DS2 Revival

Undead Azunite Mage Hero

Undead Azunite Mage Hero is a magic creature in Dungeon Siege II and Broken World.

Back to the bestiary

Template name: undead_soldier_magic_boss_stats

Many brave souls have searched for the lost treasures of the Azunite, but very few returned alive. Whispers of curses were heard through many an inn, but recent excavations hint at an even more ghastly explanation: Azunite soldiers returned from the dead.

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
Magic
Family
Undead Azunite
Habitat
Snow 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
Level305577
Life2,9158,57716,017
Damage262 to 437663 to 1,1051,162 to 1,936
Defense102192282
Experience2,28919,139142,040

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
Lightning+50%+100%+150%
Death+50%+100%+150%

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

455 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
Ritual Book--2.8% (2.5 to 3.2)
Silver Ring2.5% (2.1 to 2.5)0.059%0.02%
Gold Ring2.5% (2.1 to 2.5)2.5% (2.1 to 2.5)0.04%
Jeweled Ring0.058%2.5% (2.0 to 2.5)0.059%
Elaborate Ring0.029%2.5% (2.0 to 2.5)2.5% (2.0 to 2.5)
Adorned Ring2.5% (2.0 to 2.5)0.02%2.5% (2.0 to 2.5)
Ornate Ring-0.02%2.5% (2.0 to 2.5)
Elven Staff1.5% (0.74 to 2.3)0.14%2.0% (0.89 to 3.2)
Yearling Staff0.12%-2.0% (0.89 to 3.2)
Hunter Sword-0.92% (0.81 to 1.2)2.0% (1.8 to 2.7)
Ironwood Bow0.23%-2.0% (1.8 to 2.6)
Swift Bow--2.0% (1.8 to 2.6)
Arbalest--2.0% (1.8 to 2.6)
Ballista--2.0% (1.8 to 2.6)
Glaive-0.23%2.0% (1.8 to 2.6)
Throwing Shiv--2.0% (1.8 to 2.6)
Cryptic Cestus1.5% (0.74 to 2.3)2.0% (0.81 to 3.1)-
Druid Staff1.5% (0.74 to 2.3)2.0% (0.81 to 3.1)-
Talisman1.9% (1.6 to 1.9)1.9% (1.6 to 1.9)0.023%
Spiral Amulet0.02%1.9% (1.6 to 1.9)1.8% (1.5 to 1.8)
Platinum Charm1.9% (1.6 to 1.9)0.012%0.23%
Large Shield1.4% (1.2 to 1.8)1.9% (1.7 to 2.3)-
Tower Shield-1.9% (1.7 to 2.3)1.4% (1.2 to 1.8)
Resplendent Amulet-0.012%1.8% (1.5 to 1.8)
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 30 / 55 / 77 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
A Cellar Beneath the Aman'lu Tavern1

Random boss spots (one boss of the pool is picked per spot):

  • The Azunite Catacombs: 1 of 2 possible bosses
  • A Ruined Crypt: 1 of 3 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. 261
Kills needed
1 kill

1 placed, 1 needed. Needs the Act 2 Arena side quest (Aman'lu tavern cellar).

Needs the Act 2 Arena side quest.

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 0 of 10 runs. 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
Level306187
Life2,91510,37820,160
Damage262 to 437786 to 1,3091,434 to 2,390
Defense102216327
Experience2,28932,772361,732

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
Lightning+50%+100%+150%
Death+50%+100%+150%

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
Elaborate Ring-3.7% (3.0 to 3.7)-
Adorned Ring2.5% (2.0 to 2.5)3.7% (3.0 to 3.7)3.6% (2.9 to 3.6)
Ornate Ring--3.6% (2.9 to 3.6)
Swift Bow--3.4% (3.1 to 4.5)
Throwing Shiv-1.7% (1.5 to 2.2)3.4% (3.1 to 4.5)
Yearling Staff0.077%-3.4% (1.8 to 5.0)
Ritual Book-3.0% (2.7 to 3.4)-
Silver Ring2.5% (2.0 to 2.5)--
Gold Ring2.5% (2.0 to 2.5)--
Vai'Kesh Cleaver--2.0% (1.8 to 2.9)
Ceremonial Shield--2.0% (1.9 to 2.4)
Talisman1.9% (1.6 to 1.9)--
Platinum Charm1.9% (1.6 to 1.9)1.8% (1.5 to 1.8)1.9% (1.5 to 1.9)
Resplendent Amulet--1.9% (1.5 to 1.9)
Kite Shield1.3% (1.2 to 1.7)1.3% (1.2 to 1.6)1.8% (1.7 to 2.2)
Jeweled Pendant0.03%1.8% (1.5 to 1.8)-
Composite Bow-1.7% (1.5 to 2.2)-
Ironwood Bow0.15%-1.7% (1.5 to 2.2)
Stalker Bow-1.7% (1.5 to 2.2)-
Ballista--1.7% (1.5 to 2.2)
Heavy Crossbow-1.7% (1.5 to 2.2)-
Light Crossbow0.15%1.7% (1.5 to 2.2)-
Chakram1.7% (1.5 to 2.2)-1.7% (1.5 to 2.2)
Throwing Crescent-1.7% (1.5 to 2.2)-
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 30 / 61 / 87 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
A Cellar Beneath the Aman'lu Tavern1

Random boss spots (one boss of the pool is picked per spot):

  • The Azunite Catacombs: 1 of 2 possible bosses
  • A Ruined Crypt: 1 of 3 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. 261
Kills needed
1 kill

1 placed, 1 needed. Needs the Act 2 Arena side quest (Aman'lu tavern cellar).

Needs the Act 2 Arena side quest.

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 0 of 10 runs. 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.