DS2 Revival

Snow Kurgan

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

Back to the bestiary

Template name: kurgan_snow_02_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
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
Level275375
Life8852,9155,544
Damage86 to 144239 to 398425 to 708
Defense92184274
Experience5434,80835,399

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

469 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 Ring0.35% (0.29 to 0.35)0.47% (0.38 to 0.47)0.0025%
Jeweled Ring0.35% (0.28 to 0.35)0.0037%0.0037%
Tower Shield0.13% (0.11 to 0.17)0.18% (0.17 to 0.23)0.25% (0.22 to 0.33)
Elaborate Ring0.002%0.23% (0.19 to 0.23)0.24% (0.19 to 0.24)
Adorned Ring0.002%0.0012%0.23% (0.19 to 0.23)
Ornate Ring-0.0012%0.23% (0.19 to 0.23)
Heater Shield-0.18% (0.17 to 0.23)-
Jeweled Pendant0.17% (0.14 to 0.17)0.0022%0.0023%
Spiral Amulet0.17% (0.14 to 0.17)0.13% (0.1 to 0.13)0.12% (0.099 to 0.12)
Ancestral Armor0.085% (0.067 to 0.14)-0.16% (0.12 to 0.27)
Elementalist Robe0.085% (0.067 to 0.14)0.16% (0.12 to 0.26)-
Cryptic Cestus0.15% (0.072 to 0.23)-0.15% (0.078 to 0.23)
Elven Staff0.15% (0.072 to 0.23)-0.15% (0.078 to 0.23)
Yearling Staff--0.15% (0.078 to 0.23)
Carved Boots0.093% (0.075 to 0.15)0.15% (0.12 to 0.25)-
Carved Gloves0.093% (0.075 to 0.15)0.15% (0.12 to 0.25)-
Stalker Bow0.14% (0.13 to 0.18)0.12% (0.11 to 0.16)0.15% (0.13 to 0.19)
Swift Bow--0.15% (0.13 to 0.19)
Arbalest0.14% (0.13 to 0.18)0.12% (0.11 to 0.16)0.15% (0.13 to 0.19)
Heavy Crossbow-0.013%0.15% (0.13 to 0.19)
Throwing Star-0.12% (0.11 to 0.16)0.15% (0.13 to 0.19)
Throwing Shiv--0.15% (0.13 to 0.19)
Arcane Cestus0.14% (0.063 to 0.22)0.14% (0.067 to 0.22)-
Druid Staff0.0093%0.14% (0.067 to 0.22)-
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%
Large Mana Potion3.5%--
Super Mana Potion-3.5%-
Large Health Potion3.0%--

The chance is for one kill of this creature (level 27 / 53 / 75 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 Garden of the Ancients246

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. 228
Kills needed
5 kills

24 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 6 of 10 runs, most in one region: 60. 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
Level275985
Life8853,5497,016
Damage86 to 144284 to 474527 to 878
Defense92208318
Experience5438,21189,931

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

583 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
Gold Ring0.22% (0.18 to 0.22)0.13% (0.1 to 0.13)-
Jeweled Ring0.22% (0.18 to 0.22)0.15% (0.12 to 0.15)-
Adorned Ring-0.15% (0.12 to 0.15)0.21% (0.17 to 0.21)
Gilded Ring--0.21% (0.17 to 0.21)
Chakram--0.2% (0.18 to 0.26)
Platinum Charm--0.14% (0.12 to 0.14)
Spirit Cestus--0.13% (0.059 to 0.2)
Yearling Staff--0.12% (0.052 to 0.2)
Kite Shield-0.01%0.12% (0.11 to 0.14)
Jeweled Pendant0.11% (0.089 to 0.11)0.078% (0.065 to 0.078)-
Spiral Amulet0.11% (0.088 to 0.11)0.066% (0.052 to 0.066)-
Ceremonial Shield--0.11% (0.1 to 0.12)
Heater Shield-0.11% (0.1 to 0.12)-
Large Shield-0.11% (0.1 to 0.12)-
Elven Longbow0.011%0.08% (0.072 to 0.1)0.1% (0.089 to 0.13)
Ironwood Bow--0.1% (0.089 to 0.13)
Swift Bow--0.1% (0.089 to 0.13)
Arbalest0.088% (0.079 to 0.12)-0.1% (0.089 to 0.13)
Throwing Shiv-0.011%0.1% (0.089 to 0.13)
Cryptic Cestus0.093% (0.045 to 0.14)0.088% (0.04 to 0.14)-
Elven Staff0.093% (0.045 to 0.14)0.088% (0.04 to 0.14)-
Spell Book0.089% (0.078 to 0.099)--
Mage's Book-0.089% (0.078 to 0.099)-
Ritual Book-0.089% (0.078 to 0.099)-
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%
Large Mana Potion3.0%--
Super Mana Potion-3.0%-
Large Health Potion1.5%--

The chance is for one kill of this creature (level 27 / 59 / 85 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 Garden of the Ancients246

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. 228
Kills needed
5 kills

24 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 6 of 10 runs, most in one region: 60. 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.