DS2 Revival

Sangor

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

Back to the bestiary

Template name: sangor_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
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
Level265275
Life1,7305,86411,550
Damage137 to 228387 to 645710 to 1,183
Defense88180274
Experience6285,50244,248

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

462 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 Ring0.66% (0.54 to 0.66)0.87% (0.71 to 0.87)0.0045%
Jeweled Ring0.66% (0.53 to 0.66)0.0067%0.0067%
Elaborate Ring0.004%0.44% (0.36 to 0.44)0.46% (0.38 to 0.46)
Ornate Ring-0.0022%0.45% (0.37 to 0.45)
Tower Shield0.23% (0.21 to 0.31)0.34% (0.31 to 0.42)0.45% (0.41 to 0.59)
Adorned Ring-0.0022%0.4% (0.32 to 0.4)
Stalker Bow0.27% (0.24 to 0.35)0.23% (0.21 to 0.3)0.35% (0.31 to 0.46)
Swift Bow--0.35% (0.31 to 0.46)
Arbalest0.27% (0.24 to 0.35)0.23% (0.21 to 0.3)0.35% (0.31 to 0.46)
Heavy Crossbow--0.35% (0.31 to 0.46)
Throwing Star-0.23% (0.21 to 0.3)0.35% (0.31 to 0.46)
Throwing Shiv--0.35% (0.31 to 0.46)
Heater Shield-0.34% (0.31 to 0.42)-
Elven Sword0.16% (0.14 to 0.22)-0.34% (0.3 to 0.47)
Jeweled Pendant0.34% (0.27 to 0.34)0.0042%0.0042%
Spiral Amulet0.33% (0.27 to 0.33)0.24% (0.19 to 0.24)0.23% (0.18 to 0.23)
Elementalist Robe0.16% (0.12 to 0.26)0.3% (0.23 to 0.5)-
Cryptic Cestus0.28% (0.14 to 0.43)-0.29% (0.15 to 0.44)
Yearling Staff--0.29% (0.15 to 0.44)
Ancestral Helm0.15% (0.12 to 0.25)-0.29% (0.22 to 0.49)
Elven Staff0.28% (0.14 to 0.43)-0.27% (0.13 to 0.41)
Sorcerer Boots--0.28% (0.22 to 0.46)
Carved Boots0.18% (0.14 to 0.28)0.28% (0.22 to 0.46)-
Sorcerer Gloves--0.28% (0.22 to 0.46)
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%
Large Mana Potion4.8%--
Super Mana Potion-4.8%-
Large Health Potion4.0%--

The chance is for one kill of this creature (level 26 / 52 / 75 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
Arinth's Ravine2
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. 203
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 1 of 10 runs, most in one region: 7. 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
Level265885
Life1,7307,16414,616
Damage137 to 228462 to 770879 to 1,466
Defense88204318
Experience6289,382112,414

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

577 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 Ring0.36% (0.29 to 0.36)0.21% (0.17 to 0.21)-
Jeweled Ring0.35% (0.29 to 0.35)0.24% (0.2 to 0.24)-
Spirit Cestus--0.3% (0.15 to 0.46)
Etched Tome--0.28% (0.25 to 0.32)
Chakram--0.27% (0.24 to 0.36)
Adorned Ring-0.24% (0.2 to 0.24)0.23% (0.19 to 0.23)
Kite Shield--0.24% (0.22 to 0.29)
Gilded Ring--0.23% (0.19 to 0.23)
Ornate Ring--0.23% (0.19 to 0.23)
Jeweled Pendant0.18% (0.15 to 0.18)0.13% (0.1 to 0.13)-
Spiral Amulet0.18% (0.15 to 0.18)0.11% (0.084 to 0.11)-
Heater Shield-0.18% (0.17 to 0.2)-
Large Shield-0.18% (0.17 to 0.2)-
Platinum Charm--0.18% (0.15 to 0.18)
Intricate Amulet--0.18% (0.15 to 0.18)
Yearling Staff--0.16% (0.08 to 0.23)
Cryptic Cestus0.15% (0.075 to 0.23)0.14% (0.065 to 0.22)-
Elven Staff0.15% (0.075 to 0.23)0.14% (0.065 to 0.22)-
Ironwood Bow--0.15% (0.13 to 0.19)
Swift Bow--0.15% (0.13 to 0.19)
Arbalest0.14% (0.13 to 0.19)-0.15% (0.13 to 0.19)
Ballista--0.15% (0.13 to 0.19)
Throwing Shiv--0.15% (0.13 to 0.19)
Composite Bow0.14% (0.13 to 0.19)--
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%
Large Mana Potion4.0%--
Super Mana Potion-4.0%-
Large Health Potion2.0%--

The chance is for one kill of this creature (level 26 / 58 / 85 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
Arinth's Ravine2
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. 203
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 1 of 10 runs, most in one region: 7. 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.