Monsters of Skyrim
Monsters are creatures with various magical abilities, ranging from magical attacks to various magical resistances. This guide references the Dungeon Threat Level Framework for consistency.
Index
Table of contents
Quick Reference: Monsters by Threat Level
| Type | Threat Level | Key Weakness | Key Resistance | Primary Threat |
|---|---|---|---|---|
| Chaurus | 🟢 Average | Blunt weapons, Magic | Poison (75%) | Poison damage + Paralysis |
| Falmer (variants) | đź”´ Dangerous | Fire (20%) | Poison (75%) | Intelligence, teamwork, paralysis |
| Giants | đź”´ Dangerous | Magic, High DPS | Physical reduction | Massive melee damage |
| Hagraven | đź”´ Dangerous | Physical weapons | Magic (varied) | Spell damage, summons |
| Ice Wraith | 🟢 Average | Fire | Frost immunity | Frost damage, invisibility |
| Magic Anomaly | đź”´ Dangerous | Physical weapons | Magic immunity phases | Spell damage |
| Netch | 🟢 Average | Physical weapons | Magic (25%) | Ranged damage |
| Riekling | 🟡 Difficult | Ranged/Magic | Physical armor | Numbers and poison |
| Spider (variants) | 🟢-🟡 Average to Difficult | Fire | Physical reduction | Venom, numbers |
| Spriggan | 🟡 Difficult | Fire | Magic, Nature magic | Poison, summons, nature magic |
| Troll | 🟡 Difficult | Fire | Physical reduction | Regeneration, melee |
| Werewolf | đź”´ Dangerous | Ranged, Magic | Physical reduction, disease immunity | Melee damage, speed |
| Werebear | đź”´ Dangerous | Ranged, Magic | Physical reduction, disease immunity | Melee damage, area effects |
| Wisps | đź”´ Dangerous | Physical weapons | Magic, Shock resistance | Magic attacks, summons |
Chaurus
Threat Level: 🟢 Average
Highly poisonous insectoid with a strong chitin shell. Dangerous at range or melee, primary threat is poison damage and potential paralysis from their bite.
A highly poisonous insectoid that shares some characteristics with a centipede. It is covered in a strong chitin shell that will decrease the effect of all physical damage significantly - for the greatest degree of effect, they should be fought with blunt weapons or with magic. However, they are capable of spitting poison over many yards and therefore can be dangerous both at range or in melee, where they try to bite the target and thereby cause severe wounds. Protection from poison is highly advised when facing these monsters. Using poisons against them, however, is not advised, as they show a great resistance to it and also are immune to their own.
Quick Tactical Tips
- Use blunt weapons or magic for best effectiveness against their chitin
- Poison resistance potions are essential—their bite and spit both apply poison
- Their paralysis effect can be fatal; manage distance and stay mobile
- Avoid using poison attacks; they’re highly resistant
Shared Attributes
Weapon Protection
| Type | Tier |
|---|---|
| Slash (Swords & Axes) | 5 |
| Ranged (Bows & Crossbows) | 4 |
Resistances
| Type | Protection |
|---|---|
| Poison | 75 |
Chaurus
Size Variations
| Stat | Small | Large |
|---|---|---|
| Health | 225 | 200 |
| Magicka | 4 | 4 |
| Stamina | 200 | 200 |
| Movement Speed | 110 | 100 |
Basic Stats
| Stat | Value |
|---|---|
| Melee Damage | 20, Plus chance of Chaurus Bite - A vile poison harming the victim’s health by 0.3 points for 240 seconds. |
| Ranged Damage | Chaurus Spit - A vile poison harming the victim’s health by 0.3 points for 120 seconds. |
| Magical Damage | None |
| Standard AR | 480 |
| Magical AR | None |
| AP | None |
| Health Regeneration | no |
| Diseased | yes - Rattles |
| Can Knockdown Player | Chaurus Bite can apply Paralysis |
Chaurus Reaper
Basic Stats
| Stat | Value |
|---|---|
| Health | 300 |
| Magicka | 4 |
| Stamina | 200 |
| Movement Speed | 100 |
| Melee Damage | 25, Plus chance of Chaurus Bite - A vile poison harming the victim’s health by 0.35 points for 240 seconds. |
| Ranged Damage | Chaurus Spit - A vile poison harming the victim’s health by 0.3 points for 120 seconds. |
| Magical Damage | None |
| Standard AR | 480 |
| Magical AR | None |
| AP | None |
| Health Regeneration | no |
| Diseased | yes - Rattles |
| Can Knockdown Player | Chaurus Bite can apply Paralysis |
Frozen Chaurus
Size Variations
| Stat | Up to Level 39 | Up to Level 40 and above |
|---|---|---|
| Health | 125 | 375 |
Basic Stats
| Stat | Value |
|---|---|
| Magicka | 4 |
| Stamina | 100 |
| Movement Speed | 120 |
| Melee Damage | 50, Plus chance of Chaurus Bite - A vile poison harming the victim’s health by 0.4 points for 300 seconds. |
| Ranged Damage | Chaurus Spit - A vile poison harming the victim’s health by 0.3 points for 300 seconds. |
| Magical Damage | None |
| Standard AR | 480 |
| Magical AR | None |
| AP | None |
| Health Regeneration | no |
| Diseased | yes - Rattles |
| Can Knockdown Player | Chaurus Bite can apply Paralysis |
Resistances
| Type | Protection | Weakness |
|---|---|---|
| Frost | 100% | N/A |
| Fire | N/A | 25% |
Chaurus Hunter
Size Variations
| Stat | Small | Large |
|---|---|---|
| Health | 375 | 400 |
| Magicka | 50 | 50 |
| Stamina | 500 | 500 |
| Movement Speed | 110 | 100 |
Basic Stats
| Stat | Value |
|---|---|
| Melee Damage | 50, Plus chance of Chaurus Bite - A vile poison harming the victim’s health by 0.4 points for 300 seconds. |
| Ranged Damage | Chaurus Spit - A vile poison harming the victim’s health by 0.3 points for 300 seconds. |
| Magical Damage | None |
| Standard AR | 480 |
| Magical AR | None |
| AP | None |
| Health Regeneration | no |
| Diseased | yes - Rattles |
| Can Knockdown Player | Chaurus Bite can apply Paralysis |
Resistances
| Type | Protection |
|---|---|
| Paralysis | Immune |
Chaurus Hunter Fledgling
Basic Stats
| Stat | Value |
|---|---|
| Health | 375 |
| Magicka | 50 |
| Stamina | 525 |
| Movement Speed | 100 |
| Melee Damage | 50, Plus chance of Chaurus Bite - A vile poison harming the victim’s health by 0.4 points for 300 seconds. |
| Ranged Damage | Chaurus Spit - A vile poison harming the victim’s health by 0.3 points for 300 seconds. |
| Magical Damage | None |
| Standard AR | 480 |
| Magical AR | None |
| AP | None |
| Health Regeneration | no |
| Diseased | yes - Rattles |
| Can Knockdown Player | Chaurus Bite can apply Paralysis |
Resistances
| Type | Protection |
|---|---|
| Paralysis | Immune |
Falmer
Threat Level: đź”´ Dangerous
Highly intelligent blind humanoids that fight in coordinated groups. They exploit poison, magic, and summons effectively. Only underestimate them if you want to die.
