Battlespire:Creatures

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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.

Clannfear[edit]

Clannfear
"Clannfear not scared of sneaky pinkskin. Clannfear SMART. Clannfear talks and talks and talks with pinkskin. Soon -- plenty of Clannfear, Yes? You waits here? Yes?"

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.

Health Magicka STR INT WIL AGI END PER SPD LCK
100 0 90 40 65 40 70 20 40 45
Level Attack Defense Skill Weight
2 10-20 3 50 180
Attack Spells Defense Spells
- -
Advantages Disadvantages
Immunity: Magic/Poison -
Innate Spells Locations
- Level 6

Daedra Count[edit]

Daedra Count
"You are flesh, and mortal. Do not, in your pride, perish, and pass away forever. While there is still a chance of your success, no matter how slim, we know you must struggle. But when all hope is gone, and death is upon you, yield to us. We will guard you well, for you are a prize of great value."

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.

Health Magicka STR INT WIL AGI END PER SPD LCK
300 500 100 100 100 90 80 100 80 90
Level Attack Defense Skill Weight
7 15-30 10 100 230
Attack Spells Defense Spells
Continuous Damage
Vampiric Drain
Cure Health
Spell Reflection
Spell Resistance
Spell Absorption*
Advantages Disadvantages
Acute Hearing
Spell Absorption*
Regenerate Health
Resistance: All*
Immunity: Cold/Shock*
-
Innate Spells Locations
Detect Invisibility Level 7

* The above is correct, the Daedra Count has both the Spell Absorption advantage and spell as well as both resistance and immunity to cold/shock.

Daedra Lord[edit]

Daedra Lord
"Come, manling. We hear you are quite the tough little thing. Our Lord says you shall not pass. Would you yield?"

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.

Health Magicka STR INT WIL AGI END PER SPD LCK
150 500 90 90 80 70 70 90 80 80
Level Attack Defense Skill Weight
6 15-30 10 90 200
Attack Spells Defense Spells
Continuous Damage
Vampiric Drain
Cure Health
Spell Reflection
Spell Resistance
Spell Absorption
Advantages Disadvantages
Acute Hearing
Resistance: All
-
Innate Spells Locations
Spell Reflection Level 6
Level 7

Dark Seducer[edit]

Dark Seducer
"Success to the Huntsman whose race is won. Sweet rest to the Hare whose race is done. The Victor calls the View to the Kill, and calls the next Hunt, if that be his Will."

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 20 points of damage. Dark Seducers are relatively intelligent, but generally will not speak with you (a notable exception being one found on Level 5).

Health Magicka STR INT WIL AGI END PER SPD LCK
180 400 85 80 75 85 60 100 80 75
Level Attack Defense Skill Weight
5 10-20 8 80 100
Attack Spells Defense Spells
Cause Damage Monster Summoning
Advantages Disadvantages
- -
Innate Spells Locations
Spell Reflection
Spell Resistance
Level 4
Level 5
Level 6
Level 7

Dremora[edit]

Dremora
"You are being difficult. You've only yourself to blame if we are forced to discorporate you permanently."

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.

Health Magicka STR INT WIL AGI END PER SPD LCK
35 300 65 50 70 45 50 35 50 45
Level Attack Defense Skill Weight
1 2-12 5 40 150
Attack Spells Defense Spells
Cause Damage -
Advantages Disadvantages
- -
Innate Spells Locations
- Level 1
Level 2a
Level 2b
Level 4

Fire Daedra[edit]

Fire Daedra
"A party crasher! Wicked little party crasher! Did you think we would not notice your wicked intrusion into our new banquet hall?"

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.

Health Magicka STR INT WIL AGI END PER SPD LCK
90 200 70 50 60 50 60 35 50 45
Level Attack Defense Skill Weight
5 20-40 6 60 180
Attack Spells Defense Spells
Cause Damage (Fire Only) -
Advantages Disadvantages
Immunity: Fire Critical Weakness: Cold
Innate Spells Locations
- Level 4
Level 5

Frost Daedra[edit]

Frost Daedra
"We do not need to be schooled by a puny manling. For all their refusal to hew to rigors of lawful conduct, the Fire Daedra belong here. You do not. We shall expunge you."

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.

Health Magicka STR INT WIL AGI END PER SPD LCK
90 200 70 50 60 50 60 35 50 45
Level Attack Defense Skill Weight
5 16-30 6 60 180
Attack Spells Defense Spells
Cause Damage (Ice Only) -
Advantages Disadvantages
Immunity: Cold Critical Weakness: Fire
Innate Spells Locations
- Level 4
Level 5

Ghost[edit]

Ghost
"Deep be roots, sturdy be limbs, tough be fibers of bark and heartwood.... but, mortal, before the winds of death, you cannot stand."

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.

