

MONSTER PLAY
Monster Play allows players to portray non-sentient or partially-sentient creatures in the Elder Scrolls universe, allowing for opportunities to be villainous, trouble-making antagonists that cause mayhem and chaos!
To begin Monster Play, you do not need to create an alternative Steam account like with previous iterations. You do, however, need to activate Monster Play via one of the designated NPCs found in the major cities. After doing so, you will be able to toggle Monster Mode. When enabled, your RPR sheet will be swapped for your monster's and most commands available to normal players will be disabled.
In order to enable Monster Mode, find one of the 3 taverns in the world:
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Brina Cross Inn, on the Gold Road.
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The Flowing Bowl, in Anvil.
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The Champion's Arms, in Kvatch.
Interact with the Glass Purple Diamond and enter from there. In-Character, your character is 'resting' in a rented room during this time, as Monster Play is not relevant to your actual character.
Monster creatures do not level up, acquire experience, gather materials, fight Encounters, or otherwise engage in most of the activities normal Player Characters perform. Instead, monster creatures have a predetermined stat sheet, given to them at creation, that unlocks a selection of spells, techniques, and abilities appropriate to the monster. All monsters are unable to equip gear.
If appropriate, and entirely at their discretion, the Narration team may choose to grant new perks or other abilities to a monster.
Monsters are expected to focus entirely on their roleplaying and providing content for others. They are also expected to be capable of engaging in conflict immediately after creation, which is why they do not engage in the same progression/growth mechanics as normal characters.
Grouping / Teaming Up
Monsters are allowed to team up with other monsters to attack players. However, there are some limitations to this dependent on monster tier. The highest level monster within the party determines the limitation.
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Tier 0: No limit.
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Tier 1: 4 monsters maximum.
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Tier 2: 3 monsters maximum.
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Tier 3: 2 monsters maximum.
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Tier 4: 1 monster maximum.
Defeat & Victory In Monster Play
As a monster, victory will yield additional rewards to enable acquiring stronger monsters and potentially traits for your current one. As a player, victory will yield Hunter's Marks, explained in a separate section below.
As a monster, defeat will also yield rewards, though of different variety.
As a player, if you are mauled by a T4 Monster, you will have the Heavily Scarred status for 5 days. This gives no debuff. However, if you are mauled again by a T4 Monster, this will transform into a semi-permanent attribute Debuff, slowly healable over a long period of time.
Seek healers in Master of Restoration or Faith to slowly heal this scar. (Or if you are one yourself, you may perform an attempt.)
- Monsters now have specific Battle Goals, with access to some normal battle goals aswell:
Scurry and Scatter - +2 Defence, +1 Speed, -5 Damage. Effects fade at Round 4.
Dangerous Wrath - Requires Monsters outnumbered 3:1. +10 Health, +3 Damage, +1 Accuracy, +3 resistances. Always acts first.
Monstrous Wrath - Requires Monsters outnumbered 5:1. +20 Health, +5 Damage, +2 Accuracy, +6 resistances. Always acts first.
Vengeance of the Pack - Requires Monsters outnumbered 3:1 and 5 Demise. Spends 5 Demise. +10 resistances, +1 Speed, +5 Damage, +3 Accuracy, +30 Health, +5 Potential. Always acts first.
Monster-specific Battle Goals
Monsters now have specific Battle Goals, with access to some normal battle goals as well:
Scurry and Scatter - +2 Defence, +1 Speed, -5 Damage. Effects fade at Round 4.
Dangerous Wrath - Requires Monsters outnumbered 3:1. +10 Health, +3 Damage, +1 Accuracy, +3 resistances. Always acts first.
Monstrous Wrath - Requires Monsters outnumbered 5:1. +20 Health, +5 Damage, +2 Accuracy, +6 resistances. Always acts first.
Vengeance of the Pack - Requires Monsters outnumbered 3:1 and 5 Demise. Spends 5 Demise. +10 resistances, +1 Speed, +5 Damage, +3 Accuracy, +30 Health, +5 Potential. Always acts first.
All credit to jenghin2008 for most of the pixelated sprites that we use in the catalog below!
Tiers
Tiers represent the scaling of monsters. Each type of monster can evolve through the tiers, becoming stronger and more dangerous with each new tier. When you first begin playing a monster as a new initiate of Monster Play, you will start at Tier 0 and Tier 1. Each tier has a set amount of lives. Once your lives run out, you lose that monster. You may represent a higher tier creature within its chain of evolution as a pack / group of its lower tier counterparts, if you wish.
