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Battlespire:Creatures

< Battlespire

There are a variety of creatures in Battlespire, including several types of Daedra and undead. The sections below detail the strengths and weaknesses of each type of monster, including whether you are likely to be able to speak to and gain useful information from them.

ClannfearEdit

 
Clannfear

Clannfears are somewhat intelligent creatures and prove to be relatively weak foes. Their low hit points make them easy to dispatch without the use of spells or arrows, and while their attacks are strong, they often miss and can be easily dodged. It is possible to engage clannfears in conversation, but it usually leads to combat. Rarely, by taking advantage of their distaste for the Hernes, it is possible to gain them as temporary allies.

    STR INT WIL AGI END PER SPD LCK
100 0 90 40 65 40 70 20 40 45
Location Level 6
Spells None

Daedra CountEdit

 
Daedra Count

Daedra Counts are formidable, highly intelligent foes. They can cast a variety of spells, but their continuous damage spells are especially dangerous and can quickly sap your healing reserves. You may be able to dodge these spells by hiding behind an obstacle, such as another foe. Daedra Counts also have powerful melee attacks, so it is generally safest to use ranged attacks. If you speak with them, they may offer up some useful information, but will likely attack you.

    STR INT WIL AGI END PER SPD LCK
300 500 100 100 100 90 80 100 80 90
Location Level 7
Spells Major All Elements, Major Continuous Damage

Daedra LordEdit

 
Daedra Lord

Daedra Lords, like Daedra Counts, can be very dangerous in combat. Their continuous damage spells are particularly deadly and their melee attacks are nearly as strong as the Daedra Counts', so it is best to try to attack from a distance. They are quite intelligent as well and may be willing to give you information, but are likely to attack you once the conversation ends.

    STR INT WIL AGI END PER SPD LCK
150 500 90 90 80 70 70 90 80 80
Location Level 6, Level 7
Spells Major All Elements, Medium Continuous Damage

Dark SeducerEdit

 
Dark Seducer

Dark Seducers are strong foes on their own, but their real strength comes from their numbers; you will encounter large groups of them on the upper levels. They will initiate combat by slinging eight or more spells at you, and their melee attacks can cause up to 50 points of damage. Dark Seducers are relatively intelligent, but generally will not speak with you (a notable exception being one found on Level 5).

    STR INT WIL AGI END PER SPD LCK
180 400 85 80 75 85 60 100 80 75
Location Level 4, Level 5, Level 6, Level 7
Spells Medium All Elements

DremoraEdit

 
Dremora

Dremora are not as strong as other enemies, but can prove dangerous in the early going. They will often cast three or four spells at the start of combat, but it is possible to avoid these by hiding behind something (such as another enemy) or quickly closing the gap into melee range. Their melee attacks are also fairly strong, so you may wish to use ranged attacks instead of engaging in close combat. Dremora are somewhat intelligent; it is possible to speak with them, but they will likely attack you.

    STR INT WIL AGI END PER SPD LCK
35 300 65 50 70 45 50 35 50 45
Location Level 1, Level 2a, Level 2b, Level 4
Spells Minor All Elements

Fire DaedraEdit

 
Fire Daedra

Fire Daedra are fiery elemental creatures. They begin combat with a barrage of fireballs, which can cause significant amounts of damage if you fail to dodge them. Their melee attacks are quite strong as well, but they are weak to frost, so ranged attacks and frost-based spells will prove effective in combat. Fire daedra are fairly intelligent and can be engaged in conversation. You can use their dislike of Frost Daedra to your advantage when you speak to them, but you are unlikely to avoid combat when the conversation is over.

    STR INT WIL AGI END PER SPD LCK
90 200 70 50 60 50 60 35 50 45
Location Level 4, Level 5
Spells Medium Fire

Frost DaedraEdit

 
Frost Daedra

Frost Daedra start combat with a number of frostball spells, and, like their fire-based counterparts, can be very deadly in close combat for low-level characters. They are weak to fire-based spells. Like Fire Daedra, they can be engaged in conversation and their dislike of Fire Daedra can be used to your advantage, but they will likely attack you after you speak to them.

    STR INT WIL AGI END PER SPD LCK
90 200 70 50 60 50 60 35 50 45
Location Level 4, Level 5
Spells Medium Frost

GhostEdit

 
Ghost

Ghosts are undead enemies that are encountered on the third level of Battlespire, which takes place in the Soul Cairn. They are referred to in religious texts and in dialogue as Mistmen. They deal moderate damage in melee, but have low hit points and are not difficult to defeat in melee or at a range. They will speak to you, but probably will not offer useful information and will try to attack you.

For more information, please see the related page.

    STR INT WIL AGI END PER SPD LCK
60 200 50 50 80 70 50 50 50 50
Location Level 3
Spells Minor All Elements

HerneEdit

 
Herne

Hernes are described as aggressive, orderly, and calculated warrior-sportsmen daedra. They do not cast spells, and have little health, so they should pose little threat in melee combat. They are intelligent and may give up some information if you speak to them, but they will attack you when you finish talking. The Herne Clan is a brotherhood that serves Clan Shardai as Huntsmen and Guards.

