Followers Leave Then Start Following Again Skyrim
Contents
- i Commands
- 2 Morality
- 3 Follower Stats
- 4 Follower Death
- 5 Follower Equipment
- 5.1 Enchanted Follower Equipment
- 6 Trainer Followers
- seven Permanent Followers
- seven.one College of Winterhold Followers
- 7.two Companions Followers
- seven.3 Dark Alliance Followers
- 7.4 Dawnguard Followers
- 7.five Dragonborn Followers
- 7.6 Dungeon Followers
- 7.7 Hirelings
- 7.8 Housecarls
- 7.9 Orc Stronghold Followers
- seven.10 Miscellaneous Followers
- seven.xi Creatures
- vii.11.i Dragonborn
- 7.12 Creation Social club
- 8 Quest Followers
- 8.1 Dragonborn
- 9 Notes
- 10 Bugs
- 11 See Too
Diverse NPCs and creatures can follow y'all while you lot're playing the game and be your ally. These followers can fight by your side; some can also carry your equipment and perform other tasks. Followers tin can be divided into those who follow y'all indefinitely (until they die or are dismissed), and those who follow you temporarily (for case, during a quest).
Permanent followers unremarkably become available after you complete a quest of some kind. You can also observe mercenaries for hire in the cities and recruit certain creatures in the game. You lot can take at most one permanent NPC follower and one creature follower at any time.
Some NPCs follow you temporarily for the elapsing of a quest. If you avoid completing the quest and become somewhere else, they may follow y'all around. Equally many of these NPCs are unkillable, and yous tin can have several followers at the same time, you tin use them to fight difficult enemies in a different questline. There is no limit to the number of such temporary followers that you tin can accept at one time.
Most quest followers will follow you additionally to whatsoever permanent follower. Still, in that location are a few exceptions: The followers in the Companions questline volition automatically dismiss your current follower, and Serana will require you to dismiss them in order for her to join you lot on a quest (except for her beginning 1). In such cases, potential permanent followers volition say that yous already take a follower and be unable to join yous, equally the quest follower occupies the follower slot. The slot can exist freed over again but by completing the quest so that your temporary quest follower leaves your service.
Commands [edit]
You tin collaborate with permanent followers by talking with them (outside of combat). Y'all volition and so be able to exchange items with them, or give a command, depending on their abilities. You can likewise offset commanding your follower rapidly, even from some distance abroad, past pointing at them and property the activate/utilize command.
Orders that tin be given to followers:
- Assail another NPC or creature
- Wait at a given location
- Resume post-obit
- Actuate an object, such as a lever or a chair
- Activate a Shrine for its approval, but non a Standing Stone
- Open a locked door or container
- Choice upward items
- Search and loot containers
- Sleep in a bed (useful for Vampires)
- Employ staves and scrolls
- Fill soul gems including The Black Star and Azura's Star (if a soultrap or fiery soultrap weapon is equipped)
- Chop wood/mine ore (just some followers will exercise this). The benefit of this is that you can avoid the animation and your follower does non get burdened. Some followers also do not require a pickaxe or a woodcutter's axe to perform either of these.
- Get out your service (the follower will return to their normal home and routine)
Two of these commands have secondary benefits in certain situations:
- Followers do non need lockpicks to open up containers.
- A follower can selection up a "placed" skill volume, which you can then take from their inventory without having to read it first, allowing you to save it for later.
Likewise, followers tin can utilise a torch (only one is needed, information technology volition never deplete). Temporary, quest-specific followers usually exercise non take orders; if they do, they will simply take limited orders, like the "look" command.
If your follower is left to wait for 72 hours, a message will announced that the follower has grown tired of waiting and volition outset walking to their original location.
You can trade items with some of your followers to equip them with better items or store excess loot. Sometimes, they will refuse to equip the items you give them. Pickpocketing the items you wish them to supervene upon with the improved items tin assist set this. It tin also allow you to do this with NPCs who will not trade their equipped items with you. However, information technology requires the Misdirection (for weapons) and Perfect Touch (for armor) perks to achieve this.
Giving a non-essential follower whatsoever of your custom enchanted weapons or shields, letting them die, and then looting directly from their corpse is the merely mode to remove those enchantments on the given items. This only works with weapons and shields that yous accept enchanted yourself- it will not remove the enchantment on artifacts or generic enchanted gear found or bought.
Morality [edit]
Morality determines whether or not an NPC will commit diverse crimes, and controls whether or not a follower will agree to practise certain requested actions. In that location are four possible values for morality:
- 0: Any Crime. NPC is willing to commit whatever requested offense.
- i: Violence Against Enemies. NPC is willing to commit violence confronting enemies, besides as holding crimes. NPC is not willing to assault innocent people.
- 2: Belongings Criminal offence Only. The just crimes the NPC will commit are property crimes (e.g., theft).
- 3: No Criminal offense. NPC is not willing to commit whatsoever crimes. Followers with this morality will still not report crimes that they witness y'all committing (with the exception of crimes confronting them, such as stealing items they ain).
However, nearly all followers have a morality of either 0 or 3, the only exception being Sven.
If you ask a follower with sufficient morality to perform an illegal activity, you may be held responsible for the crime, and your compensation will increment accordingly. If you are hidden, nearly crimes y'all command your follower to commit volition go unnoticed.
Nearly followers volition not interact in any way with you while you are trespassing (regardless of their morality); your follower will simply say, "You lot're not supposed to be in here."
Follower Stats [edit]
A follower levels upwards according to your level, up to the follower'south maximum level (which varies for each). Each follower, except J'zargo, CelannDG, DurakDG, IngjardDG and FreaDB, has a maximum level and a specific fix of primary skills, which are dictated past their class. This leveling occurs regardless if they are actively following you.
Prior to patch 1.6, a follower's skills, health, and other stats were set when they were first spawned (which is typically when you enter their starting cell, become a Thane, and so on) and would not increase as their level increased. Prior to the fixing of this failure of stats to update with patch 1.6, players could update a non-essential follower's stats and then they would increase based on their current level by using the Wabbajack to polymorph them into another creature, after which their stats would update upon recovering their original form. Players of the PC version could also use sure panel commands to fix whatever follower's inability to update their stats with each level the player gains.
