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	<updated>2026-06-09T15:10:35Z</updated>
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		<id>https://en.uesp.net/w/index.php?title=Skyrim:The_Mind_of_Madness&amp;diff=848612</id>
		<title>Skyrim:The Mind of Madness</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:The_Mind_of_Madness&amp;diff=848612"/>
		<updated>2012-01-08T04:53:10Z</updated>

		<summary type="html">&lt;p&gt;71.132.201.220: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Quests|Daedric}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Skyrim:Dervenin|Dervenin]]&lt;br /&gt;
|Reward=[[Skyrim:Wabbajack|Wabbajack]], set of Fine Clothes&lt;br /&gt;
|Disp=&lt;br /&gt;
|Rep=&lt;br /&gt;
|Prev=&lt;br /&gt;
|Conc=&lt;br /&gt;
|Next=&lt;br /&gt;
|Loc=[[Skyrim:Solitude|Solitude]], [[Skyrim:Pelagius_Wing|Pelagius Wing]] of the [[Skyrim:Blue_Palace|Blue Palace]]&lt;br /&gt;
|Image=SR-npc Sheogorath.jpg&lt;br /&gt;
|ImgDesc=Sheogorath, enjoying his vacation&lt;br /&gt;
|description=Gain access to and solve the mystery of the [[Skyrim:Pelagius Wing|Pelagius Wing]].&lt;br /&gt;
|ID=DA15&lt;br /&gt;
|Icon=SR-qico-Daedric.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
# Investigate a man called Dervenin, he is walking around the streets near the [[Skyrim:Bards College|Bards College]].&lt;br /&gt;
# Gain access to the Pelagius Wing of the [[Skyrim:Blue Palace|Blue Palace]].&lt;br /&gt;
# Use the key to gain access to the Pelagius Wing.&lt;br /&gt;
# Search for [[Skyrim:Dervenin|Dervenin's]] master in the [[Skyrim:Pelagius Wing|Pelagius Wing]].&lt;br /&gt;
# Use the Wabbajack to escape from Pelagius' Mind.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
&lt;br /&gt;
===Solitude===&lt;br /&gt;
While in [[Skyrim:Solitude|Solitude]], you may hear a rumor at the Inn about a mad beggar roaming the streets and ranting, or come across the beggar near the Blue Palace. Dervenin will be walking in the streets, lamenting his missing master. Speak to him, and he will complain that his master is neglecting his duties and that chaos will ensue. He says that his master is in the Pelagius wing of the Blue Palace, having tea with an old friend. He will claim you will need &amp;quot;the hipbone&amp;quot;, and give you the hipbone of Pelagius.&lt;br /&gt;
&lt;br /&gt;
===Blue Palace===&lt;br /&gt;
Enter the Blue Palace and locate one of the cleaning staff. Either pick her pockets for the key or intimidate her into giving it to you. Alternatively, you can convince [[Skyrim:Falk Firebeard|the castle steward]] to let you in if you have completed the quest [[Skyrim:The Man Who Cried Wolf|The Man Who Cried Wolf]]. Exploring briefly in the wing will show it in a state of disrepair; however, a large amount of unused silverware might be useful for sale. Further travel will require you to cut through some spider webs before you suddenly find yourself transported into a strange realm.&lt;br /&gt;
&lt;br /&gt;
===Pelagius' Mind=== &lt;br /&gt;
You will find yourself suddenly wearing a full set of Fine Clothes. The scene before you appears to be an extravagant dinner, set in the middle of a misty wood, surrounded by stone archways. Two people are sitting at the table, one wearing a distinct outfit and sitting in a throne, and the other a depressed man. The latter appears to be [[Skyrim:Pelagius the Mad|Pelagius III]], complaining of various woes though he sounds strangely sane, which delights the man across from him. Pelagius will leave after a short conversation, in which the other man will try to cheer Pelagius up.&lt;br /&gt;
&lt;br /&gt;
Walk up to the other man and talk with him. It's [[Skyrim:Sheogorath|Sheogorath]] himself. Tell him that you have a message for him, and that he needs to come back from vacation. Sheogorath says he will leave if you can make your way out of Pelagius' mind. He will give you the [[Skyrim:Wabbajack|Wabbajack]] to help you. Depending on which arch you walk through, you will have one of three scenes. Go through all three and complete the scenes before going back to Sheogorath. They may be completed in any order.&lt;br /&gt;
&lt;br /&gt;
===Pelagius' Night Terrors===&lt;br /&gt;
&lt;br /&gt;
You will see a bed in the middle of the forest with Pelagius sleeping on it. Sheogorath tells you that Pelagius has been suffering from night terrors since he was a child, and to get rid of them. Use the Wabbajack on Pelagius to start the sequence, and then attack each terror as they come. They will turn into something more innocuous. Do not attack the innocuous creatures; instead, use the Wabbajack on Pelagius again to call the next terror. If you fail to prevent the terror from attacking Pelagius long enough, you will have to repeat the scene from the start. &lt;br /&gt;
&lt;br /&gt;
You will have to fight a wolf, a bandit chief, a hagraven, a Flame Atronach and lastly, a dragon priest who tends to summon a Frost Atronach to help him. When the dragon priest is taken care of, Pelagius will wake up and the scene will end.&lt;br /&gt;
&lt;br /&gt;
===Pelagius' Confidence===&lt;br /&gt;
&lt;br /&gt;
In this scene you will see Pelagius' Anger beating up Pelagius' Confidence. Confidence doesn't look like he is doing too well, since he is tiny and Anger is a giant. Sheogorath wants you to tip the scales. Use Wabbajack on Anger until he is tiny, and then on Confidence until he is as big as Anger was. It is a bit tricky getting Confidence big enough to finish the quest, as if you will wait too long, he will go back to being tiny.&lt;br /&gt;
&lt;br /&gt;
===Pelagius' Paranoia===&lt;br /&gt;
&lt;br /&gt;
The third scene will be a small fort like structure, with steps leading up to the edge. In the middle of this structure there is an arena, occupied by two fighting Storm Atronachs. Supposedly, one is yours and one is your opponent's, who is on the other side of the fort. He is flanked by two other men. Sheogorath will tell you Pelagius' mother had a hand inflaming his paranoia. He wants you to find Pelagius' paranoia and win the fight you are witnessing.&lt;br /&gt;
&lt;br /&gt;
If you shoot your opponent's atronach with the Wabbajack, it will result in one or both of the creatures changing into an atronach of another type. The best configuration is your atronach being frost, and the other flame, so even though yours is losing life, it will heal, making the fight infinite. Either way, the atronach fight has nothing to do with solving the scene.&lt;br /&gt;
&lt;br /&gt;
Aim for one of the two men sitting next to your opponent, and Wabbajack them. Both of the men will turn into wolves, and attack your opponent, killing him. Sheogorath will happily comment on how you finally came up with the way to deal with the situation, though he will say the same thing regardless of whether shooting the two men was the first thing you did or not.&lt;br /&gt;
&lt;br /&gt;
===Your Reward===&lt;br /&gt;
&lt;br /&gt;
Go back to Sheogorath when you've finished his tasks and tell him you've fixed Pelagius' mind. He will answer that &amp;quot;treated&amp;quot; is a more appropriate word, and that he is going back to the Shivering Isles. Upon checking if he is ready, he will summon Dervenin and his luggage. Finally, he will say that you can keep the Wabbajack, and send you back to the real world. You will appear back in the Pelagius Wing of the Blue Palace.&lt;br /&gt;
&lt;br /&gt;
Continue down to the basement after completing the quest to find a copy of &amp;quot;Surfeit of Thieves&amp;quot;, a +1 Lockpicking skill book.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
*In his conversation with Pelagius, Sheogorath will make some references to the events in Oblivion, indicating he is in fact the Champion of Cyrodiil, who successfully took the place of the Mad God. See [[Skyrim:Sheogorath|Sheogorath]]'s page for more details.&lt;br /&gt;
* The Items, Magic, Map, and Skills keys are disabled during the quest, but the Map can be opened by first going to Quest, then pressing M to show on map, then pressing L to show local. Consequently, it is also impossible to open the chest in the Night Terrors scene. The Favorites menu and hotkeys are also disabled.&lt;br /&gt;
* It IS POSSIBLE to access all your magics by talking to Sheogorath after taking at least one of the &amp;quot;minimissions&amp;quot;.&lt;br /&gt;
* You can still access your inventory by causing the goat to be killed by one of the other attackers in the Night Terrors scene and then looting its corpse. This will give you access to [[Skyrim:Quest Items|quest items]], which are not removed from your inventory, should you want to access them for whatever reason. If you have the elder scrolls, casting it will allow you to get rid of the staff and select magic and or others items.&lt;br /&gt;
* You cannot pickpocket Sheogorath or Pelagius the Mad, but you can pickpocket Dervenin once he is summoned.&lt;br /&gt;
* The Sultry Maiden in the Night Terrors scene features a male voice. This only happens if she speaks to you as you get close to her, as you are unable to activate a dialogue. She might speak of losing her wife.&lt;br /&gt;
* [[Shivering:Dervenin|Dervenin]] was in [[Shivering:Shivering Isles|Shivering Isles]], as the Priest of Mania.&lt;br /&gt;
* After finishing the quest and leaving the mind of Pelagius, you will still be in the clothes given and worn during the quest. You will also keep any other items taken from inside the mind, such as the food on the table and harvested [[Skyrim:Ingredients|ingredients]].&lt;br /&gt;
* Just southeast of the dreams portion of the area, accessible only via the TCL console command, is a free-standing door leading to &amp;quot;The Mind of a Madman&amp;quot; which contains two very odd looking linked areas. There are no items or NPCs.&lt;br /&gt;