Tier 0 (Level 0): The scum of the scum. Winning is practically not an option for this tier. Survive if you can! Infinite lives.
Tier 1 (Level 5): Can hold their own, but not for long. Meant as the 'first challenge' type of enemy, that may teach someone the basics of combat. Infinite lives.
Tier 2 (Level 10): A decent fight that might last more than five turns, where groups are starting to become needed to win against them. Not impossible to face as a solo encounter, but will provide a difficult challenge. 3 lives.
Tier 3 (Level 15): Truly a battle. A monster capable of becoming a local menace. Groups are highly encouraged. Solo acts become less and less likely. 2 lives.
Tier 4 (Level 20): War. Solo encounters are practically impossible at this level of strength. These monsters are a genuine threat to the stability of the realm, or have the capabilities of such. 1 life.
In a PVP encounters, tiers receive a health benefit per player.
T1: +5 HP per non-Monster
T2: +10 HP per non-Monster
T3: +15 HP per non-Monster
T4: +20 HP per non-Monster
Malice
A monster's EXP, tied to that specific monster that earned it. Used to evolve monsters up through the tiers, getting stronger as they go on.
Malice Reward
The amount of malice you earn depends on your tier. You are only rewarded malice for survival or victory.
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Defeated Reward ― 10 Malice
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Survival Reward (Leaving combat above 0 HP) ― 20 Malice
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Victory (Maul) Reward ― 20 Malice
You can also now purchase Malice through Demise at a ratio of 1 Demise = 10 Malice for a specific monster.
Evolution Costs
The tier of the monster dictates how much malice you need to evolve to the next tier. The final evolution line of the monster is only obtainable via Malice progression. MP can purchase prior tiers.
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Tier 0 ― 10 Malice
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Tier 1 ― 20 Malice
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Tier 2 ― 60 Malice
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Tier 3 ― 120 Malice
Demise
If a monster dies and is removed from your codex, whether through purchase or evolution, then you are rewarded with Demise, a small pity system that will eventually let you outright buy a Tier 4 monster. Tier 4 monsters are priced anywhere between 7 and 10 Demise.
Demise Reward
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Tier 2 ― 6 Demise
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Tier 3 ― 5 Demise
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Tier 4 ― 4 Demise
Monster Gacha
If you are unsure which monster to go for or simply enjoy chance, you can spend MP (for MP purchasable monsters) or Demise (for their Demise counterparts).
Note: You can roll duplicates. If this happens, you will receive 450 MP or 6 Demise back. They can roll with traits, though this is rare!
It costs 500 MP or 7 Demise for a single pull.
Hunter's Marks
When a monster is reduced to 0 HP, all players involved earn a single Hunter's Mark.
Hunter's Marks Reward
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0 Star ― 1 Mark
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1 Star ― 2 Marks
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2 Star ― 4 Marks
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3 Star ― 7 Marks
Speak to Hunter Rogal in the Fighter's Guild in Kvatch to learn more, or to exchange them for goods.
Monster Points
Monster Points (MP) are the primary currency for purchasing new monsters. There are multiple ways to earn MP.
Monster Point Rate
Every hour, a monster will receive a certain amount of points based on their tier.
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Tier 0 ― 30 MP / hour
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Tier 1 ― 25 MP / hour
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Tier 2 ― 20 MP / hour
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Tier 3 ― 15 MP / hour
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Tier 4 ― 10 MP / hour
Encounters
Points are awarded for encountering and doing battle with another player. This is to incentivize engaging with other players rather than solely seeking victory.
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Tier 0 ― 150 MP
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Tier 1 ― 125 MP
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Tier 2 ― 110 MP
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Tier 3 ― 100 MP
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Tier 4 ― 50 MP
Prices
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Tier 0 ― Free
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Tier 1 ― 0-200 MP
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Tier 2 ― 200-400 MP
