DS2 Revival

Colossal Sangor

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

Back to the bestiary

Template name: sangor_boss_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 twisted 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
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
Level285476
Life4,31613,82326,049
Damage238 to 396644 to 1,0731,136 to 1,894
Defense95188278
Experience1,95617,511129,452

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

456 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 Ring3.7% (3.1 to 3.7)3.6% (2.9 to 3.6)0.04%
Adorned Ring3.7% (3.0 to 3.7)0.02%0.38%
Elaborate Ring0.032%3.5% (2.9 to 3.5)3.5% (2.9 to 3.5)
Ornate Ring-0.02%3.5% (2.9 to 3.5)
Ritual Book--2.8% (2.5 to 3.2)
Grimoire2.8% (2.5 to 3.2)--
Talisman1.9% (1.6 to 1.9)2.6% (2.1 to 2.6)0.025%
Cryptic Cestus2.0% (0.81 to 3.1)1.5% (0.76 to 2.3)2.3% (1.1 to 3.4)
Yearling Staff--2.3% (1.1 to 3.4)
Large Shield1.4% (1.2 to 1.8)2.0% (1.8 to 2.5)-
Tower Shield1.4% (1.2 to 1.8)2.0% (1.8 to 2.5)1.4% (1.2 to 1.8)
Druid Staff2.0% (0.81 to 3.1)1.5% (0.76 to 2.3)-
Spiral Amulet0.022%1.3% (1.1 to 1.3)1.9% (1.6 to 1.9)
Jeweled Pendant1.9% (1.6 to 1.9)0.037%0.037%
Resplendent Amulet-0.012%1.9% (1.6 to 1.9)
Ironwood Bow-1.3% (1.2 to 1.7)1.7% (1.5 to 2.2)
Stalker Bow1.5% (1.3 to 1.9)1.3% (1.2 to 1.7)1.7% (1.5 to 2.2)
Swift Bow--1.7% (1.5 to 2.2)
Arbalest1.5% (1.3 to 1.9)1.3% (1.2 to 1.7)1.7% (1.5 to 2.2)
Glaive1.5% (1.3 to 1.9)-1.7% (1.5 to 2.2)
Throwing Star1.5% (1.3 to 1.9)-1.7% (1.5 to 2.2)
Throwing Shiv--1.7% (1.5 to 2.2)
Arcane Cestus-1.5% (0.76 to 2.3)-
Elven Longbow1.5% (1.3 to 1.9)0.21%-
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--43%
Large Health Potion43%--
Super Health Potion-43%-
Colossal Mana Potion--27%
Large Mana Potion27%--
Super Mana Potion-27%-

The chance is for one kill of this creature (level 28 / 54 / 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

The map files place it nowhere.

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 never be completed

Nothing in the data can give a kill under this entry.

Base game book
No. 204
Kills needed
1 kill

Listed as a possible boss for the Vai'kesh Forest, but no boss spot offers it: only the other two bosses are on the spots.

Confidence: High checked in game: no lookalike that is placed credits it

In-game kill test: descendants credit it (agrees with the data audit). no placed/spawned lookalike credits it; only never-placed descendants do (sangor_boss)

Natural spawn census: seen in 0 of 10 runs. A lower bound; a run only loads the areas near the party.

Bestiary fix package (in testing, not released): the forest boss spots can offer it (proven on Steam and in Broken World).

Confidence: High 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
Level286086
Life4,31616,77732,873
Damage238 to 396764 to 1,2741,405 to 2,342
Defense95212322
Experience1,95629,946329,280

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

560 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 Ring3.7% (3.0 to 3.7)--
Adorned Ring3.7% (3.0 to 3.7)2.5% (2.0 to 2.5)3.7% (3.0 to 3.7)
Ornate Ring--3.7% (3.0 to 3.7)
Ritual Book-3.0% (2.7 to 3.4)-
Grimoire3.0% (2.7 to 3.4)-1.5% (1.3 to 1.7)
Swift Bow--2.5% (2.3 to 3.3)
Throwing Shiv-1.9% (1.7 to 2.6)2.5% (2.3 to 3.3)
Jeweled Ring-2.5% (2.0 to 2.5)-
Elaborate Ring-2.5% (2.0 to 2.5)-
Ironwood Bow--2.3% (2.1 to 3.1)
Ballista--2.3% (2.1 to 3.1)
Chakram--2.3% (2.1 to 3.1)
Yearling Staff--2.3% (1.1 to 3.5)
Spirit Cestus--2.2% (0.96 to 3.4)
Arcane Cestus-2.0% (0.81 to 3.3)-
Cryptic Cestus2.0% (0.81 to 3.3)0.087%-
Druid Staff2.0% (0.81 to 3.3)--
Elven Staff0.087%2.0% (0.81 to 3.3)-
Composite Bow-1.9% (1.7 to 2.6)-
Elven Longbow1.5% (1.3 to 1.9)1.9% (1.7 to 2.6)-
Stalker Bow1.5% (1.3 to 1.9)1.9% (1.7 to 2.6)-
Light Crossbow-1.9% (1.7 to 2.6)-
Glaive1.5% (1.3 to 1.9)1.9% (1.7 to 2.6)-
Talisman1.9% (1.6 to 1.9)--
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion-10%20%
Large Health Potion20%--
Colossal Mana Potion-10%20%
Large Mana Potion20%--
Super Health Potion-10%-
Super Mana Potion-10%-

The chance is for one kill of this creature (level 28 / 60 / 86 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

The map files place it nowhere.

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 never be completed

Nothing in the data can give a kill under this entry.

Base game book
No. 204
Kills needed
1 kill

Listed as a possible boss for the Vai'kesh Forest, but no boss spot offers it: only the other two bosses are on the spots.

Confidence: High checked in game: no lookalike that is placed credits it

In-game kill test: descendants credit it (agrees with the data audit). no placed/spawned lookalike credits it; only never-placed descendants do (sangor_boss)

Natural spawn census: seen in 0 of 10 runs. A lower bound; a run only loads the areas near the party.

Bestiary fix package (in testing, not released): the forest boss spots can offer it (proven on Steam and in Broken World).

Confidence: High Tested on a private copy of the game.

Kill counts are kept separately for Mercenary, Veteran and Elite. See how the Bestiary works.