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Ash Spawn

Shared

Materiel Protection

Type Damage change
Silver (Melee) 150% Damage Done (after armor Mitigation)
Silver (Arrows) 100% Damage Done (after armor Mitigation)
Standard (Arrows) 10% damage

Weapon Protection

Type Change
Pierce(Daggers) 80% Damage reduction
Blunt (Maces & Hammers) 50% Damage reduction
Ranged (Bows & Crossbows) Tier 3

Resistances

Type Protection Weakness
Frost N/A -30
Fire Immune N/A
Poison Immune N/A
Shock 50 N/A
Sneak Attack Immune N/A

Additional Perks

  • Pyromancy - All Fire spells deal 15% more damage.
  • 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.

1 hander

Variations

Stat Level 55 Level 60 Level 70
Health 550 700 850
Stamina 10005 10005 10300

Basic Stats

Stat Value
Magicka 300
Movement Speed 100
Melee Damage 85 unarmed, 78 from Axe
Ranged Damage None
Magical Damage AshBolt - Ash and embers cause 50 points of damage.
Magical Cloak Flame Cloak - Opponents in melee range take 8 points fire damage per second. Targets on fire take extra damage.
Standard AR None
Magical AR None
AP 26 from perks
Health Regeneration Yes 100/s when on Fire
Diseased yes - Black Heart Blight
Can Knockdown Player No

Additional Perks

  • Penetrating Strikes - One-handed power attacks are easier to execute, and further penetrate enemy armor.
    [-50% power attack stamina cost, +5 armor penetration]
  • War Axe Focus I - His basic war axe skill increases damage and armor penetration with one-handed chopping weapons.
    [Damage x 1.05, +10 Armor Penetration]
  • War Axe Focus III- His advanced war axe skill further increases damage and armor penetration with one-handed chopping weapons.
    [Damage x 1.15, +20 armor penetration]
  • War Axe Focus III- His masterful skill with one-handed War Axes further enhances his attacks.[+24% attack speed, +21 armor penetration]
  • Weapon Mastery - Improved fighting techniques bolster the damage and ease of his one-handed and unarmed attacks.[Damage x 140% , -50% weapon weight penalties]
  • Martial Arts - He's a passionate pugilist. Unarmed power attacks deal 30 more damage and cost 66% less stamina.

2 Hander

Stat Level 55 Level 59 Level 60
Health 684 995 790
Stamina 10094 10102 10098

Basic Stats

Stat Value
Magicka 300
Movement Speed 100
Melee Damage 55 unarmed, 132 from BattleAxe
Ranged Damage None
Magical Damage None
Magical Cloak Flame Cloak - Opponents in melee range take 8 points fire damage per second. Targets on fire take extra damage.
Standard AR None
Magical AR None
AP 80 From Perks
Health Regeneration Yes 100/s when on Fire
Diseased yes - Black Heart Blight
Can Knockdown Player No

Additional Perks

  • Armor Penetration 15 - He gains 15 AP when using 2Handed Weapons
  • Battle Axe Focus I His basic battleaxe skill increases damage and armor penetration with all two-handed chopping weapons. [Damage x 1.05, +10 armor penetration]
  • Battle Axe Focus II - His advanced battleaxe skill further increases damage and armor penetration with all two-handed chopping weapons. [Damage x 1.15, +20 armor penetration]
  • Battle Axe Focus III - He's become a master of battle axe combat, allowing Him to perform devastating attacks with them. [Damage x 1.3, +30 armor penetration]
  • Great Weapon Mastery - Advanced martial techniques further increase the damage and ease of your two-handed attacks. [Damage x 1.4, -50% weapon weight penalties]
  • Barbaric Might Two-handed power attacks are easier to execute, and further penetrate enemy armor. [-50% power attack stamina cost, +5 armor penetration]

Unarmed

Variations

Stat Level 55 Level 60 Level 70
Health 663 867 972
Magicka 564 568 572
Stamina 10005 10005 10300

Basic Stats

Stat Value
Magicka 300
Movement Speed 100
Melee Damage 85 unarmed
Ranged Damage None
Magical Damage AshBolt - Ash and embers cause 50 points of damage.
Magical Cloak Flame Cloak - Opponents in melee range take 8 points fire damage per second. Targets on fire take extra damage.
Standard AR None
Magical AR None
AP None
Health Regeneration Yes 100/s when on Fire
Diseased yes - Black Heart Blight
Can Knockdown Player No

Additional Perks

  • Martial Arts - He's a passionate pugilist. Unarmed power attacks deal 30 more damage and cost 66% less stamina.

Death Hound

Basic Stats

Stat Value
Health 380
Magicka 0
Stamina 140
Movement Speed 125
Melee Damage 35 + Deathhound Bite - 10 Frost damage + 50 second slow
Ranged Damage None
Magical Damage Frost Cloak Opponents in melee range take 8 points frost damage and stamina damage per second.
Standard AR None
Magical AR None
AP None
Health Regeneration Yes - 1.5/s
Diseased Yes - Chills
Can Knockdown Player None

Materiel Protection

Type Damage change
Silver (Melee) 150%
Silver (Arrows) 150%

Resistances

Type Protection
Frost 33%
Sneak Attack Immune

Dragon Priest

Thousands of years ago, these priests ruled over Skyrim at the behest of their Dragon overlords. In their service, many of these dragon priests were granted extraordinary powers and knowledge in arcana, and some of them managed to reach lichdom to evade their own demise. They are typically buried in one of the many ancient tombs and temples dotted all across Skyrim, awaiting the return of Alduin the "World-Eater."

In Requiem - these guys are various shades of "utter bastard"

Shared

Basic Stats

Stat Value
Health 1500
Magicka 6300
Stamina 10000
Movement Speed 100
Melee Damage 1
Standard AR 240
Magical AR 10 and 30% absorb
AP None
Health Regeneration Yes - 80/s normally, reducing to 40/s if on fire
Magic Regeneration Yes - 50/s
Diseased No
Can Knockdown Player No

Resistances

Type Protection
Frost 90
Fire 50
Shock 85
Poison Immune
Paralysis Immune
Sneak Attack Immune
Unrelenting Force Immune

Spells

Type Description
Magical Protection Mage Armor on Self (Rank IV) - Improves the caster's armor rating by 150 points for 60 seconds.
Utility Command Daedra - The caster takes over the control of the target summoned or raised creature.

Shared Perks

  • Recovery - Magicka regenerates 50% faster.
  • Improved Healing - Healing spells are 25% more effective.
  • Respite - Healing spells restore both health and stamina.
  • Stability - All Alteration spells last 50% longer.
  • Extended Binding - You can summon Daedra and Spirits up to five times farther away for 25% less magicka.
  • Improved Wards - Arcane wards are 25% more effective, absorb 25% Magicka from hostile spells, and cost 5% less Magicka to cast.
  • Priest Mage Armor - Protection spells like Stoneflesh are 2.5 times as strong.
  • Cognitive Flexibility- Your expanded mental focus allows you to maintain two summons at once, including those outside the school of Conjuration.
  • Magical Absorption - Your understanding of arcane energies grants you 30% chance to absorb incoming spells, shouts, or enchantments, as pure magicka.

Shock Priest

Spells

Type Description
Magical Damage Chain Lightning The caster evokes a lightning bolt that deals 0.5 Stagger, 40 points of shock damage to Health and half to Magicka and hits multiple targets at once if they stand close to each other. Shock damage disintegrates targets if their health is low (below 25%)
Thunderbolt The caster evokes a thunderbolt that deals a 0.25 stagger, 65 points of shock damage to Health and half that to Magicka. Shock damage disintegrates targets if their health is low (below 20%)
Cloak Lightning Cloak For 60 seconds nearby opponents take 12 points of shock damage and half magicka damage. The caster gains 30% of shock resist for the duration.
Summmon Summon Storm Atronach - summons a Storm Atronach for 60 seconds.

Shared Perks plus Additional Perks

  • Electromancy 2 - All shock spells deal 30% more damage.
  • Electrostatic Discharge - Your shock spells damage your opponent's Magicka alongside their Health.
  • Skill 100 Destruction - Destruction spells do 100% more damage

Frost Priest

Spells

Type Description
Magical Damage Icy Spear - A spear of ice that does a 0.25 stagger, 35 points of frost damage to Health and Stamina and 40% slow.
Ice Storm - The caster evokes a freezing whirlwind that deals 45 points of frost damage per second to Health and Stamina and 35% slow .
Cloak "Frost Cloak" - For 60 seconds, opponents in melee range take 12 points frost damage and Stamina damage per second and gainst 30% of fire resistance.
Summmon Summon Frost Atronach - summons a Frost Atronach for 60 seconds.