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Tier 3 ― 700-1,000 MP
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Tier 4 ― Malice & Demise only
Chronicle Coins
After reaching a threshold of MP earned, users will earn a certain amount of Chronicle Coins.
MP Thresholds
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500 ― 2 CC
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1000 ― 3 CC
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2000 ― 4 CC
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3500 ― 5 CC
Evolution Death
After a certain amount of evolutions (Tier 2 and above), upon the monster's death and deletion from their codex, the player will be rewarded with CC - a small thank you for, hopefully, creating a story with that monster. The rewards are:
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Tier 2 ― 3 CC
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Tier 3 ― 5 CC
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Tier 4 ― 7 CC
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5000 ― 6 CC
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7000 ― 7 CC
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9000 ― 8 CC
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12000 ― 9 CC
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15000 ― 10 CC
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18000 ― 10 CC
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21000 ― 10 CC
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25000 ― 10 CC
Monster Traits
Monsters may acquire up to 3 traits, based on how much Malice they have earned. These traits do not cost anything. Just reaching the threshold grants a trait.
The Tiers of Monsters determine how many traits they can receive.
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0 Star ― None
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1 Star ― 1 Trait
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2 Star ― 2 Traits
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3 Star ― 3 Traits
Additionally, if it is the Monster's Final Form, they may receive an additional trait that pushes them beyond their threshold if they are below Tier 3.
With each trait equipped, the Monster's Star Rating goes up, up to 3 Stars.
Trait Malice Thresholds
To acquire a trait, you must meed or exceed these Malice Thresholds.
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First Trait ― 40 Malice
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Second Trait ― 80 Malice
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Third Trait ― 120 Malice
First Trait List
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Fortunate - +1 Luck
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Strong - +1 Strength
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Tough - +1 Endurance
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Cunning - +1 Intelligence
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Resilient - +1 Willpower
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Colourful - +1 Personality
Second Trait List
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Enduring - +20 Stamina, +20 Magicka
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Unmoving - +15 Health, -1 Speed
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Skirmisher - +1 Speed, -3 Physical Resistance, -3 Magic Resistance
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Aggressor - +10 Initiative, -2 Defence
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Resistant - +2 Resilience, -1 Defence
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Hardshell - +3 Physical Resistance, -1 Magical Resistance
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Aether-Guarded - +3 Magical Resistance, -1 Physical Resistance
Third Trait List
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Fervent - Grants the Ability [M] Surging Roar, which allows you to refill your [M] Monstrous Surge uses, once per combat
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Plagued - Grants the Ability [M] Diseased Attack to this monster. +5 Sneak
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Stone Skin - Grants the Ability [M] Bunker to this monster.
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Deafening Screech - Grants the Ability [M] Shriek to this monster.
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Bolstered Flesh - +30 Health, +10 Stamina, +10 Magicka
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Survivor - +10 Health, +50 Stamina, +50 Magicka, +3 Potential
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Vengeful - Grants the Ability Phoenix from Master Restoration to this monster.
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First-To-Strike - Grants the Ability Swiftness from Master Initiative to this monster. -3 Defence
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Ethereal - Grants the Abilities Absorb Fatigue, and Absorb Magicka, from Journeyman Restoration to this monster. +5 Restoration

