DS2 Revival

Morden-Urg Gifted Prodigy

Morden-Urg Gifted Prodigy is a magic creature in Dungeon Siege II and Broken World.

Back to the bestiary

Template name: morden_urg_acolyte_boss_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
Magic
Family
Morden
Habitat
Jungle
Act
Act 1
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
Level74165
Life3285,04011,674
Damage20 to 33168 to 281353 to 588
Defense30140232
Experience4405,65947,097

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%+100%
Lightning-50%-25%-10%

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

442 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 Ring4.0% (3.4 to 4.0)0.084%0.04%
Gold Amulet4.0% (3.3 to 4.0)0.057%0.025%
Gold Ring3.6% (2.9 to 3.6)0.063%0.059%
Jeweled Ring-2.5% (2.1 to 2.5)3.5% (2.9 to 3.5)
Elaborate Ring-0.042%3.5% (2.9 to 3.5)
Spell Book1.4% (1.3 to 1.6)2.8% (2.5 to 3.2)-
Grimoire--2.8% (2.5 to 3.2)
Mercenary Crossbow2.7% (2.5 to 3.4)1.5% (1.3 to 1.9)-
Gilded Ring-2.5% (2.0 to 2.5)0.36%
Ornate Ring-2.5% (2.0 to 2.5)0.02%
Dryad Bow2.3% (2.1 to 3.0)--
Short Bow2.3% (2.1 to 3.0)1.5% (1.3 to 1.9)-
Throwing Axe2.3% (2.1 to 3.0)0.21%-
Throwing Knife2.3% (2.1 to 3.0)--
Druid Staff2.0% (0.89 to 3.2)-2.0% (0.88 to 3.2)
Ritual Staff2.0% (0.89 to 3.2)1.5% (0.76 to 2.3)-
Cryptic Cestus--2.0% (0.88 to 3.2)
Buckler2.0% (1.8 to 2.5)1.9% (1.7 to 2.3)-
Small Shield2.0% (1.8 to 2.5)1.9% (1.7 to 2.3)-
Jeweled Pendant-1.9% (1.6 to 1.9)1.3% (1.1 to 1.3)
Intricate Amulet-1.9% (1.6 to 1.9)0.012%
Large Shield-0.25%1.9% (1.7 to 2.3)
Tower Shield--1.9% (1.7 to 2.3)
Arcane Cestus-1.5% (0.76 to 2.3)-
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Small Health Potion43%--
Small Mana Potion27%--
Colossal Health Potion--22%
Large Health Potion-22%-
Super Health Potion-22%22%
Colossal Mana Potion--14%

The chance is for one kill of this creature (level 7 / 41 / 65 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 Western Greilyn Jungle: 1 of 3 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. 23
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
Level74976
Life3286,94715,629
Damage20 to 33222 to 371459 to 765
Defense30169278
Experience44011,273129,452

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%+100%
Lightning-50%-25%-10%

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

551 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
Silver Ring4.0% (3.3 to 4.0)3.6% (2.9 to 3.6)-
Gold Amulet3.9% (3.2 to 3.9)1.9% (1.6 to 1.9)-
Gold Ring3.7% (3.0 to 3.7)3.6% (2.9 to 3.6)-
Elaborate Ring-0.21%3.6% (2.9 to 3.6)
Ornate Ring--3.6% (2.9 to 3.6)
Spell Book1.5% (1.3 to 1.7)3.0% (2.7 to 3.4)-
Ritual Book--3.0% (2.7 to 3.4)
Mercenary Crossbow2.6% (2.3 to 3.3)--
Cryptic Cestus-1.5% (0.71 to 2.4)2.4% (1.1 to 3.6)
Yearling Staff--2.4% (1.1 to 3.6)
Dryad Bow2.4% (2.1 to 3.1)--
Short Bow2.4% (2.1 to 3.1)--
Throwing Axe2.4% (2.1 to 3.1)--
Throwing Knife2.4% (2.1 to 3.1)1.5% (1.3 to 1.9)-
Druid Staff2.1% (0.89 to 3.4)--
Ritual Staff2.1% (0.89 to 3.4)1.5% (0.71 to 2.4)-
Buckler2.0% (1.8 to 2.4)--
Small Shield2.0% (1.8 to 2.4)1.9% (1.8 to 2.1)-
Talisman-1.9% (1.6 to 1.9)-
Spiral Amulet-0.019%1.9% (1.5 to 1.9)
Resplendent Amulet-0.0093%1.9% (1.5 to 1.9)
Heater Shield-1.9% (1.8 to 2.1)-
Ironwood Bow-1.5% (1.3 to 1.9)1.7% (1.5 to 2.2)
Stalker Bow--1.7% (1.5 to 2.2)
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--20%
Small Health Potion20%--
Super Health Potion-20%-
Colossal Mana Potion--20%
Small Mana Potion20%--
Super Mana Potion-20%-

The chance is for one kill of this creature (level 7 / 49 / 76 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 Western Greilyn Jungle: 1 of 3 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. 23
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.