DS2 Revival

Ancient Vulk

Ancient Vulk is a ranged creature in Dungeon Siege II and Broken World.

Back to the bestiary

Template name: vulk_boss_stats

Vulk, or 'vine golems,' are purely magical creatures that were created long before any civilization came to the jungle. Perhaps they were born in the cataclysm, or perhaps they were created by some mighty, solitary mage.

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
Ranged
Family
Vulk
Habitat
Jungle
Act
Act 1
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
Level144568
Life2,83019,85342,319
Damage107 to 179509 to 849984 to 1,639
Defense51154244
Experience7187,96661,934

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
Death-25%-10%-5%

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

434 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 Ring3.8% (3.1 to 3.8)0.059%0.04%
Silver Ring0.13%3.7% (3.1 to 3.7)0.04%
Jeweled Ring3.7% (3.0 to 3.7)0.059%3.5% (2.9 to 3.5)
Ornate Ring-3.7% (3.0 to 3.7)0.02%
Gilded Ring-0.02%3.5% (2.9 to 3.5)
Mage's Book1.4% (1.3 to 1.6)2.8% (2.5 to 3.2)-
Ritual Book1.4% (1.3 to 1.6)-2.8% (2.5 to 3.2)
Small Shield1.3% (1.2 to 1.7)2.7% (2.4 to 3.6)-
Elven Axe--2.2% (1.9 to 2.9)
Spirit Cestus--2.1% (0.96 to 3.3)
Druid Staff2.0% (0.88 to 3.2)-2.1% (0.96 to 3.3)
Arcane Cestus2.0% (0.88 to 3.2)2.0% (0.87 to 3.2)-
Cryptic Cestus-2.0% (0.87 to 3.2)-
Jeweled Pendant1.3% (1.1 to 1.3)1.8% (1.5 to 1.8)1.9% (1.6 to 1.9)
Intricate Amulet-0.012%1.9% (1.6 to 1.9)
Ceremonial Shield--1.9% (1.7 to 2.3)
Large Shield-1.4% (1.2 to 1.8)1.9% (1.7 to 2.3)
Resplendent Amulet-1.8% (1.5 to 1.8)0.012%
Composite Bow1.5% (1.4 to 1.9)1.2% (1.1 to 1.5)-
Curve Bow-1.2% (1.1 to 1.5)1.5% (1.4 to 1.9)
Dryad Bow1.5% (1.4 to 1.9)1.2% (1.1 to 1.5)-
Elven Longbow-1.2% (1.1 to 1.5)1.5% (1.4 to 1.9)
Ironwood Bow--1.5% (1.4 to 1.9)
Scout Bow1.5% (1.4 to 1.9)--
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--43%
Super Health Potion-43%-
Colossal Mana Potion--27%
Super Mana Potion-27%-
Mana Potion26%--
Health Potion22%--

The chance is for one kill of this creature (level 14 / 45 / 68 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

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

  • The Eastern Greilyn Jungle: 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?

Random boss only

Only as one of several possible bosses at a random boss spot.

Base game book
No. 63
Kills needed
1 kill

Only as one of several possible bosses; reroll the area to see another one.

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.

Bestiary fix package (in testing, not released): an optional switch, off by default, swaps a boss you have already killed for one you have not; tested on three regions.

Confidence: Medium 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
Level145279
Life2,83025,80356,026
Damage107 to 179638 to 1,0631,264 to 2,106
Defense51180291
Experience71814,671171,075

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
Death-25%-10%-5%

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

555 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 Ring3.8% (3.1 to 3.8)4.9% (4.0 to 4.9)-
Jeweled Ring3.8% (3.0 to 3.8)--
Adorned Ring--3.6% (2.9 to 3.6)
Ornate Ring--3.6% (2.9 to 3.6)
Etched Tome-3.0% (2.7 to 3.4)-
Elaborate Ring-2.5% (2.0 to 2.5)-
Arbalest-1.3% (1.2 to 1.7)2.2% (2.0 to 2.8)
Arcane Cestus2.1% (0.88 to 3.3)2.0% (0.81 to 3.3)-
Druid Staff2.1% (0.88 to 3.3)2.0% (0.81 to 3.3)-
Elven Longbow--2.0% (1.8 to 2.6)
Ironwood Bow-1.3% (1.2 to 1.7)2.0% (1.8 to 2.6)
Ballista--2.0% (1.8 to 2.6)
Chakram-1.3% (1.2 to 1.7)2.0% (1.8 to 2.6)
Glaive--2.0% (1.8 to 2.6)
Heater Shield1.3% (1.2 to 1.6)1.9% (1.8 to 2.3)-
Tower Shield-1.9% (1.8 to 2.3)1.3% (1.2 to 1.6)
Talisman1.3% (1.1 to 1.3)1.9% (1.5 to 1.9)-
Spiral Amulet-1.9% (1.5 to 1.9)-
Platinum Charm--1.9% (1.5 to 1.9)
Resplendent Amulet--1.9% (1.5 to 1.9)
Spirit Cestus--1.6% (0.81 to 2.5)
Elven Staff--1.6% (0.81 to 2.5)
Yearling Staff--1.6% (0.81 to 2.5)
Mage's Book1.5% (1.3 to 1.7)--
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--20%
Super Health Potion-20%-
Colossal Mana Potion--20%
Mana Potion20%--
Super Mana Potion-20%-
Health Potion10%--

The chance is for one kill of this creature (level 14 / 52 / 79 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

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

  • The Eastern Greilyn Jungle: 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?

Random boss only

Only as one of several possible bosses at a random boss spot.

Base game book
No. 63
Kills needed
1 kill

Only as one of several possible bosses; reroll the area to see another one.

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.

Bestiary fix package (in testing, not released): an optional switch, off by default, swaps a boss you have already killed for one you have not; tested on three regions.

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

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