DS2 Revival

Morden-Durvla Purifier

Morden-Durvla Purifier is a melee creature in Dungeon Siege II and Broken World.

Back to the bestiary

Template name: morden_durvla_magic_stats

The Morden are a brutish, mysterious race. No one had ever seen a Morden before Valdis began his assault on the world with an army of them at his back. There are many castes of Morden, and they all take pleasure in abusing those lower in stature than themselves.

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
Morden
Habitat
Desert
Act
Act 3
Rank
Strong

Drops

Strong monster drop table. Chance per kill, before Magic Find:

Drops
DropChanceItem level vs. creature level
Gold18%
Health potion8.0%-10 to 0
Mana potion4.8%-10 to 0
Item15%-4 to +2
Rare item1.35%-3 to +2
Unique item0.45%-40 to +3
Set item0.45%-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
Level376182
Life1,9094,7178,195
Damage228 to 380502 to 836827 to 1,378
Defense125216304
Experience1,51712,29084,877

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+50%+70%+90%

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

475 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
Adorned Ring0.0025%0.45% (0.37 to 0.45)0.87% (0.71 to 0.87)
Elaborate Ring0.65% (0.53 to 0.65)0.46% (0.38 to 0.46)0.0067%
Gilded Ring0.65% (0.53 to 0.65)0.0022%0.44% (0.35 to 0.44)
Ritual Book0.53% (0.47 to 0.59)0.53% (0.47 to 0.59)-
Ceremonial Shield0.23% (0.21 to 0.31)-0.46% (0.41 to 0.61)
Jeweled Ring0.0076%0.4% (0.32 to 0.4)0.0045%
Gold Amulet0.34% (0.28 to 0.34)0.0039%0.0013%
Platinum Charm0.0017%0.33% (0.27 to 0.33)0.34% (0.27 to 0.34)
Jeweled Pendant0.0034%0.33% (0.27 to 0.33)0.0039%
Spiral Amulet0.33% (0.27 to 0.33)0.0052%0.0039%
Intricate Amulet0.0017%0.0013%0.33% (0.27 to 0.33)
Vai'Kesh Cleaver--0.33% (0.29 to 0.46)
Spirit Cestus0.25% (0.11 to 0.4)-0.29% (0.14 to 0.43)
Elven Staff-0.28% (0.14 to 0.43)0.29% (0.14 to 0.43)
Yearling Staff0.24% (0.091 to 0.38)-0.29% (0.14 to 0.43)
Arcane Cestus-0.28% (0.14 to 0.43)-
Cryptic Cestus-0.28% (0.14 to 0.43)-
Mystic Boots0.15% (0.12 to 0.24)-0.28% (0.22 to 0.46)
Raven Boots-0.28% (0.22 to 0.46)-
Mystic Gloves0.15% (0.12 to 0.24)-0.28% (0.22 to 0.46)
Raven Gloves-0.28% (0.22 to 0.46)-
Chain Mail-0.28% (0.23 to 0.43)-
Mythril Armor0.15% (0.12 to 0.22)-0.28% (0.23 to 0.43)
Elven Longbow-0.23% (0.21 to 0.31)0.27% (0.24 to 0.35)
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion-4.0%8.0%
Large Health Potion8.0%--
Colossal Mana Potion-2.4%4.8%
Large Mana Potion4.8%--
Super Health Potion-4.0%-
Super Mana Potion-2.4%-

The chance is for one kill of this creature (level 37 / 61 / 82 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 Desert of Kaderak12
A Durvla Hatchery3
The City of Darthrul2

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. 320
Kills needed
5 kills

Comes from random encounters, so how many you meet depends on the game's rolls. Also 1 placed.

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 5 of 10 runs, most in one region: 8. 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
Level376692
Life1,9095,45910,186
Damage228 to 380572 to 9531,009 to 1,682
Defense125236350
Experience1,51719,346217,373

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+50%+70%+90%

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

628 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
Swift Bow0.12% (0.11 to 0.15)-0.57% (0.51 to 0.74)
Ceremonial Shield0.12% (0.11 to 0.15)0.12% (0.11 to 0.14)0.36% (0.34 to 0.4)
Elaborate Ring0.35% (0.28 to 0.35)0.21% (0.17 to 0.21)-
Gilded Ring0.35% (0.28 to 0.35)0.24% (0.2 to 0.24)0.35% (0.28 to 0.35)
Ornate Ring--0.35% (0.28 to 0.35)
Ritual Book0.28% (0.25 to 0.32)0.14% (0.13 to 0.16)-
Ballista0.12% (0.11 to 0.15)-0.28% (0.25 to 0.37)
Throwing Shiv0.12% (0.11 to 0.15)-0.28% (0.25 to 0.37)
Jeweled Ring-0.24% (0.2 to 0.24)-
Resplendent Amulet--0.23% (0.19 to 0.23)
Spirit Cestus0.14% (0.059 to 0.21)0.15% (0.07 to 0.22)0.2% (0.087 to 0.32)
Yearling Staff0.13% (0.049 to 0.2)-0.2% (0.087 to 0.32)
Rift Axe0.056% (0.049 to 0.08)-0.2% (0.17 to 0.27)
Broad Sword-0.08% (0.07 to 0.11)0.18% (0.16 to 0.25)
Hero's Sword0.066% (0.059 to 0.089)-0.18% (0.16 to 0.25)
Gold Amulet0.18% (0.15 to 0.18)--
Spiral Amulet0.18% (0.15 to 0.18)0.13% (0.1 to 0.13)-
Cryptic Cestus-0.15% (0.07 to 0.22)-
Druid Staff-0.15% (0.07 to 0.22)-
Curve Bow-0.14% (0.13 to 0.19)-
Elven Longbow-0.14% (0.13 to 0.19)-
Arbalest-0.14% (0.13 to 0.19)-
Heavy Crossbow-0.14% (0.13 to 0.19)-
Chakram-0.14% (0.13 to 0.19)-
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion-4.0%4.0%
Large Health Potion4.0%--
Colossal Mana Potion-4.0%4.0%
Large Mana Potion4.0%--
Master Impale--0.21% (0.19 to 0.29)
Amber Filament-0.19%0.0077%

The chance is for one kill of this creature (level 37 / 66 / 92 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 Desert of Kaderak12
A Durvla Hatchery3
The City of Darthrul2

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. 320
Kills needed
5 kills

Comes from random encounters, so how many you meet depends on the game's rolls. Also 1 placed.

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 5 of 10 runs, most in one region: 8. 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.