MONSTER CATALOG
TIER O

Type: Beast
A chitinous terror.
Price: Free
Evolves Into: Hardened Mudcrab

Type: Beast
A predatory canine.
Price: Free
Evolves Into:
Timber Wolf

Type: Beast
A common rodent.
Price: Free
Evolves Into:
Skeever

Type: Humanoid
A twisted runt of a humanoid.
Price: Free
Evolves Into:
Goblin Skirmisher

Type: Daedra
A diminutive
daedra.
Price: Free
Evolves Into:
Scamp

Type: Beast
A territorial bird.
Price: Free
Evolves Into:
Strident Hunter

TIER I

Type: Beast
A mudcrab tempered with age.
Price: 50 MP
Evolves Into:
Giant Mudcrab / Spectral Mudcrab

Type: Beast
The wild tusked cousin of a pig.
Price: 50 MP
Evolves Into:
Bristleback

Type: Beast
100 pounds of hunting prowess.
Price: 75 MP
Evolves Into:
Dire Wolf / Bone Wolf

Type: Beast
A massive, skittering spider.
Price: 150 MP
Evolves Into:
Elder Spider

Type: Undead
Shambling bones of a humanoid.
Price: 150 MP
Evolves Into:
Skeleton Guardian

Type: Beast
A disease riddled rodent.
Price: 25 MP
Evolves Into:
Giant Skeever

Type: Beast
A grotesque, reptillian dog.
Price: 175 MP
Evolves Into:
Warzog

Type: Undead
A rotting humanoid brought back to life.
Price: 175 MP
Evolves Into:
Headless Zombie

Type: Humanoid
A goblin ambush expert.
Price: 75 MP
Evolves Into:
Goblin Berserker / Goblin Shaman

Type: Construct
Vile fiend sent from Oblivion.
Price: 50 MP
Evolves Into:
Stone Golem

Type: Undead
A chilling image of what once was.
Price: 200 MP
Evolves Into:
Ancient Ghost

Type: Daedra
A small daedra full of burning rage.
Price: 50 MP
Evolves Into:
Greater Scamp

Type: Daedra
A bone-thin daedra on the hunt.
Price: 125 MP
Evolves Into:
Hunger

Type: Beast
An enraged, flightless bird.
Price: 2 Demise
Evolves Into:
N/A

Type: Daedra
A small, crested, reptillian daedra.
Price: 100
Evolves Into:
Clannfear

Type: Undead
Rotten flesh enwrapped.
Price: 175 MP
Evolves Into:
Plaguebearer

TIER II

Type: Beast
A well-fed, long-lived mudcrab.
Price: 300 MP
Evolves Into:
King Mudcrab

Type: Humanoid
A depraved goblin spellcaster.
Price: 350 MP
Evolves Into:
Goblin Conjurer

Type: Daedra
The horrific manifestation of hunger.
Price: 450
Evolves Into:
N/A

Type: Beast
A massive, snarling, woodland creature.
Price: 400 MP
Evolves Into:
Brown Bear

Type: Nature Spirit
The spectral avatar of a mudcrab.
Price: 3 Demise
Evolves Into:
N/A

Type: Daedra
A muscular scamp covered in scars.
Price: 3 Demise
Evolves Into:
N/A

Type: Daedra
A reptillian, daedric hunter.
Price: 400 MP
Evolves Into:
Giant Clannfear

Type: Monster
An apelike beast with long, powerful arms.
Price: 600 MP
Evolves Into:
Savage Troll

Type: Beast
A massive variant of the wolf.
Price: 3 Demise
Evolves Into:
N/A

Type: Beast
A giant, enduring, furred boar.
Price: 4 Demise
Evolves Into:
N/A

Type: Undead
A skeleton adorned with crusader's raiments.
Price: 450 MP
Evolves Into:
Skeleton Hero

Type: Beast
A rapid and vicious feline predator.
Price: 350 MP
Evolves Into:
N/A

Type: Undead
The animated bones of a wolf.
Price: 3 Demise
Evolves Into:
N/A

Type: Beast
A massive, long-lived arachnid.
Price: 275 MP
Evolves Into:
Webmother

Type: Undead
A necromancer cleverly removed this zombie's weakness.
Price: 500 MP
Evolves Into:
Dread Zombie

Type: Nature Spirit
A luminous being of magic.
Price: 550 MP
Evolves Into:
N/A

Type: Beast
A pus-covered, giant rodent.
Price: 3 Demise
Evolves Into:
N/A

Type: Beast
A large, crudely armored durzog.
Price: 4 Demise
Evolves Into:
N/A

Type: Undead
The ghostly image of a bygone era.
Price: 550 MP
Evolves Into:
Wraith

Type: Nature Spirit
A womanly guardian of the forest.
Price: 400 MP
Evolves Into:
Elder Spriggan

Type: Humanoid
A furious goblin shaking with rage!
Price: 350 MP
Evolves Into:
Goblin Warlord

