Daggerfall:Bestiary
This article provides an overview of the creatures in Daggerfall.
- 'Higher levels' generally refers to level 14 (at least) and higher. However it is possible to encounter the dangerous foes already at level 6.
- All monsters of a kind have the same level throughout the game, in plain language, a giant rat is always at level 1 and an Ancient Lich is always at level 21. Except for selecting the random dungeon inhabitants, the level of an enemy is only relevant if it is a spellcaster, since magnitude, chance and duration of spells are determined by the level of its caster.
- The skills of an enemy also depend on its level. The value of any skill will always be five times the enemy's level plus a starting value of 30. For example, a level 20 enemy or higher has all skills at 100, a rat all skills at 35. For non-humanoid adversaries the skills in the six magical schools can never surpass 80.
- The fighting strategies contain recommendations based on Daggerfall gamers' personal experiences. In general, spell reflection/resistance/absorption are very useful in fighting any monster which casts spells. It would be worth your while to invest in spells or items which can cast them.
- If there is a certain material needed to hurt a monster, weapons of lower quality will not do any harm to the monster, even in case they are enchanted. When it comes to weapons, only the material is crucial, not whether it is an enchanted weapon (unlike in Morrowind or Oblivion).
- Humanoid enemies and some monsters are associated with a language skill which may prevent them from attacking you unless provoked (attacked or pickpocketed) in case your own skill in this language is sufficient.
The chance to tame these enemies can be calculated according to these formulas:
Monsters:(player's language skill + (player's personality ÷ 10) + weapon status) ÷ 200
Humanoids:( (player's personality ÷ 5) + (player's etiquette skill ÷ 10) + weapon status ) ÷ 200
- Weapon status: +10 sheathed, -25 drawn
- The sound file contains the monster's characteristic noise. Very often a monster can be heard long before it can be seen, so recognizing the sounds can prepare you for what awaits you in a dark dungeon. It will also make the task of finding your quest target a lot easier.
- For an overview where a specific foe may be encountered, look here.
Animals
Animals do not carry any treasure, though you may still retrieve arrows from their corpses. No special materials are required to harm animals.
Name | Appearance | Sound | HP | AC | DMG | Statistics | Abilities | Fighting Strategies |
---|---|---|---|---|---|---|---|---|
Giant Bat | Giant Bat | Sound | 12-26 | 6 | 2-12 | Level:3 Spellpoints:0 Str:50 Int:40 Wil:60 Agi:70 End:55 Per:40 Spd:70 Lck:50 |
5% chance per hit of catching a disease. Can be hit with any material. |
Melee attack can quickly dispatch these beasts although those afraid of catching a disease can use arrows or spells. |
Giant Rat ¹ ² | Giant Rat | Sound | 9-16 | 6 | 1-4 | Level:1 Spellpoints:0 Str:40 Int:10 Wil:70 Agi:80 End:55 Per:50 Spd:45 Lck:50 |
5% chance per hit of catching a disease. Can be hit with any material. Immune to poison and disease. |
Higher levels can quickly dispatch with one swing, but lower levels may wish to use ranged weapons to avoid disease. |
Grizzly Bear | Grizzly Bear | Sound | 13-34 | 6 | 1-10 | Level:4 Spellpoints:0 Str:90 Int:10 Wil:30 Agi:70 End:95 Per:50 Spd:70 Lck:50 |
Can be hit with any material. | Melee attack. |
Sabertooth Tiger | Sabertooth Tiger | Sound | 13-34 | 6 | 1-15 | Level:4 Spellpoints:0 Str:90 Int:60 Wil:30 Agi:80 End:95 Per:50 Spd:70 Lck:50 |
Can be hit with any material. | Melee attack. |
Spider | Giant Spider | Sound | 13-34 | 5 | 5-15 | Level:4 Spellpoints:0 Str:50 Int:10 Wil:30 Agi:80 End:75 Per:50 Spd:70 Lck:50 |
Can paralyze. Can be hit with any material |
Without immunity to paralysis, ranged attack is preferable (especially at lower levels). Quickly dispatched at higher levels in a melee attack. |
Giant Scorpion | Giant Scorpion | Sound | 18-74 | 0 | 15-25 | Level:12 Spellpoints:0 Str:120 Int:10 Wil:30 Agi:80 End:95 Per:50 Spd:70 Lck:50 |
Can paralyze. Can be hit with any material. |
Without immunity to paralysis, ranged attack is preferable (especially at lower levels). Quickly dispatched at higher levels in a melee attack. |
Slaughterfish (Giant Eel) | Slaughterfish | Sound | 15-50 | 6 | 2-12 | Level:7 Spellpoints:0 Str:70 Int:50 Wil:80 Agi:80 End:95 Per:50 Spd:70 Lck:50 |
Only found underwater. Can be hit with any material. |
Melee attack. Larger and more eel-like than the slaughterfish found in Morrowind,Oblivion and Skyrim. |
Monsters
Monsters are fantastic creatures with various magical abilities, ranging from magical attacks to various magical resistances, and may require special materials to harm. Some have an associated language skill. Also, unlike animals, you can usually find some treasure on them.