Follower Decease [edit]
All permanent followers become protected NPCs while they are actively following you. When your follower would die due to an enemy attack or a trap, they will be incapacitated for some time and brainstorm to recover their health, merely like essential NPCs; enemies will terminate attacking or targeting them during this fourth dimension. Still, if they lose all their wellness over again during this period, they will die for expert. Thus, you should try to movement the fight away from them, and then that they are not hit by a stray arrow or surface area-issue spell. They can die from a damage-over-fourth dimension consequence that is stronger than their health recovery; nearly commonly those are acquired by poisons.
If you strike your follower dead, on the other hand, at that place is no recovery. Attack advisedly when your follower is low on health. If your follower'due south death is caused past yous, even accidentally, it will count as a murder on your crimes list. Nevertheless, it is possible to mitigate harm to your follower with the Companions InsightDB power if you have read the Black Book The Winds of Alter.
Many temporary followers are "essential", so they cannot exist killed, merely incapacitated for a while. Not-essential ones will dice immediately when struck down, just every bit ordinary NPCs. 7 permanent followers are essential as well: Derkeethus (due to a bug), Mjoll, two Nighttime Alliance Initiates, Cicero, SeranaDG and FreaDB are essential.
It is also possible to heal damage and quickly return the follower into the fight past having traded to them some standard healing potions (due east.g. Potion of Extreme Healing) just not potions you made by abracadabra. They will eat the standard potion, heal, and speedily rejoin the battle. Otherwise you may have to look until all enemies in the area are removed before they recover. You may likewise use a restoration spell similar Healing Easily, Heal Other or 1000 Healing on your follower, which is beneficial to yous as well since you will gain experience in Restoration. Information technology should be noted, nevertheless, that followers will not always drink healing potions if they have any in their inventory, even if they are kneeling and recovering wellness, so the best bet would be to have Healing Easily ready for use.
Followers do not accept H2o Damage, and cannot drown. However, they do not take infinite breath (with the exception of Derkeethus, the simply Argonian follower) unless you give them a waterbreathing enchantment to vesture (see Follower Equipment below). If they run out of air, they will abandon their mail by your side and swim to the surface.
To avert near death experiences, followers should exist traded meliorate armor in the skill type they adopt (either heavy or light armor.) The DamageResist variable can be increased past tempering the armor and shield. In add-on, wearing armor pieces or shield awards a subconscious 25 bonus points per item. The 125 possible hidden points are non reflected in the DamageResist variable, only are counted in combat. Providing equipment with magic resistance enchantments (ring, necklace, and shield) increases their MagicResist variable. The follower is less probable to exist incapacitated if provided all of these enhancements.
Should your follower be slain, their body should disappear in about iii days. Their coffin with their holding volition most likely exist establish in the Hall of the Dead in or near their home town.
Follower Equipment [edit]
Permanent followers have the ability to trade money and goods. This gives you complimentary access to anything the follower is carrying, with the exception of certain default items that are hidden from you lot, and allows you to manage the follower's inventory. There is no penalisation for taking anything the follower has, including gilt, jewels, and enchanted items.
In addition to any other equipment they may have, followers will automatically receive a hunting bow and 12 atomic number 26 arrows when they start following y'all. These are specially modified variants of the regular ones which do not appear in the follower'south inventory. This can cause the bow and pointer usage bugs noted below. The bow and arrows will be removed when the follower leaves your service.
Followers will make their own decision yet near which equipment they use, given the choices that they take in their inventory. If they take multiple items of the aforementioned type (e.yard. an Iron Sword and a Steel Sword), they volition effort to cull the "best" item from their choices (Steel Sword). Sometimes this doesn't work as expected and junior equipment gets used instead. This normally happens with different grades of the same item that have been improved through Smithing or Enchantment (east.1000. a Steel Sword being used instead of a Flawless Steel Sword). You cannot force a follower to use the "right" item other than past removing all the wrong ones that they prefer from their inventory. The item must as well exist "better" than the default item the follower started with. Giving a follower who started with Steel Armor a set of Banded Iron Armor will take no upshot because it isn't as "proficient" equally the Steel.
- Notation: since all the different types of mage robes are classified as clothing with no armor value, giving a mage follower who starts with amateur robes a new set of master robes has no effect because it's non seen equally an comeback on the course of armor (exception: the Archmage'south Robes[ verification needed — see talk page ] ). They usually tin can, withal, be given actual armor (such as leather, elven, drinking glass, etc.) with improved enchantments on it, which many will equip due to the higher armor value. The exception is mage followers who brainstorm with hooded robes; if you requite them an item which fills the head slot (a hood or a circlet), they will equip it in preference to the hooded robes, which then causes them to have an empty body slot, and they volition equip torso items (like robes) in preference to nothing at all. If yous requite them (non-armor) trunk slot items without giving them a head slot particular, they will continue their hooded robes equipped.
Normally, you cannot take a follower'south default dress through "I need to merchandise some things with yous..." dialogue. If they are killed in battle, then you tin search their trunk, removing annihilation they were carrying, including their default items. You can also take their default equipment if you lot have the pickpocket perk Perfect Touch if they aren't currently following you, or even without that perk if y'all gave them ameliorate equipment to habiliment, dismissed them and started pickpocketing right away, without giving them fourth dimension to go into another cell (since they would put on their default equipment when travelling between cells). There is one other exception to this rule: your spouse. After y'all become married, your follower spouse will open up a full general appurtenances store, in which your spouse will sell whatever items are not equipped in addition to what's in your spouse's merchant chest (if y'all're at home). If you go your spouse to wear something that isn't default clothes (normally you lot do this past giving your spouse an improved piece of armor) then the default apparel that isn't existence worn volition get available for sale. Yous can so purchase it, and so give your spouse anything to habiliment in that slot and your spouse will wear it while following you. There are two caveats with this arroyo: one, if yous purchase all of your spouse'due south default dress (or steal all default apparel from any follower, or, actually, steal all default apparel from any NPC), your spouse (or newly-naked follower or NPC) will respawn new default apparel, so y'all must get out at least one piece of default clothes in your spouse's inventory, and two, if your spouse is not following you, your spouse will non wear any custom apparel, only will only wear whatever default clothes is left in your spouse'due south inventory.
Enchanted Follower Equipment [edit]
Enchantments on weapons piece of work unremarkably, but followers will only benefit from the post-obit enchantment effects on their apparel and armor:
- Fortify Carry Weight—effect works, simply in one case unfortified limit is exceeded, just one item or stack of items can exist added, then menu must be closed and reopened to add more than, upwardly to fortified limit.
