Oblivion talk:Monsters
Contents
- 1 Immune to Silence
- 2 LAND Dreugh
- 3 Trolls
- 4 Redguard Valley Trolls (Caveboss) - loot
- 5 Will-o-the-Wisps Locations
- 6 Redguard Valley Oges
- 7 Land Dreugh's defense aspect
- 8 dead troll?
- 9 Savage Troll
- 10 Will-o-the-Wisp Strategy
- 11 Minotaurs
- 12 Azhklan and Kalperklan
- 13 Minotaurs' Warhammers
- 14 Spriggens
- 15 Kalperklan Trolls and Calipers
- 16 trolls swim?
Immune to Silence[edit]
Spriggans and Liches has "Immune to Silence" ability. Would this be mentioned in one more column? :) --Den 03:00, 6 September 2006 (EDT)
- Immunity to silence is specific to the spells, not the creatures. So for instance, while several of the Liches' spells are indeed immune to silence, others are not. Not sure if the same is true of Spriggans. (Their summon bear spell may be silencable, can't check from here, I'll look when I get home.) Anyhow, the same is also true of ghosts and wraiths. There might be some way to indicate that on the spell sections themselves, but it's not a blanket characteristic of the creatures, just some of their spells. --TheRealLurlock 10:18, 6 September 2006 (EDT)
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- I was surprised that Spriggans and Skeleton Champions still can summon their minions after hitting by Arrow of Silence. In CS I discover checkbox "Immune to Silence" switched on for AbSprigganResistances (not for AbUndeadBoneResist, otherwise). That's why I've made this suggestion (maybe I'm wrong). --Den 00:30, 7 September 2006 (EDT)
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- Spells that start with "Ab" are abilities, not cast-able spells. Those are on all the time no matter what. Not even a Dispel will get rid of them. The "Immune to Silence" checkbox still exists on those for some reason, but it doesn't actually do anything that I know of. It certainly doesn't imply that a creature with that ability is 100% immune to Silence, just that that particular spell (if it is a spell) is. One way you can test this is with the Summon Ghost spell. The ghost has two spells it can use. One is a ranged cold-damage spell, which is not immune to silence. The other is an on-touch cold-damage/drain fatigue spell, which is. Cast silence on the ghost, and it can't use its ranged spell anymore, but the on-touch spell still works. --TheRealLurlock 09:33, 7 September 2006 (EDT)
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LAND Dreugh[edit]
If there is a land dreugh then where is the sea one? — Unsigned comment by Mr. V (talk • contribs)
- In Morrowind. See here. --Gaebrial 02:31, 12 September 2007 (EDT)
- Or for that matter just try reading the article before posting a question. It already states, at Oblivion:Land Dreugh, that sea-dwelling dreughs were found in earlier Elder Scrolls game. --NepheleTalk 12:40, 12 September 2007 (EDT)
Trolls[edit]
On the Health page, it states that Trolls and Dread Zombies can regenerate health, yet only Savage Trolls have regeneration listed. Is the Health page wrong in implying all Trolls can do this, or is the section on Trolls wrong?--Mike | Contrib 21:42, 28 February 2008 (EST)
- All the trolls (except the Uderfrykte Matron) have regeneration listed. The fifth column (the one with a heart that says "restore health" if you hover over the icon) provides the regeneration rate in health points per second for each troll. --NepheleTalk 01:18, 29 February 2008 (EST)
Redguard Valley Trolls (Caveboss) - loot[edit]
In the game, the loot I got consists in only one ogre's teeth for the Caveboss type, not two as mentioned on the page (they are Cavebosses - I'm level 29). — Unsigned comment by Thrax (talk • contribs)
- Hmm, looks like you're right. In the CS, the Redguard Valley Troll Caveboss has only one Ogre's Teeth, but has a chance for two items of leveled minor loot. I've made the necessary change to the page. Thanks for pointing that out! –Eshetalk 22:17, 22 June 2009 (EDT)
Will-o-the-Wisps Locations[edit]
It states in this article Will-o-the-Wisps are only found outdoors in swamp locations, yet i have been finding them outside of caves just north and south of the Gold Road between Skingrad and the Imperial City.~— Unsigned comment by 81.153.146.217 (talk) at 12:03 on 23 July 2009
- Outdoors here means along roads or in the wilderness, not near the entrance of caves. Even though it's technically outdoors, it does not count as outdoors. The same goes for other creatures. Wolok gro-Barok 12:16, 23 July 2009 (UTC)
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- I think i understand, like how i always get attacked by bears or wolves randomly in the middle of nowhere, but never Wisps.— Unsigned comment by Critchell (talk • contribs) at 12:18 on 23 July 2009
- Indeed. The only place where that could occur is in the swamps. You might want to take a look here to find out where certain creatures can be found outdoors. Wolok gro-Barok 12:27, 23 July 2009 (UTC)
- I think i understand, like how i always get attacked by bears or wolves randomly in the middle of nowhere, but never Wisps.— Unsigned comment by Critchell (talk • contribs) at 12:18 on 23 July 2009
Redguard Valley Oges[edit]
Has anyone else encountered a glitch or something of that sort that make them tiny? They were shorter then my character, and he was a wood elf.--207.199.196.90 12:21, 25 July 2009 (UTC)
- Ummm, wow, thats a definite glitch, ive never seen it myself, but i would guess that it's caused because the ogres have a script that makes them be a certain scale compared to the character, have you tampered at all with your character, or have you made a custom race that your using? — Unsigned comment by 201.144.51.43 (talk) at 23:50 on 29 September 2011
Ok, Ive looked into what you said, and the same happened for me, and contrary to my previous assumption, it isnt because your using a custom race, since im a simple nord, and they were smaller then my character too, can anyone answer this question??