Name | Appearance | Sound | HP | AC | DMG | Statistics | Abilities | Fighting Strategies |
---|---|---|---|---|---|---|---|---|
Centaur * | Centaur | Sound | 14-46 | 6 | 5-15 or by Weapon |
Level:5 Spellpoints:0 Str:80 Int:80 Wil:30 Agi:80 End:95 Per:50 Spd:70 Lck:50 |
Can be hit with any material. Resistance to magic. |
Melee attack |
Dragonling * | Dragonling | Sound | 14-42 | 6 | 5-15 | Level:16 Spellpoints:0 Str:61 Int:93 Wil:80 Agi:80 End:95 Per:62 Spd:70 Lck:60 |
Can be hit with any material. Resistance to magic. Immune to paralysis, poison and disease. Regenerates HP in darkness. Adrenaline rush. Bonus to hit humanoids. Low tolerance to frost. Takes damage in holy places. |
Melee attack is best, beware the fiery breath for it is not a spell. It is heavily armored and can take a lot of hits, carries no treasure. |
Dreugh | Dreugh | Sound | 13-34 | 6 | 5-15 | Level:16 Spellpoints:0 Str:71 Int:84 Wil:80 Agi:80 End:95 Per:62 Spd:70 Lck:60 |
Only found underwater. Can be hit with any material. Immune to paralysis, poison and disease. Resistance to magic. Regenerates HP in darkness. Regenerates HP while immersed in water. Adrenaline rush. Bonus to hit humanoids. Low tolerance to frost. Takes damage in holy places. |
Melee attack is quickest. One will notice this Water Dreugh is "less chitinous" than the one in Morrowind, to say nothing of Oblivion's Land Dreughs. An interesting evolution in the games from "human/octopus" hybrid to "humanoid crab". |
Gargoyle | Gargoyle | Sound | 19-82 | 0 | 10-15 | Level:17 Spellpoints:0 Str:90 Int:10 Wil:30 Agi:80 End:95 Per:50 Spd:70 Lck:50 |
Can be hit with mithril and better. Resistance to magic. |
Melee attack, carries no treasure. |
Giant * | Giant | Sound | 18-74 | 3 | 10-30 | Level:10 Spellpoints:0 Str:110 Int:40 Wil:50 Agi:70 End:75 Per:40 Spd:60 Lck:50 |
Can be hit with any material. | Melee attack is quickest. |
Harpy * | Harpy | Sound | 16-58 | 2 | 2-15 | Level:8 Spellpoints:0 Str:70 Int:50 Wil:30 Agi:80 End:55 Per:50 Spd:70 Lck:50 |
Can be hit with dwarven or better. | Melee attack. |
Imp * + | Imp | Sound | 11-18 | 3 | 2-15 | Level:2 Spellpoints:120 Str:40 Int:65 Wil:70 Agi:80 End:55 Per:50 Spd:70 Lck:50 |
Casts: Chameleon Wizard's Fire Toxic Cloud Can be hit with steel or better. |
Kill as quickly as possible, especially at low levels. Spell reflection/resistance/absorption is helpful. |
Lamia | Lamia | Sound | 16-58 | 6 | 5-15 | Level:16 Spellpoints:0 Str:75 Int:84 Wil:80 Agi:85 End:95 Per:62 Spd:65 Lck:70 |
Only found underwater. Can be hit by any material. Drains 2 fatigue points per 1 point of health damage. Immune to paralysis, poison and disease. Resistance to magic. |
Ranged weapons avoid draining of fatigue. |
Nymph ¹ ² * | Nymph | Sound | 15-50 | 0 | 1-5 | Level:6 Spellpoints:0 Str:40 Int:70 Wil:60 Agi:80 End:55 Per:60 Spd:70 Lck:50 |
Can be hit with elven or better. Drains 2 fatigue points per 1 point of health damage. Resistance to paralysis and poison. |
Nymphs can be easily dispatched with a melee attack. |
Spriggan * | Spriggan | Sound | 12-26 | -4 | 1-10 | Level:3 Spellpoints:0 Str:80 Int:50 Wil:30 Agi:50 End:75 Per:50 Spd:40 Lck:50 |
Can be hit with any material. Almost impossible to hit with arrows | Melee attack. Spriggans in the Bloodmoon expansion to Morrowind and the Spriggans in Oblivion have a different look, closer to traditional dryads. |
Humanoids