- Fortify Wellness
- Fortify Health Regeneration—merely works during recovery phase/out of combat
- Fortify Heavy Armor
- Fortify Light Armor
- Fortify Magicka
- Fortify Magicka Regeneration
- Fortify Stamina
- Fortify Stamina Regeneration
- Fortify Unarmed Damage
- Muffle
- Resist Burn
- Resist Frost
- Resist Magic—followers practice not have their resistances capped, meaning they can become completely immune to magic, as well every bit other elements and toxicant
- Resist Poison
- Resist Stupor
- Waterbreathing—followers can't drown, but this stops them surfacing for air
- Waterwalking—however, there is only one Waterwalking enchanted item in the game, which can not be disenchanted
Because followers cull which items to equip, verify that your follower equips the enchanted detail(s).
All other enchantments on apparel and armor do non actually have an effect for followers, fifty-fifty if they should. Notably, this means:
- Fortify <Gainsay Skill> does not increase the corporeality of damage they do.
- Fortify <Magic School> does not reduce enchanted weapon usage cost at all, or remove information technology at values of 100%.
- There are reports that this event does work for some followers, only very few. Come across 1 of the archived give-and-take pages for more information.
- Weapon enchantments usage costs follow the equipment of the avatar, not that of the follower (perks so far not tested).
- There are reports that harm enchantments on bows do work for followers with the Dawnguard add-on. Some study it only works for them with add-on bows, though others have reported information technology with vanilla bows also.
Trainer Followers [edit]
Followers who are also trainers can railroad train you for "free". They volition still accuse you, but leave profit from training in their inventory. Just request to come across their inventory while they are an active follower, and have your gold back from any training sessions. Note that the follower'southward aureate will reset to a low amount when y'all fast travel (possibly change zone), so get your money back from them quickly.
- This consequence has been addressed by version 1.ii.vi of the Unofficial Skyrim Patch; the exploit is no longer possible.
This tin can be done with the following NPCs:
- Companions members
- Aela the Huntress (Archery - upwardly to 75)
- Athis (One-handed - up to 75)
- Farkas (Heavy Armor - up to xc)
- Njada Stonearm (Block - upwards to 75)
- Vilkas (Two-handed - up to 90)
- Other NPCs
- Faendal (Archery - upwards to 50)
- Talvas FathryonDB (Agreeableness - up to 90)
Permanent Followers [edit]
The tables below list the permanent followers available in Skyrim.
College of Winterhold Followers [edit]
Once enrolled as a member of the College of Winterhold, y'all may recruit your fellow students to join you lot in your travels, if you take completed their personal quests. Simply talk to them and they'll tell yous what you must do.
These followers wear robes as their default apparel, so they will accept whatever armor given to them; however, they will not equip whatever other robes, since all robes have an armor rating of "0". They volition have weapons and shields, but they will immediately switch dorsum to dual-wielding spells when an enemy is encountered. Once their Magicka runs out, they volition resort to using their bare hands until it recharges.
Name | Description | Primary Skills | Prerequisite Quest | Max Level | Moral | Marry | Blades | Steward HF |
---|---|---|---|---|---|---|---|---|
Brelyna Maryon | A female Dunmer Mystic. | Alteration, Illusion, Conjuration, Sneak | Brelyna's Practice | 30 | 0 | Yes | Yes | Aye |
J'zargo | A male Khajiit Sorcerer. | Destruction, Illusion, Heavy Armor, One-handed | J'zargo's Experiment | None† | 0 | Yep | ||
Onmund | A male Nord Sorcerer. | Destruction, Illusion, Heavy Armor, 1-handed | Onmund'south Request | 30 | 0 | Yes | Yes | Yes |
Companions Followers [edit]
All of these followers can be located at Jorrvaskr, the Companions faction headquarters in Whiterun. You must bring together the Companions and complete the quest line before they can be recruited as followers.
- Members of the Circle have a maximum level of 50. Other Companions have maximum levels of 25.
- All followers from the Companions faction have a Morality value of 3: No Offense. NPC is non willing to commit any crimes. Followers with this morality will nevertheless non study crimes that they witness yous committing (with the exception of crimes against them, such as stealing items endemic by the follower).
Proper noun | Description | Main Skills | Max Level | Marry | Blades | Steward HF |
---|---|---|---|---|---|---|
Aela the Huntress | A female Nord Thief and skillful Archery trainer. | Archery, Calorie-free Armor, Sneak, One-handed, Speech | 50 | Yes | Yes | Yep |
Athis | A male Dunmer Warrior (1H) and expert One-handed trainer. | Heavy Armor, One-handed, Archery, Cake | 25 | Yes | Yes | |
Farkas | A male Nord of the Blacksmith class, and master Heavy Armor trainer. | Smithing, Oral communication, I-handed, Pickpocket | 50 | Yes | Yes | |
Njada Stonearm | A female Nord Warrior (1H) and expert Cake trainer. | Block, One-handed, Voice communication, Pickpocket | 25 | Yes | Yep | Yes |
Ria | A female person Imperial Warrior (1H). | Heavy Armor, One-handed, Archery, Cake | 25 | Yep | Yeah | Yeah |
Torvar | A male person Nord Warrior (1H). | Heavy Armor, 1-handed, Archery, Block | 25 | Yes | Yep | |
Vilkas | A male Nord Warrior (2H) and master Ii-handed trainer. | Heavy Armor, Two-handed, Archery, Block | 50 | Aye | Yeah | Yep |
Dark Brotherhood Followers [edit]
Complete all the quests for the Nighttime Brotherhood to let these followers to join you. Cicero must be spared in The Cure for Madness if you want him every bit a companion.
Proper name | Description | Master Skills | Max Level | Moral | Marry | Blades | Steward HF |
---|---|---|---|---|---|---|---|
Cicero | A male Imperial Assassin found at the Dawnstar Sanctuary. | One-handed, Sneak, Archery, Calorie-free Armor | 50 | 0 | |||
Dark Brotherhood Initiate (female person) | A Nord Assassinator found at the Dawnstar Sanctuary. | One-handed, Sneak, Archery, Lite Armor | 100 | 0 | |||
Dark Brotherhood Initiate (male) | A Nord Assassin found at the Dawnstar Sanctuary. | 1-handed, Sneak, Archery, Light Armor | 100 | 0 |
Dawnguard Followers [edit]
These NPCs are added past the Dawnguard addition. They become available after completing Prophet (only by siding with the Dawnguard), except for Serana, who becomes bachelor during Prophet (both sides).
