Post by Janx on Jan 29, 2007 20:20:15 GMT -5
Note: Undead are immune to Shock, Frost, and Poison (Vampires do not get this resistance). Undead are not effected by Illusion spells.
Bonelord
The Bonelord is a dunmer revenant that protects the tombs of clan and kin. They are willing guardians created when a tomb is created. Bonemeal, the finely ground powder made from the bones of the Skeleton minions, has modest magical properties. While their spells and resistances can be crippling to some adventurers they have no armour and little melee capability besides their own bony hands.
Special: Immune to normal weapons. Have 20 MP.
Spells: Absorb Endurance, Absorb Speed, Shield, Pain Bolt, Wound Bolt
Bonewalker, Greater
Greater Bonewalkers defend the tombs of clan and kin. Greater Bonewalkers are aggressive and dangerous. They are best dispatch from a distance, as close combat can often result in the adventurer afflicted by crippling curses. Bonemeal is a finely ground powder with modest magical properties made from the bones of the Bonewalker. They are only found in dunmer tombs, usually only in Morrowind.
Spells: Damage Stength, Absorb Endurance
Bonewalker, Lesser
Bonewalkers are among the distinctive ancestral revenants that guard Dunmer burial sites, and which may be summoned as spirit guardians. Among the Undead they are less worrisome than their more powerful manifestation, the Greater Bonewalker. They are not to be underestimated, as they are capable of stopping the hardiest of adventurers dead in their tracks with their powerful curses.
Spells: Absorb Strength, Absorb Endurance
Draugr
Undead Nords cursed by the wilderness for being cannibals. Regardless of their punishment, these undead beings still continue their practices.
Special: Same as Nords, they lose their Skaal Nord template if they were one.
Ghost, Ancestor
Ancestor Ghosts commonly defend the dunmer tombs of clan and kin, but may also be summoned and controlled by sorcerers. Ancestor ghosts are aggressive but not very dangerous -- IF you have an enchanted or silvered weapon, or deadly sorcery. Ancestor Ghosts are tougher than Common Ghosts, though have less direct spells.
Special: Immune to normal weapons.
Spells: Absorb Stamina, Absorb Endurance
Ghost, Common
Either the lost souls of the dead, or tortured souls brought back through foul necromancy. Ghosts are aggressive but not very dangerous -- IF you have an enchanted or silvered weapon, or deadly sorcery.
Special: Immune to Normal Weapons.
Spells: Freezing Touch, Lesser Frost Ball
Lich
Through years of study in the Black Arts, the most powerful Necromancers of Tamriel have made a bid for immortality by assuming the form of the Lich. These Undead creatures are immune to cold, poison, and disease, while retaining their mortal skills in the martial and magical arts.
Special: have 10-20 MP more than the caster they once were.
Spells: Depends on who the caster was, usually Conjuration and Destruction spells supported by a few minor spells from other schools.
Spectre, Dwarven
Dwarven Spectres are encountered in the ancient abandoned Dwemer ruins. They are aggressive and dangerous, but ectoplasm, a filmy residue that remains after the revenant spirit of a Dwemer has been banished from the mortal plane, is a rare, valuable substance with modest magical properties. Normal weapons do not harm them; only enchanted or silver weapons or deadly spells affect them.
Special: Immune to Normal Weapons. 15 MP.
Spells: Burning Touch, Lesser Fire Ball, Absorb Endurance
Skeletal Shamble
The angry spirits of ancient battle risen again without either their original form or have their parts scattered will often band together, gathering together any bones in the area and grouping them together into a lsingle arge monster. They are powerful and unrelenting, receiving the name Bone Ogres from Necromancer hunters. Skeletal Shambles may hide as scattered bones on the floor until disturbed or commanded by their master.
Skeleton
Skeletons are either created by dunmer to protect their clan and kin, or by foul necromancers for their own twisted purposes. They have basic combat knowledge and can wear armour and wield weapons.
Wraith
Wraith’s are vengeful usually evil undead, either due to an injustice cast upon them or due to a calamity that befell them due to their own evil ways. Wraith’s are able to wield basic weapons and cast a few spells. Wraiths are commonly Ayelieds, but some are pirates, or other evil people.
Spells: Silence, Frost Ball, Absorb Endurance
Zombie
Disturbed corpses though usually undead conjured by vile necromancers. Zombies are usually mindless undead that follow only 1 directive, be it to protect their grave or serve their master. Being decaying corpses, zombies commonly spread diseases.