Other humanoid foes can be encountered throughout the Iliac Bay. They always have the same level as the player and they can be fairly dangerous at higher levels. If the player's character rises in level during a quest or while in a dungeon, humanoid foes that are already set-up, be it as quest adversaries or as dungeon inhabitants, will not rise in level. They will remain on the same level the player was when he accepted the quest e.g. entered the dungeon. Like orcs, they carry equipment and fall into three categories:
- Warriors: Heavily armored, use ranged attacks.
- Mages: Cast spells. Spell reflection/resistance/absorption advised.
- Thieves: Lightly armored. Often attack rapidly, use ranged attacks.
Name | Appearance | Sound | HP | AC | DMG | Abilities | Fighting Strategies |
---|---|---|---|---|---|---|---|
Acrobat | (none) | Can be hit with any material. Athleticism and Adrenaline rush. |
Only encountered during a certain quest. | ||||
Archer | (none) | Can be hit with any material. | Found in certain dungeons. Favors ranged attacks. |
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Assassin | (none) | Can be hit with any material. Bonus to hit humanoids. |
Found in certain dungeons. | ||||
Barbarian | (none) | Can be hit with any material. Immune to poison. |
Found in certain dungeons. | ||||
Bard | (none) | Can be hit with any material. | Found in certain dungeons. | ||||
Burglar | (none) | Can be hit with any material. | Found in certain dungeons | ||||
Battlemage | (none) | Spellcaster
Can be hit with any material. |
Found in certain dungeons. Usually favors close combat spells. Spell reflection/resistance/absorption advised. |
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Guard | Guard | (none) | Can be hit with any material. | Found (friendly) wandering towns, may be spoken with as with ordinary townspeople. Additional ones spawn whenever you're wanted by the law. When hostile, they will turn into Knight class enemies while retaining the original 3D model. |
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Healer | (none) | Spellcaster
Can be hit with any material. |
Found in certain dungeons. | ||||
Knight | (none) | Can be hit with any material. Immune to paralysis. |
Found in certain dungeons. | ||||
Mage | (none) | Spellcaster
Can be hit with any material. |
Found in certain dungeons. Ranged attack avoids annoying damage spells encountered in melee. Spell reflection/resistance/absorption advised. |
||||
Monk | (none) | Can be hit with any material. Resistance to shock and magic. |
Found in certain dungeons. | ||||
Nightblade | (none) | Spellcaster
Can be hit with any material. |
Found in certain dungeons. Casts spells. Spell reflection/resistance/absorption advised. |
||||
Ranger | (none) | Can be hit with any material. | Found in certain dungeons. | ||||
Rogue | (none) | Can be hit with any material. | Found in certain dungeons. | ||||
Sorcerer | (none) | Can be hit with any material. Spell absorption. |
Found in certain dungeons. They don't have initial magicka; thus they act like warriors. Strangely the have no spells although they can absorb magicka. |
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Spellsword | (none) | Spellcaster
Can be hit with any material. |
Found in certain dungeons. Spell reflection/resistance/absorption advised. |
||||
Thief | ThiefThief | (none) | Can be hit with any material. | Found in certain dungeons. | |||
Warrior | (none) | Can be hit with any material. | Found in certain dungeons. |
Spells humanoid spellcasters can use
The following table shows the spells that are used by humanoid spellcasters. These spells depend on the level of the spellcaster and as it was already mentioned above, humanoid foes have always the same level as the player's character. It must be noted, that all spellcasters cast the same spells, regardless to which class they belong.
