DS2 Revival

Diseased Sangor

Diseased Sangor is a melee creature in Dungeon Siege II and Broken World.

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Template name: sangor_02_stats

The Elves began to realize there was something seriously wrong with the Vai'kesh Forest when a lone Sangor first began terrorizing the outskirts of Aman'lu. The primates of the forest were once known as proud and gentle, but the Diseased Sangor bear no resemblance to their noble kin.

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
Sangor
Habitat
Encanted Forest
Act
Act 2
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
Level255274
Life1,6205,86411,263
Damage130 to 216387 to 645693 to 1,156
Defense85180270
Experience5825,50240,338

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

454 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
Gold Ring0.46% (0.38 to 0.46)0.87% (0.71 to 0.87)0.0045%
Spell Book0.53% (0.47 to 0.59)0.27% (0.24 to 0.3)-
Tower Shield0.25% (0.22 to 0.32)0.34% (0.31 to 0.42)0.47% (0.42 to 0.62)
Jeweled Ring0.46% (0.38 to 0.46)0.0067%0.0067%
Elaborate Ring0.4% (0.32 to 0.4)0.44% (0.36 to 0.44)0.44% (0.36 to 0.44)
Adorned Ring-0.0022%0.44% (0.35 to 0.44)
Ornate Ring-0.0022%0.44% (0.35 to 0.44)
Heater Shield0.21% (0.18 to 0.28)0.34% (0.31 to 0.42)-
Composite Bow0.31% (0.27 to 0.4)0.23% (0.21 to 0.3)-
Stalker Bow0.31% (0.27 to 0.4)0.23% (0.21 to 0.3)0.27% (0.24 to 0.35)
Arbalest0.31% (0.27 to 0.4)0.23% (0.21 to 0.3)0.27% (0.24 to 0.35)
Mercenary Crossbow0.31% (0.27 to 0.4)--
Glaive0.31% (0.27 to 0.4)-0.23% (0.21 to 0.31)
Throwing Knife0.31% (0.27 to 0.4)--
Elementalist Robe0.16% (0.12 to 0.26)0.3% (0.23 to 0.5)-
Ancestral Armor0.15% (0.12 to 0.25)-0.3% (0.23 to 0.5)
Cryptic Cestus0.27% (0.13 to 0.42)-0.29% (0.15 to 0.44)
Elven Staff0.27% (0.13 to 0.42)-0.29% (0.15 to 0.44)
Yearling Staff--0.29% (0.15 to 0.44)
Carved Boots0.15% (0.12 to 0.24)0.28% (0.22 to 0.46)-
Carved Gloves0.15% (0.12 to 0.24)0.28% (0.22 to 0.46)-
Arcane Cestus0.27% (0.13 to 0.42)0.27% (0.13 to 0.42)-
Druid Staff-0.27% (0.13 to 0.42)-
Swift Bow--0.27% (0.24 to 0.35)
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--8.0%
Super Health Potion-8.0%-
Colossal Mana Potion--4.8%
Super Mana Potion-4.8%-
Large Health Potion4.0%--
Health Potion4.0%--

The chance is for one kill of this creature (level 25 / 52 / 74 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
Southern Vai'lutra Forest2
The Levreth Estate2
The Vai'kesh Forest2

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. 187
Kills needed
5 kills

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 5 kills (agrees with the data audit)

Natural spawn census: seen in 10 of 10 runs, most in one region: 16. 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
Level255884
Life1,6207,16414,293
Damage130 to 216462 to 770862 to 1,436
Defense85204313
Experience5829,382102,351

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

575 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
Adorned Ring-0.24% (0.2 to 0.24)0.35% (0.28 to 0.35)
Gilded Ring--0.35% (0.28 to 0.35)
Chakram--0.32% (0.29 to 0.42)
Spell Book0.28% (0.25 to 0.32)--
Gold Ring0.25% (0.21 to 0.25)0.21% (0.17 to 0.21)-
Jeweled Ring0.25% (0.2 to 0.25)0.24% (0.2 to 0.24)-
Platinum Charm--0.23% (0.19 to 0.23)
Elaborate Ring0.21% (0.17 to 0.21)--
Spirit Cestus--0.2% (0.086 to 0.32)
Yearling Staff--0.2% (0.086 to 0.32)
Ceremonial Shield--0.18% (0.17 to 0.21)
Kite Shield--0.18% (0.17 to 0.21)
Heater Shield0.11% (0.097 to 0.14)0.18% (0.17 to 0.2)-
Large Shield-0.18% (0.17 to 0.2)-
Composite Bow0.17% (0.15 to 0.21)--
Stalker Bow0.17% (0.15 to 0.21)0.13% (0.12 to 0.17)-
Arbalest0.17% (0.15 to 0.21)-0.16% (0.15 to 0.21)
Mercenary Crossbow0.17% (0.15 to 0.21)--
Glaive0.17% (0.15 to 0.21)0.13% (0.12 to 0.17)-
Throwing Knife0.17% (0.15 to 0.21)--
Elven Longbow-0.13% (0.12 to 0.17)0.16% (0.15 to 0.21)
Ironwood Bow--0.16% (0.15 to 0.21)
Swift Bow--0.16% (0.15 to 0.21)
Throwing Shiv--0.16% (0.15 to 0.21)
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--4.0%
Super Health Potion-4.0%-
Colossal Mana Potion--4.0%
Super Mana Potion-4.0%-
Large Health Potion2.0%--
Health Potion2.0%--

The chance is for one kill of this creature (level 25 / 58 / 84 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
Southern Vai'lutra Forest2
The Levreth Estate2
The Vai'kesh Forest2

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. 187
Kills needed
5 kills

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 5 kills (agrees with the data audit)

Natural spawn census: seen in 10 of 10 runs, most in one region: 16. 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.