Shared Perks plus Additional Perks

  • Deep Freeze Many of your ice spells can freeze enemies who are susceptible to frost.
  • Cryomancy 2 All frost spells deal 30% more damage.
  • Skill 100 Destruction - Destruction spells do 100% more damage

Fire Priest

Spells

Type Description
Magical Damage 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. Targets take a 0.5 Stagger. Targets burn for 10/s for 4 seconds after impact. Targets with under 50% magic resistance or under 80% fire resistance will flee for 120 seconds.
Incinerate The caster evokes a blast of fire that deals 65 points of damage and a 0.2 Stagger. Targets on fire take extra damage. Targets with under 50% magic resistance or under 80% fire resistance will flee for 120 seconds. Targets burn for 4/s for 10 seconds after impact.
Cloak Flame Cloak - for 60 seconds, Targets in melee range take 12 damage per second, and the caster gains 30% frost resistance.
Summmon Summon Fire Atronach - summons a Storm Atronach for 60 seconds.

Shared Perks plus 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 - All fire spells deal 30% more damage.
  • Skill 100 Destruction - Destruction spells do 100% more damage

Ghostly Priest

Note: Does not have the shared spells.

Resistances

Type Protection
Frost Immune
Fire 50
Shock 85
Poison Immune
Paralysis Immune
Sneak Attack Immune
Unrelenting Force Immune

Spells

Type Description
Magical Damage Icy Spear - A spear of ice that does a 0.25 stagger, 35 points of frost damage to Health and Stamina and 40% slow.
Snow Spume - The caster manifests an explosion of ice shards at the target location, dealing 45 points of damage in its radius..
Summmon Summon Frost Atronach - summons a Frost Atronach for 60 seconds.

Additional Perks Has the shared perks, plus Same as Standard Frost priests.


Krosis A standard Frost Varient Dragon priest.


Hevnoraak A standard Storm Varient Dragon priest.


Morokei

A Stronger Fire Varient Dragon priest.

Basic Stats

Stat Value
Health 4000
Magicka 7500
Stamina 10000

Additional Perks

  • Has the shared perks, plus Same as Standard Fire priests
  • Cognitive Flexibility II - mastered the art of Cognitive Flexibility and can now maintain three summons of any type.

Nahkriin A Standard Fire Varient Dragon priest.


Otar The Mad A Standard Storm Varient Dragon priest.


Rahgot A Standard Fire Varient Dragon priest.


Vokun A Standard Fire Varient Dragon priest.


Volsung A Standard Frost Varient Dragon priest.


Jsashe A Standard Storm Varient Dragon priest.


Ahzidal

A Stronger Fire Varient Dragon priest.

Basic Stats

Stat Value
Health 4000
Magicka 7500
Stamina 10000
Movement Speed 100
Melee Damage 1
Ranged Damage None
Magical Damage Wall of Flames Sprayed on the ground, it creates a wall of fire that does 20 points of fire damage per second. Targets with under 50% magic resistance or under 80% fire resistance will flee for 120 seconds. Targets burn for 4/s for 10 seconds after contact. The hazard effect lasts for 30 seconds on the ground. Contact with the Hazard causes 50 Damage per second.
Incinerate The caster evokes a blast of fire that deals 65 points of damage and a 0.2 Stagger. Targets on fire take extra damage. Targets with under 50% magic resistance or under 80% fire resistance will flee for 120 seconds. Targets burn for 4/s for 10 seconds after impact.
Summmon Summon Flame Thrall - summons a strong Fire Atronach for 60 seconds.
Magical Protection Mage Armor on Self (Rank IV) - Improves the caster's armor rating by 150 points for 60 seconds.
Greater Ward The caster creates a protective shield that negates a great amount of physical damage and negates up to 80 points of spell damage or effects. Also renders the caster immune to most paralyzing and life drain effects.
Cloak Flame Cloak - for 60 seconds, Targets in melee range take 12 damage per second, and the caster gains 30% frost resistance.
Utility Expel Daedra - The caster sends even powerful creatures back to the realms of Oblivion.
Standard AR 390
Magical AR 10% + 30% absorb
AP None
Health Regeneration 80/s
Diseased No
Can Knockdown Player No

Resistances

Type Protection
Frost 90
Fire Immune
Shock 85
Poison Immune
Paralysis Immune
Sneak Attack Immune
Unrelenting Force Immune

Additional Perks

  • Has the shared perks, plus Same as Standard Fire priests
  • Mysticism - Spells that affect the Undead and Daedra are 10% more effective and last 25% longer.
  • Fire Mastery Your fascination with fire now grants you 25% resistance to it, while your fire spells are 5% stronger and 10% less costly.
  • Cognitive Flexibility 2 mastered the art of Cognitive Flexibility and can now maintain three summons of any type.

Dukaan

A Stronger Ice Varient Dragon priest.

Basic Stats

Stat Value
Health 4000
Magicka 7500
Stamina 10000
Movement Speed 100
Melee Damage 1
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 40% slow for 5 seconds after contact. The hazard effect lasts for 30 seconds on the ground. Hazard deals 50 damage per second of contact
Icy Spear - A spear of ice that does a 0.25 stagger, 35 points of frost damage to Health and Stamina and 40% slow.
Summmon Summon Frost Thrall - summons a strong Frost Atronach for 60 seconds.
Magical Protection Mage Armor on Self (Rank IV) - Improves the caster's armor rating by 150 points for 60 seconds.
Greater Ward The caster creates a protective shield that negates a great amount of physical damage and negates up to 80 points of spell damage or effects. Also renders the caster immune to most paralyzing and life drain effects.
Cloak "Frost Cloak" - For 60 seconds, opponents in melee range take 12 points frost damage and Stamina damage per second and gainst 30% of fire resistance.
Utility Expel Daedra - The caster sends even powerful creatures back to the realms of Oblivion.
Standard AR 390
Magical AR 10% + 30% absorb
AP None
Health Regeneration 80/s
Diseased No
Can Knockdown Player No

Resistances

Type Protection
Frost Immune
Fire 50%
Shock 85
Poison Immune
Paralysis Immune
Sneak Attack Immune
Unrelenting Force Immune

Additional Perks

  • Has the shared perks, plus Same as Standard Frost priests
  • Ritualism - Raising the dead and summoning ghosts costs 25% less magicka.
  • Mysticism - Spells that affect the Undead and Daedra are 10% more effective and last 25% longer.
  • Frost Mastery our understanding of frost magic grants you 25% resistance to it, while your frost spells are 5% stronger and 10% less costly.
  • Cognitive Flexibility 2 mastered the art of Cognitive Flexibility and can now maintain three summons of any type.

Zahkriisos

A Stronger Storm Varient Dragon priest.

Basic Stats

Stat Value
Health 5500
Magicka 7500
Stamina 10000
Movement Speed 100
Melee Damage 1
Ranged Damage None
Magical Damage Wall of Storms Sprayed on the ground, it creates a wall of lightning that does 20 points of shock damage per second and 40 points of magika damage.
Thunderbolt The caster evokes a thunderbolt that deals a 0.25 stagger, 65 points of shock damage to Health and half that to Magicka. Shock damage disintegrates targets if their health is low (below 20%)
Cloak Lightning Cloak For 60 seconds nearby opponents take 12 points of shock damage and half magicka damage. The caster gains 30% of shock resist for the duration.
Summmon Summon Storm Thrall - summons a Thrall Atronach for 60 seconds.
Summon Seeker - summons a Seeker for 60 seconds.
Magical Protection Mage Armor on Self (Rank IV) - Improves the caster's armor rating by 150 points for 60 seconds.
Greater Ward The caster creates a protective shield that negates a great amount of physical damage and negates up to 80 points of spell damage or effects. Also renders the caster immune to most paralyzing and life drain effects.
Utility Expel Daedra - The caster sends even powerful creatures back to the realms of Oblivion.
Standard AR 390
Magical AR 10% + 30% absorb
AP None
Health Regeneration 80/s
Diseased No
Can Knockdown Player No

Resistances

Type Protection
Frost 90%
Fire 50%
Shock Immune
Poison Immune
Paralysis Immune
Sneak Attack Immune
Unrelenting Force Immune

Additional Perks

  • Has the shared perks, plus Same as Standard Shock priests
  • Mysticism - Spells that affect the Undead and Daedra are 10% more effective and last 25% longer.
  • Shock Mastery Your fascination with Shock now grants you 25% resistance to it, while your Shock spells are 5% stronger and 10% less costly.
  • Cognitive Flexibility 2 mastered the art of Cognitive Flexibility and can now maintain three summons of any type.

