Arena:Monsters

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

Bestiary Notes
"Higher levels" generally refers to level 15 and higher.
Generally, spell reflection/absorption are very useful in fighting magically inclined monsters. It would be worth your while to invest in these spells or items which can cast them.
All the undead monsters, Hell Hounds and Fire Demons cannot appear outdoors by day.
Loot chance is independent for each category, i.e. you can loot gold, a potion, a piece of armor, and a magic weapon from a single monster.
Low-quality items have reduced durability.
The monster stat values as listed in Codex Scientia (pages 31 & 33) are incorrect, and have been updated here to match actual in-game values.
The experience points (XP) awarded for defeating a monster are derived by multiplying a monster's "Hit Points" by its "Exp/HP" and then adding its "Experience Points".
Several monsters vaporize after being killed, leaving no corpse to be looted; however, some of these have game code listing a chance for a loot drop. (i.e. Homonculus, Fire Daemon, and Lich) In the Codex Scientia under "Ghost" (page 18) there is a note that it might be possible to create a combination freeze/damage spell for a chance at collecting loot from these creatures.

Arena Monsters
This table contains the attribute values of the various enemies.

In the data, the attributes are stored as a value in the range of 0..255 and internally converted to a range of 0..100. The few discrepancies indicated in the table arise from this.
* The values used to obtain 60, 80, and 90 are 153, 204, and 230 for the majority of entries. However, only in Agility, these values are stored as 154, 205, and 231. 
† These creatures are listed as having 65 STR in the Codex Scientia. 65 evaluates to 25 when converted.
‡ The Vampire is listed as having 85 INT in the Codex Scientia. 85 evaluates to 33 when converted.

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

Notes: They are among the most dangerous creatures of Arena.

  

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

Notes: These restless spectres are very annoying for most spellcasters but not sorcerers (since they usually absorb the drain spell.) However, they are not too dangerous for other classes. They will sometimes fly away when approached.

Characteristics:
HP: {60 .. 80}
Damage: {5 .. 25}
XP: HP × 25 + 1,500 {3,000 .. 3,500}
Abilities: Flight, see invisible, casts Spell Drain as a level 5 spellcaster.
Loot: (Leaves no corpse.) None.
 

Ghoul
thumb|left|Ghoul
Description: These undead are the carrion eaters of dungeons, crypts, and other burial places. They feast on human corpses and other rotting flesh. Although they are not intelligent, they have a natural cunning that aids them in finding food. Because of their vile habits, ghouls have a chance of transmitting a disease to those they bite.

Notes: Can be very challenging at lower levels. Tend to appear in groups of two or three.

  

Goblin
thumb|right|Goblin
Description: Goblins are vile, nasty creatures, short in stature and almost rodent-like in their frenzy to feed. Very stupid but dangerous to the inexperienced.

Notes: One of the weakest monsters. They sometimes carry a weapon or a few gold pieces.

Characteristics:
HP: {1 .. 8}
Damage: {1 .. 5}
XP: HP × 5 + 60 {65 .. 100}
Abilities: None
Loot: 19% chance for {2 .. 20} gold, 25% for a low-quality item.
 

Hell Hound
 
 

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

Notes: Tougher than they look, these little critters are created by mages from various elements, including maybe fire daemon organs. They shoot a potent electrical spell.

Characteristics:
HP: {90 .. 120}
Damage: {10 .. 35}
XP: HP × 45 + 7,500 {11,550 .. 12,900}
Abilities: Flight, spellcasting.
Loot: (Leaves no corpse.) 16% {13 .. 130} gold, 90% magic item or potion.
 

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

Notes: The weakest of the three golems. Lack of a ranged attack and vulnerability to fire makes them not particularly fearsome. They are however, invulnerable to all weapons below elven (although fists can hurt them).

  

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

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

Characteristics:
HP: {200 .. 300}
Damage: {10 .. 40}
XP: HP × 65 + 15,000 {28,000 .. 34,500}
Abilities: Resistance to spells, immunity to mundane weapons.
Loot: 9% chance for {16 .. 160} gold.
 

Jagar Tharn
 

 

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

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

Characteristics:
HP: 750
Damage: {10 .. 75}
XP: HP × 100 + 50,000 (125,000)
Abilities: Spellcasting, self-healing, see invisible, immunity to mundane weapons.
Loot: (Leaves no corpse.) 9% {20 .. 200} gold, 90% magic item or potion, 90% low-quality item, 90% magic armor or weapon.
 

