% (0.071 to 0.1)0.11% (0.1 to 0.15)
Heavy Crossbow--0.11% (0.1 to 0.15)
Throwing Star-0.079% (0.071 to 0.1)0.11% (0.1 to 0.15)
Throwing Shiv--0.11% (0.1 to 0.15)
Buckler0.11% (0.11 to 0.14)--
Small Shield0.11% (0.11 to 0.14)0.11% (0.11 to 0.13)-
Heater Shield-0.11% (0.11 to 0.13)-
Scout Bow0.1% (0.091 to 0.14)0.079% (0.071 to 0.1)-
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--3.0%
Small Health Potion3.0%--
Super Health Potion-3.0%-
Colossal Mana Potion--3.0%
Small Mana Potion3.0%--
Super Mana Potion-3.0%-

The chance is for one kill of this creature (level 8 / 50 / 76 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 Western Greilyn Jungle6
The Southern Greilyn Jungle3

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. 12
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.