DS2 Revival

Pyrokinetic Morden-Gral Despoiler

Pyrokinetic Morden-Gral Despoiler is a magic creature in Dungeon Siege II and Broken World.

Back to the bestiary

Template name: morden_gral_magic_act3_boss_stats

In contrast to the physical brutality of the Morden-Viir, the Morden-Gral Mages prefer the sinister cruelty that their control over magical power affords them. The Morden-Gral Mages appear disarmingly small and weak, requiring crutches and staves just to remain standing.

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
Magic
Family
Morden
Habitat
Morden City
Act
Act 3
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
Level386283
Life4,40410,69518,446
Damage346 to 576751 to 1,2521,230 to 2,051
Defense129220309
Experience4,39635,872248,533

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+75%+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

470 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 Ring0.023%3.5% (2.9 to 3.5)3.7% (3.1 to 3.7)
Gilded Ring2.5% (2.0 to 2.5)0.02%3.7% (3.0 to 3.7)
Elaborate Ring2.5% (2.0 to 2.5)3.5% (2.9 to 3.5)0.059%
Chakram--2.6% (2.4 to 3.3)
Platinum Charm0.015%1.3% (1.1 to 1.3)2.6% (2.1 to 2.6)
Jeweled Ring2.5% (2.1 to 2.5)0.4%0.04%
Elven Longbow-0.26%2.3% (2.1 to 3.0)
Swift Bow1.5% (1.4 to 1.9)-2.3% (2.1 to 3.0)
Arbalest--2.3% (2.1 to 3.0)
Throwing Shiv1.5% (1.4 to 1.9)1.9% (1.7 to 2.5)2.3% (2.1 to 3.0)
Spirit Cestus1.9% (0.75 to 3.1)-2.2% (1.1 to 3.4)
Yearling Staff0.12%-2.2% (1.1 to 3.4)
Arcane Cestus-2.0% (0.89 to 3.2)-
Cryptic Cestus-2.0% (0.89 to 3.2)-
Ceremonial Shield1.4% (1.2 to 1.8)-2.0% (1.8 to 2.5)
Kite Shield-2.0% (1.8 to 2.5)2.0% (1.8 to 2.5)
Tower Shield-2.0% (1.8 to 2.5)-
Composite Bow-1.9% (1.7 to 2.5)-
Stalker Bow1.5% (1.4 to 1.9)1.9% (1.7 to 2.5)-
Heavy Crossbow-1.9% (1.7 to 2.5)-
Light Crossbow-1.9% (1.7 to 2.5)-
Throwing Crescent-1.9% (1.7 to 2.5)-
Spiral Amulet1.9% (1.6 to 1.9)1.3% (1.1 to 1.3)0.037%
Ritual Staff1.9% (0.75 to 3.1)--
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion-22%43%
Large Health Potion42%--
Colossal Mana Potion-14%27%
Super Health Potion-22%-
Large Mana Potion14%--
Super Mana Potion14%14%-

The chance is for one kill of this creature (level 38 / 62 / 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

Places the map files put it in (the numbers can be 100 or more)
PlacePlacedSpawnedRandom encounters
A Durvla Hatchery1

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

  • A Durvla Hatchery: 1 of 8 possible bosses
  • The Desert of Kaderak: 1 of 9 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 encounter only

Only random encounters bring them, so how many you meet depends on the game’s rolls.

Base game book
No. 335
Kills needed
1 kill

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

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 3 of 10 runs, most in one region: 2. 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
Level386793
Life4,40412,35022,873
Damage346 to 576855 to 1,4251,499 to 2,499
Defense129240355
Experience4,39656,521637,177

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+75%+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

617 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 Bow1.5% (1.3 to 2.0)-6.0% (5.4 to 7.9)
Ballista1.5% (1.3 to 2.0)1.9% (1.7 to 2.6)6.0% (5.4 to 7.9)
Gilded Ring2.5% (2.0 to 2.5)3.7% (3.0 to 3.7)4.9% (4.0 to 4.9)
Ceremonial Shield1.3% (1.2 to 1.7)1.9% (1.8 to 2.2)3.9% (3.6 to 4.6)
Jeweled Ring2.5% (2.0 to 2.5)3.7% (3.0 to 3.7)-
Spirit Cestus2.0% (0.75 to 3.2)2.1% (0.88 to 3.3)3.7% (1.2 to 6.1)
Etched Tome--3.0% (2.7 to 3.4)
Rift Axe--2.7% (2.4 to 3.6)
Katana0.85% (0.75 to 1.2)-2.7% (2.4 to 3.6)
Intricate Amulet1.9% (1.6 to 1.9)0.13%2.5% (2.1 to 2.5)
Elaborate Ring2.5% (2.0 to 2.5)--
Ornate Ring--2.5% (2.0 to 2.5)
Druid Staff-2.1% (0.88 to 3.3)-
Ritual Staff2.0% (0.75 to 3.2)--
Curve Bow-1.9% (1.7 to 2.6)-
Elven Longbow-1.9% (1.7 to 2.6)-
Arbalest-1.9% (1.7 to 2.6)-
Chakram-1.9% (1.7 to 2.6)-
Throwing Star-1.9% (1.7 to 2.6)-
Spiral Amulet1.9% (1.6 to 1.9)1.8% (1.5 to 1.8)-
Large Shield-1.9% (1.8 to 2.2)-
Jeweled Pendant0.023%1.8% (1.5 to 1.8)-
Spell Book1.5% (1.3 to 1.7)--
Ritual Book1.5% (1.3 to 1.7)1.5% (1.3 to 1.7)-
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion-20%20%
Large Health Potion20%--
Colossal Mana Potion-20%20%
Large Mana Potion10%--
Super Mana Potion10%--
Master Impale--2.3% (2.0 to 3.1)

The chance is for one kill of this creature (level 38 / 67 / 93 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
A Durvla Hatchery1

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

  • A Durvla Hatchery: 1 of 8 possible bosses
  • The Desert of Kaderak: 1 of 9 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 encounter only

Only random encounters bring them, so how many you meet depends on the game’s rolls.

Base game book
No. 335
Kills needed
1 kill

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

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 3 of 10 runs, most in one region: 2. 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.