Level | 1 - 2 | 3 - 5 | 6 - 8 | 9 - 11 | 12 - 14 | 15 - 17 | 18 and higher |
---|---|---|---|---|---|---|---|
Spells |
Ice Bolt |
Lightning |
Fire Storm |
Paralysis |
Balyna's Antidote |
Balyna's Antidote |
Balyna's Antidote |
The total amount of spellpoints any enemy, including monsters, has available is calculated as follows:
100 + (Enemy's level × 10)
Orcs
Hailing from Orsinium, these warriors can be found across the Iliac Bay. Like humanoids, their spoils include a good deal of equipment.
Name | Appearance | Sound | HP | AC | DMG | Statistics | Abilities | Fighting Strategies |
---|---|---|---|---|---|---|---|---|
Orc ¹ * | Orc | Sound | 13-34 | 7 | 1-6 or by Weapon |
Level:5 Spellpoints:0 Str:90 Int:40 Wil:80 Agi:50 End:75 Per:50 Spd:50 Lck:50 |
Can be hit with any material. Resistance to disease. Athleticism Rapid healing in darkness. |
Melee attack. |
Orc Sergeant ¹ ² * | Orc Sergeant | Sound | 15-50 | 5 | 5-15 or by Weapon |
Level:7 Spellpoints:0 Str:90 Int:50 Wil:80 Agi:50 End:75 Per:50 Spd:50 Lck:50 |
Can be hit with any material. | Melee attack. |
Orc Shaman ¹ ² * | Orc Shaman | Sound | 18-74 | 7 | 2-20 or by Weapon |
Level:13 Spellpoints:230 Str:90 Int:70 Wil:80 Agi:50 End:75 Per:50 Spd:50 Lck:50 |
Casts: Fire Storm Invisibility Lightning Spell Shield Wizard's Fire Can be hit with any material. |
Ranged attack avoids annoying damage spells encountered in melee. Spell reflection/resistance/absorption advised. |
Orc Warlord ¹ ² * | Orc warlord | Sound | 20-90 | 0 | 5-50 or by Weapon |
Level:16 Spellpoints:0 Str:100 Int:70 Wil:80 Agi:50 End:75 Per:50 Spd:50 Lck:50 |
Can be hit with any material. | Melee attack at higher levels, ranged at lower. |
Lycanthropes
Lycanthropes seen in the Iliac Bay area are all either werewolves or wereboars. At least silver is needed to harm them, though they're not exceptionally dangerous (compared to werewolves in Bloodmoon) and carry no treasure. However, be advised that there is a risk of contracting lycanthropy from combat.
Name | Appearance | Sound | HP | AC | DMG | Statistics | Abilities | Fighting Strategies |
---|---|---|---|---|---|---|---|---|
Wereboar | Wereboar | Sound | 17-66 | 3 | 2-15 | Level:8 Spellpoints:0 Str:80 Int:10 Wil:40 Agi:70 End:75 Per:40 Spd:70 Lck:50 |
0.6% Chance per hit of contracting Lycanthropy. Can be hit with silver or better. Adrenaline rush |
If you don't wish to become a wereboar, ranged weapons are preferable. Higher levels can dispatch quickly with melee attack. |
Werewolf | Werewolf | Sound | 14-46 | 5 | 1-12 | Level:6 Spellpoints:0 Str:100 Int:20 Wil:40 Agi:80 End:65 Per:30 Spd:85 Lck:50 |
0.6% Chance per hit of contracting Lycanthropy. Can be hit with silver or better. Adrenaline rush |
If you don't wish to become a werewolf, ranged weapons are preferable. Higher levels can dispatch quickly with melee attack. |
Atronachs
Unlike in Morrowind and Oblivion, the atronachs in Daggerfall are not daedra, but rather constructs created by mages in the Iliac Bay area. Though they can be hit by any material, they're tied to a certain element. Lastly, they carry no treasure. Ice Atronachs can also be found underwater.