For creature followers added by Dawnguard, see this section.
Name | Description | Primary Skills | Max Level | Moral | Marry | Blades | Steward HF |
---|---|---|---|---|---|---|---|
Agmaer | A male Nord found in Fort Dawnguard. (Bandit course) | One-handed, Two-handed, Cake, Light Armor | 25 | 0 | Yes | Yeah | |
Beleval | A female Bosmer found in Fort Dawnguard. (Bandit class) | One-handed, Two-handed, Block, Light Armor | 25 | 0 | Yes | Aye | |
Celann | A male Breton constitute in Fort Dawnguard. (Warrior(1H) class) | Heavy Armor, 1-handed, Archery, Block | None | iii | Yes | Yes | |
Durak | A male Orc found in Fort Dawnguard. (Ranger class) | Archery, Light Armor, Block, One-handed | None | 3 | Aye | Yes | |
Ingjard | A female Nord in Fort Dawnguard. (Warrior(2H) class) | Heavy Armor, 2-handed, Archery, Block | None | three | Yep | Yes | |
Serana | A female Nord vampire constitute during the quest Awakening. Forced follower during Bloodline, Chasing Echoes, Beyond Death, Unseen Visions, Touching the Heaven, Kindred Judgment. (Vampire course) | Sneak, Conjuration, Light Armor, Ane-handed | l | iii |
Dragonborn Followers [edit]
These NPCs are added by Dragonborn.
Name | Clarification | Primary Skills | Prerequisite Quest | Max Level | Moral | Marry | Blades | Steward HF |
---|---|---|---|---|---|---|---|---|
Frea | A female Nord warrior from Skaal Village. Temporary follower during The Temple of Miraak. | One-handed, Alteration, Calorie-free Armor, Restoration | The Fate of the Skaal | None | three | Yep | ||
Talvas Fathryon | A male Dunmer conjurer establish in Tel Mithryn. | Conjuration, Restoration, Devastation, Alteration, Sneak | From the Ashes | 25 | iii | Yes | Yeah | |
Teldryn Sero | A male person Dunmer Spellsword found in the Retching Netch in Raven Rock. Can be hired for 500 gold. | I-handed, Light Armor, Destruction, Conjuration | None | threescore | 0 | Yes | ||
Ralis Sedarys | A male Dunmer miner initially institute at Kolbjorn Barrow. | One-handed, Light Armor, Block, Sneak | Unearthed | threescore | 3 | Yes |
Dungeon Followers [edit]
You will have to complete the quest associated with each follower in order for them to join you.
Proper noun | Description | Chief Skills | Prerequisite Quest | Level | Max Level | Moral | Marry | Blades | Steward HF |
---|---|---|---|---|---|---|---|---|---|
Golldir | A male Nord Warrior (1H) found in Hillgrund's Tomb. | Heavy Armor, Ane-handed, Archery, Block | Ancestral Worship | PC×one.0 | xxx | 3 | Yeah | Aye | |
Illia | A female Purple Mage institute in Darklight Tower. | Devastation, Restoration, Alteration, Agreeableness | Repentance | PC×1.0 | 40 | iii | Aye | Yes |
Hirelings [edit]
Hirelings are mercenaries; you'll need to hire them for a ready price of 500 gold. They are usually found in taverns. They'll stick around until they're dismissed, at which point they'll return to their starting location and y'all'll need to pay the fee once more to get them back. If they're particularly fond of you or you only dismissed them a brusque time ago, they may rejoin your service free of charge.
- The maximum level of all hirelings listed here is 40.
- All hirelings accept a Morality value of 0: Any Law-breaking. NPC is willing to commit any requested crime.
Name | Description | Primary Skills | Marry | Blades | Steward HF |
---|---|---|---|---|---|
Belrand | A male Nord Spellsword constitute in the Winking Skeever in Solitude. | Destruction, Light Armor, One-handed, Restoration | Yeah | Aye | Aye |
Erik the Slayer | A male person Nord Barbarian found in Rorikstead at the Frostfruit Inn after completing his quest. | Low-cal Armor, 2-handed, Archery, Block | Aye | Yes | |
Jenassa | A female person Dunmer Ranger institute within the Drunken Huntsman in Whiterun. | Archery, Low-cal Armor, Cake, One-handed | Aye | Yeah | |
Marcurio | A male person Imperial Destruction Mage found at The Bee and Barb in Riften. | Destruction, Restoration, Alteration, Sneak | Yes | Aye | Yes |
Stenvar | A male Nord Warrior (2H) in Windhelm (ordinarily on the second flooring of Candlehearth Hall). | Heavy Armor, Two-handed, Archery, Block | Yep | Yes | |
Vorstag | A male person Nord Warrior (1H) plant at the Silver-Claret Inn in Markarth. | Heavy Armor, One-handed, Archery, Block | Aye | Yes |
Housecarls [edit]
Housecarls are bodyguards of noblemen. After completing a quest for the jarl of each major hold, they will proclaim you a thane of their land and requite you a personal housecarl. These housecarls won't exist in the game until you become a thane; however if you lose your thane status in their original hold, they will remain and will proceed to exist bachelor as a follower, and volition also go on to address you as thane. Iii new housecarls are available after installing the Hearthfire add-on.
- All player personal housecarls are warriors who specialize in I-handed weapons (except ValdimarHF).
- Their primary skills are: Heavy Armor, One-handed, Archery, Cake (except Valdimar).
- The maximum level of all housecarls is 50.
- All housecarls have a Morality value of 0: Whatever Law-breaking. NPC is willing to commit any requested offense.
