Arena:Monsters

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There are many varieties of monsters in Arena that will try to rip your heart out, and may succeed if you are not careful. This bestiary lists the known monsters and human enemies, in alphabetical order, along with known statistics, a picture of the monster, and a description taken from the manual. Although he is a human, Jagar Tharn, the endgame boss, has been added to the monster list.


Arena Monsters[edit]

This table contains the attribute values of the various enemies.

Monster STR INT WIL AGI SPD END PER LUC
Rat 20 10 10 35 30 30 40 50
Goblin 30 20 30 40 30 30 30 50
Lizard Man 70 30 40 60* 70 60 30 50
Wolf 60 30 30 75 60 50 40 50
Snow Wolf 25† 40 50 75 70 60 50 50
Orc 60 30 30 65 50 50 30 50
Skeleton 50 20 50 65 60 70 30 50
Minotaur 80 40 50 75 60 60 40 50
Spider 25† 30 50 75 80 70 10 50
Ghoul 70 40 60 80* 50 60 10 50
Hell Hound 60 40 60 75 60 70 40 50
Ghost 30 50 60 70 70 50 40 60
Zombie 70 30 70 75 40 50 20 50
Troll 80 40 60 80* 50 90 30 50
Wraith 50 50 70 85 70 60 50 50
Homonculus 20 60 70 85 60 60 10 50
Ice Golem 80 50 50 85 50 70 50 50
Stone Golem 90 60 60 90* 60 80 50 50
Iron Golem 100 70 70 90* 70 90 50 50
Fire Daemon 90 80 80 90* 80 80 70 60
Medusa 70 80 80 90* 60 70 30 60
Vampire 80 33‡ 90 95 70 90 80 70
Lich 90 90 90 90* 80 90 20 80
Jagar Tharn 60 100 90 95 85 90 60 75

In the data, the attributes are stored as a value in the range of 0..255 and internally converted to a range of 0..100. The few discrepancies indicated in the table arise from this.

  • * The values used to obtain 60, 80, and 90 are 153, 204, and 230 for the majority of entries. However, only in Agility, these values are stored as 154, 205, and 231.
  • † These creatures are listed as having 65 STR in the Codex Scientia. 65 evaluates to 25 when converted.
  • ‡ The Vampire is listed as having 85 INT in the Codex Scientia. 85 evaluates to 33 when converted.

Fire Daemon[edit]

Fire Daemon
Fire Daemon
Hit Points 225 - 350
Damage 10 - 40
Experience HP × 65 + 20,000 (34,625 - 42,750)
Attributes
STR 90 INT 80
WIL 80 AGI 90
END 80 PER 70
SPD 80 LUC 60
Abilities
  • Resistance to fire damage
  • Immune to mundane weapons
  • Sees invisible

Fire Daemons are fearsome opponents, able to cast powerful fireballs at range, and capable of lethal melee up close.

They leave no corpse but have a 75% chance to drop a magic item or potion, a 50% chance to drop a low-quality item, 50% chance to drop a magic armor or weapon and a 19% chance for 17-170 gold.

These creatures are from the netherworld, often gating themselves into our plane of existence on some errand of their choosing. They are dangerous foes, highly intelligent, completely chaotic in nature, and powerful in the ways of magic. They are resistant to fire, and are subject to attack only by mithril weapons or better. They are very dangerous to face. Fire daemons also have the ability to see invisible creatures.
Arena Player's Guide

Ghost[edit]

Ghost
Ghost
Hit Points 60 - 80
Damage 5 - 25
Experience HP × 25 + 1,500 (3,000 - 3,500)
Attributes
STR 30 INT 50
WIL 60 AGI 70
END 50 PER 40
SPD 70 LUC 60
Abilities
  • Flight
  • Sees invisible creatures
  • Casts Spell Drain as a level 5 spellcaster.

Ghosts are flying spectres.

These restless spectres are very annoying for most spellcasters but not sorcerers since they usually absorb the drain spell. However, they are not too dangerous for other classes.