The Falmer are humanoid-like creatures that dwell in Skyrim’s underground areas, mostly in the parts of forsaken ruins of the dwemer. Without mentioning the astonishing history behind this race, it shall be noted that they’re blind, yet can perceive their evironment exceptionally well via their other senses. They’re highly intelligent and fight in groups while many of them also make use of potent poisons, making them formidable foes that aren’t easily dispatched. However, they’re somewhat vulnerable to fire - while, on the other hand, they’re highly resistant to all kinds of poisons. They should be avoided by all but the most experienced adventurers.
Quick Tactical Tips
- They coordinate in groups—never engage a single Falmer without knowing there are more nearby
- Fire is their primary weakness; exploit it
- Poison resistance is essential; paralyzing poison effects are particularly dangerous
- Shamans can summon Spirit Trolls and cast powerful healing—prioritize casters
- Use cover and ranged attacks when possible
Melee
A Falmer fighter carrying a Melee weapon
These Falmer prefer to fight up close, wielding a fearsome weapon in one hand and a shield in the other. In addition to a Falmer Shield, they carry either a Falmer Sword, a Honed Falmer Sword, a Falmer War Axe, or a Honed Falmer War Axe.
Falmer’s armor like the players depends on what they are wearing.
Weapons Stats
| Stat | Value |
|---|---|
| Falmer Sword | 42 |
| Honed Falmer Sword | 60 |
| Falmer Axe | 48 |
| Honed Falmer Axe | 66 |
Basic Stats
| Stat | Value |
|---|---|
| Health | 400 |
| Magicka | 600 |
| Stamina | 400 |
| Movement Speed | 100 |
| Melee Damage | Depends on Weapon + Falmer Poison(33 damage for 3 seconds) |
| Standard AR | 60 from helmet + 84 from shield (when blocking) |
| AP | Â |
| Health Regeneration | Can carry a Potion of Restore Health - various strengths |
| Diseased | Yes - Damp worms |
| Can Knockdown Player | Falmer Poison Paralyses for 7 seconds |
Resistances
| Type | Protection | Weakness |
|---|---|---|
| Fire | N/A | 20% |
| Poison | 75% | N/A |
SpellSword
Falmer spellswords mix the martial attacks of their melee cousins and the magical attacks of the Falmer shaman. They wield either a Falmer Sword, a Honed Falmer Sword, a Falmer War Axe, or a Honed Falmer War Axe, and they do not carry a shield, preferring instead to keep a hand free for spells.
Basic Stats
| Stat | Value |
|---|---|
| Health | 400 |
| Magicka | 600 |
| Stamina | 400 |
| Movement Speed | 100 |
| Melee Damage | Weapon Damage * 140% + Falmer Poison(33 damage for 3 seconds) |
| Ranged Damage | None |
| Magical Damage | Wall Of Frost - Sprayed on the ground, it creates a wall of frost that does 20 points of frost damage per second and slows the victim my 40% for 5 seconds |
| Magical Support | Healing Hands (Rank III) Heals 50 points of Health and stamina for caster, and everyone close to the caster. |
| Standard AR | 60 |
| Magical AR | None |
| AP | None |
| Health Regeneration | None |
| Diseased | Yes - Damp worms |
| Can Knockdown Player | Falmer Poison Paralyses for 7 seconds |
Archers
Some Falmer prefer to stay at a distance and assault you with missile attacks. These archers wield a Falmer Bow and carry 12 Falmer Arrows, and have a chance to carry a small number of other arrows (of any quality from iron to Daedric). Archers also carry a Falmer Sword, and is equipped with a Falmer Helmet.
Basic Stats
| Stat | Value |
|---|---|
| Health | 400 |
| Magicka | 600 |
| Stamina | 400 |
| Movement Speed | 100 |
| Melee Damage | Depends on Weapon |
| Ranged Damage | Depends on Arrows + Falmer Poison(33 damage for 3 seconds) |
| Standard AR | 60 |
| AP | 50 |
| Health Regeneration | No |
| Diseased | Yes - Damp worms |
| Can Knockdown Player | Falmer Poison Paralyses for 7 seconds |
Resistances
| Type | Protection | Weakness |
|---|---|---|
| Fire | N/A | 20% |
| Poison | 75% | N/A |
Shaman
Falmer shaman are skilled spellcasters, relying primarily on the use of offensive spells in combat.
All shaman carry either a Atronoch Summon Staff, Or a Elemental staff (Fire, ice or storms) or a bound sword with the following enchantments: Banish Summoned (an effect that functions like the Oblivion Binding perk), Soul Trap (5 seconds), and Turn Raised Undead (essentially a Turn Undead effect)
Basic Stats
| Stat | Value |
|---|---|
| Health | 350 |
| Magicka | 700 |
| Stamina | 300 |
| Movement Speed | 100 |
| Melee Damage | 1 |
| Ranged Damage | None |
| Magical Damage | Either Venomous Blast Deals 10 poison damage for 3 seconds, Deals 1 poison damage for 300 seconds and Staggers Or Lightning Strike - The caster evokes a thunderbolt that deals 65 points of shock damage to Health and half that to Magicka. |
| Summon | Spirit Troll - The caster summons the spirit of a rampaging troll for 60 seconds. |
| Magical Support | Healing Hands (Rank III) Heals 50 points of Health and stamina for caster, and everyone close to the caster. |
| Magical Resistance When Cast | Steadfast Ward - The caster creates a protective shield that negates a great amount of physical damage and negates up to 60 points of spell damage or effects. Also renders the caster immune to most paralyzing effects. |
| Standard AR | None |
| Magical AR | 30% |
| AP | None |
| Health Regeneration | No |
| Diseased | Yes - Damp worms |
| Can Knockdown Player | Venomous Blast can paralyse |
Resistances
| Type | Protection |
|---|---|
| Fire | 10% |
| Poison | 75% |
| Paralysis | When Steadfast Ward is active |
Additional Perks
- Electromancy 2 - All shock spells deal 30% more damage.