Vahlok the Jailer

Basic Stats

Stat Value
Health 1647
Magicka 6648
Stamina 10000
Movement Speed 100
Melee Damage 1
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 40% slow for 5 seconds after contact. The hazard effect lasts for 30 seconds on the ground. Hazard deals 50 damage per second of contact.
Chain Lightning The caster evokes a lightning bolt that deals 0.5 Stagger, 40 points of shock damage to Health and half to Magicka and hits multiple targets at once if they stand close to each other. Shock damage disintegrates targets if their health is low (below 25%)
Thunderbolt The caster evokes a thunderbolt that deals a 0.25 stagger, 65 points of shock damage to Health and half that to Magicka. Shock damage disintegrates targets if their health is low (below 20%)
Fire Stream The caster Sprays a fiery stream which deals 120 Damage
Frost Stream The caster Sprays a Icey stream which deals 20/s for 5 seconds
Summmon Summon Ash Guardian - summons a Ash Guardian for 10 seconds.
Cloak Lightning Cloak For 60 seconds nearby opponents take 12 points of shock damage and half magicka damage. The caster gains 30% of shock resist for the duration.
Magical Protection Mage Armor on Self (Rank IV) - Improves the caster's armor rating by 150 points for 60 seconds.
Greater Ward The caster creates a protective shield that negates a great amount of physical damage and negates up to 80 points of spell damage or effects. Also renders the caster immune to most paralyzing and life drain effects.
Utility Expel Daedra - The caster sends even powerful creatures back to the realms of Oblivion.
Standard AR 390
Magical AR 20 and 30% absorb
AP None
Health Regeneration Yes - 80/s
Magic Regeneration Yes - 50/s
Diseased No
Can Knockdown Player No

Resistances

Type Protection
Frost 90%
Fire 50%
Shock Immune
Poison Immune
Paralysis Immune
Sneak Attack Immune
Unrelenting Force Immune

Additional Perks

  • Has the shared perks, plus all the Perks Shock, Fire and Frost Priests do.
  • Shock Mastery Your fascination with Shock now grants you 25% resistance to it, while your Shock spells are 5% stronger and 10% less costly.
  • Cognitive Flexibility 2 mastered the art of Cognitive Flexibility and can now maintain three summons of any type.
  • Metamagical Thesis - His fundamental knowledge of Aetherial power decreases magicka cost for all spells by 10%
  • Metamagical Empowerment - He is a master spellcaster. Duration and magnitude of all spells are enhanced by 20%.

Draugr

Almost always found in the ruins of the ancient nords, these creatures were once followers of the dragon cults, being lead by mighty sorcerers also known as dragon priests. Basically, Draugrs share many characteristics with the common zombie found in many other provinces. They're very durable, as they no longer possess vulnerable organs and such; only severe dismemberment will stop them from functioning any longer, most likely because the magic animating them cannot be sustained after a certain degree of mutilation - therefore, the best way to deal with them in combat is using axes or swords, as blunt weapons don't work well on them. Also, non-magical bows and arrows will be of no use against this enemy - arrows are too small to cause dismemberment and also won't damage any organs, therefore, you could put a hundred arrows into one draugr without him stopping his furious charge. However, projectiles made from silver are still capable of dealing considerable amounts of damage to them... They're also highly resistant against frost and shock, though the latter shows a greater effect, probably because the lightning causes the disruption of the magic field that maintains their undeath, however, fire will cause overall damage to their rotten bodies, causing them to be quickly consumed by the flames - the best option to deal with them, besides certain spells of the school of restoration. Another strategy to deal with these creatures is to lure them into the traps that can be found in the ruins in which they reside, as they do not seem to possess enough intelligence to recognize them as a potential threat.

Shared

Materiel Protection

Type Damage change
Silver (Melee) 150% Damage Done (after armor Mitigation)
Silver (Arrows) 100% Damage Done (after armor Mitigation)
Standard (Arrows) 10% damage

Weapon Protection

Type Change
Pierce(Daggers) 50% Damage reduction
Blunt (Maces & Hammers) 50% Damage reduction
Ranged (Bows & Crossbows) Tier 3 (Only if armored)

Spells

  • Frostbite The caster evokes a blast of cold that freezes everyone inside for 20 points per second, draining both health and stamina. When the spell is released, the cold slowly ebbs away.
  • Ice Spike A spike of ice that does 30 points of frost damage to Health and Stamina.
  • Draugr Frost Cloak (Armored (Horned Helmet)) - For 50 seconds, opponents in melee range take 10 points frost damage and Stamina damage per second and gainst 30% of fire resistance.
  • Summon Frost Atronach (Armored (no Helmet) Draugr Only) Summon Frost Atronach (Standard Varient) for 60 seconds.

Weapons

  • Note: Spellsword dragur weapons can Spawn with Frost Enchants. (Chills, Frost or Ice)
Weapons/Shield Damage / Defence
Ancient Nord Sword 48
Ancient Nord War Axe 54
Ancient Nord Battleaxe 108
Ancient Nord Greatsword 102
Ancient Nord Bow + Ancient Nord Arrow 23 +
Honed Ancient Nord Battle Axe 126
Honed Ancient Nord Greatsword 120
Iron Shield 153

Additional Perks

Sword and Board

  • Penetrating Strikes - One-handed power attacks are easier to execute, and further penetrate enemy armor.
    [-50% power attack stamina cost, +5 armor penetration]
  • War Axe Focus I - His basic war axe skill increases damage and armor penetration with one-handed chopping weapons.
    [Damage x 1.05, +10 Armor Penetration]
  • War Axe Focus II- His advanced war axe skill further increases damage and armor penetration with one-handed chopping weapons.
    [Damage x 1.15, +20 armor penetration]
  • Mace Focus I - His basic skill with one-handed maces enhances armor penetration.[Power attack damage x 1.05, +15 armor penetration]
  • Mace Focus II- His advanced skill with one-handed maces further enhances armor penetration.[Power attack damage x 1.1, +30 armor penetration]

Two Handers Warhammer Focus basic warhammer skill enhances all attacks with blunt two-handers.
[Power attack damage x 1.05, +15 armor penetration] Warhammer Focus advanced warhammer skill further enhances all attacks with blunt two-handers.
[Power attack damage x 1.1, +30 armor penetration] Battle Axe Focus I His basic battleaxe skill increases damage and armor penetration with all two-handed chopping weapons. [Damage x 1.05, +10 armor penetration] Battle Axe Focus II - His advanced battleaxe skill further increases damage and armor penetration with all two-handed chopping weapons. [Damage x 1.15, +20 armor penetration] Barbaric Might - Two-handed power attacks are easier to execute, and further penetrate enemy armor. [-50% power attack stamina cost, +5 armor penetration]

Archers Ranged Combat Training Basic ranged training enhances damage with bows and crossbows.
[Damage x 1.2, -50% weapon weight penalties, ammunition grants armor penetration] Precise Aim reveals weak spots in the enemy's defenses.[Damage x 1.2 with bow and crossbow attacks] Piercing Shot - He's learned to hit the weakest parts of armor, rendering armored foes more vulnerable to ranged weapons.[+10 armor penetration, +50% armor penetration from ammunition] Penetrating Shot He can keenly spot the gaps in armor, further increasing armor penetration with ranged weapons.
[+15 Armor penetration, +100% armor penetration from ammunition]

Standard

Resistances

Type Protection Weakness
Fire N/A 50%
Frost 85% N/A
Shock 50% N/A
Poison Immune N/A
Sneak Attack Immune N/A

Armored (No Helmet)

Basic Stats

Stat Value
Standard AR 360

Death lords (Armored Horned Helmet)

Basic Stats

Stat Value
Standard AR 600
Shout Unrelenting Force
Disarm
Frost breath

Hulking

Basic Stats

Stat Value
Health 600
Magicka 0
Stamina 10400
Movement Speed 100
Melee Damage 20 Unarmed, 48 if using Sword, 54 in using Axe
Ranged Damage None
Magical Damage None
Standard AR None, 153 if using shield
Magical AR None
AP 25
Health Regeneration No
Diseased No
Can Knockdown Player No

Resistances

Type Protection Weakness
Fire N/A 50%
Frost 85% N/A
Shock 50% N/A
Poison Immune N/A
Sneak Attack Immune N/A

Weapons

Weapons Damage
Ancient Nord Sword + Dented Iron Shield 48 + 153 Armor from Shield
Ancient Nord War Axe + Dented Iron Shield 54 + 153 Armor from Shield