"They were once human, but are now trapped between here and the ethereal plane. They exist as spirits only, but have a chilling effect upon those they attack. Ghosts have the ability to drain a wizard's spell points at range. Ghosts are difficult to hit, and often hide themselves in the shadows, where they are effectively invisible. Ghosts also have the ability to see invisible creatures."
Arena Player's Guide

Ghoul[edit]

Ghoul
Ghoul
Hit Points 45 - 75
Damage 5 - 20
Experience HP × 20 + 1,000 (1,900 - 2,500)
Attributes
STR 70 INT 40
WIL 60 AGI 80
END 60 PER 10
SPD 50 LUC 50
Abilities

Ghouls are undead that feast on human corpses. They tend to appear in groups of two or three. They have a 24% chance of dropping 7 - 70 gold and a 5% chance of dropping a low-quality item.

"These undead are the carrion eaters of dungeons, crypts, and other burial places. They feast on human corpses and other rotting flesh. Although they are not intelligent, they have a natural cunning that aids them in finding food. Because of their vile habits, ghouls have a chance of transmitting a disease to those they bite."
Arena Player's Guide

Goblin[edit]

Goblin
Goblin
Hit Points 1 - 8
Damage 1 - 5
Experience HP × 5 + 60 (65 - 100)
Attributes
STR 30 INT 20
WIL 30 AGI 40
END 30 PER 30
SPD 30 LUC 50

Goblins are one of the weakest monsters that can be encountered. They have a 25% chance to drop a low quality item and a 19% chance to drop 2-20 gold when killed.

"Goblins are vile, nasty creatures, short in stature and almost rodent-like in their frenzy to feed. Very stupid but dangerous to the inexperienced."
Arena Player's Guide

Hell Hound[edit]

Hell Hound
Hell Hound
Hit Points 50 - 75
Damage 5 - 25
Experience HP × 25 + 1,250 (2,500 - 3,125)
Attributes
STR 60 INT 40
WIL 60 AGI 75
END 60 PER 70
SPD 40 LUC 50
Abilities
  • Resistance to fire.
  • Casts Fireball as a level 6 spellcaster.

Hell Hounds are infernal dogs that are usually found in proximity to lava. They cast fireballs and will sometimes die from their own splash damage when approached.

Like with many spell-casting monsters, one good defense is spell reflection - with any luck, they'll damage themselves so you won't have to touch them. If you don't have any means to reflect spells, get as close to the beasts as fast as you can. They do less damage at close quarters, especially if you have a potion or two of resistance to fire in your inventory. Hell hounds have anywhere between 50 and 75 health points.

These canines are actually from the nether planes, usually summoned by some powerful being to perform a service. They attack with their powerful jaws, or with a fire breath that burns their intended victims. They are resistant to fire-based spells.
Arena Player's Guide

Homonculus[edit]

Homonculus
Homonculus
Hit Points 90 - 120
Damage 10 - 35
Experience HP × 45 + 7,500 (11,550 - 12,900)
Attributes
STR 20 INT 60
WIL 70 AGI 85
END 60 PER 10
SPD 60 LUC 50
Loot
(Leaves no corpse.)

16% chance of 13 - 130 gold
90% chance of a magic item or potion

Homonculus are tougher than they look, these little critters are created by mages from various elements. They shoot a potent electrical spell.


A strange being created by a high level wizard who has somehow combined the properties of certain spells with parts of various demons. These creatures are often set to guard areas, using their ability to fly to patrol corridors. They have the ability to cast spells, using these effectively with their normal attacks to ward whatever areas they have been set to guard.
Arena Player's Guide

Ice Golem[edit]

Ice Golem
Ice Golem
Hit Points 150 - 200
Damage 10 - 35
Experience HP × 55 + 10,000 (18,250 - 21,000)
Attributes
STR 80 INT 50
WIL 50 AGI 85
END 70 PER 50
SPD 50 LUC 50
Abilities
  • Resistance to cold
  • Immune to mundane weapons

Ice Golems are the weakest of the three golems. They lack a ranged attack and have a vulnerability to fire. They are invulnerable to all weapons below elven (although fists can hurt them).

They have a 9% chance to drop 14 - 140 gold.