Name | Clarification | Prerequisite quest | Marry | Blades | Steward HF |
---|---|---|---|---|---|
Argis the Bulwark | A male Nord found in Markarth. | Become Thane of the Reach | Aye | Yes | |
Calder | A male Nord found in Windhelm. | Become Thane of Eastmarch | Yes | Yes | Yes |
GregorHF | A male Nord institute in Dawnstar. | Become Thane of the Pale | Yes | Yes | Yep |
Iona | A female Nord plant in Riften. | Go Thane of the Rift | Yes | Yes | Yes |
Jordis the Sword-Maiden | A female Nord constitute in Solitude. | Become Thane of Haafingar | Yeah | Yes | Yes |
Lydia | A female Nord found in Whiterun. | Dragon Rising | Yes | Aye | Yeah |
RayyaHF | A female person Redguard establish in Falkreath. | Go Thane of Falkreath | Yes | Yeah | Yes |
ValdimarHF | A male Nord found in Morthal. | Become Thane of Hjaalmarch | Yep | Yes | Yep |
Orc Stronghold Followers [edit]
These Orcs are available from their respective strongholds, and each require the relevant quests to be completed in order to be recruited.
- All Orc stronghold followers have a maximum level of 30.
- All Orc stronghold followers take a Morality value of 3: No Crime. NPC is not willing to commit any crimes. Followers with this morality will still not report crimes that they witness yous committing (with the exception of crimes against them, such equally stealing items endemic by the follower).
Proper name | Description | Chief Skills | Prerequisite Quest | Marry | Blades | Steward HF |
---|---|---|---|---|---|---|
Borgakh the Steel Heart | A female Orc Warrior constitute in Mor Khazgur. | Heavy Armor, I-handed, Archery, Sneak | Pay her dowry or pass a persuade cheque. | Yes | Yes | |
Ghorbash the Atomic number 26 Mitt | A male Orc Ranger found in Dushnikh Yal. | Archery, Light Armor, Cake, Ane-handed | Convince him (via ball, persuade check, or ransom). | Yes | Aye | Yeah |
Lob | A male Orc Ranger found in Largashbur. | Archery, Low-cal Armor, Block, I-handed | The Cursed Tribe | Yeah | Aye | |
Ogol | A male Orc Warrior plant in Largashbur. | Heavy Armor, One-handed, Archery, Sneak | The Cursed Tribe | Yep | Yes | |
Ugor | A female Orc Ranger in Largashbur. | Archery, Light Armor, Block, 1-handed | The Cursed Tribe | Yes |
Miscellaneous Followers [edit]
To convince these followers to join you, you'll need to complete their quests.
Proper name | Description | Principal Skills | Prerequisite Quest | Max Level | Moral | Marry | Blades | Steward HF |
---|---|---|---|---|---|---|---|---|
Adelaisa Vendicci | A female Imperial who works for the East Empire Company. | Alchemy, Enchanting, Smithing, Archery, Calorie-free Armor, One-handed, Sneak, Speech | Rising in the Due east | 25 | iii | Yes | Yep | |
Ahtar | A male Redguard Warrior who is institute in Confinement. | Heavy Armor, Two-handed, Archery, Cake | Kill the Bandit Leader† | 30 | three | Yep | ||
Annekke Crag-Jumper | A female person Nord Ranger found in Darkwater Crossing. | Archery, Light Armor, Block, One-handed | Kill the Brigand Leader† | 30 | iii | Aye | Yes | |
Aranea Ienith | A female Dunmer Conjuration Mage found at the Shrine of Azura. | Destruction, Restoration, Amending, Conjuration | The Black Star (in her favor) | thirty | 0 | Yes | ||
Benor | A male Nord Warrior found in Morthal. | Heavy Armor, Ii-handed, Archery, Cake | Fight! Fight! | 30 | 0 | Yes | Yes | |
Cosnach | An alcoholic male Breton Warrior (1H) found in Markarth. | Heavy Armor, 1-handed, Archery, Block | Quest all Drunks Have (or) Fight! Fight! | thirty | 3 | Aye | Yes | |
Derkeethus | A male Argonian Ranger establish in Darkwater Pass. | Archery, Low-cal Armor, Block, 1-handed | Extracting an Argonian | 30 | 3 | Yes | Yes | |
Eola | A female Breton Nightblade institute in Markarth'southward Hall of the Dead. | Destruction, Sneak, Alteration, One-handed | The Taste of Death | 30 | 0 | Yes | Yes | |
Erandur | A male Dunmer Priest institute in Dawnstar. | Restoration, Speech, Alchemy, Conjuration, Smithing | Waking Nightmare (in his favor) | l | 3 | Yes | ||
Faendal | A male person Bosmer Thief found in Riverwood. He is a common Archery trainer. | Archery, Low-cal Armor, Sneak, One-handed, Spoken language | A Lovely Letter (in his favor) | 30 | 3 | Yes | Aye | |
Kharjo | A male Khajiit Warrior traveling between cities in Ahkari's Khajiit caravan. | Heavy Armor, One-handed, Archery, Block | Amulet of the Moon | 30 | iii | Yes | ||
Mjoll the Lioness | A female Nord Warrior found in Riften. | Heavy Armor, Two-handed, Archery, Cake | Grimsever's Return | 40 | 0 | Yep | Yeah | |
Roggi Knot-Beard | A male Nord Miner found in Kynesgrove. | Abracadabra, Enchanting, Smithing, Archery, One-handed, Two-handed | Dungeon Delving (Caves)† | 20 | 3 | Yes | Yes | Yep |
Sven | A male Nord Bard plant in Riverwood. | Alchemy, Enchanting, Smithing, Archery, One-handed, Two-handed | A Lovely Letter (in his favor) | 20 | 2 | Yep | Yep | |
Uthgerd the Unbroken | A female person Nord Warrior found in The Bannered Mare in Whiterun. | Heavy Armor, One-handed, Archery, Block | Fight! Fight! | 30 | 3 | Yes | Aye | Yeah |
†Only one quest of this type can be agile at a time.
Creatures [edit]
In addition to NPC followers, certain creatures are besides recruitable. Yous tin can take at most one permanent NPC follower and one creature follower at any time.
- If kept equally a petHF, they volition return to your home when dismissed, and be available whenever you want them.
