DS2 Revival

Dominant Armored Lertisk

Dominant Armored Lertisk is a melee creature in Dungeon Siege II and Broken World.

Back to the bestiary

Template name: lertisk_boss_stats

Occasionally referred to as the 'dungeon dog,' the Armored Lertisk has a natural affinity with underground ruins. Drawn to ancient magic and artifacts, especially of Azunite construction, some believe these may be the descendants of an ancient line of Azunite attack dogs.

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
Lertisk
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
Level325779
Life5,43015,26428,013
Damage288 to 479703 to 1,1711,214 to 2,023
Defense108200291
Experience2,68622,877171,075

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.

Weaknesses and resistances

Resistances (negative = weakness), percent of damage
MercenaryVeteranElite
Fire-25%-5%-1%
Ice+50%+100%+150%

Confidence: Medium As written in the template. A negative number means it takes more damage of that kind. Values of 100% and more are shown as given; the effect of going past 100% has not been tested.

What it can drop: Base game

466 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 Ring3.6% (2.9 to 3.6)0.059%0.02%
Gold Ring0.079%3.5% (2.9 to 3.5)0.04%
Jeweled Ring0.053%3.5% (2.9 to 3.5)0.059%
Adorned Ring3.5% (2.9 to 3.5)0.36%3.5% (2.9 to 3.5)
Ornate Ring-0.02%3.5% (2.9 to 3.5)
Mage's Book2.8% (2.5 to 3.2)2.8% (2.5 to 3.2)-
Arbalest--2.2% (2.1 to 2.8)
Cryptic Cestus-2.0% (0.87 to 3.2)-
Elven Staff1.5% (0.71 to 2.2)2.0% (0.87 to 3.2)1.6% (0.88 to 2.4)
Heater Shield0.25%2.0% (1.8 to 2.5)-
Large Shield1.9% (1.7 to 2.3)2.0% (1.8 to 2.5)-
Elven Longbow1.3% (1.2 to 1.7)1.5% (1.3 to 1.9)2.0% (1.8 to 2.5)
Ironwood Bow1.3% (1.2 to 1.7)-2.0% (1.8 to 2.5)
Ballista--2.0% (1.8 to 2.5)
Chakram1.3% (1.2 to 1.7)-2.0% (1.8 to 2.5)
Glaive-1.5% (1.3 to 1.9)2.0% (1.8 to 2.5)
Platinum Charm1.3% (1.1 to 1.3)0.012%1.9% (1.6 to 1.9)
Resplendent Amulet-0.012%1.9% (1.6 to 1.9)
Kite Shield1.9% (1.7 to 2.3)-1.4% (1.2 to 1.8)
Spirit Cestus--1.6% (0.88 to 2.4)
Yearling Staff1.5% (0.71 to 2.2)-1.6% (0.88 to 2.4)
Druid Staff1.5% (0.71 to 2.2)--
Curve Bow1.3% (1.2 to 1.7)1.5% (1.3 to 1.9)-
Dryad Bow-1.5% (1.3 to 1.9)-
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Large Health Potion44%--
Colossal Health Potion--43%
Super Health Potion-43%-
Colossal Mana Potion--27%
Super Mana Potion-27%-
Large Mana Potion26%--

The chance is for one kill of this creature (level 32 / 57 / 79 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):

  • Snowbrook Valley: 1 of 4 possible bosses
  • The Snowbrook Grotto: 1 of 10 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. 239
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
Level326389
Life5,43018,36135,075
Damage288 to 479829 to 1,3811,491 to 2,486
Defense108224336
Experience2,68639,272436,687

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.

Weaknesses and resistances

Resistances (negative = weakness), percent of damage
MercenaryVeteranElite
Fire-25%-5%-1%
Ice+50%+100%+150%

Confidence: Medium As written in the template. A negative number means it takes more damage of that kind. Values of 100% and more are shown as given; the effect of going past 100% has not been tested.

What it can drop: Broken World

638 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
Ballista--4.0% (3.6 to 5.2)
Ornate Ring--3.8% (3.1 to 3.8)
Silver Ring3.6% (2.9 to 3.6)--
Adorned Ring3.6% (2.9 to 3.6)2.5% (2.0 to 2.5)-
Gilded Ring--3.6% (2.9 to 3.6)
Mage's Book3.0% (2.7 to 3.4)--
Grimoire-1.5% (1.3 to 1.7)3.0% (2.7 to 3.4)
Jeweled Ring-2.5% (2.0 to 2.5)-
Elaborate Ring0.21%2.5% (2.0 to 2.5)-
Spirit Cestus--2.3% (1.1 to 3.5)
Royal Dagger-0.92% (0.81 to 1.3)2.2% (1.9 to 3.0)
Broad Sword--2.2% (1.9 to 3.0)
Yearling Staff1.5% (0.71 to 2.4)-2.2% (0.96 to 3.4)
Arcane Cestus-2.0% (0.81 to 3.3)-
Cryptic Cestus-2.0% (0.81 to 3.3)-
Ironwood Bow1.3% (1.2 to 1.7)-2.0% (1.8 to 2.6)
Swift Bow--2.0% (1.8 to 2.6)
Chakram1.3% (1.2 to 1.7)-2.0% (1.8 to 2.6)
Throwing Shiv-1.7% (1.5 to 2.2)2.0% (1.8 to 2.6)
Ceremonial Shield--1.9% (1.8 to 2.3)
Kite Shield1.8% (1.7 to 2.1)1.8% (1.7 to 2.2)1.9% (1.8 to 2.3)
Spiral Amulet0.013%1.9% (1.5 to 1.9)-
Platinum Charm1.3% (1.0 to 1.3)1.9% (1.5 to 1.9)-
Intricate Amulet--1.9% (1.5 to 1.9)
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 32 / 63 / 89 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):

  • Snowbrook Valley: 1 of 4 possible bosses
  • The Snowbrook Grotto: 1 of 10 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. 239
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.