Bosses
Weapons Stats
| Stat | Value |
|---|---|
| Falmer Sword | 42 |
| Honed Falmer Sword | 60 |
| Falmer Axe | 48 |
| Honed Falmer Axe | 66 |
Melee
Basic Stats
| Stat | Value |
|---|---|
| Health | 522 |
| Magicka | 682 |
| Stamina | 441 |
| Movement Speed | 100 |
| Melee Damage | Weapon Damage * 140% + Falmer Poison(33 damage for 3 seconds) |
| Standard AR | 60 from helmet + 84 from shield (when blocking) |
| AP | None |
| Health Regeneration | Can carry a Potion of Restore Health - various strengths |
| Diseased | Yes - Damp worms |
| Can Knockdown Player | Falmer Poison Paralyses for 7 seconds |
Resistances
| Type | Protection | Weakness |
|---|---|---|
| Fire | N/A | 20% |
| Poison | 75% | N/A |
SpellSword
Basic Stats
| Stat | Value |
|---|---|
| Health | 500 |
| Magicka | 900 |
| Stamina | 950 |
| Movement Speed | 100 |
| Melee Damage | Weapon Damage * 140% + Falmer Poison(33 damage for 3 seconds) |
| Ranged Damage | None |
| Magical Damage | Wall Of Frost - Sprayed on the ground, it creates a wall of frost that does 20 points of frost damage per second and slows the victim my 40% for 5 seconds |
| Summon | Spirit Troll - The caster summons the spirit of a rampaging troll for 60 seconds. |
| Magical Support | Healing Hands (Rank III) Heals 50 points of Health and stamina for caster, and everyone close to the caster. |
| Magical Aura | Frost Cloak - 12 frost damage for 60 seconds, 30% fire resistance for 60 seconds. |
| Standard AR | 60 from helmet |
| Magical AR | None |
| AP | None |
| Health Regeneration | None |
| Diseased | Yes - Damp worms |
| Can Knockdown Player | Falmer Poison Paralyses for 7 seconds |
Resistances
| Type | Protection | Weakness |
|---|---|---|
| Fire | N/A | 20% |
| Poison | 75% | N/A |
Frozen Vampire
Melee
Basic Stats
| Stat | Value |
|---|---|
| Health | 300 |
| Magicka | 150 |
| Stamina | 150 |
| Movement Speed | 100 |
| Melee Damage | 20 |
| Ranged Damage | None |
| Magical Damage | None |
| Standard AR | None |
| Magical AR | None |
| AP | None |
| Health Regeneration | None |
| Diseased | Yes - Damp worms |
| Can Knockdown Player | No |
Shaman
Basic Stats
| Stat | Value |
|---|---|
| Health | 350 |
| Magicka | 700 |
| Stamina | 300 |
| Movement Speed | 100 |
| Melee Damage | 20 |
| Ranged Damage | None |
| Magical Damage | Wall Of Frost - Sprayed on the ground, it creates a wall of frost that does 20 points of frost damage per second and slows the victim my 40% for 5 seconds |
| Summon | Spirit Troll - The caster summons the spirit of a rampaging troll for 60 seconds. |
| Magical Aura | Frost Cloak - 12 frost damage for 60 seconds, 30% fire resistance for 60 seconds. |
| Magical Resistance When Cast | Steadfast Ward - The caster creates a protective shield that negates a great amount of physical damage and negates up to 60 points of spell damage or effects. Also renders the caster immune to most paralyzing effects. |
| Standard AR | None |
| Magical AR | None |
| AP | None |
| Health Regeneration | Fast Heal - restores 20 HP and stamina to self. |
| Diseased | Yes - Damp worms |
| Can Knockdown Player | No |
Additional Perks
- Electromancy - All shock spells deal 15% more damage.
Feral
Basic Stats
| Stat | Value |
|---|---|
| Health | 300 |
| Magicka | 150 |
| Stamina | 150 |
| Movement Speed | 100 |
| Melee Damage | 1 |
| Ranged Damage | None |
| Magical Damage | None |
| Standard AR | None |
| Magical AR | None |
| AP | None |
| Health Regeneration | None |
| Diseased | Yes - Damp worms |
| Can Knockdown Player | No |
Shared
| Type | Protection | Weakness |
|---|---|---|
| Fire | N/A | -20 |
| Poison | 75 | N/A |
Giants
Threat Level: đź”´ Dangerous
Massive humanoids with tremendous melee damage and knockdown potential. Exceptional arrow resistance makes ranged combat less effective. They rarely attack unless provoked, but once engaged, they are relentless.
Giants are what their name suggests and can be found a plenty in the mountains and plains of Skyrim’s landscape. Although most of them will only attack if one gets too close or they feel threatened, some might be more aggressive than others. Fighting them is a difficult task, however, as they can tear a human apart with their mere hands and become even more dangerous when using truly big weapons to crush their foes and knock down the entire vicinity. The structure of their body also differs greatly from that of humans internally, giving them a great protection from all kinds of arrows.
Quick Tactical Tips
- Their stomp attack knockdowns can be fatal if you’re off balance—use magic or Unrelenting Force shout to maintain control
- Arrows are largely ineffective due to their exceptional piercing resistance—use magic or melee
- They’re highly vulnerable to magic; destruction spells are effective
- Paralysis immunity means you can’t rely on that strategy
- Blunt weapons are as ineffective as slashing—magic damage is your best bet
Standard
Basic Stats
| Stat | Value |
|---|---|
| Health | 1250 |
| Magicka | 0 |
| Stamina | 2200 |
| Movement Speed | 125 |
| Melee Damage | 60 |
| Ranged Damage | None |
| Magical Damage | None |
| Standard AR | 240 |
| Magical AR | 5 |
| AP | 75 |
| Health Regeneration | No |
| Diseased | No |
| Can Knockdown Player | Yes - Giant Stomp |
Weapon Protection
| Type | Tier |
|---|---|
| Pierce(Daggers) | 2 |
| Blunt (Maces & Hammers) | 2 |
| Ranged (Bows & Crossbows) | 4 |
Resistances
| Type | Protection |
|---|---|
| Poison | 60% |
| Paralysis | Immune |
| Knock Down | Minor |
Frost
Basic Stats
| Stat | Value |
|---|---|
| Health | 1500 |
| Magicka | 0 |
| Stamina | 2600 |
| Movement Speed | 90 |
| Melee Damage | 60 Unarmed, 480 from Club |
| Ranged Damage | None |
| Magical Damage | None |
| Standard AR | 240 |
| Magical AR | 5% |
| AP | 75 |
| Health Regeneration | Yes 120/s |
| Diseased | No |
| Can Knockdown Player | Yes - Giant Stomp |
Weapon Protection
| Type | Tier |
|---|---|
| Pierce(Daggers) | 2 |
| Blunt (Maces & Hammers) | 2 |
| Ranged (Bows & Crossbows) | 4 |
Resistances
| Type | Protection | Weakness |
|---|---|---|
| Fire | N/A | 33% |
| Frost | 95% | N/A |
| Poison | 60% | N/A |
| Knock Down | Minor | N/A |
Hagraven
Threat Level: đź”´ Dangerous
Powerful casters with magic immunity phases, summons, and bone-shaping magic. Always encountered in groups with Forsworn. Their defensive capabilities make them extremely hazardous.
Hagravens seem to be part woman and part raven. Generally, they’re creatures that tend to practice witchcraft and therefore can relie on devastating spells during combat, though their sharp claws also give them an edge in melee. They should only be attacked with a high resistance to spells and at best, should be surprised, as they’re rather weak when one can land the first blows before they start countering the attack. Additional caution is advised in melee, as they can also infect their victims with dangerous diseases.
Quick Tactical Tips
- Wait out their magic immunity phases before committing to offense
- They summon Daedra and cast spells remotely—close distance or use counter-spells
- Magic damage is largely ineffective during immunity phases; switch to physical attacks
- Their coven locations mean reinforcements are always nearby—escape if overwhelmed
- High magic resistance makes standard magic attacks less effective; use physical weapons or highly enchanted spells
Standard
Basic Stats
| Stat | Value |
|---|---|
| Health | 401 |
| Magicka | 800 |
| Stamina | 50 |
| Movement Speed | 100 |
| Melee Damage | 40 |
| Ranged Damage | None |
| Magical Damage | Firebolt - The caster evokes a blast of fire that deals 25 points of damage and staggers. Targets on fire take extra damage. |
| Â | Fireball - The caster evokes a flaming projectile that deals 40 points of damage to everything in its impact radius. Targets on fire take extra damage. |
| Standard AR | None |
| Magical AR | None |
| AP | None |
| Health Regeneration | Yes - Can cast both Fast Healing - Heals the caster by 25 points. Heal Self (Rank III) - Heals the caster by 40 points. |
| Diseased | Yes- Brain Rot |
| Can Knockdown Player | No |
Additional Perks
- They can detect steath players So Sneak attacks are impossible to perform
- Pyromancy 2 All Fire spells deal 30% more damage.