Bonelord
The Bonelord is a dunmer revenant that protects the tombs of clan and kin. They are willing guardians created when a tomb is created. Bonemeal, the finely ground powder made from the bones of the Skeleton minions, has modest magical properties. While their spells and resistances can be crippling to some adventurers they have no armour and little melee capability besides their own bony hands.
Special: Immune to normal weapons. Have 20 MP.
Spells: Absorb Endurance, Absorb Speed, Shield, Pain Bolt, Wound Bolt
Bonewalker, Greater
Greater Bonewalkers defend the tombs of clan and kin. Greater Bonewalkers are aggressive and dangerous. They are best dispatch from a distance, as close combat can often result in the adventurer afflicted by crippling curses. Bonemeal is a finely ground powder with modest magical properties made from the bones of the Bonewalker. They are only found in dunmer tombs, usually only in Morrowind.
Spells: Damage Stength, Absorb Endurance
Bonewalker, Lesser
Bonewalkers are among the distinctive ancestral revenants that guard Dunmer burial sites, and which may be summoned as spirit guardians. Among the Undead they are less worrisome than their more powerful manifestation, the Greater Bonewalker. They are not to be underestimated, as they are capable of stopping the hardiest of adventurers dead in their tracks with their powerful curses.
Spells: Absorb Strength, Absorb Endurance
Draugr
Undead Nords cursed by the wilderness for being cannibals. Regardless of their punishment, these undead beings still continue their practices.
Special: Same as Nords, they lose their Skaal Nord template if they were one.
Ghost, Ancestor
Ancestor Ghosts commonly defend the dunmer tombs of clan and kin, but may also be summoned and controlled by sorcerers. Ancestor ghosts are aggressive but not very dangerous -- IF you have an enchanted or silvered weapon, or deadly sorcery. Ancestor Ghosts are tougher than Common Ghosts, though have less direct spells.
Special: Immune to normal weapons.
Spells: Absorb Stamina, Absorb Endurance
Ghost, Common
Either the lost souls of the dead, or tortured souls brought back through foul necromancy. Ghosts are aggressive but not very dangerous -- IF you have an enchanted or silvered weapon, or deadly sorcery.
Special: Immune to Normal Weapons.
Spells: Freezing Touch, Lesser Frost Ball
Lich
Through years of study in the Black Arts, the most powerful Necromancers of Tamriel have made a bid for immortality by assuming the form of the Lich. These Undead creatures are immune to cold, poison, and disease, while retaining their mortal skills in the martial and magical arts.
Special: have 10-20 MP more than the caster they once were.
Spells: Depends on who the caster was, usually Conjuration and Destruction spells supported by a few minor spells from other schools.
Spectre, Dwarven
Dwarven Spectres are encountered in the ancient abandoned Dwemer ruins. They are aggressive and dangerous, but ectoplasm, a filmy residue that remains after the revenant spirit of a Dwemer has been banished from the mortal plane, is a rare, valuable substance with modest magical properties. Normal weapons do not harm them; only enchanted or silver weapons or deadly spells affect them.
Special: Immune to Normal Weapons. 15 MP.
Spells: Burning Touch, Lesser Fire Ball, Absorb Endurance
Skeletal Shamble
The angry spirits of ancient battle risen again without either their original form or have their parts scattered will often band together, gathering together any bones in the area and grouping them together into a lsingle arge monster. They are powerful and unrelenting, receiving the name Bone Ogres from Necromancer hunters. Skeletal Shambles may hide as scattered bones on the floor until disturbed or commanded by their master.
Skeleton
Skeletons are either created by dunmer to protect their clan and kin, or by foul necromancers for their own twisted purposes. They have basic combat knowledge and can wear armour and wield weapons.
Wraith
Wraith’s are vengeful usually evil undead, either due to an injustice cast upon them or due to a calamity that befell them due to their own evil ways. Wraith’s are able to wield basic weapons and cast a few spells. Wraiths are commonly Ayelieds, but some are pirates, or other evil people.
Spells: Silence, Frost Ball, Absorb Endurance
Zombie
Disturbed corpses though usually undead conjured by vile necromancers. Zombies are usually mindless undead that follow only 1 directive, be it to protect their grave or serve their master. Being decaying corpses, zombies commonly spread diseases.