Arena:Monsters
Contents
- 1 Bestiary Notes
- 2 Arena Monsters
- 2.1 Fire Daemon
- 2.2 Ghost
- 2.3 Ghoul
- 2.4 Goblin
- 2.5 Hell Hound
- 2.6 Homonculus
- 2.7 Ice Golem
- 2.8 Iron Golem
- 2.9 Jagar Tharn
- 2.10 Lich
- 2.11 Lizard Man
- 2.12 Medusa
- 2.13 Minotaur
- 2.14 Orc
- 2.15 Rat
- 2.16 Skeleton
- 2.17 Snow Wolf
- 2.18 Spider
- 2.19 Stone Golem
- 2.20 Troll
- 2.21 Vampire
- 2.22 Wolf
- 2.23 Wraith
- 2.24 Zombie
- 3 Human Enemies
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.
Bestiary Notes[edit]
- "Higher levels" generally refers to level 15 and higher.
- 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 (XP) awarded for defeating a monster are derived by multiplying a monster's "Hit Points" by its "Exp/HP" and then adding its "Experience 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.
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 | |||
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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 | |||
|
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.
—Arena Player's Guide
Ghost[edit]
Ghost | |||
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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 | |||
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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 will sometimes fly away when approached.
—Arena Player's Guide
Ghoul[edit]
Ghoul | |||
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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 | |||
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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.
—Arena Player's Guide
Goblin[edit]
Goblin | |||
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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.
—Arena Player's Guide
Hell Hound[edit]
Hell Hound | |||
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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 | |||
|
Hell Hounds are infernal dogs that are usually found in proximity to lava. They shoot fireballs.
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.
—Arena Player's Guide
Homonculus[edit]
Homonculus | |||
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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 |
Homonculus are tougher than they look, these little critters are created by mages from various elements. They shoot a potent electrical spell.
—Arena Player's Guide
Ice Golem[edit]
Ice Golem | |||
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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 | |||
|
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.
—Arena Player's Guide
Iron Golem[edit]
Iron Golem | |||
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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 | |||
|
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.
—Arena Player's Guide
Jagar Tharn[edit]
Jagar Tharn | |||
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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 | |||
|
Jagar Tharn is the Imperial BattleMage 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.
For lore information see the lore article.
Lich[edit]
Description: 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 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.
Notes: The strongest monster of the game, second only to Jagar Tharn himself. They cast a powerful ranged electrical spell.
Characteristics:
- HP: 750
- Damage: {10 .. 75}
- XP: HP × 100 + 50,000 (125,000)
- Abilities: Spellcasting, self-healing, see invisible, immunity to mundane weapons.
- Loot: (Leaves no corpse.) 9% {20 .. 200} gold, 90% magic item or potion, 90% low-quality item, 90% magic armor or weapon.
Lizard Man[edit]
Lizard Man | |||
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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 | |||
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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.
—Arena Player's Guide
Medusa[edit]
Description: 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.
Notes: Third most powerful monster of Arena, after the Lich and the Vampire.
Characteristics:
- HP: {250 .. 400}
- Damage: {10 .. 50}
- XP: HP × 75 + 25,000 {43,750 .. 55,000}
- Abilities: Ranged paralysis attack, immunity to mundane weapons.
- Loot: 9% {18 .. 180} gold, 60% magic item or potion, 90% low-quality item.
Minotaur[edit]
Description: 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.
Notes: However, they are not much stronger than an orc.
Characteristics:
- HP: {30 .. 60}
- Damage: {3 .. 18}
- XP: HP × 20 + 300 {900 .. 1,500}
- Abilities: Resistance to spells.
- Loot: 25% {6 .. 60} gold, 20% magic item or potion, 25% low-quality item.
Orc[edit]
Description: 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.
Notes: It is 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).
Characteristics:
- HP: {15 .. 40}
- Damage: {2 .. 12}
- XP: HP × 15 + 200 {425 .. 800}
- Abilities: None.
- Loot: 25% {4 .. 40} gold, 15% magic item or potion, 50% low-quality item, 5% magic armor or weapon.
Rat[edit]
Rat | |||
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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 | |||
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Rats are one of the weakest enemies that can be encountered and will be the first enemies you fight alongside goblins.
—Arena Player's Guide
Skeleton[edit]
Skeleton | |||
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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 | |||
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Skeletons are undead creatures.
—Arena Player's Guide
Snow Wolf[edit]
Description: 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.
Notes: A magical breed of the wolf, they cast a ranged cold spell.
Characteristics:
- HP: {15 .. 30}
- Damage: {1 .. 12}
- XP: HP × 10 + 150 {300 .. 450}
- Abilities: Casts Ice Bolt as a level 6 spellcaster.
- Loot: None.
Spider[edit]
Description: 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.
Notes: Most dangerous animal (after the Hell Hound) because of its paralysis ability.
Characteristics:
- HP: {40 .. 70}
- Damage: {4 .. 20}
- XP: HP × 20 + 500 {1,300 .. 1,900}
- Abilities: Paralysis.
- Loot: 16% {6 .. 60} gold.
Stone Golem[edit]
Stone Golem | |||
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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 | |||
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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.
—Arena Player's Guide
Troll[edit]
Troll | |||
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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 | |||
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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.
—Arena Player's Guide
Vampire[edit]
Vampire | |||
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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 | |||
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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.
—Arena Player's Guide
Wolf[edit]
Wolf | |||
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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 |
—Arena Player's Guide
Wraith[edit]
Wraith | |||
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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 | |||
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Wraiths are the spectres of spellcasters, they are much more dangerous than ghosts. They cast fireballs but like ghosts they will sometimes fly away when approached.
—Arena Player's Guide
Zombie[edit]
Zombie | |||
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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 | |||
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Zombies are slow moving enemies that can transmit disease. They have a 25% chance of dropping 9 - 90 gold when killed.
—Arena Player's Guide
Human Enemies[edit]
Human enemies in Arena can be of any class or race and have the abilities given them by their race and class.
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).
- XP: 25*(level-1)²