Golems are creatures created by those practiced in the arcane arts. They are fashioned from a material to resemble a human form, then animated and set to particular tasks, whether that be questing for an object or guarding a tomb. There are three varieties known to exist in the land: Ice, Stone, and Iron. Any of these are dangerous, each with its own special abilities, immunities, and spell casting powers. Defeating one is a feat well worth praise, for they are very formidable opponents.
Arena Player's Guide

Iron Golem[edit]

Iron Golem
Iron Golem
Hit Points 200 - 300
Damage 10 - 40
Experience HP × 65 + 15,000 (28,000 - 34,500)
Attributes
STR 100 INT 70
WIL 70 AGI 90
END 90 PER 50
SPD 70 LUC 50
Abilities
  • Resistance to spells
  • Immune to mundane weapons

Iron Golems are the strongest of the three golems, but not a particularly fearsome monster due to lack of a ranged attack. They are immune to all weapons below mithril. Avoid using shock magic as they will use the energy to recover from damage.

They have a 9% chance to drop 16 - 160 gold.

Golems are creatures created by those practiced in the arcane arts. They are fashioned from a material to resemble a human form, then animated and set to particular tasks, whether that be questing for an object or guarding a tomb. There are three varieties known to exist in the land: Ice, Stone, and Iron. Any of these are dangerous, each with its own special abilities, immunities, and spell casting powers. Defeating one is a feat well worth praise, for they are very formidable opponents.
Arena Player's Guide

Jagar Tharn[edit]

Jagar Tharn
Jagar Tharn
Hit Points 500
Damage Spell Damage
Experience HP × 0 + 75,000 (75,000)
Attributes
STR 60 INT 100
WIL 90 AGI 95
END 90 PER 60
SPD 85 LUC 75
Abilities
  • Casts Wizard's Fire, Ice Bolt, Wyvern's Sting, Lightning, Far Silence, and Spell Drain.
  • Sees invisible.
  • Puts himself in a protective force field cocoon upon his "death", making him ultimately invulnerable in melee combat.

Jagar Tharn is the Imperial Battle Mage of Uriel Septim VII and Arch-Traitor to the Empire. He serves as the final boss of Arena. He is practically invulnerable, having secured his lifeforce in the Jewel of Fire which conveniently lies nearby in the Imperial Palace where you fight him.

For lore information see the lore article.

Lich[edit]

Lich
Lich
Hit Points 750
Damage 10 - 75
Experience HP × 100 + 50,000 (125,000)
Attributes
STR 90 INT 90
WIL 90 AGI 90
END 90 PER 20
SPD 80 LUC 80
Abilities
  • Spellcasting
  • Self-healing
  • See invisible
  • Immunity to mundane weapons.

Liches are the strongest monster of the game, second only to Jagar Tharn himself. They cast a powerful ranged electrical spell.

When killed they have a 9% chance to drop 20 - 200 gold, 90% chance of a magic item or potion, 90% chance of a low-quality item and a 90% chance of dropping magic armor or weapon.

"These creatures are wizards who have attempted to cheat death by prolonging their life through the use of spells and such, eventually turning themselves into a form of the undead. Few have ever faced such a creature and lived to tell the tale. It is known that they are very powerful, able to defeat high level (around level 15 and higher) characters easily, and able to see the invisible. They are known to have immunity to weapons below mithril, regeneration capabilities, and any other powers that would be associated with a 20th+ level mage. You are cautioned, these creatures are beings of such power that it would be foolhardy to face one without properly preparing yourself with powerful equipment or artifacts."
Arena Player's Guide

Lizard Man[edit]

Lizard Man
Lizard Man
Hit Points 10 - 20
Damage 1 - 8
Experience HP × 10 + 75 (175 - 275)
Attributes
STR 70 INT 30
WIL 40 AGI 60
END 60 PER 30
SPD 70 LUC 50
Abilities
  • Can paralyze

Lizard Men are very weak humanoids, between goblins and orcs in strength.

They have a 25% chance to drop a low-quality item and a 23% chance to drop 2 - 20 gold.

Once thought to be distant cousins of the Argonians, it was soon evident that those lizardmen had nothing human within them whatsoever. They are a race of carnivorous reptiles, whose use of language stretches only far enough to communicate the location of their prey to the rest of their hunting party, which then move to attack and feed.
Arena Player's Guide

Medusa[edit]

Medusa
Medusa
Hit Points 250 - 400
Damage 10 - 50
Experience HP × 75 + 25,000 (43,750 - 55,000)
Attributes
STR 70 INT 80
WIL 80 AGI 90
END 70 PER 30
SPD 60 LUC 60
Abilities
  • Ranged paralysis attack
  • Immunity to mundane weapons

Medusas are wicked snake-women. Contrary to the manual, Medusas do not have a paralyzing gaze; rather, they have a paralyzing spell cast at range. Getting up close will force them to use melee instead.

