Are there followers in skyrim




















Other followers, such as Jenassa , will readily commit any crime they are ordered to do and will ignore any criminal behavior by the Dragonborn. Some will report the Dragonborn for a serious crime, such as murder, but not for a petty crime.

All followers, regardless of their morality, will not have any possible interactions while trespassing, saying only "You're not supposed to be in here" when spoken to. Cicero and Serana are the only exceptions. They will still fight for the Dragonborn, however, and commands can still be issued by activating them from a distance holding the "activate" button and telling them the desired task.

If not hidden, the Dragonborn will be held responsible if a follower is asked to perform an illegal activity. However, it is possible for the guards in a town to attack the follower while leaving the player character alone. Interfering with the battle will be seen as a crime, though.

Mjoll the Lioness, wearing a steel plate helmet and boots as well as ebony armor and gauntlets. She is wielding a Dwarven Shield and Grimsever. Followers always equip the best possible weapons or armor given to them.

More specifically, the weapon with the highest damage value and the pieces of apparel with the highest armor value are equipped. Followers will not use equipment that is the same in armor or damage value as their starting equipment unless it has been improved by smithing or enchantments.

On occasion, a follower may equip a weapon that they are not skilled in over one they are. For example, Mjoll the Lioness is better skilled in Two-Handed weapons over One-Handed, but if given a sword with a higher damage rating than a battleaxe, she will equip the sword. Each follower tends to have their own preference of armor. For example, Aela has no preference and will use heavy armor if she receives it, even though she is a marksman whose default armor is light.

A Dark Brotherhood Initiate , however, strongly opposes the use of heavy armor unless it is significantly better than their current armor. This is because the initiate prefers light armor, matching their skills. If a follower insists on using an undesirable piece of equipment, the only way to prevent this behavior is to remove it from their inventory. Ironically, the default equipment of many followers does not correspond to their actual combat skills.

For example, Aela's default armor is Heavy Armor, despite her being skilled in Light Armor, and Erik the Slayer 's default equipment is Iron Armor and a one-handed sword, despite his true skills lying in two-handed weapons and light armor. Enchantments on weapons work normally, except Soul Trap and Fiery Soul Trap , since followers cannot fill soul gems, but followers will only benefit from the following enchantment effects on their apparel and armor:. Followers can be used to carry almost any item, either via the inventory menu or picking up world items.

However, they also have an unspecified weight limit, which restricts how much they can carry. In the inventory menu, items that would over-encumber them appear grayed out. Quest-related items cannot be given to followers for storage. An exploit is possible to make them carry over their limit. First, place the items in any container and then order the follower to take everything in the container. After this, every single item will be in the follower's inventory. However, these items will be marked as stolen.

If these items are dropped and picked up again in plain sight, it will be considered a crime. Alternatively, entering a new area will remove the "stolen" label. An alternative exploit is to drop the items on the ground and instruct the follower to pick up each item one at a time.

While potentially time-consuming, it is a handy method when containers are not present or handy. Followers will retain their inventories even after the Dragonborn dismisses them. In this way, it is possible to use them for limited storage. If they are killed, the stored items can be looted from their body.

If a follower is using their own default bow, placing just a single arrow in a follower's inventory will give them an infinite supply of that type of arrow. Enemies may also exhibit this behavior: Shooting an enemy with an arrow more powerful than their own arrows has a small chance of adding that arrow to their inventory, allowing them to equip the more powerful arrow and return fire with an infinite supply.

If the Dragonborn sends their follower away, i. The Dragonborn can fix this by either leaving the area or by simply taking away any piece of equipment from them, which will in turn "reset" them, causing them to equip their best available equipment. Followers are supposed to be limited to one at a time; however, there are several ways to avoid this limit.

Quest characters triggered to follow the Dragonborn, the Dark Brotherhood Initiates , Cicero , Serana and summoning more than one Atronach , zombie or Dremora.

The latter is only possible with Conjuration at its maximum level. For more information, see Multiple Followers. Theoretically, if all DLCs are installed, players can have a maximum of fifteen followers at one time, though this can be undesirable in cramped spaces.

It will travel with the Dragonborn across Skyrim. Housecarls are essentially bodyguards who protect noble and important figures from threats. Becoming Thane of a hold will grant a personal housecarl. In the base game , almost all available housecarls are Nord warriors, however, Hearthfire adds additional housecarls for The Pale , Falkreath and Hjaalmarch. All Housecarls have a level cap of All Housecarls are one-handed warriors, with the exception of Valdimar, who is a sorcerer.

