Oblivion:Creature Resistances

Below you'll find a list of creatures which take more or less damage from selected magical effects. Knowing a creature's strengths and weaknesses can give you the edge in battles.
Resistances
See Resistances and Weaknesses for general information on how resistances and weaknesses interact.

Resistance to normal weapons is the reduction of damage done by non-silver, non-magic weapons. If the weapon is out of magicka to apply its magic effect, it is still considered magical for dealing damage and thus is not affected by this type of resistance.

The other resistances are described in more detail at Resist Fire, Resist Frost, Resist Magic, Resist Paralysis, Resist Poison, and Resist Shock.

A listing of 100% confers complete immunity to the listed element or attack type, unless a counteracting weakness effect is also active.

The resistances are listed and calculated as a percentage. Thus, if you cast a spell that does 10 fire damage at a clannfear that has a 33% resistance to fire, the clannfear takes 6 points of fire damage (10 * (1 - 0.33) = 6.7, drop fractions). You can nullify these effects using Weakness to xxx spell effects (e.g., Weakness to Fire).

Weaknesses
If a number is negative, it is a weakness.

Most of the weaknesses are elemental weaknesses, but Ogres are weak to poison, and this means that any damage that comes from poison is multiplied.

The weakness is listed and calculated as a percentage. Thus, if you cast a spell that does 10 shock damage at a Clannfear (which has a natural 20% weakness to shock), the Clannfear takes 12 damage (10 * (1 + 0.2) = 12). You can amplify these effects using additional Weakness to xxx spell effects. Weakness to Magic spell effects will also amplify the damage.

For example, casting a short-duration 100% Weakness to Magic and a short-duration 40% Weakness to shock on the same Clannfear from the above then casting a spell that deals 10 points of shock damage will result in the Clannfear taking 32 shock damage: 
 (1 + weakness to magic - resistance to magic) * (1 + weakness to shock- resistance to shock) * 10  
If you cast the spell effects individually (casting 100% Weakness to Magic then casting 40% Weakness to Shock and lastly 10 points of shock damage), however, the weakness to magic can amplify the weakness to shock effect:
 (1 + weakness to magic - resistance to magic) * (1 + weakness to shock- resistance to shock) * 10  
Keep in mind that this example assumes that your weakness spells last long enough to cast the shock damage spell and for the damage to resolve. If your shock spell has a duration that lasts longer than the weaknesses, that portion of the damage is not affected by the weaknesses (except the inborn 20% weakness to shock).

Other Abilities
Reflect Damage deals the percent listed damage back to its source (i.e., the Character dealing the damage).
Reflect Spell is the percentage chance that the entire spell effect is reflected back to its source.
Spell Absorption is the percentage chance that the entire spell effect is nullified with the magicka cost being applied to the magicka resource pool of the target.
Regeneration is in hit points per second.

Resistances Quick List

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