Additional Perks

  • Powerful Strike - His one-handed and unarmed power attacks shatter bone and sinew.[Power attack damage x 1.2]
  • Penetrating Strikes - One-handed power attacks are easier to execute, and further penetrate enemy armor.
    [-50% power attack stamina cost, +5 armor penetration]
  • Weapon Mastery I Diligent practice bolsters the damage and ease of your one-handed and unarmed attacks.[Damage x 1.2, -50% weapon weight penalties]
  • Weapon Mastery II - mproved fighting techniques bolster the damage and ease of your one-handed and unarmed attacks.
    [Damage x 1.4, -50% weapon weight penalties]
  • Powerful Charge - His sprinting power attack propels him through the air and deals terrifying damage. [Unlocks sprinting power attack, -25% weapon weight penalties]
  • War Axe Focus I - His basic war axe skill increases damage and armor penetration with one-handed chopping weapons.
    [Damage x 1.05, +10 Armor Penetration]
  • War Axe Focus II- His advanced war axe skill further increases damage and armor penetration with one-handed chopping weapons.
    [Damage x 1.15, +20 armor penetration]
  • Sword Focus I - Your basic skill with one-handed blades enhances your attacks.
    [+8% attack speed, +7 armor penetration]
  • Sword Focus II - Your improving skill with one-handed blades further enhances your attacks.
    [+16% attack speed, +14 armor penetration]
  • Mace Focus I - His basic skill with one-handed maces enhances armor penetration.[Power attack damage x 1.05, +15 armor penetration]
  • Mace Focus II- His advanced skill with one-handed maces further enhances armor penetration.[Power attack damage x 1.1, +30 armor penetration]
  • Powerful Bashes - Unlocks Power Bashing with a weapon or shield.
    Successful Power Bashes stagger most foes, and cost additional stamina.
  • Overpowering Bashes Power bashing with His shield will sometimes knock His opponent over. Wearing heavier gear improves the chance of success.
  • Experienced Blocking - You block 50% more damage with weapon or shield. Each successful block restores 12 points of stamina.
  • Improved Blocking Your honed blocking technique mitigates 25% more damage.

Keeper

Basic Stats

Stat Value
Health 2050
Magicka 0
Stamina 5080
Movement Speed 125
Melee Damage 1 + weapon damage
Ranged Damage None
Magical Damage None
Shout Unrelenting Force
Standard AR 720
Magical AR 10% (Sword and Board keepers have Elemental Protection which reduces incoming elemental damage by 50%)
AP Depends on Weapon - See additional perks
Health Regeneration Yes - 50/s unless on fire
Diseased None
Can Knockdown Player Yes

Resistances

Type Protection Weakness
Frost 105 N/A
Fire N/A -5
Shock 75 N/A
Poison Immune N/A
Sneak Attack Immune N/A
Knock Down Immune N/A

Weapons

Weapon set Weapons Damage
1 Dragonbone Battleaxe 144 Damage
2 Dragonbone Bow & Dragonbone Arrow 90 + 108 + 28% AP + 70% Stagger chance on power attacks
3 Dragonbone Mace & Dragonplate Shield 96 + 270 Block

Additional Perks Sword and Board

  • Stunning Charge - he expertly utilize His weight and momentum during forward power attacks.[Forward power attacks can knock down]
  • Disarming Bash - His precise bashes have a chance to disarm opponents.
    [25% chance with a shield, 6% chance with a weapon.]
  • Powerful Bashes - Unlocks Power Bashing with a weapon or shield.
    Successful Power Bashes stagger most foes, and cost additional stamina.
  • Strong Grip - Blocking with shield or weapon is 40% more effective. His equipped shield can deflect arrows, grants 10% more armor rating, and weighs 75% less
  • Overpowering Bashes Power bashing with His shield will sometimes knock His opponent over. Wearing heavier gear improves the chance of success.
  • Armsman - One-Handed weapons do 140% damage.
  • Defensive Stance - Blocking no longer slows him down.
  • Elemental Protection - His raised shield negates 50% of all incoming elemental damage.
  • Mace Focus I - His basic skill with one-handed maces enhances armor penetration.[Power attack damage x 1.05, +15 armor penetration]
  • Mace Focus III- His advanced skill with one-handed maces further enhances armor penetration.[Power attack damage x 1.1, +30 armor penetration]
  • Mace Focus III- His masterful with one-handed maces renders enemy armor almost useless.[Power attack damage x 1.15, +45 armor penetration]

Archer

  • Power Shot - His shots land with tremendous impact, occasionally staggering foes.[70% chance to stagger targets]
  • Ranger - You've improved His footwork with light ranged weaponry.
    [Allows running while attacking with light bows and crossbows]
  • Stunning Precision - Any successful staggering shot will almost always stun the target.[Staggering hits will also stun the target]
  • OverDraw - Bows do 140% damage.
  • Marksman AP - 50 points of AP when using a Bow.

2-Hander

  • Cleave - His power attacks are truly devastating and he can cut down multiple foes with a single sweeping blow. [Sideways power attack can hit multiple targets]
  • Devastating Cleave - You've enhanced His cleave with terrifying finesse and power.[Sideways power attacks can knock down]
  • Barbaric Might - Two-handed power attacks are easier to execute, and further penetrate enemy armor. [-50% power attack stamina cost, +5 armor penetration]
  • Devastating Strike - His two-handed power attacks are even deadlier, and absolutely devastate foes. [Power attack damage x 1.25]
  • Great Weapon Mastery I - Diligent practice bolsters the damage and ease of His two-handed weapon attacks. [Damage x 1.2, -50% weapon weight penalties]
  • Great Weapon Mastery II - Advanced martial techniques further increase the damage and ease of His two-handed attacks. [Damage x 1.4, -50% weapon weight penalties]
  • Devastating Charge - You've learned to perform a leaping power attack while sprinting, reducing His enemies to smithereens. [Unlocks sprinting power attack, -25% weapon weight penalties]
  • Mighty Strike - A single strike from His two-handed weapon can fell almost any foe.
    [damage x 1.25, +20 armor penetration]
  • Barbarian - 2 Handed Weapons do 150% damage.

Spectral

Shared

Materiel Protection

Type Damage change
Silver (Melee) 150% Damage Done (after armor Mitigation)
Silver (Arrows) 100% Damage Done (after armor Mitigation)
Standard (Melee) 10% damage
Standard (Arrows) 10% damage

Weapon Protection

Type Change
Pierce(Daggers) 50% Damage reduction
Blunt (Maces & Hammers) 50% Damage reduction
Ranged (Bows & Crossbows) Tier 3
Type Protection
Frost 95
Fire 50
Shock 50
Poison immune
Paralysis immune
Sneak Attack immune

Phyicial

Weapons

Name Stats
Spectral Battleaxe 126 Damage can Spawn enchanted with 15 point absorb health enchantment.
Spectral Bow 60 Damage can Spawn enchanted with 15 point absorb Magic enchantment. With a 90 damage Bound Arrow.
Spectral Sword 66 Damage can Spawn enchanted with 15 point absorb Stamina enchantment.

Basic Stats

Stat Value
Health 772
Magicka 0
Stamina 10123
Movement Speed 100
Melee Damage Depends on weapon
Ranged Damage Depends on weapon
Magical Damage None
Standard AR None
Magical AR None has a 33% weakness to magic
AP See Perks
Health Regeneration None
Diseased No
Can Knockdown Player No

Additional Perks One hand.