Housecarls will invariably fight to the death, and can be told to attack anybody or anything. However, they possess a set of morals. For example, if one is to trespass on the Red Wave, the follower will tell the Dragonborn that the latter is not supposed to be there, despite this act not actually charging the player with a true crime. Having Dawnguard installed adds several more followers, both humanoid and non-humanoid , to the game.

Most are dependent on which faction the Dragonborn decides to side with during the Bloodline quest, thus A New Order needs to be completed.

Mercenaries are typically found in taverns across Skyrim. They cost to hire for any length of time, and will fight to the death. Dismissing a mercenary will send them back to the tavern they were found, unless they were married, asked to become a steward or recruited into the Blades. All Mercenaries reach their maximum level at 40, the exception being Teldryn Sero, who caps at level They will charge the Dragonborn more septims if dismissed and asked to follow the player again, although they may be free of charge if they're particularly fond of you or you only dismissed them a short time ago.

They will also follow the player for free if they are a Blade member. These followers typically have a quest attached to them and it must be completed in order to gain them as a follower. These followers have no specific quest attached to them. Gaining them as a follower may sometimes be a trivial affair, such as Brawling against them and winning the match. Their levels cap at Non-humanoid followers can be used alongside any humanoid follower, which means that the Dragonborn can have one human and one non-human follower simultaneously.

Most non-humanoid followers cannot be given items and thus cannot use equipment, the exception being Riekling. These characters are scripted to tag along during a relevant quest, and do not cause your main follower to leave your service but they will not accept commands and their inventory remains inaccessible. Some potential followers are also Trainers who can train the Dragonborn in particular combat skills, allowing them to increase the skill level for those skills.

The training is not free, but once these trainers become the Dragonborn's followers, they may receive training without any permanent cost; If the Dragonborn asks a follower to train him or her in a particular skill, after receiving the training, they may access the trainer's inventory and recover the spent gold. The following followers are also trainers: Note: all but Faendal and Talvas Fathryon are Companions , who require the Dragonborn to complete the Companions quest line before they become recruitable as followers.

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Vlindrel Hall , Markarth. Hjerim , Windhelm. The White Hall , Dawnstar. Honeyside , Riften. Proudspire Manor , Solitude. Breezehome , Whiterun. Jarl's Longhouse , Falkreath. Highmoon Hall , Morthal. J'zargo's Experiment. The Winking Skeever , Solitude. The Drunken Huntsman , Whiterun. Bee and Barb , Riften. Candlehearth Hall , Windhelm. The Retching Netch , Raven Rock. Destruction , Restoration , Alteration , Sneak.

Become Thane of the Reach. Become Thane of Eastmarch. Gregor HF. Become Thane of the Pale. Become Thane of the Rift. Jordis the Sword-Maiden.

Become Thane of Haafingar. Rayya HF. A female Redguard found in Falkreath. Become Thane of Falkreath. Valdimar HF. Become Thane of Hjaalmarch. Borgakh the Steel Heart. A female Orc Warrior found in Mor Khazgur.

Heavy Armor , One-handed , Archery , Sneak. Ghorbash the Iron Hand. A male Orc Ranger found in Dushnikh Yal. A male Orc Ranger found in Largashbur. A female Imperial who works for the East Empire Company. A male Redguard Warrior who is found in Solitude. Annekke Crag-Jumper. A female Nord Ranger found in Darkwater Crossing.

The Black Star in her favor. An alcoholic male Breton Warrior 1H found in Markarth. Quest all Drunks Have or Fight! A male Argonian Ranger found in Darkwater Pass. Extracting an Argonian. Destruction , Sneak , Alteration , One-handed. The Taste of Death. A male Dunmer Priest found in Dawnstar. Restoration , Speech , Alchemy , Conjuration , Smithing. Waking Nightmare in his favor. A male Bosmer Thief found in Riverwood. He is a common Archery trainer. A Lovely Letter in his favor.

A male Khajiit Warrior traveling between cities in Ahkari 's Khajiit caravan. Amulet of the Moon. Grimsever's Return. A male Nord Miner found in Kynesgrove. Uthgerd the Unbroken. Armored Troll DG. Can be purchased from Gunmar in Fort Dawnguard for gold. You may be given an Armored Frost Troll instead. Armored Frost Troll DG. You may be given an Armored Troll instead. Bran DG. CuSith DG. A Death Hound in Volkihar Keep. Garmr DG. A dog that can be found at Meeko's Shack.