- Improved Healing - Healing spells are 25% more effective.
Karthspire’s Hagraven
Same as standard except for spells.
Basic Stats
| Stat | Value |
|---|---|
| Magical Damage | Frostbite - The caster evokes a blast of cold that freezes everyone inside for 20 points per second, draining both health and stamina and applying a 20% slow. When the spell is released, the cold slowly ebbs away. Casting multiple Frostbite at the same target will not increase the applied damage. |
| Â | IceSpike - A spike of ice that does 15 points of frost damage to Health and Stamina. a 30% slow for 3 seconds |
| Magical AR | Lesser Ward The caster creates a protective shield that negates a great amount of physical damage and negates up to 40 points of spell damage or effects. |
| Health Regeneration | Yes - Can cast Fast Healing - Heals the caster by 25 points. a 0.5 Stagger |
Lucerne
Basic Stats
| Stat | Value |
|---|---|
| Health | 301 |
| Magicka | 150 |
| Stamina | 50 |
| Movement Speed | 100 |
| Melee Damage | 40 |
| Ranged Damage | None |
| Magical Damage | None |
| Standard AR | None |
| Magical AR | None |
| AP | None |
| Health Regeneration | None |
| Diseased | Yes- Brain Rot |
| Can Knockdown Player | No |
Additional Perks They can detect steath players So Sneak attacks are impossible to perform
Ettiene / Fallaise / Isobel
Basic Stats
| Stat | Value |
|---|---|
| Health | 419 |
| Magicka | 852 |
| Stamina | 150 |
| Movement Speed | 100 |
| Melee Damage | 40 |
| Ranged Damage | None |
| Magical Damage | Firebolt - The caster evokes a blast of fire that deals 25 points of damage and staggers. Targets on fire take extra damage. |
| Â | Fireball - The caster evokes a flaming projectile that deals 40 points of damage to everything in its impact radius. Targets on fire take extra damage. |
| Standard AR | 150 |
| Magical AR | None |
| AP | None |
| Health Regeneration | Yes - Can cast Heal Self (Rank III) - Heals the caster by 40 points. |
| Diseased | Yes- Brain Rot |
| Can Knockdown Player | No |
Additional Perks
- They can detect steath players So Sneak attacks are impossible to perform
- Cremation - high-tier fire spells can set ablaze those who are susceptible to fire, and force them to flee in fear. Undead, Automatons and Daedra are immune to the Fear effect.
- Respite - Healing spells restore both health and stamina.
- Pyromancy 2 - All frost spells deal 30% more damage.
- Fire Mastery - Her fascination with fire now grants her 25% resistance to it, while fire spells are 5% stronger and 10% less costly.
- Improved Healing - Healing spells are 25% more effective.
- Level 56 destruction bonus (spell damage increased by 56% )
- Level 57 Restoration bonus (Healing Spells increased by 57% )
Ice Wraith
Threat Level: 🟢 Average
Ethereal frost creature with extreme resistance to physical attacks. Highly vulnerable to fire. Significant threat to unprepared melee fighters but manageable with ranged fire damage.
Quick Tactical Tips
- Fire damage is their weakness; use fire spells or fire-enchanted weapons
- Physical weapons are nearly useless (1% damage); avoid melee unless you have fire-based attacks
- Their frost bite applies damage over time; frost resistance helps
- They’re invisible or very hard to see—detect magic spells help identify them
- Ranged fire damage is the safest strategy
| Stat | Value |
|---|---|
| Health | 126 |
| Magicka | 50 |
| Stamina | 10014 |
| Movement Speed | 100 |
| Melee Damage | 75 Plus Ice Bite - The bite of an ice wraith is both cold as the grave and exhausting as Skyrim’s most fearsome blizzards… (Frost Damage 7/s for 3s) |
| Ranged Damage | None |
| Magical Damage | None |
| Standard AR | None |
| Magical AR | None |
| AP | None |
| Health Regeneration | None |
| Diseased | No |
| Can Knockdown Player | Â |
Resistances
| Type | Protection | Weakness |
|---|---|---|
| Fire | N/A | 25% |
| Frost | 100 | N/A |
| Poison | 100 | N/A |
| Sneak Attack | Immune | N/A |
| Paralysis | Immune | N/A |
Material Protection
| Type | Damage change |
|---|---|
| Silver (Melee) | 100% |
| Silver (Arrows) | 100% |
| Daedric (Melee) | 100% |
| Daedric (Arrows) | 100% |
| Standard (Arrows) | 1% |
| Standard (Melee) | 1% |
Magic Anomaly
Threat Level: đź”´ Dangerous
Ethereal beings with magic immunity phases that rotate through spell damage types. Physical attacks are nearly useless. Requires patience and understanding of their damage cycling.
Quick Tactical Tips
- Physical weapons deal minimal damage (1%); rely on magic
- They cycle through elemental protection—learn the pattern
- Don’t waste time attacking during phases where they’re immune
- High magic resistance helps mitigate spell damage
- Patience is critical; these are war-of-attrition fights
Basic Stats
| Stat | Value |
|---|---|
| Health | 100 |
| Magicka | 50 |
| Stamina | 10000 |
| Movement Speed | 100 |
| Melee Damage | 15 |
| Ranged Damage | None |
| Magical Damage | None |
| Standard AR | None |
| Magical AR | None |
| AP | None |
| Health Regeneration | None |
| Diseased | None |
| Can Knockdown Player | None |
Resistances
| Type | Protection |
|---|---|
| Sneak Attack | Immune |
| Paralysis | Immune |
Material Protection
| Type | Damage change |
|---|---|
| Silver (Melee) | 100% |
| Silver (Arrows) | 100% |
| Daedric (Melee) | 100% |
| Daedric (Arrows) | 100% |
| Standard (Arrows) | 1% |
| Standard (Melee) | 1% |
Netch
Threat Level: 🟢 Average
Large insectoid creatures with significant melee damage and shock-based attacks. Manageable threat for ranged builds but dangerous in melee.
Quick Tactical Tips
- Their shock touch attack damages health and magicka—shock resistance helps
- Keep distance and use ranged attacks to avoid their melee
- Magic resistance reduces shock damage effectiveness
- Large variants are more dangerous but follow same pattern
- Straight melee engagement is risky; use hit-and-run tactics
Netch
Size Variations
| Stat | Small | Large |
|---|---|---|
| Level | 50 | 52 |
| Health | 3113 | 3420 |
| Magicka | 0 | 0 |
| Stamina | 4082 | 3585 |
Basic Stats
| Stat | Value |
|---|---|
| Movement Speed | 100 |
| Melee Damage | 300 |
| Ranged Damage | None |
| Magical Damage | Shock touch - A sting that does 100 points of shock damage to Health and half that to Magicka. |
| Standard AR | 350 |
| Magical AR | None |
| AP | 50 |
| Health Regeneration | None |
| Diseased | No |
| Can Knockdown Player | No |
Resistances
| Type | Protection |
|---|---|
| Shock | 85% |
| Poison | 80% |
| Paralysis | Immune |
Weapon Protection
| Type | Tier |
|---|---|
| Pierce(Daggers) | 2 |
| Blunt (Maces & Hammers) | 2 |
| Ranged (Bows & Crossbows) | 2 |
Netch Baby (level 38)
Basic Stats
| Stat | Value |
|---|---|
| Health | 1873 |
| Magicka | 0 |
| Stamina | 4062 |
| Movement Speed | 100 |
| Melee Damage | 185 |
| Ranged Damage | None |
| Magical Damage | Shock touch - A sting that does 45 points of shock damage to Health and half that to Magicka. |
| Standard AR | 450 |
| Magical AR | None |
| AP | 50 |
| Health Regeneration | None |
| Diseased | No |
| Can Knockdown Player | No |
Resistances
| Type | Protection |
|---|---|
| Shock | 85% |
| Poison | 80% |
| Paralysis | Immune |
Weapon Protection
| Type | Tier |
|---|---|
| Pierce(Daggers) | 3 |
| Blunt (Maces & Hammers) | 3 |
| Ranged (Bows & Crossbows) | 3 |
Riekling
Threat Level: 🟡 Difficult
Small humanoid warriors that pose danger primarily through numbers and poison. Individual Rieklings are manageable but encounters rarely feature just one.