Health Magicka STR INT WIL AGI END PER SPD LCK
60 200 50 50 80 70 50 50 50 50
Level Attack Defense Skill Weight
4 10-15 6 50 0
Attack Spells Defense Spells
Vampiric Drain -
Advantages Disadvantages
- -
Innate Spells Locations
- Level 3

Herne[edit]

Herne
"What have we here? A mortal? Abroad in the great wide world with no one to save him? Oh, how tired he must be of the long days and nights. Come, fall upon your weapon, and end the pain. Else I fear we must feed you your own dainty parts, and spoil that pretty skin with teeth and fire."

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.

Health Magicka STR INT WIL AGI END PER SPD LCK
100 0 65 50 70 45 50 35 70 45
Level Attack Defense Skill Weight
1 8-16 5 40 130
Attack Spells Defense Spells
- -
Advantages Disadvantages
- -
Innate Spells Locations
- Level 5
Level 6

Morphoid Daedra[edit]

Morphoid Daedra
"I have to make sure you aren't the manling. So I'm going to beat on you a little. So if you really are a daedra, you can show me while I'm pounding on you."

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.

Health Magicka STR INT WIL AGI END PER SPD LCK
100 100 75 60 65 45 65 35 50 65
Level Attack Defense Skill Weight
3 8-16 6 50 200
Attack Spells Defense Spells
Cause Damage -
Advantages Disadvantages
Regenerate Health* -
Innate Spells Locations
- Level 4

* This is bugged and looks to have been intended to work when in darkness, which is an option that was available in Daggerfall. With the alternate limited types removed in Battlespire, the set value isn't recognized and this ability is not applied.

Scamp[edit]

Scamp
"Keys? Keys in dark, NASTY place. Near my tail. Want look? See?"

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.

Health Magicka STR INT WIL AGI END PER SPD LCK
30 0 20 40 10 60 20 10 65 30
Level Attack Defense Skill Weight
1 1-6 2 20 20
Attack Spells Defense Spells
- -
Advantages Disadvantages
- -
Innate Spells Locations
- Level 1
Level 2a
Level 2b
Level 5
Level 6

Seducer[edit]

Seducer
"Hah-hah-hah-hah! I feast upon your life force, mortal! Hot and juicy! Trembling! A gush of fluids, a split in skin, and gone forever! What a GLORIOUS treat, manling!"

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.

Health Magicka STR INT WIL AGI END PER SPD LCK
80 300 65 75 70 80 70 100 80 75
Level Attack Defense Skill Weight
4 1-10 7 70 100
Attack Spells Defense Spells
Cause Damage Invisibility*
Advantages Disadvantages
- -
Innate Spells Locations
Spell Resistance Level 4
Level 6

* This is a bug (despite its listing in the strategy guide); however, it can be considered as having the spell as it does turn "invisible" when injured.

Skeleton[edit]

Skeleton
"We die. We pray. To live. We serve."

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.

Health Magicka STR INT WIL AGI END PER SPD LCK
60 0 50 30 50 40 60 20 50 50
Level Attack Defense Skill Weight
3 12-18 8 50 30
Attack Spells Defense Spells
- -
Advantages Disadvantages
- -
Innate Spells Locations
- Level 3

Spider Daedra[edit]

Spider Daedra
"Nah. Got to leave the shrimp and potatoes alone. Only one thing on the menu tonight, and that's MAN."

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.

Health Magicka STR INT WIL AGI END PER SPD LCK
70 60 45 65 60 75 75 65 80 65
Level Attack Defense Skill Weight
3 8-16 5 60 120
Attack Spells Defense Spells
Poison -
Advantages Disadvantages
Immunity: Poison -
Innate Spells Locations
- Level 2a
Level 2b

Vermai[edit]

Vermai
"HHNNNRRGH!"

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.

Health Magicka STR INT WIL AGI END PER SPD LCK
50 0 75 30 50 45 50 15 20 35
Level Attack Defense Skill Weight
2 1-12 3 40 120
Attack Spells Defense Spells
- -
Advantages Disadvantages
- -
Innate Spells Locations
Chameleon* Level 1
Level 2a
Level 2b

* The Chameleon spell was removed from use in Battlespire and its effect is nonfunctional; however, it is (or was intended to be) an innate spell/constant effect set on Vermais.

Wraith[edit]

Wraith
"Where is this land of joy and plenty you promised? No days, no nights. Tired without rest. Weary without hope. Time without end. And this is the paradise you promised?"

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.

Health Magicka STR INT WIL AGI END PER SPD LCK
2000 200 50 50 80 70 50 50 40 50
Level Attack Defense Skill Weight
4 15-20 6 50 0
Attack Spells Defense Spells
- -
Advantages Disadvantages
- -
Innate Spells Locations
- Level 3
Level 7

Note: With one exception, the Wraith's HP is significantly reduced in level 7 with most having only 100 or 200 set.