  • Powerful Strike - His one-handed and unarmed power attacks shatter bone and sinew.[Power attack damage x 1.2]
  • Stunning Charge - he expertly utilize His weight and momentum during forward power attacks.[Forward power attacks can knock down]
  • Penetrating Strikes - One-handed power attacks are easier to execute, and further penetrate enemy armor.
    [-50% power attack stamina cost, +5 armor penetration]
  • Sword Focus I - Your basic skill with one-handed blades enhances your attacks.
    [+8% attack speed, +7 armor penetration]
  • Sword Focus II - Your improving skill with one-handed blades further enhances your attacks.
    [+16% attack speed, +14 armor penetration]
  • Sword Focus III - Your masterful skill with one-handed blades further enhances your attacks.
    [+24% attack speed, +21 armor penetration]
  • Weapon Mastery Diligent practice bolsters the damage and ease of your one-handed and unarmed attacks.[Damage x 1.2, -50% weapon weight penalties]
  • Weapon Mastery II - mproved fighting techniques bolster the damage and ease of your one-handed and unarmed attacks.
    [Damage x 1.4, -50% weapon weight penalties]
  • Powerful Charge - His sprinting power attack propels him through the air and deals terrifying damage. [Unlocks sprinting power attack, -25% weapon weight penalties]

Two Handers

  • Barbaric Might - Two-handed power attacks are easier to execute, and further penetrate enemy armor. [-50% power attack stamina cost, +5 armor penetration]
  • Cleave - His power attacks are truly devastating and he can cut down multiple foes with a single sweeping blow. [Sideways power attack can hit multiple targets]
  • Devastating Cleave - You've enhanced His cleave with terrifying finesse and power.[Sideways power attacks can knock down]
  • Devastating Strike - His two-handed power attacks are even deadlier, and absolutely devastate foes. [Power attack damage x 1.25]
  • Great Weapon Mastery I - Diligent practice bolsters the damage and ease of His two-handed weapon attacks. [Damage x 1.2, -50% weapon weight penalties]
  • Great Weapon Mastery II - Advanced martial techniques further increase the damage and ease of His two-handed attacks. [Damage x 1.4, -50% weapon weight penalties]
  • Battle Axe Focus I His basic battleaxe skill increases damage and armor penetration with all two-handed chopping weapons. [Damage x 1.05, +10 armor penetration]
  • Battle Axe Focus II - His advanced battleaxe skill further increases damage and armor penetration with all two-handed chopping weapons. [Damage x 1.15, +20 armor penetration]
  • Battle Axe Focus III - He's become a master of battle axe combat, allowing Him to perform devastating attacks with them. [Damage x 1.3, +30 armor penetration]*
  • Mighty Strike - A single strike from His two-handed weapon can fell almost any foe.
    [damage x 1.25, +20 armor penetration]

Archers

  • Power Shot - His shots land with tremendous impact, occasionally staggering foes.[70% chance to stagger targets]
  • Ranger - You've improved His footwork with light ranged weaponry.
    [Allows running while attacking with light bows and crossbows]
  • Stunning Precision - Any successful staggering shot will almost always stun the target.[Staggering hits will also stun the target]
  • Ranged Combat Training Basic ranged training enhances damage with bows and crossbows.
    [Damage x 1.2, -50% weapon weight penalties, ammunition grants armor penetration]
  • Marksman's Focus - Ranged weapons are easier to handle, and aiming precisely seems to slow time. [time slows by 75% while zooming, -25% weapon weight penalties]
  • Quick Shot draw and release in a single fluid motion, quickening your rate of fire with all bows.
    [+10 armor penetration, +50% draw speed with bows]
  • Piercing Shot - He's learned to hit the weakest parts of armor, rendering armored foes more vulnerable to ranged weapons.[+10 armor penetration, +50% armor penetration from ammunition]
  • Penetrating Shot He can keenly spot the gaps in armor, further increasing armor penetration with ranged weapons.
    [+15 Armor penetration, +100% armor penetration from ammunition]
  • Rapid Reload advanced mechanical knowledge lessens reload time for all crossbows.[+10 armor penetration, +50% reload speed with crossbows]

Caster

Basic Stats

Stat Value
Health 772
Magicka 623
Stamina 10000
Movement Speed 100
Melee Damage 1
Ranged Damage None
Magical Damage Frostbite The caster evokes a blast of cold that freezes everyone inside for 20 points per second, draining both health and stamina. When the spell is released, the cold slowly ebbs away.
Ice Spike A spike of ice that does 30 points of frost damage to Health and Stamina.
Ice Storm A freezing whirlwind that does 40 points of frost damage per second to Health and Stamina. Targets in this whirlwind also get afflicted by a 35% slow.
Magical Summon Summon Frost Atronach (Standard Varient) for 60 seconds.
Standard AR None
Magical AR None has a 33% weakness to magic
AP None
Health Regeneration None
Diseased No
Can Knockdown Player No

Additional Perks

  • Cryomancy 2 All frost spells deal 30% more damage.
  • Extended Binding - He can summon Daedra and Spirits up to five times farther away for 25% less magicka.
  • Elemental Binding - His Atronachs are much stronger, and his high-level Thralls are immune to Banishment and Control spells.
  • Deep Freeze Many of his ice spells can freeze enemies who are susceptible to frost.
  • Stabilized Binding You bend the barriers between realms, extending the duration of summoned Spirits and Daedra by 50%

Spectral Warhound

Basic Stats

Stat Value
Health 427
Magicka 0
Stamina 10078
Movement Speed 125
Melee Damage 45
Ranged Damage None
Magical Damage None
Standard AR None
Magical AR None has a 33% weakness to magic
AP None
Health Regeneration None
Diseased None
Can Knockdown Player No

Materiel Protection

Type Damage change
Standard (Melee) 10% damage
Standard (Arrows) 10% damage
Type Protection
Frost 95
Poison Immune
Paralysis Immune
Sneak Attack Immune

Gargoyles

When stationary, gargoyles disguise themselves as statues. They can often be found beside regular statues, helping them blend in. While posing as a statue, they are immune to harm and cannot be killed. If they do not immediately burst from the rocks, magic (such as Soul Trap) can be used to distinguish a stationary gargoyle from a regular statue.

Shared

Basic Stats

Stat Value
Magicka 0
Movement Speed 120
Standard AR 720
Magical AR 75
Ranged Damage None
AP 50
Diseased No
Can Knockdown Player Power Attacks Stagger
Type Protection
Poison Immune
Paralysis Immune
Knock Down Minor

Weapon Protection

Type Tier
Slash (Swords & Axes) 4
Pierce(Daggers) 3
Ranged (Bows & Crossbows) 4

Green

Basic Stats

Stat Value
Health 913
Stamina 107
Melee Damage 50
Ranged Damage None
Magical Damage Standard Attack - Absorb 5 points of health from the target
Power Attack - Absorb 5 points of health from the target & a 0.75 magnitude stagger
Health Regeneration yes - Absorbs health from physical attacks

Grey

Basic Stats

Stat Value
Health 1013
Stamina 157
Melee Damage 50
Magical Damage Standard Attack - Absorb 12 points of health from the target
Power Attack - Absorb 12 points of health from the target & a 1 magnitude stagger
Health Regeneration yes - Absorbs health from physical attacks

Albino

Basic Stats

Stat Value
Health 963
Stamina 232
Melee Damage 70
Magical Damage Standard Attack - Absorb 16 points of health from the target
Power Attack - Absorb 16 points of health from the target & a 1 magnitude stagger
Health Regeneration yes - Absorbs health from physical attacks

Ghost

Ghosts are spirits that haunt this world for whatever reason. One should note that there are two varities of ghosts one must not mix up. The first one is the ethereal one that does not acutally exist physically in this world, causing it to be invulnerable and unable to interact with the enviroment of this realm. The other would be the ones that actually manifest themselves physically in this world by the use of ectoplasm, in which case they do possess a physical body that can be damaged by conventional means - however, ectoplasm behaves quite extraordinarily, as it's both harder than steel but more flexible than water as long as it's part of a ghost's body, causing the creature to be able to deliver dangerous blows while also being highly resistant to physical weapons - in fact, it's almost like hitting a body of water, blows do cause a sort of disruption, but it takes a lot of hits to destroy it entirely. Also, some ghosts seem to have traits that they once had in their real life, like ghostly trolls being able to regenerate their ectoplasmic body - in this case fire would behave the same as with living trolls.

As Ghosts are essentially treated as bandits by the engine, they can spawn with any weapon, any armor and any spells than bandits can. The Only difference is ghosts have protection from standard weaponry.

Materiel Protection

Type Damage change
Standard (Melee) 10% damage
Standard (Arrows) 10% damage

Shades

Shades are the ghostly and corrupted remnants of the deceased, exclusive to Meridia's Temple on Mount Kilkreath.