Quick Tactical Tips
- They attack in coordinated groups—positioning is critical
- Poison-tipped weapons are their main threat; poison resistance helps significantly
- Use area-of-effect spells or crowd control to manage groups
- Ranged attacks from distance are safer than melee engagement
- They’re weak individually but deadly in packs
Standard
Melee
Size Variations
| Stat | Level 18 | Level 21 | Level 24 |
|---|---|---|---|
| Health | 231 | 240 | 249 |
| Stamina | 284 | 290 | 296 |
Basic Stats
| Stat | Value |
|---|---|
| Magicka | 0 |
| Movement Speed | 100 |
| Melee Damage | 35 unarmed, 168 from spear |
| Ranged Damage | None |
| Magical Damage | None |
| Standard AR | 300 |
| Magical AR | None |
| AP | 55 |
| Health Regeneration | None |
| Diseased | No |
| Can Knockdown Player | No |
Weapon Protection
| Type | Tier |
|---|---|
| Ranged (Bows & Crossbows) | 1 |
Resistances
| Type | Protection |
|---|---|
| Frost | 35 |
Missile
Size Variations
| Stat | Level 18 | Level 21 | Level 24 |
|---|---|---|---|
| Health | 231 | 240 | 249 |
| Stamina | 284 | 290 | 296 |
Basic Stats
| Stat | Value |
|---|---|
| Magicka | 0 |
| Movement Speed | 100 |
| Melee Damage | 35 unarmed, 65 from Spear thrower |
| Ranged Damage | None |
| Magical Damage | None |
| Standard AR | 300 |
| Magical AR | None |
| AP | 55 |
| Health Regeneration | None |
| Diseased | No |
| Can Knockdown Player | No |
Weapon Protection
| Type | Tier |
|---|---|
| Ranged (Bows & Crossbows) | 1 |
Resistances
| Type | Protection |
|---|---|
| Frost | 35 |
Mounted
Basic Stats
| Stat | Value |
|---|---|
| Health | 381 |
| Magicka | 0 |
| Stamina | 284 |
| Movement Speed | 100 |
| Melee Damage | 35 unarmed, 150 from Spear |
| Ranged Damage | None |
| Magical Damage | None |
| Standard AR | 300 |
| Magical AR | None |
| AP | 55 |
| Health Regeneration | None |
| Diseased | No |
| Can Knockdown Player | No |
Weapon Protection
| Type | Tier |
|---|---|
| Ranged (Bows & Crossbows) | 1 |
Resistances
| Type | Protection |
|---|---|
| Frost | 35 |
| Paralysis | Immune |
Thirsk Mead Hall Chief
Basic Stats
| Stat | Value |
|---|---|
| Health | 249 |
| Magicka | 0 |
| Stamina | 296 |
| Movement Speed | 100 |
| Melee Damage | 35 unarmed, 120 from Spear |
| Ranged Damage | None |
| Magical Damage | None |
| Standard AR | 300 |
| Magical AR | None |
| AP | 55 |
| Health Regeneration | None |
| Diseased | No |
| Can Knockdown Player | No |
Weapon Protection
| Type | Tier |
|---|---|
| Ranged (Bows & Crossbows) | 1 |
Resistances
| Type | Protection |
|---|---|
| Frost | 35 |
Spiders
Threat Level: 🟡 Average to Difficult
Venomous arachnids with varying sizes and poison resistances. Threat scales with size and type. Fire is generally effective.
Quick Tactical Tips
- Poison is their primary threat—bring poison resistance potions
- They’re vulnerable to fire; flame attacks are effective
- Frostbite spiders have frost resistance; adjust tactics accordingly
- Smaller spiders are weaker but often appear in groups
- Use fire-based attacks or physical weapons with high damage output
Frostbite
These spiders are far more dangerous than those that dwell in the dungeons of High Rock, as they grow much larger and have an even thicker carapace. Their poison can easily kill an adult human and, if applied by their fangs, can also paralyze the victim if it is not protected greatly from poisons. Again, blunt weapons and magic are the best way to deal with their natural armor, however, they show a slight weakness to fire, which should be the preferred form of spell or enchantment if dealing with this specimen. Using poisons against them, however, is not advised, as they show a great resistance to it and also are immune to their own, which only the most experienced alchemists can extract from their very unaccessible poison sacks. Amateurs will only be able to collect their less potent spittle from their fangs.
