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There are many varieties of monsters in BATTLESPIRE that will try and rip your heart out, and may succeed if you are not careful. This bestiary is lists the known monsters (currently 16) in alphabetical order along with known statistics, a picture of the monster, and fighting strategies. Please note that this data has been compiled from a number of sources and as such may contain errors. Note that the stats below come from hacking the GAME.EXE file and are a general guess at the values at best.
NAME | MUG SHOT | STATISTICS | INTELLIGENCE and CONVERSATION |
ABILITIES | FIGHTING STRATEGIES |
---|---|---|---|---|---|
Clannfear |
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 |
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 anyways | Spells (Continual Damage) | A formidamable 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 |
Str:90, Int:90, Wil:80, Agi:70 nd: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 ranger weapons
or spells after it runs out of spell points. |
|
Dark Seducer |
Str:85, Int:80, Wil:75, Agi:85 End:60, Per:100, Spd:80, Lck:75 HitPoints:180 SpellPoints:400 |
Probably Very. Conservation 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 nessecary 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 |
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 loose | 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 a spelless
opponent. 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 |
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. Doesn't like the Frost Daedras 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 |
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. Isn't fond of the Fire Daedras so use this to your advantage. | Several fire 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 |
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 |
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 reccommended. |
|
Scamp |
Str:20, Int:40, Wil:10, Agi:60 End:20, Per:10, Spd:65, Lck:30 HitPoints:30 SpellPoints:0 |
Talkitive but none-to-bright. Some conversation possible | 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 |
Str:65, Int:75, Wil:70, Agi:80 End:70, Per:100, Spd:80, Lck:75 HitPoints:80 SpellPoints:300 |
Quite. You can make friends with some, make others flee, while some will still attack. |
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 |
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 |
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 (pronounced 'ver-may'?) |
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 stragety 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. |
Some information contributed by Dave Andrews - dave@dreamwalker.demon.co.uk.
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