Sceolang DG. These can be found in a random encounter in the wilderness. If you talk to one, it will become your follower. Note: Will disappear if told to wait and you enter a dungeon. A dog which can be purchased from Banning at the Markarth stables for gold. As with the hirelings, if you dismiss Vigilance, he will return to Banning and you must pay the gold again to get him back. Riekling Warrior. Steadfast Dwarven Sphere.

Steadfast Dwarven Spider. Arachnia CC. Can be found in Cronvangr Cave with Pets of Skyrim creation. Bone Wolf CC. Can be found at a camp northwest of Folgunthur with the Bone Wolf creation. It can be tamed with a Totem Bone. Demented Elytra Nymph CC. Dwarven Armored Mudcrab CC. Hilda CC. Can be purchased from Halvar in Rorikstead with Pets of Skyrim creation. Manic Elytra Nymph CC. Nix-Hound CC.

Rulnik Wind-Strider CC. Skritch CC. Sweet Roll CC. It can be tamed with a Sweet Roll. Thistle CC. Can be found at the Alchemist's Shack with Pets of Skyrim creation. It can be tamed with a Carrot. This page or section is incomplete. You can help by adding to it.

For more information, see the help files , the style guide , and this article's talk page. The Silver Hand , Totems of Hircine. A Scroll For Anska. Avulstein Gray-Mane.

In order to recruit him, you must first pass a speech check. After talking to Karliah outside Nightingale Hall , he starts following you.

The Heart of Dibella. Enmon may join you when you offer to liberate Fjotra from her Forsworn captors. He will not replace your current follower, but your current follower cannot enter Nightcaller Temple and will wait outside. Depending on how Erandur's quest is resolved, he may become available as a permanent follower. His essential status is removed at the last part of his quest.

A Cornered Rat , Alduin's Wall. Esbern will follow you wherever you go in A Cornered Rat, but when he joins up with Delphine in Alduin's Wall he will only stay with you as long as you are heading towards the wall, which then prevents him from being used in most other quests. Will replace your permanent follower, even while he is waiting for you at Dustman's Cairn. Once you meet up with him, he will follow you everywhere. He meets up with you when you meet Avulstein Gray-Mane outside of Northwatch Keep if you agreed to have him along to help you.

Accompanies you if you chose him during the opening sequence in Helgen. If you side with the Imperials in the Civil War , he will also join you on several related quests. After talking to her in Irkngthand , she starts following you. He's a rather stoic and uncharismatic character, but he makes up for it in combat ability. He's got some solid magic skills to wield in battle, but when things get up close and personal, he'll bust out a mace to defend himself.

The brother of fellow lycanthropic Nord Farkas, Vilkas is a master-level trainer in the art of two-handed weapons. He does offer some in-depth dialogue options in comparison to his brother and is considered the most intellectual member of the Companions. He does well in battle against foes, but he lacks the same punch as his brother, Farkas. Still, while not as powerful as his brother, he is quite effective in combat, and his chatty nature can be a good thing whilst on the road, or in the middle of the wilderness.

This powerful follower hangs out at the Drunken Huntsman in Whiterun, making her one of the earliest, and most easily accessible potential followers in the game. Jenassa is no slouch when it comes to combat.

She's an expert archer that can trek into the most dangerous of places wearing heavy armor if so desired. She can also retrieve arrows during travels, which is a definite plus, and her only real drawback is a lack of magical ability. For many gamers, Jenassa is a surefire way to survive the first few perilous adventures whilst they level up their characters. Aela is a member of the Companions and a master trainer in archery. The most fanatical member of the Circle, she's the only member of the Companions who refuses to be cured of her lycanthropy after one of the main quests is completed.

She constantly talks about being a werewolf, and all the bloodshed and hunting that it entails. She can also be considered a marriage option, provided players don't mind hearing about the wonders and blessings of being a werewolf on a consistent, routine basis.

Still, as a fighter, Aela is extremely capable and worthy of taking along on a trip or two. Following in her story leads players to "The Silver Hand," one of the best quests in the base Skyrim game. Eola bears the distinction of being one of the most unsettling followers in the entire game.

She's not particularly moral, or good-natured, due mostly to her cannibalistic tendencies. In fact, Eola can convince the player to join her cult, where they can partake in the feasting of human flesh.

For those who don't mind going down this road, Eola does give back in spades. She's an expert when it comes to sneaking, and she can even resurrect dead corpses and use them in battle. Her only drawback is a lack of heavy armor and weaponry, which can make her more vulnerable in a fight. Few followers in Skyrim are as versatile and tough as Teldryn Sero, and he continues to impress as a mainline option.



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