*All quest items stay with you, but some unusual items like giants toe and apple pie also stay with you.&lt;br /&gt;
*During the quest the Wabbajacks description reads &amp;quot;It's all you got....&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*If you enter Pelagius' Mind while you have the Stray Dog in your company, the dog won't be here upon your return - other companions such Lydia (human) or Barbas (dog) seem unaffected.&lt;br /&gt;
*Entering Pelagius Wing, going upstairs and walking through the tables into the narrow corridor will make the game freeze instantaneously.&lt;br /&gt;
&lt;br /&gt;
==Quest Stages==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|10||Dervenin wants me to talk to his master about returning from vacation. To do so, I need to gain entrance to the Pelagius Wing of the Blue palace.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Gain access to the Pelagius Wing of the Blue Palace&lt;br /&gt;
|45||{{Quest Comment|Objective is assigned}}: Use the key to gain access to the Pelagius Wing&lt;br /&gt;
|50||Dervenin wants me to talk to his master about returning from vacation. His master should be somewhere in the Pelagius Wing of the Blue Palace.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Search for Dervenin's master in the Pelagius Wing&lt;br /&gt;
|100||Dervenin wants his master Sheogorath to return from vacation. I have tracked Sheogorath and been transported by him in to Pelagius's mind.  If I can find a way to home Sheogorath has promised to return home as well.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Use the Wabbajack to escape from Pelagius's Mind&lt;br /&gt;
|150||{{Quest Comment|Objective is assigned}}: Escape from the Blue Palace&lt;br /&gt;
|200|Yes|I have helped Dervenin by convincing his master Sheogorath to return from vacation inside the mind of Pelagius. Sheogorath has rewarded me with the Wabbajack for my troubles.&lt;br /&gt;
}}&lt;br /&gt;
* The following empty quest stages were omitted from the table: 0, 20, 30, 40, 55, 90, 95, 190&lt;br /&gt;
{{Skyrim Quest Stages Notes}}&lt;/div&gt;</summary>
		<author><name>71.132.201.220</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Pickpocket&amp;diff=843923</id>
		<title>Skyrim talk:Pickpocket</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Pickpocket&amp;diff=843923"/>
		<updated>2012-01-04T07:43:19Z</updated>

		<summary type="html">&lt;p&gt;71.132.201.220: /* Stealing Gold */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Perks ==&lt;br /&gt;
Just in case anybody wants to make this page, here are all the pickpocket perks:&lt;br /&gt;
&lt;br /&gt;
'''Light Fingers''' (0/5)Pickpocketing bonus of 20% – Item weight and value reduce pickpocketing odds…&lt;br /&gt;
&lt;br /&gt;
'''Night Thief''' Pickpocketing sleeping people almost always works…&lt;br /&gt;
&lt;br /&gt;
'''Poisoned''' Place poisons in other people’s pockets silently to harm or kill…&lt;br /&gt;
&lt;br /&gt;
'''Cutpurse''' Pickpocketing gold is 50% easier…&lt;br /&gt;
&lt;br /&gt;
'''Extra Pockets''' Carrying capacity is increased by 100…&lt;br /&gt;
&lt;br /&gt;
'''Keymaster''' Pickpocketing keys always works…&lt;br /&gt;
&lt;br /&gt;
'''Misdirections''' You can pickpocket equipped weapons…&lt;br /&gt;
&lt;br /&gt;
'''Perfect Touch''' You can pickpocket equipped items…&lt;br /&gt;
&lt;br /&gt;
I'd do it myself but I would probably mess the whole thing up! [[User:RIM|RIM]] 13:42, 1 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Done... Don't be worried about making mistakes, we'll clean them up for you. Besides, we're just starting work in Skyrim. It'll be very, very, hard to make mistakes in this namespace right now. --[[User:Alpha Kenny Buddy|AKB]] &amp;lt;sup&amp;gt;[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]&amp;lt;/sup&amp;gt; 14:10, 1 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Alright I might try to make the Archery or Destruction page, I just didn't want to give everybody even more work to do. [[User:RIM|RIM]] 08:56, 2 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Already beat you to [[Skyrim:Archery|Archery]], but destruction is still available. Trust me, no one's complaining about people making mistakes. I've surely made plenty so far on this project alone. --[[User:Alpha Kenny Buddy|AKB]] &amp;lt;sup&amp;gt;[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]&amp;lt;/sup&amp;gt; 09:00, 2 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Max Pickpocket Percent Chance ==&lt;br /&gt;
&lt;br /&gt;
Can't seem to see more than 90% chance to pickpocket. These are my current statuses and perks&lt;br /&gt;
* Pickpocket Skill at 77&lt;br /&gt;
* Ring of Minor Def Hands (+15%)&lt;br /&gt;
* Perk: Light Fingers 3/5 (+60%)&lt;br /&gt;
* Perk: Night Thief (+25% if they're asleep)&lt;br /&gt;
* Perk: Cutpurse (+50% if pickpocketing gold)&lt;br /&gt;
&lt;br /&gt;
An easy test is for me to remove all my gear (including the +15% ring) and look at someone's inventory via the pickpocket menu. I observe the highest percent is 90%.&lt;br /&gt;
&lt;br /&gt;
When I reequip the ring that grants +15% pickpocket, I observe the item with 90% chance to pickpocket stays the same. No other items are any higher than 90%.&lt;br /&gt;
&lt;br /&gt;
Additionally, I also observe the highest percent chance to pickpocket being 90% on a sleeping person.{{unsigned|66.25.49.136|12 November 2011}}&lt;br /&gt;
&lt;br /&gt;
:Yes, from the game data it looks like there's a cap at 90%.  Specifically, one of the game settings is &amp;lt;code&amp;gt;fPickpocketMaxChance&amp;lt;/code&amp;gt;=90. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 03:05, 13 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Evidence for &amp;quot;Item Type&amp;quot; Note? ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Pickpocketing chances vary between item types. For example, stealing arrows from an open quiver is much easier than stealing a heavy weapon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I think that's entirely explainable by weight (arrows are zero weight) -- what evidence is there that &amp;quot;item type&amp;quot; matters?&lt;br /&gt;
&lt;br /&gt;
:I would say there is no evidence, and I would vote to see any &amp;quot;RP&amp;quot; reasoning, such as quivers being open-face, removed from the article. The factors that matter are item weight and value. High weight and/or value: hard to pickpocket. Obviously, a heavy weapon has more weight and value than any arrow. I also take issue with the statement that jewelry is categorically easy to pickpocket. A basic silver ring has low weight and low value, but an expensive amulet or ring (an item planted for Delvin's Fishing jobs) with a high value (but low weight) is very difficult to pickpocket. [[User:PacifistFist|PacifistFist]] 13:34, 19 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stolen Flag ==&lt;br /&gt;
&lt;br /&gt;
I can't be the only person to think about repeatedly pickpocketing and reverse pickpocketing a really expensive item to level this skill. I may have screwed up my experiment, but I couldn't seem to get any skill advance doing this (to a sleeping person). This might be because the item I gave him was stolen, or there might be a hidden flag on items which were reverse-pickpocketed. Another reason to suspect a flag; Wouldn't the radiant AI use a poison on a weapon? Perhaps there's a flag to tell it to drink the poison if it had been reverse pick-pocketed. Has anyone tested this further?&lt;br /&gt;
:Yep, I just tried it a few times and I can confirm it -- stealing something, giving it back then stealing it again does not increase your skill. I stole a ruby ring and gained 2 levels at once, then I placed it back, and stole it 6 times in a row -- the progress bar didn't moved at all. -- [[Special:Contributions/189.33.183.203|189.33.183.203]] 16:50, 21 November 2011 (UTC)&lt;br /&gt;
 &lt;br /&gt;
Reverse pickpocketing items does not seem to increase skill at all... However, reverse pickpocketing a decent amount of gold seems to work well. It's taken some reloads when caught, but my 68 gold coins have helped me raise my pickpocket level to 75 so far and I haven't even escaped from Helgen Keep yet. Been placing and removing my gold on the Stormcloak soldier that tags along for a spell after the torture room in the tutorial. Anyway, use gold. So money!  Edit: signature ([[User:Daedremor|Daedremor]] 07:16, 24 December 2011 (UTC)&lt;br /&gt;
:Gold works really well. I got to 100 pickpocket using the above method on Dark Brotherhood initiation quest victims. That place is great. At level 90+, ~700 gold guarantee one level up per pick. And if I forget to save and get caught, I get no bounty and I can just go out of shack, fast travel to nearest place, come back and keep on leveling. ([[User:ZekunD|ZekunD]] 10:48, 19 December 2011 (UTC))&lt;br /&gt;
::Thanks for the advice! Reversepickpocketing gold is probably the easiest and quickest way to farm-level Pickpocket. You just throw ~300 gold onto someone and take it back. You get XP every time for taking it back, and since it weighs nothing, your chances are maximal for the xp gained. It's not as good as training an under 50 skill and stealing the money back, but it's infinitely repeatable. [[Special:Contributions/208.206.3.254|208.206.3.254]] 17:23, 20 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Keymaster ==&lt;br /&gt;
&lt;br /&gt;
Is there some redeeming factor for this perk, or is it just completely worthless? From what I've seen, at 60+ pickpocket skill (the amount required for this perk), pickpocketing keys seems to have a 90% chance of succeeding pretty much always, even without it. [[User:Weroj|Weroj]] 05:05, 24 November 2011 (UTC)&lt;br /&gt;