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

Notes: Very weak humanoid, between goblin and orc in strength.

  

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

Notes: Third most powerful monster of Arena, after the Lich and the Vampire.

Characteristics:
HP: {250 .. 400}
Damage: {10 .. 50}
XP: HP × 75 + 25,000 {43,750 .. 55,000}
Abilities: Ranged paralysis attack, immunity to mundane weapons.
Loot: 9% {18 .. 180} gold, 60% magic item or potion, 90% low-quality item.
 

Minotaur
thumb|left|Minotaur
Description: These creatures have the body of a man and the head of a bull, and are cruel man-eaters. They are not particularly intelligent, but can track a man by scent alone. They are very strong and slightly resistant to magic. 

Notes: However, they are not much stronger than an orc.

  

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

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

Characteristics:
HP: {15 .. 40}
Damage: {2 .. 12}
XP: HP × 15 + 200 {425 .. 800}
Abilities: None.
Loot: 25% {4 .. 40} gold, 15% magic item or potion, 50% low-quality item, 5% magic armor or weapon.
 

Rat
thumb|left|Rat
Description: Scavengers, these disease-ridden vermin crawl through many of the cities' sewers, or make their home in places where they can use their numbers to attack and bring down larger prey.

Notes: They are the weakest creatures in the game. Be warned of their potential to cause disease, though. 

  

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

Notes: Relatively weak enemy but they tend to attack in large groups which may prove dangerous for low level players.

Characteristics:
HP: {25 .. 45}
Damage: {2 .. 16}
XP: HP × 15 + 250 {625 .. 925}
Abilities: Takes half damage from daggers, swords, axes, and bows.
Loot: 9% {5 .. 50} gold, 25% low-quality item.
 

Snow Wolf
thumb|left|Snow Wolf
Description: It is rumored that far to the north is a large, more dangerous version of the normal wolf. These Snow Wolves are said to be able to freeze their prey using some sort of magic. 

Notes: A magical breed of the wolf, they cast a ranged cold spell.

  

Spider
thumb|right|Spider
Description: These arachnids are of the giant variety, very poisonous, and extremely fast. They often inhabit places underground where the moist depth can keep their chitinous skin pliable. They are highly carnivorous, and will attack without provocation; using their paralyzing venom to incapacitate their intended victims until they can be fed upon. 

Notes: Most dangerous animal (after the Hell Hound) because of its paralysis ability.

Characteristics:
HP: {40 .. 70}
Damage: {4 .. 20}
XP: HP × 20 + 500 {1,300 .. 1,900}
Abilities: Paralysis.
Loot: 16% {6 .. 60} gold.
 

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

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

  

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

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

Characteristics:
HP: {75 .. 100}
Damage: {10 .. 30}
XP: HP × 35 + 2,500 {5,125 .. 6,000}
Abilities: Regeneration.
Loot: 70% low-quality item, 20% magic armor or weapon.
 

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

Notes: Second most powerful monster after the Lich. They cast fireballs and can transmit diseases. Like trolls, they can only be subdued by weapon attacks, and magic attacks are required to kill them. Like Trolls, their regeneration ability will greatly increase the time and resources needed to kill them if they are first subdued. If you can withstand their attacks or paralyze them, it is more efficient to use only magical attacks.

  

Wolf
thumb|right|Wolf
Description: These are cunning, dangerous hunters who inhabit mostly forests and glens. They use their highly developed sense of smell to track their prey. They hunt in well organized packs, and are known for their ferocity in battle. 

Notes: It is a low-level mundane animal.

Characteristics:
HP: {10 .. 25}
Damage: {1 .. 10}
XP: HP × 10 + 100 {200 .. 350}
Abilities: None.
Loot: None.
 

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

Notes: The spectres of spellcasters, they are much more dangerous than ghosts. They cast fireballs but like ghosts they will sometimes fly away when approached.

  

Zombie
thumb|right|Zombie
Description: These undead are dangerous indeed, for they carry with them the curse of their deaths. Those who are struck by a zombie have a chance of getting a rotting disease, which will slowly but surely eat away their health, eventually turning the hapless victim into a zombie also.

Notes: Slow and not too dangerous. Their diseases are nasty, though.

Characteristics:
HP: {70 .. 90}
Damage: {5 .. 30}
XP: HP × 35 + 2,000 {4,450 .. 5,150}
Abilities: Transmit disease.
Loot: 25% chance for {9 .. 90} gold.
 

Human Enemies
Human enemies in Arena can be of any class or race and have the abilities given them by their race and class.

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

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