Type: Construct
Animated, hulking stone.
Price: 350 MP
Evolves Into:
Gargoyle

Type: Undead
Rotten bandages failing to contain an ancient plague.
Price: 500 MP
Evolves Into:
Barrowguard

Type: Daedra
The heat of Oblivion given life.
Price: 550 MP
Evolves Into:
Frost Atronach

TIER III

Type: Beast
A giant mudcrab covered in battlescars.
Price: 700 MP
Evolves Into:
Emperor Crab

Type: Undead
What remains of a legendary hero.
Price: 800 MP
Evolves Into:
Skeleton Champion

Type: Nature Spirit
A frozen, ghastly, elemental woman.
Price: 900 MP
Evolves Into:
Welkynd Spirit

Type: Humanoid
An armoured, gibbering menace.
Price: 5 Demise
Evolves Into:
N/A

Type: Undead
A relentless, vaporous zombie.
Price: 6 Demise
Evolves Into:
N/A

Type: Nature Spirit
An ancient spriggan of hardened bark.
Price: 750 MP
Evolves Into:
Lurcher

Type: Humanoid
A goblin spellcaster with a knack for summoning.
Price: 5 Demise
Evolves Into:
N/A

Type: Undead
The darkest expression of spirit.
Price: 900 MP
Evolves Into:
Gloom Wraith

Type: Daedra
The chill of Oblivion.
Price: 800 MP
Evolves Into:
Storm Atronach

Type: Monster
A dim-witted brute.
Price: 800 MP
Evolves Into:
Ogre

Type: Beast
A massive black widow covered in writhing egg sacs.
Price: 800 MP
Evolves Into:
Spider Daedra

Type: Undead
An undead guardian of ancient crypts.
Price: 900 MP
Evolves Into:
Minotaur Barrowguard

Type: Monster
Primal beastfolk with a man's body and the head of a bull.
Price: 950 MP
Evolves Into:
Minotaur Lord

Type: Monster
A horrific combination of crab and Mer.
Price: 800 MP
Evolves Into:
Dreugh Broodmother

Type: Construct
A construct meant to protect or ambush.
Price: 6 Demise
Evolves Into:
N/A

Type: Beast
The more fearsome cousin of the Black Bear.
Price: 6 Demise
Evolves Into:
N/A

Type: Daedra
A large, bipedal daedra akin to an alligator.
Price: 900 MP
Evolves Into:
Daedroth

Type: Daedra
A hulking clannfear with battle-sharpened claws.
Price: 850 MP
Evolves Into:
Ogrim

Type: Monster
A battle tested troll driven by hatred.
Price: 1000 MP
Evolves Into:
Udyrfrykte

Type: Daedra
Winged, feminine daedra with bat-like wings.
Price: 850 MP
Evolves Into:
Grievous Twilight

TIER IV

Type: Beast
Mortal weapons cannot pierce the chitin of this colossal mudcrab.
Price: 7 Demise

Type: Monster
A legendary troll known for turning invisible.
Price: 10 Demise

Type: Daedra
Semi-intelligent, half-woman daedra with the lower body of a giant spider.
Price: 8 Demise

Type: Daedra
A dim-witted, ogre-like daedra who relishes in torture.
Price: 8 Demise

Type: Undead
The remains of a fabled, armored champion.
Price: 8 Demise

Type: Undead
The avaricious gloom of a dark lord.
Price: 9 Demise

Type: Nature Spirit
An Aetherial spirit pulsing with magic.
Price: 9 Demise

Type: Nature Spirit
A twisted golem of wood and thorns.
Price: 7 Demise

Type: Daedra
The storms of Oblivion made manifest.
Price: 8 Demise

Type: Monster
The brutal leader of a minotaur clan.
Price: 9 Demise

Type: Daedra
The winged, hulking visage of evil.
Price: 9 Demise

Type: Monster
A mountainous brute bedecked in armour.
Price: 8 Demise

Type: Monster
A colossal mother of the dreugh, sparking with electricity.
Price: 8 Demise

Type: Undead
An enchanted, mummified minotaur.
Price: 9 Demise

Type: Daedra
A more feral Daedroth from the depths of Oblivion.
Price: 9 Demise