Template name: vulk_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
- Strong
Drops
Strong monster drop table. Chance per kill, before Magic Find:
| Drop | Chance | Item level vs. creature level |
|---|---|---|
| Gold | 18% | |
| Health potion | 8.0% | -10 to 0 |
| Mana potion | 4.8% | -10 to 0 |
| Item | 15% | -4 to +2 |
| Rare item | 1.35% | -3 to +2 |
| Unique item | 0.45% | -40 to +3 |
| Set item | 0.45% | -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
| Mercenary | Veteran | Elite | |
|---|---|---|---|
| Level | 12 | 44 | 67 |
| Life | 1,127 | 9,533 | 20,584 |
| Damage | 58 to 96 | 336 to 560 | 667 to 1,111 |
| Defense | 45 | 150 | 240 |
| Experience | 239 | 2,741 | 21,195 |
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
| Mercenary | Veteran | Elite | |
|---|---|---|---|
| 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
451 different items can drop (the best are shown) Confidence: computed from data, not measured
| Gear | Mercenary | Veteran | Elite |
|---|---|---|---|
| Jeweled Ring | 0.46% (0.37 to 0.46) | 0.4% (0.32 to 0.4) | 0.65% (0.53 to 0.65) |
| Gilded Ring | - | 0.0022% | 0.65% (0.53 to 0.65) |
| Silver Ring | 0.46% (0.38 to 0.46) | 0.46% (0.38 to 0.46) | 0.0045% |
| Ornate Ring | - | 0.45% (0.37 to 0.45) | 0.0022% |
| Gold Amulet | 0.44% (0.36 to 0.44) | 0.0059% | 0.0028% |
| Gold Ring | 0.41% (0.33 to 0.41) | 0.0067% | 0.0067% |
| Arcane Cestus | 0.36% (0.15 to 0.58) | 0.27% (0.13 to 0.41) | - |
| Ritual Staff | 0.36% (0.15 to 0.58) | - | - |
| Large Shield | - | 0.34% (0.31 to 0.42) | 0.25% (0.22 to 0.32) |
| Small Shield | 0.23% (0.21 to 0.28) | 0.34% (0.31 to 0.42) | - |
| Jeweled Pendant | 0.0056% | 0.24% (0.19 to 0.24) | 0.33% (0.27 to 0.33) |
| Spiral Amulet | - | 0.003% | 0.33% (0.27 to 0.33) |
| Spirit Cestus | - | - | 0.29% (0.15 to 0.44) |
| Druid Staff | - | - | 0.29% (0.15 to 0.44) |
| Curve Bow | - | - | 0.27% (0.24 to 0.35) |
| Elven Longbow | - | 0.24% (0.22 to 0.31) | 0.27% (0.24 to 0.35) |
| Arbalest | - | - | 0.27% (0.24 to 0.35) |
| Ballista | - | - | 0.27% (0.24 to 0.35) |
| Chakram | - | - | 0.27% (0.24 to 0.35) |
| Throwing Star | - | - | 0.27% (0.24 to 0.35) |
| Cryptic Cestus | - | 0.27% (0.13 to 0.41) | 0.27% (0.13 to 0.41) |
| Yearling Staff | - | 0.27% (0.13 to 0.41) | - |
| Tribal Headdress | 0.27% (0.2 to 0.47) | 0.15% (0.12 to 0.25) | - |
| Composite Bow | 0.27% (0.24 to 0.35) | 0.24% (0.22 to 0.31) | - |
| Consumables | Mercenary | Veteran | Elite |
|---|---|---|---|
| Colossal Health Potion | - | - | 8.0% |
| Super Health Potion | - | 8.0% | - |
| Colossal Mana Potion | - | - | 4.8% |
| Super Mana Potion | - | 4.8% | - |
| Health Potion | 4.0% | - | - |
| Small Health Potion | 4.0% | - | - |
The chance is for one kill of this creature (level 12 / 44 / 67 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
| Place | Placed | Spawned | Random encounters |
|---|---|---|---|
| The Eastern Greilyn Jungle | 2 | ||
| The Southern Greilyn Jungle | 2 |
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. 62
- 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: 9. 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
| Mercenary | Veteran | Elite | |
|---|---|---|---|
| Level | 12 | 51 | 78 |
| Life | 1,127 | 12,453 | 27,350 |
| Damage | 58 to 96 | 425 to 708 | 864 to 1,440 |
| Defense | 45 | 177 | 287 |
| Experience | 239 | 5,038 | 58,452 |
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
| Mercenary | Veteran | Elite | |
|---|---|---|---|
| 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
583 different items can drop (the best are shown) Confidence: computed from data, not measured
| Gear | Mercenary | Veteran | Elite |
|---|---|---|---|
| Gold Ring | 0.22% (0.18 to 0.22) | 0.35% (0.28 to 0.35) | - |
| Elaborate Ring | - | 0.35% (0.28 to 0.35) | 0.21% (0.17 to 0.21) |
| Silver Ring | 0.25% (0.21 to 0.25) | - | - |
| Jeweled Ring | 0.25% (0.2 to 0.25) | - | - |
| Adorned Ring | - | - | 0.24% (0.2 to 0.24) |
| Ornate Ring | - | - | 0.24% (0.2 to 0.24) |
| Gold Amulet | 0.24% (0.19 to 0.24) | 0.18% (0.15 to 0.18) | - |
| Arcane Cestus | 0.19% (0.079 to 0.31) | 0.15% (0.068 to 0.22) | - |
| Ritual Staff | 0.19% (0.079 to 0.31) | 0.15% (0.068 to 0.22) | - |
| Ironwood Bow | - | 0.12% (0.11 to 0.15) | 0.19% (0.17 to 0.25) |
| Swift Bow | - | - | 0.19% (0.17 to 0.25) |
| Arbalest | - | 0.12% (0.11 to 0.15) | 0.19% (0.17 to 0.25) |
| Ballista | - | - | 0.19% (0.17 to 0.25) |
| Glaive | - | - | 0.19% (0.17 to 0.25) |
| Throwing Shiv | - | - | 0.19% (0.17 to 0.25) |
| Elven Staff | - | - | 0.19% (0.073 to 0.3) |
| Yearling Staff | - | - | 0.19% (0.073 to 0.3) |
| Talisman | 0.13% (0.11 to 0.13) | 0.18% (0.15 to 0.18) | - |
| Hunter Sword | - | - | 0.17% (0.15 to 0.22) |
| Druid Staff | - | 0.15% (0.068 to 0.22) | - |
| Composite Bow | 0.14% (0.13 to 0.19) | 0.12% (0.11 to 0.15) | - |
| Scout Bow | 0.14% (0.13 to 0.19) | 0.12% (0.11 to 0.15) | - |
| Short Bow | 0.14% (0.13 to 0.19) | - | - |
| Light Crossbow | 0.14% (0.13 to 0.19) | 0.099% (0.088 to 0.13) | - |
| Consumables | Mercenary | Veteran | Elite |
|---|---|---|---|
| Colossal Health Potion | - | - | 4.0% |
| Super Health Potion | - | 4.0% | - |
| Colossal Mana Potion | - | - | 4.0% |
| Super Mana Potion | - | 4.0% | - |
| Health Potion | 2.0% | - | - |
| Small Health Potion | 2.0% | - | - |
The chance is for one kill of this creature (level 12 / 51 / 78 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
| Place | Placed | Spawned | Random encounters |
|---|---|---|---|
| The Eastern Greilyn Jungle | 2 | ||
| The Southern Greilyn Jungle | 2 |
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. 62
- 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: 9. 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.