When killed they have a 9% chance to drop 18 - 180 gold, 60% chance to drop a magic item or potion, and a 90% chance of a low-quality item.

"The medusa is a creature with the upper body of a woman and the lower torso of a snake. It writhes along using its hands and body to wind its way through its lair. Medusa are very strong and intelligent, and armed with a fearsome weapon. Their gaze has the ability to paralyze an opponent. Because of their magical nature, they are immune to weapons below dwarven."
Arena Player's Guide

Minotaur[edit]

Minotaur
Minotaur
Hit Points 30 - 60
Damage 3 - 18
Experience HP × 20 + 300 (900 - 1,500)
Attributes
STR 80 INT 40
WIL 50 AGI 75
END 60 PER 40
SPD 60 LUC 50
Abilities
  • Resistance to spells

Minotaurs are feral beasts. They can pose a threat to low level characters, but otherwise are not much stronger than Orcs.

When killed they have a 25% chance to drop 6 - 60 gold, 20% chance to drop a magic item or potion, and 25% chance of a low-quality item.

"These creatures have the body of a man and the head of a bull, and are cruel man-eaters. They are not particularly intelligent, but can track a man by scent alone. They are very strong and slightly resistant to magic."
Arena Player's Guide

Orc[edit]

Orc
Orc
Hit Points 15 - 40
Damage 2 - 12
Experience HP × 15 + 200 (425 - 800)
Attributes
STR 60 INT 30
WIL 30 AGI 65
END 50 PER 30
SPD 50 LUC 50

Orcs are an average humanoid monster, between the lizard man and the Minotaur in strength. Note that in Arena, Orcs are considered to be monsters, unlike later Elder Scrolls games in which Orcs are a playable race (see the Lore article for details).

When killed they have a 25% chance to drop 4 - 40 gold, a 15% chance to drop a magic item or potion, 50% chance to drop a low-quality item and a 5% chance of a magic armor or weapon.

"Orcs are a larger version of goblins. Indeed, scholars have often speculated that these two creatures are somehow related. Nevertheless, they are stronger than their cousins, and very dangerous, often equipping themselves with weapons found on their opponents. They are not overly intelligent, but are cunning enough to stalk their prey and set up ambushes."
Arena Player's Guide

Rat[edit]

Rat
Rat
Hit Points 1 - 6
Damage 1 - 4
Experience HP × 5 + 35 (40 - 65)
Attributes
STR 20 INT 10
WIL 10 AGI 35
END 30 PER 40
SPD 30 LUC 50
Abilities

Rats are one of the weakest enemies that can be encountered and will be the first enemies you fight alongside goblins.

"Scavengers, these disease-ridden vermin crawl through many of the cities' sewers, or make their home in places where they can use their numbers to attack and bring down larger prey."
Arena Player's Guide

Skeleton[edit]

Skeleton
Skeleton
Hit Points 25 - 45
Damage 2 - 16
Experience HP × 15 + 250 (625 - 925)
Attributes
STR 50 INT 20
WIL 50 AGI 65
END 70 PER 30
SPD 60 LUC 50
Abilities
  • Takes half damage from daggers, swords, axes, and bows.

Skeletons are undead creatures.

"Skeletons are undead creatures, once human, now animated by some forces either magical or supernatural. They usually are set to guard certain places, such as burial crypts or vaults. They have a single minded purpose, and will track their foes until the hapless victim is found and destroyed. Skeletons are resistant to edged weapons."
Arena Player's Guide

Snow Wolf[edit]

Snow Wolf
Snow Wolf
Hit Points 15 - 30
Damage 1 - 12
Experience HP × 10 + 150 (300 - 450)
Attributes
STR 25 INT 40
WIL 50 AGI 75
END 60 PER 50
SPD 70 LUC 50
Abilities
  • Casts Ice Bolt as a level 6 spellcaster

Snow Wolves are a magical breed of the wolf, they cast a ranged cold spell.