Baby
Basic Stats
| Stat | Value |
|---|---|
| Health | 95 |
| Magicka | -36 |
| Stamina | 250 |
| Movement Speed | 165 |
| Melee Damage | 17.5 |
| Ranged Damage | None |
| Magical Damage | None |
| Standard AR | None |
| Magical AR | None |
| AP | None |
| Health Regeneration | no |
| Diseased | None |
| Can Knockdown Player | No |
Resistances
| Type | Protection | Weakness |
|---|---|---|
| Fire | N/A | 25% |
| Poison | 60% | N/A |
Tiny
Basic Stats
| Stat | Value |
|---|---|
| Health | 95 |
| Magicka | 0 |
| Stamina | 250 |
| Movement Speed | 165 |
| Melee Damage | 17.5 |
| Ranged Damage | None |
| Magical Damage | None |
| Standard AR | None |
| Magical AR | None |
| AP | None |
| Health Regeneration | Yes |
| Diseased | None |
| Can Knockdown Player | No |
Resistances
| Type | Protection | Weakness |
|---|---|---|
| Fire | N/A | 25% |
| Poison | 60% | N/A |
Medium
Basic Stats
| Stat | Value |
|---|---|
| Health | 250 |
| Magicka | 0 |
| Stamina | 250 |
| Movement Speed | 100 |
| Melee Damage | 35 |
| Ranged Damage | Frostbite Poison - A blood-freezing poison that deals 0.2 points of damage to Health and Stamina per second for 30 seconds. |
| Magical Damage | None |
| Standard AR | 360 |
| Magical AR | None |
| AP | None |
| Health Regeneration | Yes |
| Diseased | Yes - Chills |
| Can Knockdown Player | Can apply Paralysis |
Weapon Protection
| Type | Tier |
|---|---|
| Ranged (Bows & Crossbows) | 1 |
Resistances
| Type | Protection | Weakness |
|---|---|---|
| Fire | N/A | 25% |
| Poison | 60% | N/A |
Large
Basic Stats
| Stat | Value |
|---|---|
| Health | 250 |
| Magicka | 4 |
| Stamina | 250 |
| Movement Speed | 100 |
| Melee Damage | 25 |
| Ranged Damage | Frostbite Poison - A blood-freezing poison that deals 0.4 points of damage to Health and Stamina per second for 60 Seconds. |
| Magical Damage | None |
| Standard AR | 480 |
| Magical AR | None |
| AP | 25 |
| Health Regeneration | No |
| Diseased | Yes - Chills |
| Can Knockdown Player | Can apply Paralysis |
Weapon Protection
| Type | Tier |
|---|---|
| Ranged (Bows & Crossbows) | 1 |
Resistances
| Type | Protection | Weakness |
|---|---|---|
| Fire | N/A | 25% |
| Poison | 60% | N/A |
Wounded Giant
Basic Stats
| Stat | Value |
|---|---|
| Health | 650 |
| Magicka | 4 |
| Stamina | 700 |
| Movement Speed | 100 |
| Melee Damage | 120 |
| Ranged Damage | Frostbite Poison - A blood-freezing poison that deals 1 points of damage to Health and Stamina per second for 150 seconds. |
| Magical Damage | None |
| Standard AR | 600 |
| Magical AR | 0 |
| AP | None |
| Health Regeneration | no |
| Diseased | Yes - Chills |
| Can Knockdown Player | Can apply Paralysis |
Weapon Protection
| Type | Tier |
|---|---|
| Ranged (Bows & Crossbows) | 1 |
Resistances
| Type | Protection | Weakness |
|---|---|---|
| Fire | N/A | 25% |
| Poison | 60% | N/A |
| Knock Down | Minor | N/A |
Giant
Basic Stats
| Stat | Value |
|---|---|
| Health | 1250 |
| Magicka | 10 |
| Stamina | 700 |
| Movement Speed | 100 |
| Melee Damage | 100 |
| Ranged Damage | Frostbite Poison - A blood-freezing poison that deals 1 points of damage to Health and Stamina per second for 300 seconds |
| Magical Damage | None |
| Standard AR | 480 |
| Magical AR | None |
| AP | 25 |
| Health Regeneration | No |
| Diseased | Yes - Chills |
| Can Knockdown Player | Can apply Paralysis |
Resistances
| Type | Protection | Weakness |
|---|---|---|
| Fire | N/A | 25% |
| Poison | 60% | N/A |
| Knock Down | Minor | N/A |
Weapon Protection
| Type | Tier |
|---|---|
| Ranged (Bows & Crossbows) | 1 |
Solsheim
Albino Spider
Basic Stats
| Stat | Value |
|---|---|
| Health | 28 |
| Magicka | 4 |
| Stamina | 53 |
| Movement Speed | 150 |
| Melee Damage | 55 |
| Ranged Damage | None |
| Magical Damage | None |
| Standard AR | None |
| Magical AR | None |
| AP | 25 |
| Health Regeneration | None |
| Diseased | No |
| Can Knockdown Player | Paralyzing Poison - A poison that burns like fire, paralyzing those unfortunate enough to make contact with it for 15 seconds. |
Flame Cloaked Spider
Same as Albino.
Has Flame cloak Spell 20/s in melee Range. Immune to its element.
Frost Cloaked Spider
Same as Albino.
Has Frost cloak Spell 20/s in melee Range. Immune to its element.
Poison Cloaked Spider
Same as Albino.
Has Poison cloak Spell 20/s in melee Range. Immune to its element.
Shock Cloaked Spider
Same as Albino.
Has Shock cloak Spell 20/s in melee Range. Immune to its element.
Jumping Frost Spider
Same as Albino.
Jumps and Explodes for 96 Frost Damage. Immune to its element.
Jumping Flame Spider
Same as Albino.
Jumps and Explodes for 96 Fire Damage. Immune to its element.
Jumping Poison Spider
Same as Albino.
Jumps and Explodes for 96 Poison Damage. Immune to its element.
Jumping Shock Spider
Same as Albino.
Jumps and Explodes for 96 Shock Damage. Immune to its element.
Oil Spider
Same as Albino, not hostile, leaves a tail of flammable oil behind itself.
Spriggan
Threat Level: 🟡 Difficult
Nature-wielding humanoid creatures with poison attacks and summoning ability. Vulnerable to fire but resistant to nature-based damage. Always fight with fire damage available.
Quick Tactical Tips
- Fire is their primary weakness—use fire damage exclusively
- They summon forest creatures to aid them; prioritize disabling summons or take them down quickly
- Poison damage is their attack; poison resistance helps
- They’re fast and intelligent; don’t underestimate their tactical awareness
- Engage from distance if possible; ranged fire attacks are most effective
- Restore potions help counter their poison attacks
Spriggans are somewhat like Nymphs, but are more associated with forests and groves. They actually do look like they consist mostly of wood and arcane energies, however, this doesn’t prevent them from having a weakness against fire. On the other hand, they also show great regenerative abilities that can only be suppressed by setting them ablaze. In combat, they generally attack the target with claws and poisonous spells, while quickly retreating and regenerating if heavily injured.
Shared Protections
Weapon Protection
| Type | Bonus Armor |
|---|---|
| Pierce(Daggers) | 33% damage reduction |
| Blunt (Maces & Hammers) | 33% damage reduction |
| Ranged (Bows & Crossbows) | 25% damage reduction |
Additional Perks - Except Burnt Spriggans
- “Spriggan Call of the Wild” - Call Animals in 6000 feet to help, for 60 seconds, Invisibility, 5 seconds
*Additional Perks
- Improved Healing - Healing spells are 25% more effective.
