DS2 Revival

Morden-Viir Spearman Captain

Morden-Viir Spearman Captain is a melee creature in Dungeon Siege II and Broken World.

Back to the bestiary

Template name: morden_viir_lancer_02_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
Melee
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
Level134467
Life1,2679,53320,584
Damage90 to 150465 to 775918 to 1,530
Defense48150240
Experience6757,30956,521

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
Ranged-25%-10%-5%

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

436 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 Ring2.6% (2.1 to 2.6)3.7% (3.1 to 3.7)0.04%
Jeweled Ring2.5% (2.1 to 2.5)0.059%3.7% (3.0 to 3.7)
Gilded Ring-0.02%3.7% (3.0 to 3.7)
Ornate Ring-3.7% (3.0 to 3.7)0.02%
Arcane Cestus3.3% (0.96 to 5.6)1.5% (0.77 to 2.3)-
Mage's Book-2.8% (2.5 to 3.2)-
Ritual Book2.8% (2.5 to 3.2)-1.4% (1.3 to 1.6)
Gold Ring2.6% (2.1 to 2.6)0.059%0.059%
Small Shield1.3% (1.2 to 1.6)2.1% (2.0 to 2.6)-
Spirit Cestus--2.1% (0.96 to 3.3)
Druid Staff0.16%-2.1% (0.96 to 3.3)
Ceremonial Shield--2.0% (1.8 to 2.5)
Large Shield-1.9% (1.7 to 2.3)2.0% (1.8 to 2.5)
Jeweled Pendant1.3% (1.1 to 1.3)1.9% (1.6 to 1.9)1.8% (1.5 to 1.8)
Curve Bow-0.21%1.9% (1.7 to 2.5)
Elven Longbow-1.6% (1.5 to 2.1)1.9% (1.7 to 2.5)
Arbalest--1.9% (1.7 to 2.5)
Ballista--1.9% (1.7 to 2.5)
Chakram--1.9% (1.7 to 2.5)
Throwing Star--1.9% (1.7 to 2.5)
Resplendent Amulet-1.9% (1.6 to 1.9)0.012%
Spiral Amulet-0.026%1.8% (1.5 to 1.8)
Composite Bow1.7% (1.5 to 2.1)1.6% (1.5 to 2.1)-
Scout Bow1.7% (1.5 to 2.1)--
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--43%
Super Health Potion-43%-
Colossal Mana Potion--27%
Super Mana Potion-27%-
Mana Potion26%--
Health Potion22%--

The chance is for one kill of this creature (level 13 / 44 / 67 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 Southern Greilyn Jungle1

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. 29
Kills needed
1 kill

1 placed, 1 needed.

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: 1. 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
Level135278
Life1,26712,90227,350
Damage90 to 150606 to 1,0091,188 to 1,980
Defense48180287
Experience67514,671155,873

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
Ranged-25%-10%-5%

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

564 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 Ring2.6% (2.1 to 2.6)4.9% (4.0 to 4.9)-
Adorned Ring--3.7% (3.0 to 3.7)
Ornate Ring--3.7% (3.0 to 3.7)
Arcane Cestus3.4% (0.96 to 5.9)2.0% (0.81 to 3.3)-
Ritual Book3.0% (2.7 to 3.4)-1.5% (1.3 to 1.7)
Etched Tome-3.0% (2.7 to 3.4)-
Silver Ring2.6% (2.1 to 2.6)--
Jeweled Ring2.5% (2.0 to 2.5)--
Elaborate Ring-2.5% (2.0 to 2.5)-
Elven Staff--2.0% (0.81 to 3.3)
Yearling Staff--2.0% (0.81 to 3.3)
Druid Staff0.11%2.0% (0.81 to 3.3)-
Ironwood Bow-1.3% (1.2 to 1.7)1.9% (1.7 to 2.6)
Swift Bow--1.9% (1.7 to 2.6)
Arbalest-1.3% (1.2 to 1.7)1.9% (1.7 to 2.6)
Ballista--1.9% (1.7 to 2.6)
Glaive--1.9% (1.7 to 2.6)
Throwing Shiv--1.9% (1.7 to 2.6)
Heater Shield1.3% (1.2 to 1.6)1.9% (1.8 to 2.3)-
Tower Shield-1.9% (1.8 to 2.3)1.8% (1.7 to 2.1)
Talisman1.3% (1.1 to 1.3)1.9% (1.5 to 1.9)-
Spiral Amulet-1.9% (1.5 to 1.9)1.3% (1.0 to 1.3)
Hunter Sword-0.087%1.9% (1.6 to 2.5)
Ceremonial Shield--1.8% (1.7 to 2.1)
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--20%
Super Health Potion-20%-
Colossal Mana Potion--20%
Mana Potion20%--
Super Mana Potion-20%-
Health Potion10%--

The chance is for one kill of this creature (level 13 / 52 / 78 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 Southern Greilyn Jungle1

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. 29
Kills needed
1 kill

1 placed, 1 needed.

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: 1. 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.