"It is rumored that far to the north is a large, more dangerous version of the normal wolf. These Snow Wolves are said to be able to freeze their prey using some sort of magic."
Arena Player's Guide

Spider[edit]

Spider
Spider
Hit Points 40 - 70
Damage 4 - 20
Experience HP × 20 + 500 (1,300 - 1,900)
Attributes
STR 25 INT 30
WIL 50 AGI 75
END 70 PER 10
SPD 80 LUC 50
Abilities
  • Paralysis

Spiders are giant arachnids generally found in dank, ancient dungeons. They can pose a major threat to non-High Elf characters if encountered while swimming, due to their paralyzing attacks.

When killed they have a 16% chance to drop 6 - 60 gold.

"These arachnids are of the giant variety, very poisonous, and extremely fast. They often inhabit places underground where the moist depth can keep their chitinous skin pliable. They are highly carnivorous, and will attack without provocation; using their paralyzing venom to incapacitate their intended victims until they can be fed upon."
Arena Player's Guide

Stone Golem[edit]

Stone Golem
Stone Golem
Hit Points 175 - 250
Damage 10 - 35
Experience HP × 55 + 12,500 (22,125 - 26,250)
Attributes
STR 100 INT 70
WIL 70 AGI 90
END 90 PER 50
SPD 70 LUC 50
Abilities
  • Ranged magic spell
  • Immune to mundane weapons

Stone Golems are between the Ice Golem and the Iron Golem in terms of strength. Their ranged magic attack cannot be ameliorated by a potion, which makes them more dangerous than most spellcasting monsters. They are immune to any weapon below dwarven.

They have a 9% chance to drop 15 - 150 gold.

Golems are creatures created by those practiced in the arcane arts. They are fashioned from a material to resemble a human form, then animated and set to particular tasks, whether that be questing for an object or guarding a tomb. There are three varieties known to exist in the land: Ice, Stone, and Iron. Any of these are dangerous, each with its own special abilities, immunities, and spell casting powers. Defeating one is a feat well worth praise, for they are very formidable opponents.
Arena Player's Guide

Troll[edit]

Troll
Troll
Hit Points 75 - 100
Damage 10 - 30
Experience HP × 35 + 2,500 (5,125 - 6,000)
Attributes
STR 80 INT 40
WIL 60 AGI 80
END 90 PER 30
SPD 50 LUC 50
Abilities
  • Regeneration

Trolls don't remain subdued for long, unless subdued by magic, so one should flee before it regenerates. Paralyzing a troll before killing it prevents regeneration as long as it remains paralyzed. Also, it's possible to exploit the game by resting for zero hours immediately after subduing a troll. Arena removes all corpses when one sleeps, getting rid of the trolls before they could regenerate. If you leave without truly killing it though, you receive zero experience points. If you use magical attacks on the troll, it will indeed die and you will get the points for that death. For an efficient kill, avoid using any physical weapon. Due to their regeneration abilities, if they are first subdued, the battle will take longer and require more magic. It's best to kill them outright.

Trolls are shaggy, green-skinned creatures which often are set to guard areas by high level mages. They are generally stupid, but regenerate any damage done to them quickly. Killing a troll is almost impossible, for doing so would require that the damage was done in such a way as to destroy the flesh, rather than just sever it. It is for this reason that they make such formidable adversaries.
Arena Player's Guide

Vampire[edit]

Vampire
Vampire
Hit Points 500
Damage 10 - 50
Experience HP × 75 + 30,000 (67,500)
Attributes
STR 80 INT 33
WIL 90 AGI 95
END 90 PER 80
SPD 70 LUC 70
Abilities
  • Immunity to mundane weapons, vulnerability to silver weapons, fast healing, spellcasting, sees invisible, transmits disease

Vampires are the second most powerful monster after the Lich. They cast fireballs and can transmit diseases. Like trolls, they can only be subdued by weapon attacks, and magic attacks are required to kill them. Like Trolls, their regeneration ability will greatly increase the time and resources needed to kill them if they are first subdued. If you can withstand their attacks or paralyze them, it is more efficient to use only magical attacks. When killed they have a 5% chance to drop 19 - 190 gold, 40% magic item or potion, 50% low-quality item, 85% magic armor or weapon.