Proper noun | Recruitment | Max Level | Pet HF |
---|---|---|---|
Armored TrollDG | Can be purchased from Gunmar in Fort Dawnguard for 500 gilt. You may be given an Armored Frost Troll instead. | 14 | |
Armored Frost TrollDG | Tin can exist purchased from Gunmar in Fort Dawnguard for 500 gilt. You may be given an Armored Troll instead. | 22 | |
BranDG | An armored husky in Fort Dawnguard. | 25 | Yep |
CuSithDG | A Death Hound in Volkihar Keep. | 5 | |
GarmrDG | A Decease Hound in Volkihar Keep. | 5 | |
Meeko | A canis familiaris that tin be found at Meeko'south Shack. | 25 | Yeah |
SceolangDG | An armored husky in Fort Dawnguard. | 25 | Yes |
Stray Dog | These can be found in a random encounter in the wilderness. If yous talk to one, it will become your follower. Note: Will disappear if told to wait and you enter a dungeon. | 25 | Yes |
Vigilance | A dog which tin can be purchased from Banning at the Markarth stables for 500 gold. As with the hirelings, if you dismiss Vigilance, he will return to Banning and you must pay the 500 gold once more to get him back. | 50 | Yeah |
Dragonborn [edit]
Proper name | Clarification | Max Level | Pet HF |
---|---|---|---|
Riekling Warrior | A Riekling which can be recruited at Thirsk Mead Hall after completing The Chief of Thirsk Hall. | 23 | |
Steadfast Dwarven Sphere | Friendly Dwarven automatons establish in Kagrumez during The Kagrumez Gauntlet. | 30 | |
Steadfast Dwarven Spider | 16 |
Cosmos Club [edit]
These followers are bachelor from the Cosmos Club exclusively for Skyrim Special Edition. Many of these are pets, creatures that are muffled and come up with a unique spell to teleport them to your electric current location.
Name | Recruitment | Max Level | Pet HF |
---|---|---|---|
ArachniaCC | Can be found in Cronvangr Cave with the Pets of Skyrim Creation. | 1 | |
Bone WolfCC | Tin be constitute at a camp northwest of Folgunthur with the Bone Wolf Creation. It can be tamed with a Totem Bone. | ||
Demented Elytra NymphCC | Tin exist institute at the Seducers Bandit military camp northwest of Windhelm with the Saints & Seducers Creation. | ||
Dwarven Armored MudcrabCC | Can be purchased from Calcelmo in the Understone Keep in Markarth with Dwarven Armored Mudcrab Creation. | 5 | |
Hand Ethra MavandasCC | Side with the Tribunal Temple during the Ghosts of the Tribunal quest, added by the Ghosts of the Tribunal Creation. | 100 | |
Hand Kydren IndobarCC | Side with the Tribunal Temple during the Ghosts of the Tribunal quest, added by the Ghosts of the Tribunal Creation. | 100 | |
HildaCC | Can be purchased from Halvar in Rorikstead with the Pets of Skyrim Cosmos. | 1 | |
Manic Elytra NymphCC | Tin be institute a the Saints Bandit camp just west of North Brittleshin Pass entrance with the Saints & Seducers Creation. | ||
Naught-HoundCC | Can be found purchased from Revus Sarvani or Geldis Sadri with the Nix-Hound Creation. | ||
Rulnik Air current-StriderCC | Choose the Altar of Nada during the quest A Dying Wish. Added by the Bittercup Creation. | 75 | |
SkritchCC | Can be found in The Ratway below Riften with the Pets of Skyrim Cosmos. | i | |
Sweet CurlCC | Can exist found in a woods south-west of Half-Moon Mill with the Pets of Skyrim Creation. It tin can exist tamed with a Sweet Curlicue. | 2 | |
ThistleCC | Can be establish at the Alchemist'south Shack with the Pets of Skyrim Creation. It tin exist tamed with a Carrot. | 1 | |
Vesparth the ToeCC | Side with the Tribunal Temple during the Ghosts of the Tribunal quest, added by the Ghosts of the Tribunal Creation. | 100 | |
Watchman SindrasCC | Side with the Tribunal Temple during the Ghosts of the Tribunal quest, added by the Ghosts of the Tribunal Creation. | 100 |
Quest Followers [edit]
This folio or department is incomplete. You can aid past adding to it.
For more data, run into the assist files, the style guide, and this article's talk folio.
Some NPCs follow you until a quest is completed or an outcome occurs. Quest followers will not give you access to their inventory. They are oftentimes marked every bit essential and then they cannot die, which may make them useful to accept around before finishing their related quest.
Name | Quest(due south) | Notes | Max Level | Moral | Essential | Usable in Other Quests |
---|---|---|---|---|---|---|
Aela | The Silver Hand, Totems of Hircine | Will replace your permanent follower. | 50 | 3 | Aye | (?) |
Anska | A Gyre For Anska | 25 | 3 | |||
Avulstein Gray-Mane | Missing in Activity | 100 | three | Yes | ||
Brother Verulus | The Taste of Death | In club to recruit him, you must first laissez passer a speech cheque. | half-dozen | iii | Yeah | Yes |
Brynjolf | Trinity Restored | After talking to Karliah outside Nightingale Hall, he starts following you. | 50 | iii | Yes | Yes |
Delphine | Alduin'due south Wall | 30 | iii | Yes | ||
Enmon | The Center of Dibella | Enmon may bring together you when you offer to liberate Fjotra from her Forsworn captors. | 15 | iii | ||
Erandur | Waking Nightmare | Erandur will walk ahead and lead y'all through the quest rather than actually follow yous, but he behaves similar a follower in that he sneaks and sheathes/unsheathes his weapon when you do. He will not replace your current follower, only your current follower cannot enter Nightcaller Temple and will wait exterior. Depending on how Erandur's quest is resolved, he may get bachelor as a permanent follower. His essential status is removed at the last part of his quest. | fifty | 3 | Yep | |
Esbern | A Cornered Rat, Alduin's Wall | Esbern volition follow you wherever you get in A Cornered Rat, but when he joins up with Delphine in Alduin'due south Wall he will just stay with you equally long as you are heading towards the wall, which and so prevents him from being used in most other quests. | xxx | 3 | Yes | Yes |
Farkas | Proving Laurels | Will replace your permanent follower, fifty-fifty while he is waiting for you at Dustman's Cairn. Once y'all come across up with him, he volition follow you everywhere. | 50 | 3 | Yes | Yes |
Geirlund | Missing in Action | He meets up with you when you meet Avulstein Gray-Mane outside of Northwatch Continue (if you agreed to have him forth to aid you). | 1 | 3 | ||
Hadvar | Unbound | Accompanies you if you chose him during the opening sequence in Helgen. If yous side with the Imperials in the Civil State of war, he will likewise join you on several related quests. | l | 3 | Yes | |
Karliah | Blindsighted | After talking to her in Irkngthand, she starts following yous. | l | 3 | Aye | |
KatriaDG | Lost to the Ages | Katria can be used for other quests, but only by breaking her own quest, which is fixable only not advisable. | l | three | Yes | |
Maurice Jondrelle | The Blessings of Nature | Later on retrieving Nettlebane and talking to Danica Pure-Jump, he will engage yous in conversation and ask to come with you. | xv | three | Yep | |
