Battlespire:Bestiary

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Name Mug Shot Statistics Intelligence and Conversation Abilities Fighting Strategies
Clannfear
clanfear.jpg
Str:90, Int:40, Wil:65, Agi:40 End:70, Per:20, Spd:40, Lck:45 HitPoints:100 SpellPoints:0 Little. Some conversation is possible although it usually leads to combat. None A weak monster once you encounter it in Level 6. Don't waste spells or arrows since it can be taken out in a few blows. Does have quite a hit though so do dodge if possible, although they rarely hit (I think I was hit once in Level 6 by them, AC 2-3).
Daedra Count
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Str:100, Int:100, Wil:100, Agi:90 End:80, Per:100, Spd:80, Lck:90 HitPoints:300 SpellPoints:500 Very Intelligent. You can get information from them but they usually end up attacking anyway Spells (Continual Damage) A formidable foe. Can cast many spells, be especially aware of the continual damage ones since they make you use up your healing reserves. Is harder to dodge the continually damage spells so attempt to hide behind an obstacle (such as another monster). Does a lot of damage in melee so ranged weapons or spells are preferred.
Daedra Lord
daedlord.jpg
Str:90, Int:90, Wil:80, Agi:70 End:70, Per:90, Spd:80, Lck:80 HitPoints:150 SpellPoints:500 Very Intelligent, conversation can yield information but combat is usually unavoidable Spells (Continual Damage) Another powerful foe to be wary of. Avoid the spells since the cont. damage takes a lot of health. Also avoid melee combat since it deals major damage when it hits. Can be easily taken out with ranged weapons or spells after it runs out of spell points.
Dark Seducer
darksed.jpg
Str:85, Int:80, Wil:75, Agi:85 End:60, Per:100, Spd:80, Lck:75 HitPoints:180 SpellPoints:400 Probably Very. Conversation is not possible (except with one on Level 5) Spells This mob is very dangerous due to its strength and the large amounts of them found on the upper levels. It casts 8 or more spells before engaging so take the necessary precautions. It also can hit for up 50 points of damage in melee combat so ranged weapons or spells are again preferred. On level 4 there's one of the flock atop the island on the way to point J who will also help you against her friends. If you tell her you're on the same side, she will attack the others while you watch/help her out/sell tickets.
Dremora
dremora.jpg
Str:65, Int:50, Wil:70, Agi:45 End:50, Per:35, Spd:50, Lck:45 HitPoints:35 SpellPoints:300 Quite intelligent and proud of it. Conversation possible but you usually lose Around 3-4 Spells to begin combat A tough monster, especially on the first level. Try to have something between you and it while it casts the spells since they appear to be individually based and not area effect. For instance, get a Vermai between you and the Dermora, the Vermai gets hit and dies leaving you unharmed. The Dremora hits for quite a bit of damage so lower levels may wish to avoid combat and use arrows. Can be killed with relatively few hits.
Fire Daedra
firedaed.jpg
Str:70, Int:50, Wil:60, Agi:50 End:60, Per:35, Spd:50, Lck:45 HitPoints:90 SpellPoints:200 Quite Intelligent. Conversation is possible but don't expect to avoid combat in the end. Fire Daedra dislike Frost Daedra, so use this to your advantage. Several fire based spells Avoiding the initial barrage of fireballs is important. It can do quite a bit of damage in melee combat so weaker classes may want to take it out with ranged weapons (try frost based spells).
Frost Daedra
frstdaed.jpg
Str:70, Int:50, Wil:60, Agi:50 End:60, Per:35, Spd:50, Lck:45 HitPoints:90 SpellPoints:200 Quite Intelligent. Conversation is possible but don't expect to avoid combat in the end. Frost Daedra dislike Fire Daedra, so use this to your advantage. Several frost based spells Avoiding the initial barrage of 'frostballs' is important. It can do quite a bit of damage in melee combat so weaker classes may want to take it out with ranged weapons (try fire based spells).