In the Chimera of Desolation, they are participating in the Ritual of the Innocent Quarry, where they take on the role of the Huntsmen, as outlined in The Posting of the Hunt. The Frost Daedra function as the Lesser Dogs, Fire Daedra as the Greater Hounds, and a Dark Seducer is the Master of the Hunt. The Hernes desire Herne Egahirn to take take on the role of Huntsman Bold, so that he may deliver the killing blow on you, the prey.

    STR INT WIL AGI END PER SPD LCK
100 0 65 50 70 45 50 35 70 45
Location Level 5, Level 6
Spells None

Morphoid DaedraEdit

 
Morphoid Daedra

Morphoid Daedra are similar to Scamps and Hernes, and are relatively easy to defeat. Their attacks deal a moderate amount of damage, but they can be defeated fairly quickly in melee combat. It is possible to have a conversation with a Morphoid Daedra, but it will attack you when you finish talking.

    STR INT WIL AGI END PER SPD LCK
100 100 75 60 65 45 65 35 50 65
Location Level 3
Spells Medium Fire

ScampEdit

 
Scamp

Scamps are common, easily-defeated foes. They have no spells, deal little damage in melee, and can be killed in a few hits without having to use up arrows or spells. Scamps will speak to you if you approach them; some will flee, some will attack, and some can actually be befriended through conversation.

    STR INT WIL AGI END PER SPD LCK
30 0 20 40 10 60 20 10 65 30
Location Level 1, Level 2a, Level 2b, Level 5, Level 6
Spells None

SeducerEdit

 
Seducer

Seducers are the Dark Seducer's weaker cousins. They will open combat with several spells, so avoid these if you can. They deal moderate damage, so if your class is stronger in melee you may wish to conserve spells and arrows by engaging them in melee; otherwise, ranged attacks may be safer. The Seducers on Level 4 will for the most part aid you in combat, as long as you tell them you're working for their boss. Aside from this, it is difficult to speak to them.

    STR INT WIL AGI END PER SPD LCK
80 300 65 75 70 80 70 100 80 75
Location Level 4, Level 6
Spells Medium All Elements, Invisibility

SkeletonEdit

 
Skeleton

Skeletons are undead enemies. They inhabit Level 3, which is the Soul Cairn, where there they are referred to in religious texts and in dialogue as Bonemen. They have no spells and few hit points, although their attacks can be somewhat powerful. If you are playing a character strong in melee combat, they should be easy to dispatch in close quarters; otherwise, ranged attacks may be a safer bet for these foes. Skeletons have low intelligence, so it is difficult to speak to them, and they will attack you regardless.

Skeletons can be convinced to become friendly and will even fight alongside you if you have read the Book of Life and Service.

For more information, please see the related page.

    STR INT WIL AGI END PER SPD LCK
60 0 50 30 50 40 60 20 50 50
Location Level 3
Spells None

Spider DaedraEdit

 
Spider Daedra

Spider Daedra, or Perthan, have low hit points and few spell points compared to some other enemies, but their poison-based spells and melee attacks can be deadly. Like other foes, they will begin combat with a series of spells, so avoid these and fire back with ranged attacks of your own. Spider Daedra are moderately intelligent and will speak to you, but don't know much in the way of useful information. Spider Daedra will almost always attack you once the conversation ends.

    STR INT WIL AGI END PER SPD LCK
70 60 45 65 60 75 75 65 80 65
Location Level 2a, Level 2b
Spells Medium Poison

VermaiEdit

 
Vermai

Vermai can be formidable foes at low levels and their melee attacks deal quite a bit of damage. Stay at a range and attack with arrows to avoid their powerful blows. Vermai are not very intelligent, so it is difficult to have a conversation with them, and they will attack you when you are finished talking.

    STR INT WIL AGI END PER SPD LCK
50 0 75 30 50 45 50 15 20 35
Location Level 1, Level 2a, Level 2b
Spells None

WraithEdit

 
Wraith

Wraiths are very deadly undead enemies that appear at both early levels and later levels. In Level 3, the Wraiths that inhabit the Soul Cairn are referred to as Wrathmen in both religious texts and in dialogue. Their attacks are very powerful, but inaccurate, and their very high health can make for a very lengthy fight. If you speak to a Wraith and call it "mad as a loon", it will almost always ignore you for a short time. This is a good way to avoid combat with Wraiths. Alternatively, there is a scroll on Level 3 that will give you the ability to banish all Wraiths on that level. If you use the phrase successfully, the Wraith will simply vanish. You will not be able to banish the Wraiths on Level 7, but by this time you should be strong enough to engage them in melee combat without too much difficulty.

For information on Wraiths, please see the related page. For information on Wrathmen, please see the related page.

    STR INT WIL AGI END PER SPD LCK
2000 200 50 50 80 70 50 50 40 50
Location Level 3, Level 7
Spells None