:I can only give you my opinion, which is that I agree completely on this perk's pointless existence. I do not use this perk but for somebody who chooses some hardcore roleplaying thief or that sort may be worthwhile. Another idea: maybe if you decide to only carry around a few lockpicks to make things harder for yourself... Then it can be useful but even then only on rare occasions.&lt;br /&gt;
&lt;br /&gt;
== Idea ==&lt;br /&gt;
&lt;br /&gt;
I read here that you can scroll through the items to get a better chance to pickpocket something. So if you scroll to an easy-to-get item, you get those odds instead? So what if there's nothing easy to pickpocket in their inventory... Would it then work to reverse-pickpocket an easy item, pickpocket the stuff you want with those odds, and then pickpocket your item back? Or am I missing a point here ~ [[User:Dwarfmp|Dwarfmp]] 15:36, 29 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Closing the inventory you're stealing from and then reopening it seem to reset the chance of pickpocketting, while pickpocketting multiple items in a row would increase your chance to get caught. I don't know about scrolling through items though--[[Special:Contributions/193.252.26.70|193.252.26.70]] 09:31, 2 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Sneak skill plus pickpocket skill ==&lt;br /&gt;
&lt;br /&gt;
Is pickpocketing easier with a high sneak skill?  Or are the 2 skills unrelated?  I am interested in investing some points in the pickpocketing tree, but not if it is only viable to perform the skill with points in the sneak tree as well.[[Special:Contributions/208.84.58.199|208.84.58.199]] 19:28, 29 November 2011 (UTC)&lt;br /&gt;
:No, sneak only affect how well you blend into the shadows. --[[Special:Contributions/205.155.154.172|205.155.154.172]] 19:30, 29 November 2011 (UTC)&lt;br /&gt;
::You can't pickpocket during combat, so if you want to pickpocket a bandit's weapons or armor off of him before fighting him, you have to use sneak to get close enough to them undetected. But, if you're just pickpocketing from people in town, sneaking doesn't seem to matter. [[Special:Contributions/208.206.3.254|208.206.3.254]] 21:02, 1 December 2011 (UTC)&lt;br /&gt;
:::actually, from my experience, if you are undetected by your target while you try to pickpocket you get much better odds then if you he sees you.&lt;br /&gt;
::::Are you telling me you can actually succeed pickpocketing someone who sees you? ~ [[User:Dwarfmp|Dwarfmp]] 02:11, 18 December 2011 (UTC)&lt;br /&gt;
:::::Yes. You just get a penalty and cannot use the Misdirection or Perfect Touch perks. [[Special:Contributions/208.206.3.254|208.206.3.254]] 16:18, 20 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Misdirection and Perfect Touch: Worth It?==&lt;br /&gt;
&lt;br /&gt;
I decided to try these out last night, and I have to say, I'm disappointed!&lt;br /&gt;
They don't seem to work at all like I was expecting.&lt;br /&gt;
For example, I would expect to be able to pickpocket a Guard's sword and armor, but I was only able to take what was normally available-&lt;br /&gt;
no sword or armor in his inventory.  Is this a bug?  Or are these skills only useful in very specific circumstances?  Thank you.  [[Special:Contributions/209.66.120.3|209.66.120.3]] 17:18, 5 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It does not seem very reliable. I think it may have to do with your sneaking as well. Perhaps you need to pickpocket from an angle where they don't notice you. I've had much success pickpocketing from behind. It's quite fun to pickpocket someone until they're naked.--[[Special:Contributions/216.15.123.224|216.15.123.224]] 07:18, 7 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thanks- I tried again while hidden, and I was able to literally rob the guard naked(ish).  It's nice to see the guards aren't all identical under their helmets.  I'm still not sure this is worth the perk points, but it is quite fun!  [[Special:Contributions/209.66.120.3|209.66.120.3]] 19:58, 8 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: found it a bit usefull but not enough times to actually invest properly in pickpocket for it. it is possible to rob enemies prior to the combat and make the combat much easier. but the same enemies whom are target for these perks are exactly the enemies a sneaky character has no problem with. unless you can pickpocket bear claws i would rather just sneak attack those bandit leaders&lt;br /&gt;
&lt;br /&gt;
::::Yeah, I would hardly call them the most useful perks, but Perfect Touch was worth it to me if for no other reason than being able to steal someone's visible clothing.  It may have cost me a couple of perks to rob the Thalmor in Markarth Keep of all their clothes, but dammit, the laughs were WELL worth it :-)  It's also a unique effect that no item or spell can reproduce, so I don't regret getting it one bit.  [[Special:Contributions/209.66.120.3|209.66.120.3]] 21:28, 12 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::I've been trying to find out whether to get them or not too. From looking around, it seems that it is impossible to steal heavy armor (too much weight and value for more than 0%) or unique equipment (not even shown) with them. Is this true? And are there still plenty of applications (including just for laughs) if it is? --[[User:Liudeius|Liudeius]] 23:07, 15 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::Not true re: heavy armor- you can steal any armor that shows up, though it may be impossible/challenging without a high enough Pickpocket skill.  And yes, it's true that certain people's items still don't show up in the list- for example, I was unable to steal the Executioner's Garb off of Ahtar.  Jarls and Court Wizards also have clothing that cannot be taken.  I'm not certain why this is, but it's definitely the exception, not the rule.  The laugh applications are almost unlimited, but the situations where it will actually net you an advantage are pretty rare.  You could theoretically pickpocket all the guards in a given city and then wipe them all out with ease, but I can't think of many reasons one would want to do that.  I kept it just to humiliate people who annoy me :-)  [[Special:Contributions/209.66.120.3|209.66.120.3]] 18:55, 16 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::I'm considering starting a character based solely on Pickpocket, followed by Sneak and Lockpick. Are there any characters in the game sleeping while wearing glass armor and carrying Daedric daggers? Misdirection might be a very useful perk at low levels. The guaranteed 10% failure rate might be annoying. &lt;br /&gt;
::::::Misdirection, Poisoner and Perfect Touch allow you to play a thief character that never uses a weapon or casts a spell. There's no reason that every 100skill perk has to appeal to every player, but I agree that most people wont spend points on it.&lt;br /&gt;
::::::Has anyone started reverse engineering the formulas? [[User:NFR|NFR]] 18:59, 16 December 2011 (UTC)&lt;br /&gt;
:::::::I figure you can't pickpocket certain apparel because they're not playable ~ [[User:Dwarfmp|Dwarfmp]] 02:15, 18 December 2011 (UTC)&lt;br /&gt;
::::::::There are also a few items that show up in characters' inventory but always have 0% chance to succeed so you can't pick it... This seems to be the case with followers' default armour, haven't noticed with anything else yet. [[User:Weroj|Weroj]] 12:37, 19 December 2011 (UTC)&lt;br /&gt;
:::::::::Heavy armor just weighs too much to pickpocket, I find. Even with 100 pickpocket, level 5 light fingers, +192% pickpocketing equipment, and a +146% pickpocketing enchantment, I can't steal Steel Armor from a follower. This means that I can never outfit the housecarls in light armor. Annoying.&lt;br /&gt;
::::::::::The problem is Light Fingers and that +Pickpocketing equipment/enchantments. If you are planning to steal heavy armor, you would have a better chance to steal if you took off ALL the +Pickpocketing equipment/enchantments and only put one point into Light Fingers. Light Fingers is a hindrance to you once you get 100 skill in Pickpocket. ~ansonmaddox 22:38, 20 December 2011&lt;br /&gt;
:::::::::Also, Misdirection/Perfect Touch can be quite useful for sneaky characters in human dungeons (you can't pickpocket Falmer, much to my annoyance). Unarmored bandits do little damage with their fists and die very fast. The only problem is that you need to keep all the armor and weapons in the area in your inventory, or they'll run and grab new armor/weapons from the room. They can loot chests and bodies too to find armor and weapons. They'll only do this if they are naked or weaponless, so you can probably reverse-pickpocket some crappy armor or daggers onto them to keep them from looting the room. I haven't tried that out yet. Of course, you need to be not in combat for it to work, but that's what shadow warrior is for!&lt;br /&gt;
:::::::::And yeah, some items cannot be pickpocketed, even if they can be obtained via other means. For instance, General Tullis's armor cannot be pickpocketed, but you can obtain it by killing him at the end of the Stormcloak army quests. Same with Stormcloak Officer Armor - you can't seem to pickpocket it off of the Stormcloak second in command, but you can get it by being in the army for a while. [[Special:Contributions/208.206.3.254|208.206.3.254]] 17:19, 19 December 2011 (UTC)&lt;br /&gt;
::::::::::Ah yeah, you're right. I thought I saw the 0 percent thing happening with a follower's leather armor before, but it seems to work now. :)&lt;br /&gt;