Name | Appearance | Sound | HP | AC | DMG | Statistics | Abilities | Fighting Strategies |
---|---|---|---|---|---|---|---|---|
Fire Atronach (Golem) | Fire Atronach | Sound | 25-130 | 6 | 5-15 | Level:16 Spellpoints:0 Str:130 Int:78 Wil:80 Agi:90 End:95 Per:100 Spd:60 Lck:50 |
Damage Aura (1-6). Fire based spells heal it. Can be hit with any material. Immune to paralysis, poison, fire and disease. Low tolerance to frost. Adrenaline rush. Takes damage in holy places. Regenerates HP in darkness. Bonus to hit humanoids. |
Some people may never experience this 'damage aura' so you can usually use a melee attack. Lower levels wishing to avoid melee may use cold based spells. These should not be confused with Fire Daedra, nor with Flame Atronachs from Morrowind and Oblivion. |
Flesh Atronach (Golem) | Flesh Atronach | Sound | 25-130 | 6 | 5-15 | Level:16 Spellpoints:0 Str:125 Int:78 Wil:80 Agi:90 End:95 Per:69 Spd:61 Lck:55 |
Damage Aura(1-10) Poison based spells heal it. Can be hit with any material. Immune to paralysis, poison and disease. Low tolerance to poison (although it is immune to poison?!) |
Some people may never experience this 'damage aura'[verification needed — Could someone check if this actually works or not?] so you can usually use a melee attack. Lower levels wishing to avoid melee may use electricity based spells. These should not be confused with zombies, nor with daedra such as the Atronachs in Morrowind and Oblivion. |
Ice Atronach (Golem) | Ice Atronach | Sound | 25-130 | 6 | 5-15 | Level:16 Spellpoints:0 Str:150 Int:78 Wil:80 Agi:90 End:95 Per:69 Spd:65 Lck:60 |
Damage Aura(2-12). Cold based spells heal it. Can be hit with any material. Immune to paralysis, poison, frost and disease. Low tolerance to fire. Adrenaline rush. Takes damage in holy places. Regenerates HP in darkness. Bonus to hit humanoids. |
Some people may never experience this 'damage aura'[verification needed — Could someone check if this actually works or not?] so you can usually use a melee attack. Lower levels wishing to avoid melee may use fire based spells. These should not be confused with Frost Daedra nor with Frost Atronachs from Morrowind and Oblivion. |
Iron Atronach (Golem) | Iron Atronach | Sound | 25-130 | 6 | 5-15 | Level:16 Spellpoints:0 Str:140 Int:78 Wil:80 Agi:90 End:95 Per:100 Spd:55 Lck:50 |
Damage Aura(1-8) Electricity based spells heal. Can be hit with any material. Immune to paralysis, poison, shock and disease. Low tolerance to magic. Adrenaline rush. Takes damage in holy places. Regenerates HP in darkness. Bonus to hit humanoids. |
Some people may never experience this 'damage aura'[verification needed — Could someone check if this actually works or not?] so you can usually use a melee attack. Lower levels wishing to avoid melee may use poison based spells. These should not be confused Dwemer Centurions as found in Redguard and Morrowind, nor with Sotha Sil's Fabricants from the Tribunal expansion to Morrowind. |
Name | Note |
---|---|
Air Atronach | These monsters don't actually exist in the game, although you can find their souls in Soul Gems. Most likely the names of the four atronachs were changed at some point in the development process and some names were forgotten and left as they were. |
Earth Atronach | |
Water Atronach |
Undead
Undead creatures consist of spirits, reanimated skeletons, reanimated corpses, and vampires. They're a recurring menace in dungeons, and some can be very dangerous. Most undead are able to detect invisible foes. Ghosts, Skeleton Warriors, Wraiths and Zombies are also often found underwater.