- “Spriggan Resiliance” - When health drops below 20%, Apply a 90% damage reduction to incoming damage from all sources
Spriggan
Basic Stats
| Stat | Value |
|---|---|
| Health | 300 |
| Magicka | 200 |
| Stamina | 50 |
| Movement Speed | 100 |
| Melee Damage | 35 |
| Ranged Damage | Spriggan Spray - The caster summons a swarm of insects from the realm of Hircine which burrows into the target’s flesh and deals 15 poison damage and 15 physical damage for 1 seconds. |
| Magical Damage | None |
| Standard AR | 360 |
| Magical AR | None |
| AP | None |
| Health Regeneration | Yes - 60/s. Can also cast “Spriggan Heal” - Heals self for 200HP |
| Diseased | No |
| Can Knockdown Player | No |
Resistances
| Type | Protection | Weakness |
|---|---|---|
| Fire | None | 33% |
| Poison | 100 | N/A |
| Sneak Attack | Immune | N/A |
| Paralysis | Immune | N/A |
Spriggan Matron
Basic Stats
| Stat | Value |
|---|---|
| Health | 400 |
| Magicka | 250 |
| Stamina | 50 |
| Movement Speed | 100 |
| Melee Damage | 45 |
| Ranged Damage | None |
| Magical Damage | Spriggan Spray - The caster summons a swarm of even more ferocious insects from the realm of Hircine that burrow into the target’s flesh, dealing 15 poison damage and 15 physical damage for 1 seconds. |
| Standard AR | 536 |
| Magical AR | none |
| AP | None |
| Health Regeneration | Yes - 65/s. Can also cast “Spriggan Heal” - Heals self for 300HP |
| Diseased | No |
| Can Knockdown Player | No |
Resistances
| Type | Protection | Weakness |
|---|---|---|
| Fire | None | 33% |
| Poison | 100 | N/A |
| Sneak Attack | Immune | N/A |
| Paralysis | Immune | N/A |
Spriggan Earth Mother
Basic Stats
| Stat | Value |
|---|---|
| Health | 547 |
| Magicka | 250 |
| Stamina | 123 |
| Movement Speed | 100 |
| Melee Damage | 30 |
| Ranged Damage | None |
| Magical Damage | Spriggan Spray - The caster summons a swarm of even more ferocious insects from the realm of Hircine that burrow into the target’s flesh, dealing 35 poison damage and 35 physical damage for 1 seconds. |
| Standard AR | 536 |
| Magical AR | None |
| AP | None |
| Health Regeneration | Yes - 100/s. Can also cast “Spriggan Heal” - Heals self for 100HP |
| Diseased | None |
| Can Knockdown Player | No |
Resistances
| Type | Protection | Weakness |
|---|---|---|
| Fire | None | 25% |
| Poison | 100 | N/A |
| Sneak Attack | Immune | N/A |
| Paralysis | Immune | N/A |
Burnt Spriggan
Basic Stats
| Stat | Value |
|---|---|
| Health | 467 |
| Magicka | 300 |
| Stamina | 218 |
| Movement Speed | 100 |
| Melee Damage | 150 |
| Ranged Damage | None |
| Magical Damage | Flames Channelled 10DPS, Firebolt 30 damage Plus 10DPS for 10 seconds in strike area |
| Standard AR | 360 |
| Magical AR | none |
| AP | None |
| Health Regeneration | Yes 75/s |
| Diseased | None |
| Can Knockdown Player | No |
Resistances
| Type | Protection |
|---|---|
| Fire | 99% |
| Poison | 100 |
| Sneak Attack | Immune |
| Paralysis | Immune |
Additional perks
- Cremation - high-tier fire spells can set ablaze those who are susceptible to fire, and force them to flee in fear. Undead, Automatons and Daedra are immune to the Fear effect.
- Pyromancy 2 - All frost spells deal 30% more damage.
Troll
Threat Level: 🟡 Difficult
Muscular brutes with exceptional melee damage, knockdown ability, and rapid health regeneration. Nearly impossible to kill without fire. Cannot be overemphasized: use fire or don’t engage.
Trolls are found in great numbers in Skyrim’s caves, mountains and plains alike. This brute almost entirely consists of pure muscles and delivers devastating blows with its strong arms that can tear smaller creatures apart easily. Besides, like Spriggans, they possess exceptionally high rates of healing, making them very hard to kill with normal weapons. Fire again is the best way to face this foe.
Quick Tactical Tips
- FIRE is mandatory—their regeneration makes any other approach ineffective
- They hit extremely hard and can knockdown; don’t get hit twice
- Keep distance and use ranged fire attacks; close distance only with fire-enchanted weapons
- Their high stamina means they’re relentless; maintain tempo with fire damage
- Shield Charge or similar knockdown effects can buy time while fire burns them
Standard
Basic Stats
| Stat | Value |
|---|---|
| Health | 500 |
| Magicka | 0 |
| Stamina | 675 |
| Movement Speed | 125 |
| Melee Damage | 60 |
| Ranged Damage | None |
| Magical Damage | None |
| Standard AR | 240 |
| Magical AR | None |
| AP | 25 |
| Health Regeneration | Yes 60/s |
| Diseased | No |
| Can Knockdown Player | Â |
Resistances
| Type | Protection | Weakness |
|---|---|---|
| Fire | N/A | 50% |
| Frost | 25% | N/A |
| Knockdown | Minor | N/A |
Weapon Protection
| Type | Tier |
|---|---|
| Pierce(Daggers) | 2 |
| Blunt (Maces & Hammers) | 2 |
| Ranged (Bows & Crossbows) | 4 |
Large
Basic Stats
| Stat | Value |
|---|---|
| Health | 800 |
| Magicka | 0 |
| Stamina | 800 |
| Movement Speed | 125 |
| Melee Damage | 110 |
| Ranged Damage | None |
| Magical Damage | None |
| Standard AR | 240 |
| Magical AR | None |
| AP | 50 |
| Health Regeneration | Yes 60/s |
| Diseased | No |
| Can Knockdown Player | Yes |
Resistances
| Type | Protection | Weakness |
|---|---|---|
| Fire | N/A | 50% |
| Frost | 25% | N/A |
| Knockdown | Minor | N/A |
Weapon Protection
| Type | Tier |
|---|---|
| Pierce(Daggers) | 2 |
| Blunt (Maces & Hammers) | 2 |
| Ranged (Bows & Crossbows) | 4 |
Frost
Basic Stats
| Stat | Value |
|---|---|
| Health | 550 |
| Magicka | 0 |
| Stamina | 750 |
| Movement Speed | 125 |
| Melee Damage | 65 |
| Ranged Damage | None |
| Magical Damage | None |
| Standard AR | 240 |
| Magical AR | None |
| AP | None |
| Health Regeneration | Yes - 80/s |
| Diseased | No |
| Can Knockdown Player | Yes |
Resistances
| Type | Protection | Weakness |
|---|---|---|
| Fire | N/A | 50% |
| Frost | 33% | N/A |
| Knockdown | Minor | N/A |
Weapon Protection
| Type | Tier |
|---|---|
| Pierce(Daggers) | 2 |
| Blunt (Maces & Hammers) | 2 |
| Ranged (Bows & Crossbows) | 4 |
Cave
Basic Stats
| Stat | Value |
|---|---|
| Health | 182 |
| Magicka | 0 |
| Stamina | 522 |
| Movement Speed | 100 |
| Melee Damage | 60 |
| Ranged Damage | None |
| Magical Damage | None |
| Standard AR | 240 |
| Magical AR | None |
| AP | None |
| Health Regeneration | Yes 60/s |
| Diseased | No |
| Can Knockdown Player | Yes |
Resistances
| Type | Protection | Weakness |
|---|---|---|
| Fire | N/A | 50% |
| Frost | 25% | N/A |
Armored
Basic Stats
| Stat | Value |
|---|---|
| Health | 500 |
| Magicka | 0 |
| Stamina | 675 |
| Movement Speed | 125 |
| Melee Damage | 60 |
| Ranged Damage | None |
| Magical Damage | None |
| Standard AR | 600 |
| Magical AR | None |
| AP | 25 |
| Health Regeneration | Yes 60/s |
| Diseased | No |
| Can Knockdown Player | Yes |
Resistances
| Type | Protection | Weakness |
|---|---|---|
| Fire | N/A | 50% |
| Frost | 25% | N/A |
| Knock Down | Minor | N/A |
Weapon Protection
| Type | Tier |
|---|---|
| Pierce(Daggers) | 1 |
| Blunt (Maces & Hammers) | 1 |
| Ranged (Bows & Crossbows) | 5 |
Armored Frost
Basic Stats
| Stat | Value |
|---|---|
| Health | 550 |
| Magicka | 0 |
| Stamina | 375 |
| Movement Speed | 120 |
| Melee Damage | 65 |
| Ranged Damage | None |
| Magical Damage | None |
| Standard AR | 600 |
| Magical AR | None |
| AP | None |
| Health Regeneration | Yes 80/s |
| Diseased | No |
| Can Knockdown Player | Yes |
Resistances
| Type | Protection | Weakness |
|---|---|---|
| Fire | N/A | 50% |
| Frost | 33% | N/A |
| Knock Down | Minor | N/A |
Weapon Protection
| Type | Tier |
|---|---|
| Pierce(Daggers) | 1 |
| Blunt (Maces & Hammers) | 1 |
| Ranged (Bows & Crossbows) | 5 |
WereWolf
Threat Level: đź”´ Dangerous
Shapeshifting humanoids with exceptional melee damage, knockdown ability, and disease immunity. Fast and intelligent; ranged or magic builds have significant advantages.