Shared

Weapon Protection

Type Bonus Armor
Slash (Swords & Axes) 50% reduction
Pierce(Daggers) 80% reduction
Ranged (Bows & Crossbows) 75% reduction

Materiel Protection

Type Damage change
Silver (Melee) 150%
Standard (Arrows) 20%

Corrupted Shade

Basic Stats

Stat Value
Health 87
Magicka 0
Stamina 138
Movement Speed 100
Melee Damage 1 + Weapon
Ranged Damage Bow damage (Steel and Silver arrows)
Magical Damage None
Standard AR None
Magical AR None
AP 6% AP for Archers
Health Regeneration None
Diseased None
Can Knockdown Player None

Weapon Stats

Name Damage
Iron Warhammer 48
Iron Battle Axe 102
Iron Greatsword 96
Steel Warhammer 108
Steel Battle Axe 108
Steel Greatsword 102
Imperial Sword 48
Imperial Bow 120
Wooden Bow 80

Malkoran's Shade

Basic Stats

Stat Value
Health 112
Magicka 201
Stamina 50
Movement Speed 100
Melee Damage 1
Ranged Damage None
One Of the following Wall Spells Wall of Frost Sprayed on the ground, it creates a wall of frost that does 20 points of frost damage per second and 40% slow for 5 seconds after contact. The hazard effect lasts for 30 seconds on the ground. Hazard deals 50 damage per second of contact
Wall of Storms Sprayed on the ground, it creates a wall of lightning that does 20 points of shock damage per second and 40 points of magika damage.
Wall of Flames Sprayed on the ground, it creates a wall of fire that does 20 points of fire damage per second. Targets with under 50% magic resistance or under 80% fire resistance will flee for 120 seconds. Targets burn for 4/s for 10 seconds after contact. Contact with the Hazard causes 50 Damage per second.
One Of the following Magical Damage spells 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. Targets take a 0.5 Stagger. Targets burn for 10/s for 4 seconds after impact. Targets with under 50% magic resistance or under 80% fire resistance will flee for 120 seconds.
Ice Storm - The caster evokes a freezing whirlwind that deals 45 points of frost damage per second to Health and Stamina and 35% slow .
Chain Lightning The caster evokes a lightning bolt that deals 0.5 Stagger, 40 points of shock damage to Health and half to Magicka and hits multiple targets at once if they stand close to each other.
Summmon Summon Dread Zombie - The caster reanimates a very powerful dead body for 60 seconds.
Summon Storm Atronach - summons a Storm Atronach for 60 seconds.
One of the Following Cloak Lightning Cloak For 60 seconds nearby opponents take 12 points of shock damage and half magicka damage. The caster gains 30% of shock resist for the duration.
Frost Cloak - For 60 seconds, opponents in melee range take 12 points frost damage and Stamina damage per second and gainst 30% of fire resistance.
Flame Cloak - for 60 seconds, Targets in melee range take 12 damage per second, and the caster gains 30% frost resistance.
Magical Protection Mage Armor on Self (Rank IV) - Improves the caster's armor rating by 150 points for 60 seconds.
Utility Command Daedra - The caster takes over the control of the target summoned or raised creature.
Standard AR None
Magical AR None
AP None
Health Regeneration None
Diseased None
Can Knockdown Player None

Skeleton

Skeletons are a form of weaker undead. They are easily destroyed by using a heavy blunt weapon like a warhammer and cannot withstand much damage in general, though arrows will sometimes just go through them without doing much damage. But when approaching in great numbers, it is advised to either be experienced in fighting groups or to have a powerful destruction spell at hand.

Standard

Shared Weapon Protection

Type Reductions
Slash (Swords & Axes) 50% reduction
Pierce(Daggers) 80% reduction
Ranged (Bows & Crossbows) 75% reduction

Materiel Protection

Type Damage change
Silver (Melee) 150%
Standard (Arrows) 20%
Weapons/Shield Damage / Defence
Ancient Nord Sword 48
Ancient Nord War Axe 54
Ancient Nord Battleaxe 108
Ancient Nord Greatsword 102
Ancient Nord Bow + Ancient Nord Arrow 23 +
Honed Ancient Nord Battle Axe 126
Honed Ancient Nord Greatsword 120
Iron Shield 153

Physical

Basic Stats

Stat Value
Health 170
Magicka 0
Stamina 80
Movement Speed 100
Standard AR None
Magical AR None
AP Depends on Weapon - See perks
Health Regeneration None
Diseased No
Can Knockdown Player No

One handed

  • Powerful Strike - His one-handed and unarmed power attacks shatter bone and sinew.[Power attack damage x 1.2]
  • Penetrating Strikes - One-handed power attacks are easier to execute, and further penetrate enemy armor.
    [-50% power attack stamina cost, +5 armor penetration]
  • Armsman - One-Handed weapons do 140% damage.
  • War Axe Focus I - His basic war axe skill increases damage and armor penetration with one-handed chopping weapons.
    [Damage x 1.05, +10 Armor Penetration]
  • Mace Focus I - His basic skill with one-handed maces enhances armor penetration.[Power attack damage x 1.05, +15 armor penetration]
  • Sword Focus I - Your basic skill with one-handed blades enhances your attacks.
    [+8% attack speed, +7 armor penetration]

Two-handed

  • Barbaric Might - Two-handed power attacks are easier to execute, and further penetrate enemy armor. [-50% power attack stamina cost, +5 armor penetration]
  • Devastating Charge - You've learned to perform a leaping power attack while sprinting, reducing His enemies to smithereens. [Unlocks sprinting power attack, -25% weapon weight penalties]
  • Barbarian - 2 Handed Weapons do 150% damage. Battle Axe Focus I His basic battleaxe skill increases damage and armor penetration with all two-handed chopping weapons. [Damage x 1.05, +10 armor penetration]
  • Greatsword Focus His basic skill with bladed two-handers enhances your attacks.[+10% attack speed with greatswords, +7 armor penetration]
  • Warhammer Focus His basic warhammer skill enhances all attacks with blunt two-handers.[Power attack damage x 1.05, +15 armor penetration]

Archer

  • OverDraw - Bows do 140% damage.

Resistances

Type Protection Weakness
Frost 80 N/A
Fire N/A 25
Shock 50 N/A
Poison Immune N/A
Sneak Attack Immune N/A

Caster

Basic Stats

Stat Value
Health 150
Magicka 500
Stamina 3080
Movement Speed 71
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 40% slow for 5 seconds after contact. The hazard effect lasts for 30 seconds on the ground. Hazard deals 50 damage per second of contact
Cloak "Frost Cloak" - For 60 seconds, opponents in melee range take 12 points frost damage and Stamina damage per second and gainst 30% of fire resistance.
Standard AR None
Magical AR None
Health Regeneration None
Diseased No
Can Knockdown Player No

Resistances

Type Protection
Frost 80
Fire 5
Shock 50
Poison Immune
Sneak Attack Immune

Additional Perks Cryomancy - All frost spells deal 15% more damage.

Armored

Basic Stats

Stat Value
Health 200
Magicka 0
Stamina 80
Movement Speed 100
Standard AR 360
Magical AR None
Health Regeneration None
Diseased No
Can Knockdown Player

Resistances

Type Protection Weakness
Frost 85 N/A
Fire N/A 50
Shock 50 N/A
Poison Immune N/A
Sneak Attack Immune N/A

Weapon Protection

Type Tier
Ranged (Bows & Crossbows) 3

Additional Perks

  • Powerful Strike - His one-handed and unarmed power attacks shatter bone and sinew.[Power attack damage x 1.2]
  • Penetrating Strikes - One-handed power attacks are easier to execute, and further penetrate enemy armor.
    [-50% power attack stamina cost, +5 armor penetration]
  • War Axe Focus I - His basic war axe skill increases damage and armor penetration with one-handed chopping weapons.
    [Damage x 1.05, +10 Armor Penetration]
  • Sword Focus I - Your basic skill with one-handed blades enhances your attacks.
    [+8% attack speed, +7 armor penetration]
  • Mace Focus I - His basic skill with one-handed maces enhances armor penetration.[Power attack damage x 1.05, +15 armor penetration]
  • Armsman - One-Handed weapons do 140% damage.

Boneman

A variety of skeleton which inhabit the Soul Cairn.