Ghost Str:50, Int:50, Wil:80, Agi:70 End:50, Per:50, Spd:50, Lck:50 HitPoints:60 SpellPoints:200 Average. Little Conversation is possible since it desires to suck the life from you Spells Does moderate damage at close range but can be taken out relatively quickly in melee combat.
Herne
herne.jpg
Str:65, Int:50, Wil:70, Agi:45 End:50, Per:35, Spd:70, Lck:45 HitPoints:100 SpellPoints:0 Slightly, can yield some info but don't expect to avoid combat. None A slightly stronger cousin of the Scamp. Once you encounter them you should be able to kill them in a few hits. They hit rarely and do moderate to low damage so melee combat is preferred.
Morphoid Daedra
mordaed.jpg
Str:75, Int:60, Wil:65, Agi:45 End:65, Per:35, Spd:50, Lck:65 HitPoints:100 SpellPoints:100 Some. Little Conversation is possible but like everything else it wants you dead Spells This monster does average damage and has average hit points and isn't too much of a problem to take out in melee combat. It does hit for quite a bit though so caution is recommended.
Scamp
scamp.jpg
Str:20, Int:40, Wil:10, Agi:60 End:20, Per:10, Spd:65, Lck:30 HitPoints:30 SpellPoints:0 Quite. You can make friends with some, make others flee, while some will still attack. None An easy monster to defeat, both physically and mentally. Don't bother wasting spells or arrows but rush into melee since a few hits will do them in and they do little damage.
Seducer
daedsed.jpg
Str:65, Int:75, Wil:70, Agi:80 End:70, Per:100, Spd:80, Lck:75 HitPoints:80 SpellPoints:300 Little, Little to no conversation possible Spells Avoid the 6 or so spells cast at first and you'll do ok. Does moderate damage so stronger classes may want to attempt melee to conserve spells and arrows. At least on level 4 (with a couple of exceptions) they will leave you alone if you tell them you're working for their boss. If you remind them of this, they will then actively help you against other hostiles,although they don't last long against a Dark Seducer.
Skeleton
skel.jpg
Str:50, Int:30, Wil:50, Agi:40 End:60, Per:20, Spd:50, Lck:50 HitPoints:60 SpellPoints:0 Little, Little to no conversation possible None Not too tough but its hit can pack a quite a punch. Fighters will want to engage in melee to take out quickly and weaker classes to use ranged weapons.
Spider Daedra
spdaed.jpg
Str:45, Int:65, Wil:60, Agi:75 End:75, Per:65, Spd:80, Lck:65 HitPoints:70 SpellPoints:60 Some, conversation is possible but it leads nowhere Uses several spells to initiate combat A difficult monster to beat since it can cast spells and do a lot of damage in melee. Attempt to avoid its first few spells and take out at range with arrows or spells.
Vermai
vermai.jpg
Str:75, Int:30, Wil:50, Agi:45 End:50, Per:15, Spd:20, Lck:35 HitPoints:50 SpellPoints:0 Animal like, little-no conversation possible None This is a tough monster at low levels and it can hit for a lot of damage. Taking it out with arrows is easy enough if you have them.
Wraith Str:50, Int:50, Wil:80, Agi:70 End:50, Per:50, Spd:40, Lck:50 HitPoints:2000 SpellPoints:200 Very. Some Conversation is possible since it desires to suck the life from you None This monster does a lot of damage when it hits but fortunately it doesn't hit that often. It also has many hitpoints so combat is strongly discouraged (it will take you 15-20 minutes or real time to wear it down with melee combat). A better strategy is to talk with it. One of the first conversation options involves calling it 'mad as a loon'. Using this line almost always makes the wraith ignore you for some time. Another option involves attempting to turn or destroy it (I forget which option exactly, but its rather obvious). If this turning attempt is successful the wraith merely disappears. This only works some of the time (keep trying). If you don't get either conversation option keep trying since it will come eventually.
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