::::::::::In regards to the usefulness of the perks, they're definitely gimped down from what I hoped to use them for: Pickpocketing unique/hard to find apparel/weapons, and picking followers' armour to equip them with whatever you want (smithing works much better to get them to wear other armour, I find. Too bad that doesn't work with clothing). The stuff you can pickpocket seems mostly limited to the generic stuff you might just as well find in a chest, though there are exceptions too (stuff rare enough not to appear in chests at least... eg. the Tavern Clothes, or the Mythic Dawn apparel). [[User:Weroj|Weroj]] 04:24, 21 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Free Training in any skill combined with pickpocketing==&lt;br /&gt;
&lt;br /&gt;
When you use a trainer in any skill the gold you pay him will go directly into his inventory. It is possible to pickpocket him and get all of your gold back. Do this after each level trained since the chances of pickpocketing large amounts of gold off of someone while they are awake are very slim.--[[Special:Contributions/216.15.123.224|216.15.123.224]] 07:22, 7 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:When you gain the ability to reverse pickpocket poisons it's a reliable way to get your gold back. I just head to windhelm and use a paralysis potion on the trainer there after I've paid her, she will fall and right before she gets up she's completely vulnerable. Steal all your money back in one go. [[User:GearlockT|GearlockT]] 17:59, 29 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Poisoned==&lt;br /&gt;
&lt;br /&gt;
Tried Poisoned yesterday (only clicking required perk for poisoned, means spent 3 on pickpocket), but seems wierd, when I tried murder someone by place 1 of 30 poison into her inventory, the game says my succeed chance is 0%, but actually I succeed murdered her by this...bug possibly?&lt;br /&gt;
:the game only calculates for the 30 poisens and not just for the one. same as trying to plant 200 gold when you have 2000 gold in your inventory.&lt;br /&gt;
::Are your chances to reverse pickpocket lowered if you try to give them a more expensive poison, or is it just the weight? [[User:NFR|NFR]] 19:02, 16 December 2011 (UTC)&lt;br /&gt;
:::I am playing new build based on poisons. With maxed alchemy and maxed enchanted gear for alchemy it is possible to make 65% weakness to poison, 32 dmg per 10sec (320 total) or 162 dmg poisons. One can deal insane and completly silent damage comparable to dagger backstabbing tho it wont work against undead (and poison resistant targets may not suffer as much). It of course ignores armor on the other hand. Someone with better english may put this info on the pickpocket skill page :)&lt;br /&gt;
:::* if reverse pickpocketing (RP) multiple SAME poisons from stack at once then applied effect is same as if you RP only one&lt;br /&gt;
:::* multiple poisons stack additive, remember, RP one by one, each RP attempt is checked against pickpocket skill and may fail which turns target hostile&lt;br /&gt;
:::* it is almost allways preferable to use lingering damage poisons for their higher damage/price, damage/vial_count ratio&lt;br /&gt;
:::* it is advisable to RP &amp;quot;weakness to poison&amp;quot; potions to victiom prior to RP damage poisons, you have to RP weakness porions first, then exit inventory and RP damage poisons, placing all at once wont count weakness effect&lt;br /&gt;
:::* multiple weakness poisons stack additive, &lt;br /&gt;
:::* multieffect poisons with weakness+damage wont count weakness effect (same as RP weakness and damage potions in one step, ie without exiting inventory after weakness potion RP)&lt;br /&gt;
:::* RP chance depends on poison price, pickpocket skill and pickpocket perks (with pickpocket skill 100, light fingers lvl1, odds are 50 % for 1000 gold worth potion, breakpoint for 90% is ~680 gold worth potion). EDITED --Moonraker 15:47, 31 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stealing Gold ==&lt;br /&gt;
&lt;br /&gt;
Is the 2,000 gold limit with or without the Cutpurse perk? Does Cutpurse effect the limit? --[[User:Debatra|Debatra]] 23:39, 31 December 2011 (UTC)&lt;br /&gt;
: It appears that number isn't based on anything: without the Cutpurse perk and ~60 skill, my chance to steal gold dropped to 0% at 1500 gold. With 100 skill, the Cutpurse talent, and 2,090 gold to steal, I [http://cl.ly/Czwt still have a 20% chance to succeed]. I've removed that line. —[[User:Itafroma|Itafroma]] 10:41, 2 January 2012 (UTC)&lt;br /&gt;
::Because of [[Skyrim_talk:Fortify_Pickpocket|Fortify Pickpocket]] bugs, I don't trust the percentage shown. [[Special:Contributions/71.132.201.220|71.132.201.220]] 07:43, 4 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pickpocketing NPC ==&lt;br /&gt;
&lt;br /&gt;
When I am pickpocketing NPCs' items/clothing/weapons, do they ever respawn their items? If it does, how long does it take for they to respawn?&lt;br /&gt;
:Some NPCs such as guards do but most people don't respawn clothes or weapons.[[User:RIM|RIM]] 16:01, 1 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Annoying glitch ==&lt;br /&gt;
&lt;br /&gt;
I just went to pickpocket someone, and reguardless of who it is, it says they already caught me. I question this skill's usefulness entirely, but how do I fix this? I thought waiting 24 hours cleared all atte,pts, and was hoping it'd clear the ones I never made.  Never been to this city before, no bounty. [[User:Roleplayer242621|Roleplayer242621]] 23:06, 1 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Levelling ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Most of the time stealing items worth more than 100 at earlier skill levels and 500+ later on guarantee skill level increases.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This doesn't seem right to me. I am level 40 and 40 pickpocketing skill and I have many 1000+ priced items, but pickpocketing them doesn't give me any more exp than iron daggers. Also, even at 0% pickpocketing chance, I'm still able to transfer items to and from anyone. I don't have the rank 5 light fingers perk or any of the other perk glitches mentioned. I have even levelled up several times just using a few iron daggers. I'm on PC version.&lt;/div&gt;</summary>
		<author><name>71.132.201.220</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Fortify_Pickpocket&amp;diff=843916</id>
		<title>Skyrim talk:Fortify Pickpocket</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Fortify_Pickpocket&amp;diff=843916"/>
		<updated>2012-01-04T07:29:38Z</updated>

		<summary type="html">&lt;p&gt;71.132.201.220: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;i think this effect if bugged when enchanted (or at least, the thieves guild boots are), i've equipped them and the % chance went DOWN instead of up (from 8% to 0% once, and from 5% to 0% another time). if i unequip them the % chance goes back up again to what it was before.&lt;br /&gt;
[[Special:Contributions/89.242.80.146|89.242.80.146]] 15:51, 3 January 2012 (UTC) rash&lt;br /&gt;
:Confirmed (partially). I have the Thieves Guild Boots as well as a few (Eminent/Extreme) Deft Hands jewelries and armor. With 100 Pickpocketing, 1/5 Light Fingers, Cutpurse, and no Fortify Pickpocket enchantments, stealing 1460 gold from a standing unaware person shows 10% chance; putting on all 4 Fortify Pickpocket items showed *at one time* 49%. Failed then reloaded, and it's 0%! Leaving only the Thieves Guild Boots on while still at the steal inventory menu showed 8%. Exited the menu, put all 4 enchantments back on, checked inventory again, 0%. Exited the menu, put all 4 off, checked inventory, 60%. I'm at a loss on how that's calculated. Edit: Unequipped everything to have a constant 10% chance, succeeded after ~30 reloads (90%^30 is about 4%, very unlucky). [[Special:Contributions/71.132.201.220|71.132.201.220]] 07:15, 4 January 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>71.132.201.220</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Fortify_Pickpocket&amp;diff=843902</id>
		<title>Skyrim talk:Fortify Pickpocket</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Fortify_Pickpocket&amp;diff=843902"/>
		<updated>2012-01-04T07:15:55Z</updated>

		<summary type="html">&lt;p&gt;71.132.201.220: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;i think this effect if bugged when enchanted (or at least, the thieves guild boots are), i've equipped them and the % chance went DOWN instead of up (from 8% to 0% once, and from 5% to 0% another time). if i unequip them the % chance goes back up again to what it was before.&lt;br /&gt;
[[Special:Contributions/89.242.80.146|89.242.80.146]] 15:51, 3 January 2012 (UTC) rash&lt;br /&gt;
:Confirmed (partially). I have the Thieves Guild Boots as well as a few (Eminent/Extreme) Deft Hands jewelries and armor. With 100 Pickpocketing, 1/5 Light Fingers, Cutpurse, and no Fortify Pickpocket enchantments, stealing 1460 gold from a standing unaware person shows 10%; putting on all 4 Fortify Pickpocket items showed *at one time* 49%. Failed then reloaded, and it's 0%! Leaving only the Thieves Guild Boots on while still at the steal inventory menu showed 8%. Exited the menu, put all 4 enchantments back on, checked inventory again, 0%. Exited the menu, put all 4 off, checked inventory, 60%. I'm at a loss on how that's calculated. [[Special:Contributions/71.132.201.220|71.132.201.220]] 07:15, 4 January 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>71.132.201.220</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Mine_or_Yours&amp;diff=842636</id>
		<title>Skyrim:Mine or Yours</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Mine_or_Yours&amp;diff=842636"/>
		<updated>2012-01-03T08:13:28Z</updated>

