DS2 Revival

Morden-Viir Impaler Master

Morden-Viir Impaler Master is a melee creature in Dungeon Siege II and Broken World.

Back to the bestiary

Template name: morden_viir_lancer_desert_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
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
Level376182
Life7,00117,29730,048
Damage357 to 594786 to 1,3091,294 to 2,157
Defense125216304
Experience4,04532,772226,337

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.

No resistances or weaknesses are written in the template.

What it can drop: Base game

472 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%3.7% (3.0 to 3.7)4.9% (4.1 to 4.9)
Elaborate Ring3.5% (2.9 to 3.5)3.7% (3.1 to 3.7)0.059%
Gilded Ring3.5% (2.8 to 3.5)0.02%2.5% (2.0 to 2.5)
Ritual Book2.8% (2.5 to 3.2)2.8% (2.5 to 3.2)-
Platinum Charm0.015%1.8% (1.5 to 1.8)2.0% (1.7 to 2.0)
Elven Longbow--2.0% (1.8 to 2.6)
Swift Bow1.5% (1.3 to 1.9)-2.0% (1.8 to 2.6)
Arbalest--2.0% (1.8 to 2.6)
Ballista1.5% (1.3 to 1.9)-2.0% (1.8 to 2.6)
Chakram--2.0% (1.8 to 2.6)
Throwing Shiv1.5% (1.3 to 1.9)1.7% (1.6 to 2.2)2.0% (1.8 to 2.6)
Ceremonial Shield1.4% (1.2 to 1.8)-2.0% (1.8 to 2.5)
Kite Shield-1.4% (1.2 to 1.8)2.0% (1.8 to 2.5)
Spirit Cestus1.9% (0.77 to 3.1)-1.6% (0.81 to 2.4)
Ritual Staff1.9% (0.77 to 3.1)--
Vai'Kesh Cleaver--1.9% (1.6 to 2.6)
Gold Amulet1.8% (1.5 to 1.8)0.035%0.012%
Jeweled Pendant0.03%1.8% (1.5 to 1.8)0.035%
Spiral Amulet1.8% (1.5 to 1.8)0.24%0.035%
Intricate Amulet0.21%0.012%1.8% (1.5 to 1.8)
Composite Bow-1.7% (1.6 to 2.2)-
Stalker Bow1.5% (1.3 to 1.9)1.7% (1.6 to 2.2)-
Heavy Crossbow-1.7% (1.6 to 2.2)-
Light Crossbow-1.7% (1.6 to 2.2)-
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion-22%43%
Large Health Potion43%--
Colossal Mana Potion-14%27%
Large Mana Potion27%--
Super Health Potion-22%-
Super Mana Potion-14%-

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 City of Darthrul1
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?

Can be completed

Enough of them exist, or a scene or conversation gives the credit.

Base game book
No. 331
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 2 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
Level376692
Life7,00120,01637,348
Damage357 to 594895 to 1,4921,580 to 2,634
Defense125236350
Experience4,04551,590579,661

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.

No resistances or weaknesses are written in the template.

What it can drop: Broken World

621 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 1.9)-6.0% (5.4 to 7.9)
Gilded Ring3.6% (2.9 to 3.6)3.7% (3.0 to 3.7)3.8% (3.1 to 3.8)
Ceremonial Shield1.3% (1.2 to 1.6)1.3% (1.2 to 1.6)3.8% (3.6 to 4.4)
Jeweled Ring0.21%3.7% (3.0 to 3.7)-
Elaborate Ring3.6% (2.9 to 3.6)--
Ornate Ring--3.6% (2.9 to 3.6)
Ritual Book3.0% (2.7 to 3.4)1.5% (1.3 to 1.7)-
Etched Tome--3.0% (2.7 to 3.4)
Ballista1.5% (1.3 to 1.9)0.17%3.0% (2.7 to 3.9)
Throwing Shiv1.5% (1.3 to 1.9)-3.0% (2.7 to 3.9)
Rift Axe--2.4% (2.1 to 3.4)
Spirit Cestus2.0% (0.76 to 3.2)1.7% (0.87 to 2.5)2.3% (1.1 to 3.5)
Yearling Staff--2.3% (1.1 to 3.5)
Ritual Staff2.0% (0.76 to 3.2)--
Intricate Amulet0.14%-2.0% (1.6 to 2.0)
Jeweled Pendant0.023%1.9% (1.5 to 1.9)-
Spiral Amulet1.8% (1.5 to 1.8)1.9% (1.5 to 1.9)-
Gold Amulet1.9% (1.5 to 1.9)--
Resplendent Amulet--1.8% (1.5 to 1.8)
Cryptic Cestus-1.7% (0.87 to 2.5)-
Druid Staff-1.7% (0.87 to 2.5)-
Curve Bow-1.7% (1.5 to 2.2)-
Elven Longbow-1.7% (1.5 to 2.2)-
Arbalest-1.7% (1.5 to 2.2)-
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 Potion20%--
Master Impale--2.3% (2.0 to 3.1)
Amber Filament-2.0%0.082%

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 City of Darthrul1
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?

Can be completed

Enough of them exist, or a scene or conversation gives the credit.

Base game book
No. 331
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 2 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.