Name | Appearance | Sound | HP | AC | DMG | Statistics | Abilities | Fighting Strategies |
---|---|---|---|---|---|---|---|---|
Ancient Lich ¹ ² | Ancient Lich | Sound | 30-170 | -12 | 70-100 | Level:21 Spellpoints:310 Str:110 Int:200 Wil:95 Agi:90 End:95 Per:50 Spd:100 Lck:50 |
Casts: Balyna's Antidote Fireball Free Action Lightning Shock Toxic Cloud Wizard Rend Can be hit with mithril or better |
One of the most dangerous monsters in the game where spell reflection/resistance/absorption is a definite must. It can easily kill you if you aren't prepared. Probably best attacked with ranged weapons or have plenty of heals although beware ranged attacks. It sometimes uses area affect damage spells too close and harms or kills itself. |
Ghost ¹ ² | Ghost | Sound | 17-66 | 0 | 10-35 | Level:11 Spellpoints:210 Str:100 Int:65 Wil:30 Agi:80 End:95 Per:50 Spd:70 Lck:50 |
Casts: Wizard Rend Can be hit with silver and better. |
Best attacked from a distance or melee with spell reflection/resistance/absorption. |
Lich ¹ ² + | Lich | Sound | 30-170 | -10 | 70-100 | Level:20 Spellpoints:300 Str:80 Int:120 Wil:95 Agi:90 End:95 Per:58 Spd:80 Lck:50 |
Casts: Balyna's Antidote Fireball Free Action Shock Wizard Rend Can be hit with mithril or better. |
One of those monsters where spell reflection/resistance/absorption is a definite must. It can easily kill you if you aren't prepared. Probably best attacked with ranged weapons or have plenty of healing potions and spells. It sometimes uses area affect damage spells too close and harms or kills itself. |
Mummy | Mummy | Sound | 17-66 | 2 | 5-15 | Level:11 Spellpoints:0 Str:100 Int:40 Wil:30 Agi:80 End:95 Per:50 Spd:70 Lck:50 |
5% Chance per hit of catching a bad disease. Can be hit with silver or better. Immune to disease. |
Best attacked with ranged weapons to avoid disease. |
Skeleton Warrior ¹ ² + | Skeleton Warrior | Sound | 17-66 | 2 | 5-15 | Level:9 Spellpoints:0 Str:50 Int:65 Wil:40 Agi:80 End:55 Per:50 Spd:70 Lck:50 |
2% Chance per hit of catching a bad disease. Edged weapons only do half damage. Can be hit with any material. |
Melee attack with blunt weapons (flail, hammer, mace and staff). |
Vampire + | Vampire | Sound | 28-154 | -2 | 20-50 | Level:19 Spellpoints:290 Str:100 Int:90 Wil:80 Agi:100 End:95 Per:100 Spd:100 Lck:50 |
Casts: Sleep 2% Chance per hit of catching a disease. 0.6% Chance per hit of becoming a vampire. Can be hit with silver or better. Immune to poison and disease. Takes damage from sunlight and in holy places. Bonus to hit humanoids. |
Spell reflection/resistance/absorption and ranged weapons. Avoid melee except at higher levels. |
Vampire Ancient + | Vampire Ancient | Sound | 30-170 | -5 | 20-60 | Level:20 Spellpoints:300 Str:120 Int:90 Wil:80 Agi:90 End:95 Per:100 Spd:120 Lck:50 |
Casts: Paralysis Shock 2% Chance per hit of catching a disease. |
Probably the most dangerous foe in the game for two reasons:
Spell reflection is a life saver, but shock or magic resistance helps also greatly and plenty of healing spells are recommended, provided one has the chance to use them. |
Wraith ¹ ² + | Wraith | Sound | 30-90 | 0 | 20-45 | Level:15 Spellpoints:250 Str:100 Int:10 Wil:30 Agi:80 End:95 Per:50 Spd:85 Lck:50 |
Casts: Far Silence Lightning Can be hit with silver or better. |
Wraiths can do massive damage in melee, and so it is recommended to use ranged attacks, except at higher levels where they can be easily killed. |
Zombie | Zombie | Sound | 52-66 | 0 | 15-50 | Level:10 Spellpoints:0 Str:140 Int:50 Wil:90 Agi:80 End:100 Per:50 Spd:70 Lck:50 |
2% Chance per hit of catching a bad disease. Can be hit with any material. |
Use ranged weapons to avoid disease. They should not be confused with the Flesh Atronach, nor with the Ash Zombies of Morrowind. |
Daedra
Otherworldly beings from Oblivion. They are fairly challenging adversaries, and can only be harmed by mithril or greater. All daedra can detect invisible foes.