		<summary type="html">&lt;p&gt;71.132.201.220: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Quests|Miscellaneous}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Skyrim:Filnjar|Filnjar]]&lt;br /&gt;
|Loc=[[sr:Shor's Stone|Shor's Stone]], [[sr:Redbelly Mine|Redbelly Mine]]&lt;br /&gt;
|Reward=Leveled amount of Gold&lt;br /&gt;
|SuggSpell=[[sr:Fire Damage|Fire Damage]], [[sr:Shock Damage|Shock Damage]], [[sr:Resist Poison|Resist Poison]]&lt;br /&gt;
|SuggLevel=6+&lt;br /&gt;
|Image=&lt;br /&gt;
|Imgdesc=&lt;br /&gt;
|Difficulty=Easy&lt;br /&gt;
|description=[[Skyrim:Filnjar|Filnjar]] needs help ridding the [[Skyrim:Redbelly Mine|Redbelly Mine]] of [[Skyrim:Frostbite Spider|Frostbite Spiders]]. &lt;br /&gt;
|ID=FreeformShorsStone01&lt;br /&gt;
|Icon=&lt;br /&gt;
}}&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
&amp;lt;!-- Instructions:  Provide a point-by-point list of the key tasks that need to be completed for this quest.  Spoilers should be avoided in the quick walkthrough. --&amp;gt;&lt;br /&gt;
# Talk to [[Skyrim:Filnjar|Filnjar]] about the local mine.&lt;br /&gt;
# Head over to the mine and kill all of the [[sr:Frostbite Spider|Frostbite Spiders]].&lt;br /&gt;
# Return to Filnjar for your reward.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
&amp;lt;!-- Instructions: The detailed walkthrough should provide full information about the quest, organized into paragraphs.  Spoilers belong in this section.--&amp;gt;&lt;br /&gt;
Talk to '''Filnjar''' about '''Redbelly Mine''' to reveal that its closure is hurting the local economy and may force him out of work. Further dialogue reveals that the source of the problem is an infestation of Frostbite Spiders that have made it their home and forced the workers out. The Spiders appeared suddenly overnight without reason or cause.&lt;br /&gt;
&lt;br /&gt;
Naturally he asks you to put things right. Agree to help and he will point you in the direction of the mine just down the path from his house. Inside you will find several Frostbite Spiders that will attack on sight. Fire spells can make short work of them with little danger of retaliation. There should be two sets of three spiders with a mix of the medium and small-sized Frostbite Spiders. When you have exterminated every last one of the spiders, return to Flinjar who will thank you for saving his livelihood and reward you with a leveled amount of gold.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Filnjar may be killed by the wild animals that reside very near to his forge. Because of this, make sure there are no animals following you as you head into the town.&lt;br /&gt;
*The Spiders will respawn after a long period of time and the miners may even continue to work in the mine through subsequent infestations. While highly dangerous for the NPCs present, after you dispose of (even only one of) the spiders yet again you can claim another reward from Filnjar. If you return at night, the miners won't be in danger.&lt;br /&gt;
*There are several dessicated corpses within the mine despite Filnjar stating that nobody had been harmed by the infestation.&lt;br /&gt;
*Spider corpses clean up on exit from the mine, spider objects such as webbing and desiccated corpses will remain.&lt;br /&gt;
*There is a [[sr:Shor's Stone Guard|Shor's Stone Guard]] that sits outside the mine. If you talk to him or her and enter the mine while dialogue is continuing they will follow in and can be used to help clear the mine. Although its not a difficult task unless at a very low level.&lt;br /&gt;
*Killing all the Frostbite Spiders should trigger the object to &amp;quot;Return to Filnjar&amp;quot; regardless of having talked to him or not.&lt;br /&gt;
*Frostbite Spiders do not appear to be leveled. At very high and very low levels remains medium and small sized variations of the creature.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{Bug|The quest objective will sometimes complete after killing only a few of the Frostbite Spiders. The miners will return to work with the Spiders still in Redbelly Mine if you report back to Filnjar.}} &lt;br /&gt;
{{Bug|After the first completion, if the Spiders respawn the miners will continue to work in the newly infested mine. No known fix, but entering at night can limit potential harm to NPCs.}}&lt;br /&gt;
&lt;br /&gt;
==Quest Stages==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|10||{{Quest Comment|Objective is assigned}}: Clear Redbelly Mine of spiders&lt;br /&gt;
|20||{{Quest Comment|Objective is assigned}}: Return to Filnjar&lt;br /&gt;
|30||&lt;br /&gt;
|200|Yes|&lt;br /&gt;
|250||&lt;br /&gt;
}}&lt;br /&gt;
{{Skyrim Quest Stages Notes}}&lt;br /&gt;
{{Stub|Quest}}&lt;/div&gt;</summary>
		<author><name>71.132.201.220</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Elisif%27s_Tribute&amp;diff=842548</id>
		<title>Skyrim talk:Elisif's Tribute</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Elisif%27s_Tribute&amp;diff=842548"/>
		<updated>2012-01-03T06:17:16Z</updated>

		<summary type="html">&lt;p&gt;71.132.201.220: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The talk about secretly worshiping Talos is inaccurate-- unless someone can provide backing evidence such as speech from another NPC or text. She offers a dialog option where she clearly states she does not worship Talos and the tribute should be placed at the shrine, as with all other shrines, because of tradition. Right now it is pure conjecture, and even if it does suggest some affirmation in Talos worship, the party that worships Talos could be Torygg and her tribute could have been performed on behalf of her late husband's wishes.&lt;br /&gt;
:I concur. Following a will is not the same as being a secret worshipper. If no one else objects, let's revise the page in a week. -[[User:RedKnight|RedKnight]] 11:51, 22 December 2011 (UTC) P.S. Please use wiki sigs (-&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;) so things are timestamped etc. Thanks.&lt;br /&gt;
::Done [[Special:Contributions/71.132.201.220|71.132.201.220]] 06:17, 3 January 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>71.132.201.220</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Elisif%27s_Tribute&amp;diff=842547</id>
		<title>Skyrim:Elisif's Tribute</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Elisif%27s_Tribute&amp;diff=842547"/>
		<updated>2012-01-03T06:16:42Z</updated>

		<summary type="html">&lt;p&gt;71.132.201.220: /* Quick Walkthrough */  It's an act of tradition and not of worship. See discussion.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Quests|Miscellaneous}} [[Category:Skyrim-Quests-Radiant]]&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Skyrim:Elisif the Fair|Elisif the Fair]]&lt;br /&gt;
|Loc=[[Skyrim:Blue Palace|Blue Palace]]&lt;br /&gt;
|Reward=&lt;br /&gt;
|Image=SR-quest-Elisif's Tribute.jpg&lt;br /&gt;
|Imgdesc=Torygg's war horn in place at the Shrine of Talos&lt;br /&gt;
|description=Take Torygg's war horn to the Shrine of Talos.&lt;br /&gt;
|ID=SolitudeFreeform07&lt;br /&gt;
}}&lt;br /&gt;
==Radiant Options==&lt;br /&gt;
This is a radiant quest which you can only receive from the following person.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! QuestGiver&lt;br /&gt;
! QuestGiverHome&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Elisif the Fair|Elisif the Fair]] || [[Skyrim:Blue Palace|Blue Palace]] ([[Skyrim:Solitude|Solitude]]) || [[Skyrim:Torygg's War Horn|Torygg's War Horn]]&lt;br /&gt;
|}&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
&lt;br /&gt;
A miscellaneous quest given to the player after [[Skyrim:The Man Who Cried Wolf|The Man Who Cried Wolf]] ; gives access to [[Skyrim:Proudspire Manor|Proudspire Manor]].&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
&amp;lt;!-- Instructions: The detailed walkthrough should provide full information about the quest, organized into paragraphs.  Spoilers belong in this section.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Elisif will ask you to take Torygg's War Horn to a shrine of Talos near Whiterun.&lt;br /&gt;
&lt;br /&gt;
The shrine is east of Whiterun along the northern bank of the river underneath an overhang behind some trees. It is NNE of the Ritual Stone and Graywatch, and southeast of Shimmermist Cave. It can be hard to see because of the trees and hilly terrain. The grotto opens to the south, so it is best approached from that direction (i.e., from the river), perhaps in daylight.&lt;br /&gt;
&lt;br /&gt;
When you turn the Quest into Elisif you will then be able to purchase property in Solitude.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Once the horn is placed at the Shrine of Talos, you can pick up the horn before returning to Elisif and still complete the quest.&lt;br /&gt;
&lt;br /&gt;
==Quest Stages==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|0||&lt;br /&gt;
|10||{{Quest Comment|Objective is assigned}}: Take &amp;lt;Alias&amp;amp;#61;Item&amp;gt; to the Shrine of Talos for &amp;lt;Alias&amp;amp;#61;Questgiver&amp;gt;.&lt;br /&gt;
|20||{{Quest Comment|Objective is assigned}}: Talk to Elisif&lt;br /&gt;
|30||&lt;br /&gt;
|200||&lt;br /&gt;
}}&lt;br /&gt;
{{Skyrim Quest Stages Notes}}&lt;br /&gt;
{{Stub|Quest}}&lt;/div&gt;</summary>
		<author><name>71.132.201.220</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Arcane_Enchanters&amp;diff=839971</id>
		<title>Skyrim talk:Arcane Enchanters</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Arcane_Enchanters&amp;diff=839971"/>
		<updated>2012-01-01T03:09:53Z</updated>

		<summary type="html">&lt;p&gt;71.132.201.220: /* Another one in Windhelm */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is not an Arcane Enchanter in the inn in Riverwood - just an Alchemy Lab&lt;br /&gt;
&lt;br /&gt;
