DS2 Revival

Alpha Snow Kurgan

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

Back to the bestiary

Template name: kurgan_snow_02_boss_stats

Found throughout Aranna, the Snow Kurgan are highly prized for their fur and thick skin. Using an extra pair of eyes, the Snow 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 Snow 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
Snow 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
Level295577
Life4,58314,29626,696
Damage250 to 416663 to 1,1051,162 to 1,936
Defense98192282
Experience2,11519,139142,040

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

454 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
Gold Ring3.6% (2.9 to 3.6)2.5% (2.1 to 2.5)0.04%
Adorned Ring3.5% (2.9 to 3.5)0.02%2.5% (2.0 to 2.5)
Ritual Book--2.8% (2.5 to 3.2)
Grimoire2.8% (2.5 to 3.2)--
Jeweled Ring0.058%2.5% (2.0 to 2.5)0.059%
Elaborate Ring0.029%2.5% (2.0 to 2.5)2.5% (2.0 to 2.5)
Ornate Ring-0.02%2.5% (2.0 to 2.5)
Elven Staff1.5% (0.77 to 2.3)0.14%2.0% (0.89 to 3.2)
Yearling Staff--2.0% (0.89 to 3.2)
Hunter Sword-0.92% (0.81 to 1.2)2.0% (1.8 to 2.7)
Ironwood Bow--2.0% (1.8 to 2.6)
Swift Bow--2.0% (1.8 to 2.6)
Arbalest1.7% (1.5 to 2.2)-2.0% (1.8 to 2.6)
Ballista--2.0% (1.8 to 2.6)
Glaive-0.23%2.0% (1.8 to 2.6)
Throwing Shiv--2.0% (1.8 to 2.6)
Cryptic Cestus1.5% (0.77 to 2.3)2.0% (0.81 to 3.1)-
Druid Staff1.5% (0.77 to 2.3)2.0% (0.81 to 3.1)-
Talisman1.8% (1.5 to 1.8)1.9% (1.6 to 1.9)0.023%
Spiral Amulet0.02%1.9% (1.6 to 1.9)1.8% (1.5 to 1.8)
Large Shield1.3% (1.2 to 1.7)1.9% (1.7 to 2.3)-
Tower Shield1.3% (1.2 to 1.7)1.9% (1.7 to 2.3)1.4% (1.2 to 1.8)
Jeweled Pendant1.8% (1.5 to 1.8)0.037%0.035%
Resplendent Amulet-0.012%1.8% (1.5 to 1.8)
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--43%
Large Health Potion43%--
Super Health Potion-43%-
Colossal Mana Potion--27%
Large Mana Potion27%--
Super Mana Potion-27%-

The chance is for one kill of this creature (level 29 / 55 / 77 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):

  • The Garden of the Ancients: 1 of 4 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. 229
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 0 of 10 runs. 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
Level296187
Life4,58317,29733,599
Damage250 to 416786 to 1,3091,434 to 2,390
Defense98216327
Experience2,11532,772361,732

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

559 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
Elaborate Ring-3.7% (3.0 to 3.7)-
Adorned Ring3.6% (2.9 to 3.6)3.7% (3.0 to 3.7)3.6% (2.9 to 3.6)
Gold Ring3.6% (2.9 to 3.6)--
Ornate Ring--3.6% (2.9 to 3.6)
Swift Bow--3.4% (3.1 to 4.5)
Throwing Shiv-1.7% (1.5 to 2.2)3.4% (3.1 to 4.5)
Yearling Staff--3.4% (1.8 to 5.0)
Ritual Book-3.0% (2.7 to 3.4)-
Grimoire3.0% (2.7 to 3.4)-1.5% (1.3 to 1.7)
Vai'Kesh Cleaver0.87% (0.76 to 1.2)-2.0% (1.8 to 2.9)
Ceremonial Shield--2.0% (1.9 to 2.4)
Platinum Charm0.15%1.8% (1.5 to 1.8)1.9% (1.5 to 1.9)
Resplendent Amulet--1.9% (1.5 to 1.9)
Talisman1.9% (1.5 to 1.9)--
Jeweled Pendant1.9% (1.5 to 1.9)1.8% (1.5 to 1.8)-
Kite Shield0.12%1.3% (1.2 to 1.6)1.8% (1.7 to 2.2)
Composite Bow-1.7% (1.5 to 2.2)-
Ironwood Bow--1.7% (1.5 to 2.2)
Stalker Bow-1.7% (1.5 to 2.2)-
Ballista--1.7% (1.5 to 2.2)
Heavy Crossbow-1.7% (1.5 to 2.2)-
Light Crossbow-1.7% (1.5 to 2.2)-
Chakram0.17%-1.7% (1.5 to 2.2)
Throwing Crescent-1.7% (1.5 to 2.2)-
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion-10%20%
Large Health Potion20%--
Colossal Mana Potion-10%20%
Large Mana Potion20%--
Super Health Potion-10%-
Super Mana Potion-10%-

The chance is for one kill of this creature (level 29 / 61 / 87 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):

  • The Garden of the Ancients: 1 of 4 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. 229
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 0 of 10 runs. 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.