Mercer Frey | Speaking With Silence | Follows after helping y'all break into Snow Veil Sanctum. | 50 | three | Yes | Yep |
Orthorn | Hitting the Books | Free him from his cell, and talk to him. | x | 3 | ||
Ralof | Unbound | Accompanies you if you chose him during the opening sequence in Helgen. If you side with the Stormcloaks in the Civil War, he will also join you on several related quests. | 50 | 3 | Yes | |
SeranaDG | Bloodline, Chasing Echoes, Beyond Death, Unseen Visions, Touching the Sky, Kindred Judgment | In Bloodline, she is a regular quest follower. In later quests, she volition have orders and trade items like a permanent follower and takes up the follower slot, but cannot exist dismissed. Between certain quests, she may exist dismissed and told to walk ahead to the adjacent location. | 50 | 3 | Yes | Yeah |
Sinding | Ill Met By Moonlight | Briefly follows you for the elapsing of the quest, if you choose to spare him and turn the tables on the hunters. He will exist in werewolf form, and is capable of flinging opponents across distances much like a role player werewolf, although his throw set on is non fatal. | 1 | 3 | ||
Thonnir | Laid to Rest | three | three | Yeah | Aye | |
Thorald Grayness-Mane | Missing in Action | If he dies, you will fail the quest. Avulstein Gray-Mane, Geirlund, and Vidrald will also cease following you. | fifty | 3 | Yep | |
Valdr | Moss Mother Cavern | After healing him, you tin can opt for him to accompany you lot into the cavern. | 25 | three | ||
Vidrald | Missing in Action | He meets up with you when y'all meet Avulstein Gray-Mane outside of Northwatch Proceed (if you agreed to have him along to help yous). | None | 3 | ||
Vilkas | Purity of Revenge | Will supervene upon your permanent follower. | 50 | 3 | Yes | Yes |
Fauna Followers | ||||||
Barbas | A Daedra'southward All-time Friend | Barbas is the merely temporary dog follower in the game. He also barks, whines, and pushes y'all incessantly if you drag him abroad from his quest, however he is invincible and volition continue to follow and fight for you no matter where y'all bring him. | 45 | 3 | Aye | Yes |
Gleda the Goat | A Night To Retrieve | Gleda will not fight, and can not exist spoken to. She will follow you until yous return her to Ennis. | three | 3 |
Dragonborn [edit]
These followers are only present during certain Dragonborn quests.
Name | Quest(s) | Notes | Max Level | Moral | Essential | Usable in Other Quests |
---|---|---|---|---|---|---|
Frea | The Temple of Miraak | None | iii | Yep | ||
Neloth | The Path of Knowledge | lx | 3 | Yeah | ||
Tharstan | Lost Legacy | Will not fight. | i | 3 | Aye | |
Animal Followers | ||||||
Bilgemuck | The Primary of Thirsk Hall | seven | 3 |
Notes [edit]
- Followers are not affected by diseases.
- It can be quite easy to outpace most followers and lose rail of them (e.1000. light armor wearers with heavy armor followers).
- Pathfinding tin brand followers difficult to manage. They cannot leap up or across anything, though they volition jump downwardly if there is no other path. If you lot leap up a minor hill, be prepared to see your follower take an extremely long path around. Quite often a follower volition get stuck with no path to y'all. In these circumstances, it appears they are supposed to simply teleport nigh yous, just this can have a very long time to trigger if it triggers at all. The only known guaranteed means to get them to appear are to fast-travel, change zones (loading screen), use the
moveto thespian
console control, or to wait. - You can pickpocket your follower's starting items with the Misdirection and Perfect Bear upon perks if they are non following y'all, although they may reappear later.
- Followers tin can become hostile:
- Followers tin can and will attack your horse, summons, thralls and other temporary followers if hit past them enough. This is common when escorting a temporary mage follower, or summoning an Atronach that uses projectile spells.
- When damaged desperately enough by rockfalls or traps that are triggered past you, a follower may leave your service and attack. This can normally be corrected past yielding at which time the follower can exist rehired.
- Information technology is possible for a follower to enter gainsay mode when a random brawl is started or when an NPC carries out an human action that could be seen every bit aggressive towards you (as with the Magic Pupil random encounter). When anticipating a brawl or "initiation" fight information technology is best to ask your follower to wait somewhere else out of sight.
- Canine followers can exist possessed by Spriggans. To set this, kill the Spriggan and have the dog be downed by something other than your weapon; when it gets back up, the problem should be resolved.
- Exist aware of your follower being behind you lot, especially if you have equipped them with magical staves and are in tight areas. They will accept no qualms most targeting the enemy correct through your graphic symbol.
- With the Hearthfire add-on installed it is possible to turn some followers into a steward of one of your properties. Brute followers can be kept as pets at the request of your adopted children.
- If you wish to easily find your follower, accept them pick up any quest particular that is needed for a quest you do not want to complete. Leaving the quest agile will always point to your follower, equally they are holding the quest item. If your follower is a fellow member of the Circle, then the minor objective Talk to the Companions leaders for work volition ever point to your follower (along with the other members of The Circle) besides.
- Followers will non follow you into the Dark Alliance Sanctuary and various other quest areas. They volition expect outside. In some cases, followers will non follow you into an surface area during a portion of a quest, but will come with you into that expanse when that part of the quest is over.
- If you accidentally damage a follower enough to plow them hostile, casting a Pacify spell on them and rehiring volition cause the follower to remain friendly to you lot even later the spell expires. However, initiating dialogue with your follower will immediately make them hostile once more.
Bugs [edit]
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- Followers who have the archery skill and come with a starter set bow and arrows will use a unmarried better arrow indefinitely, without using it up. Their misses and kills still evidence up on the ground and in the boodle window and can be picked up. The unmarried arrow may somewhen disappear after an unspecified number of shots. In some instances, their standard bow may exist required, but generally the follower can utilize whatever bow yous choose to give. The unlimited arrow "bug" occurs with any single pointer given to the follower.