== Another one in Windhelm ==&lt;br /&gt;
&lt;br /&gt;
There's one in the Windhelm market behind the female fence whose name I forget. [[Special:Contributions/71.132.201.220|71.132.201.220]] 03:09, 1 January 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>71.132.201.220</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Arcane_Enchanters&amp;diff=839970</id>
		<title>Skyrim talk:Arcane Enchanters</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Arcane_Enchanters&amp;diff=839970"/>
		<updated>2012-01-01T03:09:43Z</updated>

		<summary type="html">&lt;p&gt;71.132.201.220: /* Another one in Windhelm */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is not an Arcane Enchanter in the inn in Riverwood - just an Alchemy Lab&lt;br /&gt;
&lt;br /&gt;
== Another one in Windhelm ==&lt;br /&gt;
&lt;br /&gt;
There's one in the Windhelm market behind the female fence whose name I forget.&lt;/div&gt;</summary>
		<author><name>71.132.201.220</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Lights_Out!&amp;diff=838630</id>
		<title>Skyrim:Lights Out!</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Lights_Out!&amp;diff=838630"/>
		<updated>2011-12-31T02:15:34Z</updated>

		<summary type="html">&lt;p&gt;71.132.201.220: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Quests}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver='''[[Skyrim:Jaree-Ra|Jaree-Ra]]'''&lt;br /&gt;
|Reward=Leveled Gold plus random loot&lt;br /&gt;
|Disp=&lt;br /&gt;
|Rep=&lt;br /&gt;
|Prev= None&lt;br /&gt;
|Conc=&lt;br /&gt;
|Next=&lt;br /&gt;
|Loc=[[Skyrim:Solitude|Solitude]], [[Skyrim:Solitude Lighthouse|Solitude Lighthouse]], [[Skyrim:Wreck of the Icerunner|Wreck of the Icerunner]], [[Skyrim:Broken Oar Grotto|Broken Oar Grotto]]&lt;br /&gt;
|Image=&lt;br /&gt;
|ImgDesc=&lt;br /&gt;
|description=Help Run A Cargo Ship Aground&lt;br /&gt;
|ID=MS07&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
# Talk to [[Skyrim:Jaree-Ra|Jaree-Ra]] in [[Skyrim:Solitude|Solitude]]&lt;br /&gt;
# Extinguish the beacon of the [[Skyrim:Solitude Lighthouse|Solitude Lighthouse]]&lt;br /&gt;
# Return to Jaree-Ra&lt;br /&gt;
# Head to the [[Skyrim:Wreck of the Icerunner|Wreck of the Icerunner]]&lt;br /&gt;
# Deal with the [[Skyrim:Blackblood Marauder|Blackblood Marauders]]&lt;br /&gt;
# Clear [[Skyrim:Broken Oar Grotto|Broken Oar Grotto]]&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
&lt;br /&gt;
===A quiet word===&lt;br /&gt;
&lt;br /&gt;
In [[Skyrim:Solitude|Solitude]], find an Argonian named [[Skyrim:Jaree-Ra|Jaree-Ra]] leaning against a wall. On speaking to him, he asks how you would like to make some gold, and tasks you to put out the fire on the [[Skyrim:Solitude Lighthouse|Solitude Lighthouse]]. A ship called the Icerunner is due to come into port, and without the lighthouse fire to guide it, will crash on the rocks to be plundered. He assures you that the men aboard won't be harmed, and 'may even be grateful for the daring rescue we'll perform'. After you put the lighthouse fire out, he tells you that you are to meet him again by the [[Skyrim:East Empire Company|East Empire Company]] docks, but not to speak to him beforehand.&lt;br /&gt;
&lt;br /&gt;
===Professional wrecking===&lt;br /&gt;
&lt;br /&gt;
Head north-east towards the Lighthouse, and once you reach it, head on up. There should be no guards in the building, but be careful all the same. Once you make it to the top, head over to the fire and activate it, putting it out. Travel back the the Eastern Empire Company docks and find Jaree-Da. He will tell you that the ship never made it to port, and to go and find the wreck on the north coast (it will be marked on your map). He says his sister Deeja is already aboard, and is waiting for your arrival.&lt;br /&gt;
&lt;br /&gt;
===Plunder away!===&lt;br /&gt;
&lt;br /&gt;
Once you reach the Icerunner's wreck, one of the [[Skyrim:Blackblood Marauder|Blackblood Marauders]] there will stop you and explain that Deeja is on board the ship, two levels down. A possible bug here means the gangway to walk onto the ship doesn't always appear ''(see Bugs)''. Around the boat in the sea are various containers, mostly food items, with some locked Novice-level chests. The things washed up on shore are regarded as the Blackblood's haul, so taking any of these counts as stealing from them (If you finish the whole mission and then come back these are free-for-all). Once you've finished collecting, head aboard.&lt;br /&gt;
&lt;br /&gt;
Most of the containers on the top deck count as the Blackblood's plunder, so watch what you pick up. Despite Jaree-Ra's words, the sailors aboard are all dead; a dead [[Skyrim:Imperial Guard|Imperial Guard]] is near the front of the ship, as well as some [[Skyrim:Sailor|sailors]] that can be looted. Head to the door and go inside the ship. Continue down the stairs and around the first lower deck. There is some minor loot around (mainly food items in sacks) and more dead sailors, as well as some (living) members of the Blackblood Marauders. Head towards the front of the ship and go down the stairs to the ship's hold. Go to the back wall and up the stairs on the left, and through the small door. [[Skyrim:Deeja|Deeja]] is waiting inside; walk up to her and she will tell you that she was expecting you, and that you'll get what you deserve. Speak to her, and she will explain that the plunder has already been moved, and that you need to be 'taken care of'. She will then turn hostile and attack; kill her, and then loot the body, retrieving a [[Skyrim:Note From Jaree-Ra|Note From Jaree-Ra]] which explains that the plunder is at [[Skyrim:Broken Oar Grotto|Broken Oar Grotto]], and that Deeja should kill you once you've arrived. The rest of the Marauders will now turn hostile too; fight your way back to the top deck and make your escape.&lt;br /&gt;
&lt;br /&gt;
===Broken oars, broken promises===&lt;br /&gt;
&lt;br /&gt;
Once outside, kill any remaining Marauders, then head to Broken Oar Grotto. Head into the cave, a network of scaffolding and wrecks. Take care of the two Marauders at the top of the scaffold to the right. Once at the top of the scaffold, follow the path to the right for some more minor loot including an open chest, then head back to the left-most path up the slope. Continue along the ledge until you see the drawbridge, and take out the Marauder guarding it. At the very bottom of the stairs there is a minor loot chest; halfway up is a crate full of wine. To continue, go back to the drawbridge and pull the lever to release it; head across the bridge to the next ledge. A coin purse is on the table to the right. The battle ahead will be quite tough, so it's a good idea to save beforehand. &lt;br /&gt;
&lt;br /&gt;
You have two options to continue: &lt;br /&gt;
&lt;br /&gt;
====Follow the left path====&lt;br /&gt;
&lt;br /&gt;
Heading down the left-hand walkway (which is free of Marauders) will lead you around the cave and will lead to a ledge overlooking the ship where Jaree-Ra is hiding. You can pick some of the enemies off from this spot with a bow; if not, release the drawbridge and continue across to the ship and deal with Jaree-Ra and his gang.&lt;br /&gt;
&lt;br /&gt;
====Into the cave====&lt;br /&gt;
&lt;br /&gt;
Going into the cave on the right will bring you into the Marauder's living area, where there are two enemies but also loot. The cave comes out at roughly the same place as the walkway, but shows a path upwards towards the cave roof. A Marauder is keeping watch near the top of this path, so take care of him before proceeding to the peak. From here you have a good vantage point over the ship, and can take out more of the Marauders with arrows before they can reach you. Be aware that the path continues down to the ship on the other side, and that Marauders can easily run up behind you if you aren't careful. Defeat the marauders and kill Jaree-Ra. After Jaree-Ra is dead, loot his body and the nearby chest for a large amount of gold and various gems. The quest completes once you kill him. Additional loot can be found in Captain Aldis' chest, which is located on the top deck of the shipwreck.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
*If you get caught in between too many Marauders at the top of the cliff in Broken Oar Grotto, jump into the water. It will do only a slight amount of damage, if any at all, and will prevent the Marauders from getting to you. Another tactic is to herd them onto the narrowest part of the ledge and use a Shout to knock them all off the ledge so that they have to climb back up again, giving you time to heal and pick more off with arrows or spells&lt;br /&gt;
 &lt;br /&gt;
*A useful tip for defeating the Marauders is to employ guerrilla tactics. Use the ledges and cliffs to split the groups up and pick them off one by one. Also, in the water, there is a small clump of rocks near to the back wall at the south end of the cave. Hide amongst these and use arrows to pick off some of Jaree-Da's henchmen. Sneaking up the wooden steps on the landing platform also gives you the advantage, as most of the enemies are on the higher levels of the scaffold and will take time reaching you&lt;br /&gt;
&lt;br /&gt;
*Look out for a Marauder in the Grotto in Jaree-Ra's lair called [[Skyrim:Captain Hargar|Captain Hargar]]. When he's dead, loot his body for a key. His [[Skyrim:Hargar's Journal|journal]] indicates that he has stored his treasure in a sunken boat. By the side of the scaffolding is a longboat that's snapped in two; search on the submerged deck for a Master level chest, and unlock it with the key for treasure&lt;br /&gt;
&lt;br /&gt;
*Jaree-Ra counts as a friend for the purposes of charging the Ebony Blade, which can be useful for those attempting to avoid murdering their allies.&lt;br /&gt;