Basic Stats

Stat Value
Health 220
Magicka 0
Stamina 380
Movement Speed 100
Melee Damage Ancient Nord Sword (48 damage) or Ancient Nord War Axe (54 damage) & Iron shield - 153 block
Ranged Damage Ancient Nord Bow & Ancient Nord Arrow 77 damage + 6% AP
Magical Damage None
Standard AR None
Magical AR None
AP 56 if using a Axe, 50 in using a bow, 5 if using sword
Health Regeneration None
Diseased None
Can Knockdown Player Yes

Additional Perks Sword and Board

  • Powerful Strike - His one-handed and unarmed power attacks shatter bone and sinew.[Power attack damage x 1.2]
  • Stunning Charge - He expertly utilizes his weight and momentum during forward power attacks.[Forward power attacks can knock down]
  • Penetrating Strikes - One-handed power attacks are easier to execute, and further penetrate enemy armor.[-50% power attack stamina cost, +5 armor penetration]
  • War Axe Focus I - His basic war axe skill increases damage and armor penetration with one-handed chopping weapons.[Damage x 1.05, +10 Armor Penetration]
  • War Axe Focus III- His advanced war axe skill further increases damage and armor penetration with one-handed chopping weapons.[Damage x 1.15, +20 armor penetration]
  • War Axe Focus III- His masterful skill with one-handed War Axes further enhances his attacks.[+24% attack speed, +21 armor penetration]
  • Armsman - One-Handed weapons do 140% damage.
  • Powerful Charge - His sprinting power attack propels him through the air and deals terrifying damage. [Unlocks sprinting power attack, -25% weapon weight penalties]
  • Disarming Bash - His precise bashes have a chance to disarm opponents. [25% chance with a shield, 6% chance with a weapon.]
  • Powerful Bashes - Unlocks Power Bashing with a weapon or shield. Successful Power Bashes stagger most foes, and cost additional stamina.
  • Strong Grip - Blocking with shield or weapon is 40% more effective. His equipped shield can deflect arrows, grants 10% more armor rating, and weighs 75% less
  • Overpowering Bashes Power bashing with your shield will sometimes knock his opponent over. Wearing heavier gear improves the chance of success.
  • Defensive Stance - Blocking no longer slows him down.

Archer

  • Power Shot - His shots land with tremendous impact, occasionally staggering foes.[70% chance to stagger targets]
  • Ranger -He has improved his footwork with light ranged weaponry.[Allows running while attacking with light bows and crossbows]
  • Stunning Precision - Any successful staggering shot will almost always stun the target.[Staggering hits will also stun the target]
  • OverDraw - Bows do 140% damage.
  • Marksman AP - 50 points of AP when using a Bow.

Resistances

Type Protection Weakness
Frost 80% N/A
Fire N/A 25%
Shock 25% N/A
Poison Immune N/A
Paralysis Immune N/A
Sneak Attack Immune N/A
Knock Down Minor N/A

Mistman

Floating, legless, black skeletons found in the Soul Cairn. You can summon them after learning Conjure Mistman from a spell tome in the Soul Cairn.

Basic Stats

Stat Value
Health 500
Magicka 2000
Stamina 3080
Movement Speed 150
Melee Damage N/A
Ranged Damage None
Magical Damage Wall of Frost Sprayed on the ground (Stackable up to 20 stacks per patch of ice), it creates a wall of frost that does 20 points of frost damage per second and 40% slow for 5 seconds after contact. The hazard effect lasts for 30 seconds on the ground. Hazard deals 50 damage per second of contact
Standard AR None
Magical AR None
AP None
Health Regeneration yes - 50/s
Diseased No
Can Knockdown Player Yes - Wall of frost Can Paralyse if frost resist is under 25%

Resistances

Type Protection Weakness
Frost 80% N/A
Fire N/A 5%
Shock 75% N/A
Poison Immune N/A
Paralysis Immune N/A
Sneak Attack Immune N/A
Knock Down Minor N/A

Additional Perks

  • Cryomancy II - Frost spell damage increased by 30%
  • Level 95 destruction bonus (spell damage increased by 95% )

Wrathman

Black skeleton warriors found in the Soul Cairn. You can summon them after learning Conjure Wrathman from a spell tome in the Soul Cairn.

Basic Stats

Stat Value
Health 1000
Magicka 0
Stamina 3000
Movement Speed 125
Melee Damage Battleaxe of Soulreaping 21 damage + 3/s for 10 seconds of frost damage.
Ranged Damage None
Magical Damage None
Shout Unrelenting Force
Standard AR 600
Magical AR None
AP 85 from perks
Health Regeneration None
Diseased None
Can Knockdown Player Yes - With Cleaves

Weapon Protection

Type Reductions
Slash (Swords & Axes) 50% reduction
Pierce(Daggers) 80% reduction
Ranged (Bows & Crossbows) 75% reduction + Tier 3 protection

Materiel Protection

Type Damage change
Silver (Melee) 150%
Standard (Arrows) 20%

Resistances

Type Protection Weakness
Frost 85% N/A
Fire N/A 50%
Shock 50% N/A
Poison Immune N/A
Paralysis Immune N/A
Sneak Attack Immune N/A
Knock Down Minor N/A

Additional Perks Battle Axe Focus I His basic battleaxe skill increases damage and armor penetration with all two-handed chopping weapons. [Damage x 1.05, +10 armor penetration] Battle Axe Focus II - His advanced battleaxe skill further increases damage and armor penetration with all two-handed chopping weapons. [Damage x 1.15, +20 armor penetration] Battle Axe Focus III - He's become a master of battle axe combat, allowing Him to perform devastating attacks with them. [Damage x 1.3, +30 armor penetration] Barbaric Might - Two-handed power attacks are easier to execute, and further penetrate enemy armor. [-50% power attack stamina cost, +5 armor penetration] Cleave - His power attacks are truly devastating and he can cut down multiple foes with a single sweeping blow. [Sideways power attack can hit multiple targets] Devastating Cleave - You've enhanced His cleave with terrifying finesse and power.[Sideways power attacks can knock down] Devastating Strike - His two-handed power attacks are even deadlier, and absolutely devastate foes. [Power attack damage x 1.25] Great Weapon Mastery I - Diligent practice bolsters the damage and ease of His two-handed weapon attacks. [Damage x 1.2, -50% weapon weight penalties] Great Weapon Mastery II - Advanced martial techniques further increase the damage and ease of His two-handed attacks. [Damage x 1.4, -50% weapon weight penalties] Devastating Charge - You've learned to perform a leaping power attack while sprinting, reducing His enemies to smithereens. [Unlocks sprinting power attack, -25% weapon weight penalties] Mighty Strike - A single strike from His two-handed weapon can fell almost any foe.
[damage x 1.25, +20 armor penetration]

Vampires

Vampires are known to reside throughout Tamriel and Skyrim is no exception. The most renowned local clan bears the name "Volkihar", though not much is known about their kin. As all vampires, they suffer much less from non-bladed weapons and are somewhat resistant to arrows. On the other hand, they do fear fire, for it causes severe damage to their bodies. Sunlight will also pose a threat to them, though it's not clear if they suffer as badly as other vampires from it. The real threat they pose, however, comes from their experience, as most vampires are very, very old - old enough to have studied probably all of the arcane schools to the very limits of Mundus or even beyond. Therefore, they almost all are foes incredibly skilled and thus, incredibly dangerous. Most importantly, one should not even think about using a holy symbol or garlic as protection, for the vampires will just laugh up their sleeve while tearing such a fool apart...

Shared

Vampires (like bandits) have too manu variations of Health/Magic/Stamina to list. however the minimums are listed below.

Materiel Protection

Type Damage change
Silver (Melee) 150%
Standard (Arrows) 33%

Basic Stats

Stat Value
Stat Value
-- --
Starting Health 620+
Starting Magicka 580+
Starting Stamina 1119+
Starting Movement Speed 70
Starting Melee Damage 31+ unarmed or Weapon damage
Standard AR Varies depends on gear (0 - 720)
Magical AR 20%
AP See Perks.
Health Regeneration Yes 1/s
Diseased Yes - Sanguine Vampiris
Can Knockdown Player No
Type Protection Weakness
Frost 95 - 145 N/A
Fire N/A -75
Shock 50 - 75 N/A
Poison Immune N/A
Paralysis Immune N/A
Knockdown Minor N/A
Unrelenting Force Immune N/A

Weapons

Name Base Stats
Iron Sword 42
Iron War Axe 48
Steel Sword 48
Steel War Axe 54
Orcish Sword 60
Orcish War Axe 66
Dwarven Sword 66
Dwarven War Axe 72

Additional Perks

  • They can detect steath players So Sneak attacks are impossible to perform
  • Powerful Strike - His one-handed and unarmed power attacks shatter bone and sinew.[Power attack damage x 1.2]
  • Stunning Charge - he expertly utilize His weight and momentum during forward power attacks.[Forward power attacks can knock down]
  • Penetrating Strikes - One-handed power attacks are easier to execute, and further penetrate enemy armor.
    [-50% power attack stamina cost, +5 armor penetration]
  • Sword Focus I - Your basic skill with one-handed blades enhances your attacks.
    [+8% attack speed, +7 armor penetration]
  • Sword Focus II - Your improving skill with one-handed blades further enhances your attacks.
    [+16% attack speed, +14 armor penetration]
  • Sword Focus III - Your masterful skill with one-handed blades further enhances your attacks.
    [+24% attack speed, +21 armor penetration]
  • War Axe Focus I - His basic war axe skill increases damage and armor penetration with one-handed chopping weapons.
    [Damage x 1.05, +10 Armor Penetration]
  • War Axe Focus III- His advanced war axe skill further increases damage and armor penetration with one-handed chopping weapons.
    [Damage x 1.15, +20 armor penetration]
  • War Axe Focus III- His masterful skill with one-handed War Axes further enhances his attacks.[+24% attack speed, +21 armor penetration]
  • Armsman - One-Handed weapons do 140% damage.
  • Dark Infusion Reanimated entities have more health, higher resistance to elemental damage,
    and they no longer decay into dust.
  • Necromancy Undead and ghostly summons last 50% longer. He can reanimate more powerful corpses (3x higher level) that last 10x longer.
  • Cryomancy 2 All frost spells deal 30% more damage.
  • Deep Freeze Many of His ice spells can freeze enemies who are susceptible to frost.
  • Mage Armor - Protection spells like Stoneflesh are 2.5 times as strong.