- This bug is fixed by version one.0 of the Unofficial Skyrim Patch.
- Followers may ever use their default hunting bow in favor of meliorate ones given to them.
- This problems is fixed by version one.0 of the Unofficial Skyrim Patch.
- Archer followers will simply apply a bow and pointer combination where the base bow damage (before upgrading with smithing or enchanting) plus arrow damage falls within the range of 15-22.[1] Otherwise they revert to their starter bow and/or iron arrows when in battle.
- With the Dawnguard add-on followers volition apply upgraded bows of higher quality such every bit crossbows and dragonbone bows with higher level bolts/arrows.[verification needed — see talk page ]
- If y'all place items in a container and then command the follower to "take all items" the items they accept from the container may at present carry the "Stolen" tag.
- Y'all tin can remove the "Stolen" tag by repeating the procedure.[verification needed — see talk page ]
- If you lot command followers to choice items upwards off the basis, they can carry an space amount of weight and their motion speed does non appear to be affected simply there are several issues associated with doing this.
- Drop items to be picked up in stacks of 5 or less. If they are dropped in stacks of half dozen or more than they will simply selection up one of the item, and the residual will be lost. They can selection up multiple stacks of v or less.
- You may not be able to take dorsum a slice of armor you have ordered your follower to choice up if information technology is identical to the follower's starting armor or the armor they are currently wearing. Trying to remove it from their inventory will give the message, "You cannot accept your follower's starting items." Killing your follower will allow y'all to go the items back, merely they volition be marked as stolen. Putting them on a mannequin in your home will event in the same bug as with the follower, leaving you lot unable to go your armor back.
- Oftentimes, when you call back the items picked upwardly by your follower through the inventory exchange dialogue, those items will be marked with a "Stolen" tag, even when they are not stolen.
- This tin be avoided if you showtime pick up all items, then driblet them on the footing one by i (or stacks of 5 or less) before asking the follower to pick them upwards. Finally, after getting the items back again, y'all should driblet them on the ground and option them up one concluding time.
- The console can be used on PCs. Enter
setownership
on any container and all items placed in the container (before or later on the control) can safely be picked up by the follower. However, as it also removes the stolen flag on actual stolen items, it should be used with care so as not to spoil the gaming feel.
- When encumbered by their limit by using the exploit, there have been instances where the follower is incapable of drawing their weapon in battle. They will nonetheless attempt to set on the enemy but will be incapable of doing annihilation except accept a beating. This event can sometimes be resolved by entering a new area that requires loading.
- Sometimes when using the exploit, giving your follower the aforementioned armor equally starting armor, then taking this armor will event in the follower being unclothed.[verification needed]
- A follower may non go out the recovery state even when their wellness is fully replenished but instead continue crawling around on the floor.
- This tin can exist fixed past entering combat once again with a new enemy, attacking them, fast-traveling to a new area, reloading a save, or healing them with a Restoration spell. The Unrelenting Force Shout or casting Paralyze on them sometimes works as well.
- Sometimes after a fight, the follower will be partially disabled, i.east., volition not regenerate wellness, volition not motility or follow, will not sheath weapon when you do, will non take chat card, only will verbally respond to existence healed. Using the console kill command seems to gear up his or her state without actually killing him or her. ?
- This has the aforementioned fixes every bit non leaving the recovery country, to a higher place.
- Followers may lose carry weight subsequently being dismissed and then rehired. This is due to them receiving extra copies of subconscious equipment upon rehiring, which can be removed with the console.
- This bug is fixed by version 1.ix.26.0.8 of the Official Skyrim Patch.
- You can move distant objects by holding the Use push button while giving orders to a follower.
- You can take more than ane follower at a time with the Dawnguard add-on. If you have the Dark Brotherhood Initiate as a follower when you recruit Serana yous may keep both followers. Y'all may then be able to have a Housecarl follow yous as a tertiary follower unless you have Cicero and Serana.
- If you driblet an particular and move it effectually in the game earth and and then ask your follower to selection it upwards, they volition go to the place information technology was initially dropped and pick it upward there.
- Your followers might sometimes enter buildings via a different door than yous.
- Followers may get stuck on terrain when returning to their original locations after beingness dismissed. ?
- Apply the console command
prid (RefID)
to target a lost follower and and so use the commandmoveto role player
to place them at your current location.
- Apply the console command
- Sometimes, you are able to get more than ane follower.[verification needed — Does this work on other platforms?] To do this, have your original follower and your potential second follower stand up next to each other. Adjacent, dismiss your follower, then immediately re-hire them. Exit out of their text, and then quickly open conversation with your potential follower. If done correctly, you volition be able to hire them. Practice this as many times as you like by repeating the steps with your original follower. Get-go bring your usual follower into the Dark Brotherhood sanctuary and tell him/her to stand side by side to the two initiates. Dismiss your follower, and so immediately recruit him/her. Apace chat with the beginning initiate and then the 2nd. Rinse and echo with Cicero. ?
- Your boosted followers may non await when commanded, and oftentimes get in the way. If you also have a dog with you, they may get stuck in doors.
- With the Dawnguard add-on, crossbows may randomly disappear from a follower's inventory when loading a game. ?
- If the game's files are corrupted, this may crusade certain (or in most serious cases, all) followers to exist interacted with but without any follower dialogue, leaving the followers to only communicate with generic greetings given by NPCs. ?
- A quick workaround this upshot is to use console command, select the follower in question and type
addfac/addtofaction 0005C84D 1
. This will non entirely restore the follower'due south dialogue and script but it will let you to recruit followers if needed.
- A quick workaround this upshot is to use console command, select the follower in question and type
- The hitbox of canis familiaris followers is larger than the canis familiaris as a visual object; thus, if a domestic dog follower is between y'all and an intended target, you may striking the canis familiaris even when it appears to exist peripheral to your line of sight.
- If you quicksave at the same fourth dimension as you order a follower to interact with something, you will interact with that object yourself instead, even if you were also far away to employ information technology ordinarily. ?
- If you cannot get a follower to follow you and the person says you already accept someone following you, then bank check if y'all accept one of the Companion'due south Quests, marked as active, where Farkas will follow yous to Dustman'southward Cairn.
Run across Besides [edit]
- A sortable table of all followers' maximum stats.
Source: https://en.uesp.net/wiki/Skyrim:Followers
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