&lt;br /&gt;
*The Grotto will contain the Marauders and Captain Hargar if you enter before meeting Deeja on the wreck.  If you clear out the Grotto before the quest updates to kill Jaree-Ra, he will be the only occupant in the entire cave.&lt;br /&gt;
&lt;br /&gt;
*There is an Expert level chest submerged in the middle of the main scaffolding.&lt;br /&gt;
&lt;br /&gt;
*There are at least two chests in the water, with skeleton laying by them. (I didn't see the expert one above).&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
* A possible bug appears where upon finding the Wreck of the Icerunner, the gangway to climb aboard does not appear, making it impossible to get aboard the ship. Reloading or fast traveling to another place and then back again seem to work &lt;br /&gt;
&lt;br /&gt;
* Another bug: Deeja's corpse disappearing, making it impossible to get the note to continue the quest.&lt;br /&gt;
&lt;br /&gt;
==Quest Stages==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|0||&lt;br /&gt;
|3||&lt;br /&gt;
|5||&lt;br /&gt;
|8||&lt;br /&gt;
|10||Jaree-Ra on the Solitude docks has an offer for me.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Listen to Jaree-Ra's offer in Solitude&lt;br /&gt;
|50||Jaree-Ra has asked me to put out the Solitude lighthouse fire.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Put out the fire in the Solitude Lighthouse&lt;br /&gt;
|100||I've put out the Solitude Lighthouse Fire. I must return to Jaree-Ra and find out if a ship has crashed.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Return to Jaree-Ra&lt;br /&gt;
|125||I've put out the Solitude Lighthouse fire and the Icerunner has failed to dock. I am to head up Solitude's eastern shoreline to find where it's run aground and meet Deeja.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Find Deeja at the Wreck of the Icerunner&lt;br /&gt;
|150||I've put out the Solitude Lighthouse fire and the Icerunner has run aground. When I went to meet Deeja at the wreck things went horribly wrong. I must defeat Deeja to retrieve my share of the loot.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Defeat Deeja&lt;br /&gt;
|175||Jaree-Ra has betrayed me and taken the loot from the Icerunner. I've defeated his sister Deeja, now I must track down Jaree-Ra.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Find out where Jaree-Ra's bandits took the loot&lt;br /&gt;
|200||{{Quest Comment|Objective is assigned}}: Travel to Broken Oar Grotto&lt;br /&gt;
|225||Jaree-Ra has betrayed me and taken the loot from the Icerunner to Camp Broken Oar. I must defeat Jaree-Ra.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Defeat Jaree-Ra&lt;br /&gt;
|250|Yes|I have defeated Jaree-Ra and his bandits.&lt;br /&gt;
}}&lt;br /&gt;
{{Skyrim Quest Stages Notes}}&lt;/div&gt;</summary>
		<author><name>71.132.201.220</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Yngvild&amp;diff=838358</id>
		<title>Skyrim talk:Yngvild</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Yngvild&amp;diff=838358"/>
		<updated>2011-12-30T22:07:30Z</updated>

		<summary type="html">&lt;p&gt;71.132.201.220: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There seems to be a hidden passage in here without a handle to open it (northern part of local map, small room, you can see a path starting  from the room and the moveable rock shape on the wall. Perhaps I'm blind. Or it relates to another quest than recovering the 4 journals perhaps?&lt;br /&gt;
&lt;br /&gt;
nevermind.... just the way out later.&lt;br /&gt;
&lt;br /&gt;
In his fourth journal Arondil indicates there is &amp;quot;an inner sanctum deeper still within Yngvild,&amp;quot; but there is no door in the second room that would lead to a third area. Any ideas? [[Special:Contributions/74.76.141.81|74.76.141.81]] 02:20, 9 December 2011 (UTC)&lt;br /&gt;
:Most likely the inner sanctum is the throne room, i think. --[[User:MortenOSlash|MortenOSlash]] 22:12, 17 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;a Nord, a Redguard, and a Breton whose clothes are missing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In my play their clothes were still on, guess I arrived too early :) [[Special:Contributions/71.132.201.220|71.132.201.220]] 22:07, 30 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>71.132.201.220</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Waking_Nightmare&amp;diff=837236</id>
		<title>Skyrim talk:Waking Nightmare</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Waking_Nightmare&amp;diff=837236"/>
		<updated>2011-12-30T04:06:39Z</updated>

		<summary type="html">&lt;p&gt;71.132.201.220: /* Waited too long? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bug ==&lt;br /&gt;
There is a bug with this quest, at least on the Xbox version, where as when you follow the priest into the chapel, he dissapears making it impossible to advance on with the quest. I'm not sure on how to properly add this to the bugs section, so I posted it here - [[User:Emoboy64|Emoboy64]] 03:14, 12 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Possible glitch - FIXED ==&lt;br /&gt;
&lt;br /&gt;
I've been writing the walkthrough so far as much as I can, but am now stuck on the Dreamwalker part. I can't seem to find the Miasma, and the only logical place (the library) is barred by an invisible wall. Can anyone else solve this? [[User:Spikelovesmetal|Spikelovesmetal]] 15:14, 12 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Did you get past the Dreamwalker section?  I'm stuck on an invisible doorway; it looks like I need to pass in order to release the Miasma but I can't pass through it....&lt;br /&gt;
&lt;br /&gt;
^There is a chain to can activate to your left when you are stuck at this invisible doorway; it's difficult to see because of the fuzzy, dream effect.&lt;br /&gt;
&lt;br /&gt;
== Miasma ==&lt;br /&gt;
&lt;br /&gt;
Look at the bottom of the book shelf to the right of the platform in the alchemy room.&lt;br /&gt;
&lt;br /&gt;
That's not Miasma.  Its the Torpor.  I'm talking about when you are in the Dream sequence.&lt;br /&gt;
&lt;br /&gt;
There is key to release Miasma at the left side of the room with invisible wall.&lt;br /&gt;
&lt;br /&gt;
== Erandur not responding (glitch/bug?) ==&lt;br /&gt;
&lt;br /&gt;
After the fight in the laboratory to find the Torpor, objective &amp;quot;Speak to Erandur&amp;quot; cannot be completed as I can't talk to him at all. Tried reloading a save/waiting and nothing changes. (Xbox 360)&lt;br /&gt;
::This happened to me but I loaded and he spoke to me after the fight.  IIRC I killed both people myself the second time and the first time he killed one of them.  It could also be a bug associated with hitting him during the fight. (Xbox 360) [[Special:Contributions/173.80.118.190|173.80.118.190]] 01:00, 23 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Walk upstairs until you see the room below you.  On the wall you will find the option to release the miasma.&lt;br /&gt;
&lt;br /&gt;
== Broken on console ==&lt;br /&gt;
&lt;br /&gt;
Saw that there was an Xbox complaint, this quest is broken on PS3 as well.  When I get to the tower, Erandur has moved to end of dungeon, so no way of getting through.  No console commands either so...guess it's just unfinished.&lt;br /&gt;
: It was on PC too. Still, I somehow managed to get it work, but not sure how.&lt;br /&gt;
&lt;br /&gt;
== Erandur glitched on me (Xbox) ==&lt;br /&gt;
&lt;br /&gt;
I finished almost all the objectives in Waking Nightmare - drank torpor, released miasma, killed the two NPCs as directed and am now instructed to talk to Erandur again - only he won't speak to me at all! All I have left (I think) is to talk to him and render the skull inert, but now I'm stuck after this lengthy quest. I did try punching him to see if that would help unstick him, but he just fought back. After surrendering, he stopped attacking but still no dialog options available. I can't find anyone with this particular issue yet as it seems he glitches earlier in the quest for most. :(  I'm sadly also glitched with the Markarth guard/bounty loop so I guess I'm stuck waiting for updates before I can complete this quest and all of my Markarth objectives.&lt;br /&gt;
&lt;br /&gt;
UPDATE: I'm happy to report that after going back out of the Temple, saving, restarting and loading the game, I was able to fix this issue. When I made it back to Erandur, he (finally) spoke to me. My other issues still remain in Markarth and Belethor's Goods (at least I think it's a glitch - it's always locked now and he is GONE), so I still anxiously await the first update. :)&lt;br /&gt;
&lt;br /&gt;
Confirmed workaround. Nov 24 2011 &lt;br /&gt;
The above solution of leaving, saving, loading, and returning to Erandur does work for PC&lt;br /&gt;
&lt;br /&gt;
Second confirmed workaround (also PC). Nov 25 2011&lt;br /&gt;
Leaving the temple, saving, closing Skyrim, then relaunching and loading the save makes Erandur revert to a neutral state and you can talk to him normally to complete the quest as you see fit.&lt;br /&gt;
&lt;br /&gt;
Third Confirmed (Xbox360) - Left the building, saved, and went back inside and he talked to me just fine.&lt;br /&gt;
&lt;br /&gt;
Fourth confirmed (PS3) - No save or re-load required. All I had to do was exit the building and re-enter. Since Erandur followed me to the entrance (little creeper), he was right there to talk when I came back in.&lt;br /&gt;
&lt;br /&gt;
== Bugs... everywhere! ==&lt;br /&gt;
&lt;br /&gt;
These bugs were all on the article - and they more or less covers all NPCs who will either lead or follow you - I see no need to keep them on the page at the moment, but will keep the bug template for later investigation:&lt;br /&gt;
