DS2 Revival

Alpha Kurgan

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

Back to the bestiary

Template name: kurgan_02_boss_stats

Found throughout Aranna, the Kurgan are highly prized for their fur and thick skin. Using an extra pair of eyes, the Kurgan are able to see exceptionally well in both day and night. Though mostly nocturnal, many a traveler has been surprised by a pack of Kurgan in broad daylight.

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
Kurgan
Habitat
Encanted Forest
Act
Act 2
Rank
Miniboss (boss)

Drops

Miniboss drop table. Chance per kill, before Magic Find:

Drops
DropChanceItem level vs. creature level
Gold100%
Potion10%-10 to 0
Health potion40%-10 to 0
Mana potion24%-10 to 0
Magic item (1 modifier)30%-3 to +2
Magic item (2 modifiers)50%-3 to +2
Rare item12%-3 to +3
Unique item4.0%-40 to +3
Set item4.0%-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
Level225072
Life2,88312,01223,541
Damage171 to 285569 to 9481,037 to 1,728
Defense75173261
Experience1,24212,30489,434

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

443 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 Ring3.7% (3.1 to 3.7)0.059%0.059%
Elaborate Ring3.7% (3.0 to 3.7)3.7% (3.0 to 3.7)3.7% (3.1 to 3.7)
Gold Ring0.079%3.7% (3.0 to 3.7)0.04%
Adorned Ring-0.02%3.7% (3.0 to 3.7)
Etched Tome1.4% (1.3 to 1.6)1.4% (1.3 to 1.6)2.8% (2.5 to 3.2)
Cryptic Cestus--2.1% (0.96 to 3.3)
Elven Staff1.6% (0.81 to 2.4)-2.1% (0.96 to 3.3)
Arcane Cestus1.6% (0.81 to 2.4)2.1% (0.95 to 3.3)-
Ritual Staff1.6% (0.81 to 2.4)2.1% (0.95 to 3.3)-
Kite Shield--2.0% (1.8 to 2.5)
Tower Shield-0.25%2.0% (1.8 to 2.5)
Gold Amulet2.0% (1.6 to 2.0)1.9% (1.6 to 1.9)0.023%
Talisman0.057%1.9% (1.6 to 1.9)0.023%
Ironwood Bow-1.3% (1.2 to 1.7)1.9% (1.7 to 2.5)
Stalker Bow0.23%0.21%1.9% (1.7 to 2.5)
Ballista--1.9% (1.7 to 2.5)
Heavy Crossbow--1.9% (1.7 to 2.5)
Glaive0.23%-1.9% (1.7 to 2.5)
Throwing Star-1.3% (1.2 to 1.7)1.9% (1.7 to 2.5)
Spiral Amulet1.9% (1.6 to 1.9)0.025%0.24%
Heater Shield1.4% (1.2 to 1.8)1.9% (1.7 to 2.3)-
Small Shield1.4% (1.2 to 1.8)1.9% (1.7 to 2.3)-
Platinum Charm-0.012%1.8% (1.5 to 1.8)
Intricate Amulet-0.012%1.8% (1.5 to 1.8)
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--43%
Super Health Potion-43%-
Health Potion42%--
Colossal Mana Potion--27%
Super Mana Potion-27%-
Large Mana Potion14%--

The chance is for one kill of this creature (level 22 / 50 / 72 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

Random boss spots (one boss of the pool is picked per spot):

  • Northern Vai'lutra Forest: 1 of 5 possible bosses

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 boss only

Only as one of several possible bosses at a random boss spot.

Base game book
No. 154
Kills needed
1 kill

Only as one of several possible bosses; reroll the area to see another one.

Confidence: High the audit of the data files, confirmed by the in-game kill test

In-game kill test: unlocked after 1 kills (agrees with the data audit)

Natural spawn census: seen in 1 of 10 runs, most in one region: 2. A lower bound; a run only loads the areas near the party.

Bestiary fix package (in testing, not released): an optional switch, off by default, swaps a boss you have already killed for one you have not; tested on three regions.

Confidence: Medium Tested on a private copy of the game.

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
Level225683
Life2,88314,77630,743
Damage171 to 285683 to 1,1381,322 to 2,203
Defense75196309
Experience1,24220,922248,533

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

570 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
Jeweled Ring3.8% (3.1 to 3.8)3.7% (3.0 to 3.7)-
Elaborate Ring3.7% (3.0 to 3.7)--
Gold Ring0.059%3.7% (3.0 to 3.7)-
Adorned Ring--3.7% (3.0 to 3.7)
Gilded Ring--3.7% (3.0 to 3.7)
Mage's Book-3.0% (2.7 to 3.4)-
Platinum Charm--2.5% (2.1 to 2.5)
Chakram--2.5% (2.3 to 3.3)
Elven Longbow-1.5% (1.3 to 1.9)2.3% (2.1 to 3.1)
Swift Bow--2.3% (2.1 to 3.1)
Arbalest--2.3% (2.1 to 3.1)
Throwing Shiv--2.3% (2.1 to 3.1)
Spirit Cestus--2.3% (1.1 to 3.5)
Yearling Staff--2.3% (1.1 to 3.5)
Gold Amulet2.0% (1.6 to 2.0)--
Ceremonial Shield--1.9% (1.8 to 2.3)
Kite Shield--1.9% (1.8 to 2.3)
Spiral Amulet1.9% (1.6 to 1.9)1.8% (1.5 to 1.8)-
Talisman0.042%1.8% (1.5 to 1.8)-
Composite Bow1.7% (1.5 to 2.2)--
Curve Bow1.7% (1.5 to 2.2)1.5% (1.3 to 1.9)-
Short Bow1.7% (1.5 to 2.2)--
Light Crossbow1.7% (1.5 to 2.2)0.15%-
Mercenary Crossbow1.7% (1.5 to 2.2)--
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--20%
Health Potion20%--
Super Health Potion-20%-
Colossal Mana Potion--20%
Super Mana Potion-20%-
Large Mana Potion10%--

The chance is for one kill of this creature (level 22 / 56 / 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

Random boss spots (one boss of the pool is picked per spot):

  • Northern Vai'lutra Forest: 1 of 5 possible bosses

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 boss only

Only as one of several possible bosses at a random boss spot.

Base game book
No. 154
Kills needed
1 kill

Only as one of several possible bosses; reroll the area to see another one.

Confidence: High the audit of the data files, confirmed by the in-game kill test

In-game kill test: unlocked after 1 kills (agrees with the data audit)

Natural spawn census: seen in 1 of 10 runs, most in one region: 2. A lower bound; a run only loads the areas near the party.

Bestiary fix package (in testing, not released): an optional switch, off by default, swaps a boss you have already killed for one you have not; tested on three regions.

Confidence: Medium Tested on a private copy of the game.

Kill counts are kept separately for Mercenary, Veteran and Elite. See how the Bestiary works.