Name | Appearance | Sound | HP | AC | DMG | Statistics | Abilities | Fighting Strategies |
---|---|---|---|---|---|---|---|---|
Daedra Lord * + | Daedra Lord | Sound | 35-210 | -10 | 15-50 | Level:20 Spellpoints:300 Str:150 Int:110 Wil:70 Agi:100 End:95 Per:90 Spd:120 Lck:50 |
Casts: Balyna's Antidote Energy Leech Fireball Free Action Shock Can be hit with mithril and better. |
One of the most dangerous foes in the game with formidable fighting abilities in close-combat. Close in quickly to prevent him from using magic too frequently, and backpedal after striking him to avoid his attacks. Spell reflection/resistance/absorption is a must especially during fights from the distance, for he will use his area effect fireball spell. He sometimes uses this spell too close and harms or disembodies himself. Interestingly, the Dremora in Battlespire use the same sound and a similar graphic. A Daedra Lord can thus be considered to be actually a Dremora. |
Daedra Seducer * + | Daedra Seducer | Sound | 27-146 | 1 | 15-50 | Level:19 Spellpoints:290 Str:150 Int:60 Wil:70 Agi:100 End:95 Per:120 Spd:70 Lck:50 |
Casts: Energy Leech Vampiric Touch Can be hit with mithril and better. |
Best fought with ranged weapons/spells. Spell reflection/resistance/absorption recommended. |
Fire Daedra ¹ ² * + | Fire daedra | Sound | 26-138 | 1 | 15-50 | Level:17 Spellpoints:270 Str:150 Int:110 Wil:70 Agi:100 End:95 Per:90 Spd:95 Lck:50 |
Casts: Fireball Fire Storm Can be hit with mithril and better. |
Close in quickly to prevent the casting of a spell. Spell reflection/resistance/absorption used with cold based offensive spells. These fire daedra, though slightly different in appearance, may correspond to the Flame Atronach seen in Morrowind and Oblivion. Do not confuse these with fire atronachs. |
Frost Daedra ¹ ² * + | Frost Daedra | Sound | 25-130 | -5 | 50-100 | Level:17 Spellpoints:270 Str:120 Int:80 Wil:30 Agi:80 End:95 Per:90 Spd:95 Lck:50 |
Casts: Ice Bolt Ice Storm Can be hit with mithril and better. |
Close in quickly to prevent the casting of a spell. Spell reflection/resistance/absorption used with fire based offensive spells. These frost daedra, though slightly different in appearance, may correspond to the Frost Atronach seen in Morrowind and Oblivion. Do not confuse these with ice atronachs. |
Lesser Daedra (Daedroth) * + | Lesser Daedra | Sound | 27-146 | 1 | 15-50 | Level:18 Spellpoints:280 Str:150 Int:110 Wil:70 Agi:100 End:95 Per:90 Spd:100 Lck:50 |
Casts: Lightning Silence Spell Shield Can be hit with mithril and better. |
Close in quickly to prevent the casting of a spell, spell reflection/resistance/absorption is helpful. Daedroths are especially dangerous for spellcasters, once they are silenced they are in most cases inferior in close-combat, which will result in a quick death. It should be noted that these Daedroths, unlike the ones in Morrowind and Oblivion, wear armor and use weapons. |
Transmitted Diseases
This list shows the possible diseases an enemy may transmit.
Type of Enemy | Animal | Undead |
---|---|---|
Disease | Brain Fever Plague Stomach Rot |
Brain Fever Consumption Dementia Leprosy Plague Red Death Stomach Rot Swamp Rot Typhoid Fever Yellow Fever |
Notes
* This monster is associated with a language skill.
+ These creatures are able to detect camouflaged or invisible foes, so these spells provide no protection.
¹ These creatures are encountered in the first demo.
² These creatures are encountered in the second demo.