Spells Standard

  • Vampiric Invisibility - he can become invisible for 20 Seconds.
  • Drain Life - Absorb 35 points of health/Magic/Stamina per second from the target. Only equipped in the left hand.

Possible Additional Spells

  • Chain Lightning The caster evokes a lightning bolt that deals 0.5 Stagger, 40 points of shock damage to Health and half to Magicka and hits multiple targets at once if they stand close to each other. Shock damage disintegrates targets if their health is low (below 25%)
  • Icy Storm The caster evokes a freezing whirlwind that deals 40 points of frost damage per second to Health and Stamina. Targets in the ice storm suffer a 35% slow for 5 seconds.
  • Revenant The caster reanimates a powerful dead body for 60 seconds.
  • Lightning Bolt - The caster evokes a bolt of lightning that deals 25 points of shock damage to Health and half that to Magicka.
  • Ice Spike - A spike of ice that does 30 points of frost damage to Health and Stamina.
  • Reanimate Corpse - The caster reanimates a dead body for 60 seconds.
  • Raise Zombie - The caster reanimates a dead body for 60 seconds.
  • Thunderbolt - The caster evokes a thunderbolt that deals a 0.25 stagger, 65 points of shock damage to Health and half that to Magicka. Shock damage disintegrates targets if their health is low (below 20%)

Ebony

The "boss" of all vampires. Equiped with a fullset of Enchanted Ebony armor, a Enchanted Ebony bow and arrows, and a enchanted melee weapon.

Each Piece of armor can be enchanted with one of

  • Extreme Health
  • Noble knight
  • Regeneration
  • Invigeration
  • Extreme Alteration
  • Extreme Conjuring
  • Extreme Restoration
  • Extreme Destrution
  • Extreme Illusion

Basic Stats

Stat Value
Health 1820
Magicka 1980
Stamina 10320
Movement Speed 70
Melee Damage 39 unarmed or Weapon damage
Ranged Damage Ebony bow (base) 75 + 90 (arrows)
Magical Damage Chain Lightning The caster evokes a lightning bolt that deals 0.5 Stagger, 40 points of shock damage to Health and half to Magicka and hits multiple targets at once if they stand close to each other. Shock damage disintegrates targets if their health is low (below 25%)
Icy Spear - A spear of ice that does a 0.25 stagger, 35 points of frost damage to Health and Stamina and 40% slow.
Thunderbolt The caster evokes a thunderbolt that deals a 0.25 stagger, 65 points of shock damage to Health and half that to Magicka. Shock damage disintegrates targets if their health is low (below 20%)
Drain Life - Absorb 35 points of health/Magic/Stamina per second from the target. Only equipped in the left hand.
Cloak "Frost Cloak" - For 60 seconds, opponents in melee range take 12 points frost damage and Stamina damage per second and gainst 30% of fire resistance.
Summon Summon Ghostly Dragonpriest The caster binds the ghost of a terrifying Dragon Priest that brings cold death for 300 seconds.
Utility Vampiric Invisibility - he can become invisible for 20 Seconds.
Stone of the Lord - The Stone of the Lord grants those who possess its blessing increased damage resistance and weakened hostile spells.
Shout Ice Form - Your Thu'um is ice, and so are those unfortunate ones who tease your wrath. for targets under 75% frost resist (frost damage: 4 damage per second for 120 seconds freeze: 20 seconds )
Standard AR 570
Magical AR 45% + 30% Absorb
AP Depends on weapons
Health Regeneration yes 1/s Can be more - Depends on Armor enchants
Diseased Yes - Sanguine Vampiris
Can Knockdown Player Yes

Weapons

Name Base Stats
Ebony Mace 90
Ebony Bow 75 + 90 (arrows)
Ebony Sword 78
Ebony War Axe 84

Weapon Enchants

  • Banish
  • Fear
  • Fire
  • Shock
  • Frost
  • Magika
  • Paralyse
  • Soul Trap
  • Stamina
  • Turn Undead
  • Absorb Health
  • Absorb Magika
  • Absorb Stamina
Type Protection Weakness
Frost Immune N/A
Fire -5
Shock Immune N/A
Poison Immune N/A
Paralysis Immune N/A
Unrelenting Force Immune N/A

Additional Perks

Regardless of weapon

  • 300% Damage done.
  • Poisoned weapons - A blood-freezing poison that deals 2 points of damage to Health and Stamina per second for 60 Seconds, Paralysing for 2 seconds. The target is 50% weaker to poison for 12 seconds.

When using archery

  • Power Shot - His shots land with tremendous impact, occasionally staggering foes.[70% chance to stagger targets]
  • Stunning Precision - Any successful staggering shot will almost always stun the target.[Staggering hits will also stun the target]
  • OverDraw - Bows do 140% damage.
  • Marksman AP - 50 points of AP when using a Bow.

When using One-hand

  • Armsman - One-Handed weapons do 140% damage.
  • War Axe Focus I - His basic war axe skill increases damage and armor penetration with one-handed chopping weapons.
    [Damage x 1.05, +10 Armor Penetration]
  • War Axe Focus III- His advanced war axe skill further increases damage and armor penetration with one-handed chopping weapons.
    [Damage x 1.15, +20 armor penetration]
  • War Axe Focus III- His masterful skill with one-handed War Axes further enhances his attacks.[+24% attack speed, +21 armor penetration]
  • Sword Focus I - Your basic skill with one-handed blades enhances your attacks.
    [+8% attack speed, +7 armor penetration]
  • Sword Focus II - Your improving skill with one-handed blades further enhances your attacks.
    [+16% attack speed, +14 armor penetration]
  • Sword Focus III - Your masterful skill with one-handed blades further enhances your attacks.
    [+24% attack speed, +21 armor penetration]
  • Powerful Strike - His one-handed and unarmed power attacks shatter bone and sinew.[Power attack damage x 1.2]
  • Stunning Charge - he expertly utilize His weight and momentum during forward power attacks.[Forward power attacks can knock down]
  • Penetrating Strikes - One-handed power attacks are easier to execute, and further penetrate enemy armor.
    [-50% power attack stamina cost, +5 armor penetration]

When using Magical Spells

  • Dark Infusion Reanimated entities have more health, higher resistance to elemental damage,
    and they no longer decay into dust.
  • Necromancy Undead and ghostly summons last 50% longer. He can reanimate more powerful corpses (3x higher level) that last 10x longer.
  • Pyromancy 2 All frost spells deal 30% more damage.
  • Cryomancy 2 All frost spells deal 30% more damage.
  • Electromancy 2 - All shock spells deal 30% more damage.
  • Magical Absorption Your understanding of arcane energies grants you 30% chance to absorb incoming spells, shouts, or enchantments, as pure magicka.
  • Improved Healing - Healing spells are 25% more effective.
  • Respite - Healing spells restore both health and stamina.
  • Improved Wards - Your arcane wards are 25% more effective, absorb 25% Magicka from hostile spells, and cost 5% less Magicka to cast.
  • Extended Binding - He can summon Daedra and Spirits up to five times farther away for 25% less magicka.
  • 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.
  • Electrostatic Discharge - - His shock spells damage damage his opponent's Magicka alongside their Health.
  • Fire Mastery - His fascination with fire now grants him 25% resistance to it, while fire spells are 5% stronger and 10% less costly.
  • Frost Mastery - His fascination with Frost now grants him 25% resistance to it, while Frost spells are 5% stronger and 10% less costly.
  • Shock Mastery - His fascination with Shock now grants him 25% resistance to it, while Shock spells are 5% stronger and 10% less costly.
  • Cognitive Flexibility His expanded mental focus allows you to maintain two summons at once, including those outside the school of Conjuration.

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