Land Dreugh's defense aspect[edit]
Every time I fight a Land Dreugh with a physical weapon, a white shader effect brightens up with each hit, which leads me to assume that they have some Shield or Shock Shield ability that is continually on. —Dark Spark 19:27, 17 August 2009 (UTC)
- It's likely the Resist Normal Weapons effect that causes that, which is listed in the article. --Timenn-<talk> 13:29, 18 August 2009 (UTC)
dead troll?[edit]
hi! i was just wondering if the dead trolls body dissapeers?--GUM!!! 14:37, 14 June 2010 (UTC)
- No, it doesn't. It's flagged as a "Quest Item", which means its body will never disappear. ‒ Robin Hood↝talk 16:44, 14 June 2010 (UTC)
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- ok thanks!--Darth Maul 16:50, 14 June 2010 (UTC)
Savage Troll[edit]
we have got a note for the savage troll (0008699F) that its 'Regeneration rate depends upon character level (1pt at 1-6, 2pts at 7-11, 3pts at 12+)'. However, I think that fact is based on its regeneration ability being granted by a Levelled Spell list, (in the CS its 'FGTrollSpells' or '0000C4EB)). The problem is, that Leveled Spells are given out *not* dependent upon the Player Level, but on the creature's casting skills, which is why if you look at all the other leveled spell lists there all in the 40s or more. I have no idea how the game determines the casting level required for abilities, and I suspect that its a mistake and dosen't actually work as intended. No idea how to test it though. Jadrax 03:35, 25 June 2010 (UTC)
- Good ol'
tdt
andsdt
come to the rescue. You're right - it doesn't work as intended. The level of the trolls is fixed at zero, so they don't get any spell at all, no matter what level you are when you encounter them. This was easily tested by hitting a troll and then watching its health stay at the same level in the tdt screen. When I usedsetlevel
to change their level, various stats increased as you'd expect, but health still didn't regenerate. When I added the correct spell usingaddspell
, health started to regenerate. - There are a few cases we've discovered recently where the site is wrong because we didn't understand quite how leveled lists work. The Necromancer's Amulet is one case, and I seem to remember somebody never getting a Daedric shield. There will probably be more cases. In the meantime, I've changed that note into a bug notice. rpeh •T•C•E• 11:30, 25 June 2010 (UTC)
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- Oh, nice to know my suspicions where correct! Good show! Jadrax 11:32, 25 June 2010 (UTC)
Will-o-the-Wisp Strategy[edit]
One thing it may be helpful to note is that Absorb Magicka spells are extremely powerful against these. Using such a spell at a decent Restoration level has effectively no cost, so it can be cast over and over until the wisp is drained. Once drained of magicka, wisps are completely toothless; simply attack with a silver/daedric/enchanted melee weapon, periodically re-draining until they're dead.
Or just Absorb Health or some other magic - you don't actually need a melee weapon to kill them.--TheAlbinoOrcGot_a_question? 12:28, 9 July 2010 (UTC)
Minotaurs[edit]
I didn't know where to put this, but... Minotaurs seem to walk through water when they swim, and they can't drown
Azhklan and Kalperklan[edit]
Does anyone know what azh means? I guess klan means clan, and kalper caliper, which comes from the calipers they're carrying... Icko 20:35, 23 August 2010 (UTC)
Minotaurs' Warhammers[edit]
I've noticed that in the desription it says that minotaurs only carry hammers leveled from iron to elven, however, I have found several minotaurs wandering through the wilderness carrying glass warhammers, also, for the record, the minotaurs in heredir's dream world also have specificly glass warhammers, despite the player's level. The same applies to Minotaur Lords. — Unsigned comment by 201.144.51.43 (talk) on 30 September 2011
- You must have found a Minotaur Lord, not a Minotaur. The Dreamworld ones are separate. rpeh •T•C•E• 23:49, 29 September 2011 (UTC)
Spriggens[edit]
Um, i've had a doubt here for a while, but i haven't put it into practice yet. Logicly, from the spriggens' apperance, they'd be considered natural, and thereby pacified by the boots of the knights of the nine expansion, is this true? And if not, are their summond bears pacified? — Unsigned comment by 201.144.51.43 (talk) at 01:49 on 30 September 2011 (UTC)
Kalperklan Trolls and Calipers[edit]
Whats up with that? Why do Kalperklan Trolls have calipers, and in big amounts. As im higher than level 18, each one i kill gets me 7, which, while great for the dude in the Shivering Isles, begs the question, why calipers, and why so many in a troll? Is there any main reason? G-Rath 19:17, 12 January 2012 (UTC)
- It is a pun on their name, Kalperkaln = Caliper Clan. Its not funny, but then neither are most puns. Jadrax 19:56, 12 January 2012 (UTC)
trolls swim?[edit]
i was running away from a troll on my bay horse when i met a pond that was deep enough to force my horse to swim. when i got across, i looked back and the troll was on land right behind me, halfway in the water. has swimming trolls been comfirmed by anyone else or was this just a glitch? DragonWolf 22:46, 22 January 2012 (UTC)
- It was probably just a glitch, or perhaps due to sizing or whatever, your horse had to swim where the troll was big enough to walk. That's just a guess, though. – Robin Hood↝talk 22:58, 22 January 2012 (UTC)
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- so in other words, trolls can't swim?DragonWolf 23:04, 22 January 2012 (UTC)
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- No, they can't, and in fact I've often used the tactic with trolls of swimming out to a rock and then attacking with ranged attacks. – Robin Hood↝talk 23:09, 22 January 2012 (UTC)
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- that's good tactic. i might just use that :) DragonWolf 02:41, 23 January 2012 (UTC)
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