Quick Tactical Tips
- They’re immune to diseases—don’t rely on disease damage
- Ranged and magic attacks are safer than melee engagement
- Their knockdown attacks are dangerous; use recovery perks or defensive spells
- They move fast; use spells with wide area-of-effect to control engagement
- Magic resistance and high armor help mitigate their damage
- They have lower stamina than Werebears; use stamina-depleting effects if available
| Stat | Level 50 | Level 51 | Level 54 | Level 55 | Level 60 | Â |
|---|---|---|---|---|---|---|
| Health | 1100 | 1250 | 1250 | 1250 | 1250 | 1400 |
Basic Stats
| Stat | Value |
|---|---|
| Magicka | 0 |
| Stamina | 1200 |
| Movement Speed | 100 |
| Melee Damage | 120 |
| Ranged Damage | None |
| Magical Damage | None |
| Standard AR | None |
| Magical AR | None |
| AP | None |
| Health Regeneration | Yes - 1/s |
| Diseased | No |
| Can Knockdown Player | Yes |
Resistances
| Type | Protection |
|---|---|
| Poison | 75% |
| Knock Down | Minor |
Material Protection
| Type | Damage change |
|---|---|
| Silver (Melee) | 150% |
| Silver (Arrows) | 150% |
Werebear
Threat Level: đź”´ Dangerous
Larger, more dangerous shapeshifting form of werewolves with higher damage and area-of-effect attacks. Same disease immunity and knockdown capabilities. More dangerous than werewolves.
Quick Tactical Tips
- Disease immunity applies here too—don’t rely on disease damage
- Their area-of-effect roar can damage multiple targets; use ranged tactics
- Even more dangerous than werewolves due to higher damage and reach
- Magic resistance and crowd control spells are essential
- Keep maximum distance; their melee range is deceptively large
- Prioritize survival over damage; these are endurance fights
Basic Stats
| Stat | Value |
|---|---|
| Health | 3185 |
| Magicka | 0 |
| Stamina | 2185 |
| Movement Speed | 115 |
| Melee Damage | 342 |
| Ranged Damage | None |
| Magical Damage | None |
| Standard AR | None |
| Magical AR | None |
| AP | 75 |
| Health Regeneration | Yes - 2/s |
| Diseased | No |
| Can Knockdown Player | Yes |
Resistances
| Type | Protection |
|---|---|
| Frost | 75% |
| Poison | 190% |
| Paralysis | Immune |
| Knock Down | Minor |
Material Protection
| Type | Damage change |
|---|---|
| Silver (Melee) | 150% |
| Silver (Arrows) | 150% |
Wisps
Threat Level: đź”´ Dangerous
Magical spheres that attack with spells and summon allies. Always encountered with Wispmothers who cast powerful magic. Ranged magic is dangerous; melee is difficult.
Wisps are glowing, spherical creatures flying around that will attack the Dragonborn. They are usually near their mother, the Wispmother, who is a female, glowing humanoid being that is difficult to defeat. Shades are creatures different from the creature type shades, as they are ghostly apparitions conjured by a Wispmother.
Quick Tactical Tips
- Wisps are never alone—their Wispmother is nearby; prepare for group combat
- Magic damage is their weapon; high magic resistance is essential
- They summon Shades to aid them; manage multiple targets or prioritize summons
- Ranged physical attacks work better than melee given their floating nature
- The Wispmother is the priority target; eliminate her to reduce reinforcements
- Keep moving; their spells track slowly
Wisp
Basic Stats
| Stat | Value |
|---|---|
| Health | 100 |
| Magicka | 50 |
| Stamina | 30 |
| Movement Speed | 100 |
| Melee Damage | 10 + Wisp’s Kiss Deals 15 points of Magicka damage. plus 3 second slow |
| Ranged Damage | None |
| Magical Damage | None |
| Standard AR | None |
| Magical AR | None |
| AP | None |
| Health Regeneration | 0.25/s |
| Diseased | None |
| Can Knockdown Player | None |
Material Protection
| Type | Damage change |
|---|---|
| Silver (Melee) | 100% |
| Silver (Arrows) | 100% |
| Daedric (Melee) | 100% |
| Daedric (Arrows) | 100% |
| Standard (Arrows) | 1% |
| Standard (Melee) | 1% |
Resistances
| Type | Protection |
|---|---|
| Sneak Attack | Immune |
| Paralysis | Immune |
Shade
Basic Stats
| Stat | Value |
|---|---|
| Health | 8 |
| Magicka | 212 |
| Stamina | 50 |
| Movement Speed | 75 |
| Melee Damage | 1 |
| Ranged Damage | None |
| Magical Damage | IceWind - The caster evokes a blast of cold that freezes everyone inside for 17 points per second, draining both health and stamina and slowing by 17% for 4 seconds. When the spell is released, the cold slowly ebbs away. |
| Standard AR | None |
| Magical AR | None |
| AP | None |
| Health Regeneration | No |
| Diseased | No |
| Can Knockdown Player | No |
Resistances
| Type | Protection |
|---|---|
| Sneak Attack | Immune |
Material Protection
| Type | Damage change |
|---|---|
| Silver (Melee) | 100% |
| Silver (Arrows) | 100% |
| Daedric (Melee) | 100% |
| Daedric (Arrows) | 100% |
| Standard (Arrows) | 1% |
| Standard (Melee) | 1% |
Wispmother
Basic Stats
| Stat | Value |
|---|---|
| Health | 800 |
| Magicka | 300 |
| Stamina | 50 |
| Movement Speed | 90 |
| Melee Damage | 1 |
| Ranged Damage | None |
| Magical Damage | Ice Volley - 70 Frost Damage, plus 2 second Slow, plus stagger. |
| Standard AR | None |
| Magical AR | None |
| AP | None |
| Health Regeneration | 0.25/s |
| Diseased | None |
| Can Knockdown Player | No |
Material Protection
| Type | Damage change |
|---|---|
| Silver (Melee) | 100% |
| Silver (Arrows) | 100% |
| Daedric (Melee) | 100% |
| Daedric (Arrows) | 100% |
| Standard (Arrows) | 1% |
| Standard (Melee) | 1% |
Resistances
| Type | Protection |
|---|---|
| Sneak Attack | Immune |
| Paralysis | Immune |
Additional Perks
- Cryomancy 2 All frost spells deal 30% more damage.
Wispering Spirit
Basic Stats
| Stat | Value |
|---|---|
| Health | 50 |
| Magicka | 50 |
| Stamina | 50 |
| Movement Speed | 81 |
| Melee Damage | 1 |
| Ranged Damage | None |
| Magical Damage | None |
| Standard AR | None |
| Magical AR | None |
| AP | None |
| Health Regeneration | None |
| Diseased | None |
| Can Knockdown Player | None |