"With the exception of a Lich, these are perhaps the most feared of all creatures which prowl the land. Vampires are exceptionally intelligent, very strong, and very fast. They are immune to iron, steel, and elven weapons, and regenerate lost health points. Silver weapons do double damage, however. Because of their reclusive nature, not much else is known about these powerful undead Lords. They are believed to have spell casting ability, the ability to see invisible creatures, and the ability to command other creatures. They are a fearsome foe indeed."
Arena Player's Guide

Wolf[edit]

Wolf
Wolf
Hit Points 10 - 25
Damage 1 - 10
Experience HP × 10 + 100 (200 - 350)
Attributes
STR 60 INT 30
WIL 30 AGI 75
END 50 PER 40
SPD 60 LUC 50

Wolves are wild animals. They are most commonly found in outside dungeons, but can be encountered in traditional dungeons too.

"These are cunning, dangerous hunters who inhabit mostly forests and glens. They use their highly developed sense of smell to track their prey. They hunt in well organized packs, and are known for their ferocity in battle."
Arena Player's Guide

Wraith[edit]

Wraith
Wraith
Hit Points 80 - 110
Damage 10 - 35
Experience HP × 45 + 5,000 (8,600 - 9,950)
Attributes
STR 50 INT 50
WIL 70 AGI 85
END 60 PER 50
SPD 70 LUC 50
Abilities
  • Flight
  • Spellcaster
  • Sees invisible

Wraiths are the spectres of spellcasters, they are much more dangerous than ghosts. They cast fireballs and will sometimes die from their own splash damage when approached.

Wraiths are the spirits of long dead mages, trapped into this state either by the circumstances surrounding their death, or by being called up from the dead by a more powerful Wizard. They often are set to guard things, or to patrol different areas. It is known that Wraiths can cast spells, and will do so in order to destroy any who trespass into their domain. Wraiths also have the ability to see invisible creatures.
Arena Player's Guide

Zombie[edit]

Zombie
Zombie
Hit Points 70 - 90
Damage 5 - 30
Experience HP × 35 + 2,000 (4,450 - 5,150)
Attributes
STR 70 INT 30
WIL 70 AGI 75
END 50 PER 20
SPD 40 LUC 50
Abilities

Zombies are slow moving enemies that can transmit disease. They have a 25% chance of dropping 9 - 90 gold when killed.

"These undead are dangerous indeed, for they carry with them the curse of their deaths. Those who are struck by a zombie have a chance of getting a rotting disease, which will slowly but surely eat away their health, eventually turning the hapless victim into a zombie also."
Arena Player's Guide

Human enemies[edit]

Human enemies can be of any class or race and have the abilities given them by their race and class. They only appear as white characters regardless in which province they are fought.

Humans met in groups usually have a lower level than solitary ones. Humans met in quest dungeons such as Fortress of Ice have the same level as the player.

  • Loot: {1 .. 50} gold, set of armor (cuirass, greaves, boots and gauntlets; 0+10%/level chance to have a chain/plate one for corresponding classes), left pauldron after level 6, right pauldron after level 11, helmet after level 16, random weapon (3% chance for a rare/magic weapon), a shield (if one-handed weapon was generated).
  • Exp: 25*(level-1)²

Notes[edit]

  • Generally, spell reflection/absorption are very useful in fighting magically inclined monsters. It would be worth your while to invest in these spells or items which can cast them.
  • All the undead monsters, Hell Hounds and Fire Demons cannot appear outdoors by day.
  • Loot chance is independent for each category, i.e. you can loot gold, a potion, a piece of armor, and a magic weapon from a single monster.
  • Low-quality items have reduced durability.
  • The monster stat values as listed in Codex Scientia (pages 31 & 33) are incorrect, and have been updated here to match actual in-game values.
    • The Experience points (Exp) awarded for defeating a monster are derived by multiplying a monster's "Hit Points" by its "EExp/HP" and then adding its "EExperience Points".
  • Several monsters vaporize after being killed, leaving no corpse to be looted; however, some of these have game code listing a chance for a loot drop. (i.e. Homonculus, Fire Daemon, and Lich) In the Codex Scientia under "Ghost" (page 18) there is a note that it might be possible to create a combination freeze/damage spell for a chance at collecting loot from these creatures.