*{{Bug|A possible bug may occur shortly before entering Nightcaller Temple, where Erandur may disappear and not return. In this case either reloading to a point in Dawnstar (such as the Inn) or entering the Temple and going back outside again may work.}}&lt;br /&gt;
*{{Bug|Erandur occasionally gets stuck on the stairs inside the tower; going behind him and giving him a 'push' will usually make him walk again, or failing that, wait an hour and try again}}&lt;br /&gt;
*{{Bug|Erandur can also get stuck walking up the hill on rocks at the start of the quest, usually he does start walking the right way again.}}&lt;br /&gt;
*{{Bug|Erandur can become stuck once you find the Torpor, such that he will not give you any dialogue option for continuing the quest. EDIT: To continue the quest, you MUST DRINK THE TORPOR. You're welcome.}}&lt;br /&gt;
--[[User:Krusty|Krusty]] 23:08, 20 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Oblivion Walker Achievement ==&lt;br /&gt;
&lt;br /&gt;
It says in the article that acquiring the Skull of Corruption from this quest is essential to get the Oblivion Walker achievement. This is not true, as there are 17 Daedric Artifacts in the game and the player must only obtain 15 to get the achievement.&lt;br /&gt;
I verified this myself by obtaining both the Saviour's Hide and the Ring of Hircine from the Ill met by Moonlight quest as well as 13 other artifacts and unlocking Oblivion Walker (on Steam).&lt;br /&gt;
It is true however that the player must get either the Skull OR the Masque of Clavicus Vile (I believe they are the only artifacts that can be missed even if you successfully complete their respective quests).&lt;br /&gt;
:I cannot see where it says this so im assuming it has been removed already, however I would like to point out that tho there are infact 17 artifacts the skeleton key does not count for the achivement and getting both Saviour's Hide and the Ring of Hircine is a glitch which leaves only 15. Without using that glitch you need to get all 15 artifacts. [[User:Kimi the Elf|Kimi the Elf]] 23:00, 21 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Glitch fix for PC ==&lt;br /&gt;
&lt;br /&gt;
If Erandur vanishes upon entering the Night Caller Temple or becomes non responsive (i.e. you cannot talk to him), this is a quick work around:&lt;br /&gt;
&lt;br /&gt;
Open command console and run these two commands:&lt;br /&gt;
&lt;br /&gt;
prid 0024280 ↵&lt;br /&gt;
&lt;br /&gt;
moveto player ↵&lt;br /&gt;
&lt;br /&gt;
Kudos to Xenon Sector 539&lt;br /&gt;
&lt;br /&gt;
== Approach to XBOX Erandur glitch ==&lt;br /&gt;
&lt;br /&gt;
If Erandur glitches after you have entered Night Caller Temple, exit the temple and re-enter: Erandur will no longer be glitched.  There is no need to return to past saves if he glitches AFTER he enters the temple.  &lt;br /&gt;
&lt;br /&gt;
If you are troubled by the entrance glitch (i.e. you follow Erandur into Night Caller Temple but you are trapped in the first chamber without him), this glitch requires loading an earlier saved game.&lt;br /&gt;
&lt;br /&gt;
== Getting the potion BEFORE Erandur ==&lt;br /&gt;
&lt;br /&gt;
If you get the Torpor before finding the book, the quest stucks.&lt;br /&gt;
When Erandur reaches the Laboratory, he do nothing. There's no dialogue available, even with the potion in your inventory.&lt;br /&gt;
You can't neither drink it (&amp;quot;You can not eat quest items&amp;quot;, says the game) or drop it (&amp;quot;Quest items cannot be removed from your inventory&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
I tried the console. I rushed into the Laboraty before Erandur, and put a potion in the bookshelf. Didn't work.&lt;br /&gt;
Might putting in Erandur's inventory would do it, but I don't know how to give a item to a NPC.&lt;br /&gt;
Any clues?&lt;br /&gt;
[[Special:Contributions/187.126.102.146|187.126.102.146]] 12:49, 12 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I think I put the potion in Erandur's inventory via console. I'm not sure, however, 'cause you can't pickpocket Erandur. &lt;br /&gt;
:Anyway, didn't work. [[Special:Contributions/187.126.102.146|187.126.102.146]] 13:03, 12 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Erandur stuck at the Inn (Xbox) ==&lt;br /&gt;
&lt;br /&gt;
Possible glitch and solution.&lt;br /&gt;
&lt;br /&gt;
Spoke to Erandur on first arrival to Dawnstar, but didn't follow him. (Xbox360)&lt;br /&gt;
&lt;br /&gt;
Later in the game, found him at the Windpeak Inn, at the bar. Wouldn't move from there, between the two stools, although he kept uttering &amp;quot;follow me, my son.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Finally able to dislodge him by summoning a Frost Atronach at his feet, which pushed him out away from the bar and started him walking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Same here on PC.&lt;br /&gt;
-Stuck between the stool. Try to move him in a fight but he just wont move. &lt;br /&gt;
-Keep muttering about a tower inside the inn.&lt;br /&gt;
&lt;br /&gt;
==Ruin within a ruin?==&lt;br /&gt;
On your way to the temple Erandur makes reference to a &amp;quot;ruin inside a ruin&amp;quot;... Is this an inception Easter Egg (the quest is about dreams after all) or just coincidence?&lt;br /&gt;
&lt;br /&gt;
== Erandur is helplessly crawling around - SOLVED (a bit) ==&lt;br /&gt;
&lt;br /&gt;
I'm the type of player that likes to raid everything, but Erandur (being a stupid weak old fool) decided to run through all the rooms without my help. I found a trail of dead followers and orcs, leading to him and now he's just crawling around extremely slowly, because he would be dead if he wasn't an invincible quest NPC. Now he can't get up the stairs to break the barrier around the skull, he's stuck at the bottom and the staircase is too steep. Healing hands spell doesn't work, so he's stuck and I can't finish the quest.&lt;br /&gt;
&lt;br /&gt;
Also, the &amp;quot;ruin within a ruin&amp;quot; isn't a reference to Inceptions &amp;quot;dream within a dream&amp;quot;. It's a ruin within a ruin, that's it. Dreams and ruins aren't the same thing, just because the sentence has the same structure as another sentence, doesn't mean one is a reference to the other. You're clutching at straws, get over it. Sometimes one thing is inside another thing, so what?&lt;br /&gt;
&lt;br /&gt;
_____________________________________________________________________________________________________________________________________________________________________&lt;br /&gt;
If you give him long enough, he will appear at the top of the stairs because the game finaly realises there's no other way. But then Vaermina tells you to kill him, so he becomes mortal and dies instantly. Now you can't kill him and you can't activate the skull pedestal. Attacking his corpse doesn't help. Removing everything from his corpse doesn't help. He's too powerful to be brought back to life, even by Revenant. Your companion also treats him as dead, so won't attack him. Waiting 24 hours does nothing. No shouts work. So now the quest won't finish until I murder someone who is already dead.&lt;br /&gt;
&lt;br /&gt;
== xBox 360 Miasma demystified... at least for me ==&lt;br /&gt;
&lt;br /&gt;
I think the secret to getting the whole thing to work is to do the following upon entering Nightcaller Temple&lt;br /&gt;
&lt;br /&gt;
'''1st room - To the left is a table with Shrine of Mara. Activate it to receive blessing.'''&lt;br /&gt;
&lt;br /&gt;
Follow Erandur - Find the book and Torpur potion.&lt;br /&gt;
&lt;br /&gt;
When at blocked door drink potion&lt;br /&gt;
&lt;br /&gt;
You appear in the skull room make your way back to blocked door&lt;br /&gt;
&lt;br /&gt;
Pull chain directly to left of blocked doorway.&lt;br /&gt;
&lt;br /&gt;
Take Common Stone and talk to Erandur&lt;br /&gt;
&lt;br /&gt;
You have to travel back to skull room and make a choice&lt;br /&gt;
&lt;br /&gt;
A - Murder Erandur to get the scepter&lt;br /&gt;
B - Let him live and he will become your companion.&lt;br /&gt;
&lt;br /&gt;
== Xbox 360 glitch ==&lt;br /&gt;
&lt;br /&gt;
The guy dissapears when i go into the temple, i dont have any previous saves to revert to, i have tried the leave temple and go back in, doesnt work, also restarted the console dodnt work, i waited 72 hours and he wasnt there, no solution for me yet.... real annoying&lt;br /&gt;
&lt;br /&gt;
== Waited too long? ==&lt;br /&gt;
&lt;br /&gt;
Existing text:&lt;br /&gt;
(if you waited too long before killing Erandur, you will lose both the Skull and the follower. The quest will end without giving you any reward; saying something like such is the result of indecision)&lt;br /&gt;
&lt;br /&gt;
How can one wait too long? The objective is to either 1) kill Erandur, or 2) wait for him to finish the steps to destroy the Skull, after which he can be a potential follower. There's no way to lose both unless one chooses 2), gets him as a potential follower, then deliberately kills him. I tried but I didn't get the indecision message.&lt;br /&gt;
&lt;br /&gt;
So I'll be removing that paragraph soon unless there's new evidence. [[Special:Contributions/71.132.201.220|71.132.201.220]] 04:06, 30 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>71.132.201.220</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Hitting_the_Books&amp;diff=833392</id>
		<title>Skyrim talk:Hitting the Books</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Hitting_the_Books&amp;diff=833392"/>
		<updated>2011-12-27T08:12:03Z</updated>

		<summary type="html">&lt;p&gt;71.132.201.220: /* Leveled */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Leveled==&lt;br /&gt;
When I arrived in Fellglow Keep at level 38, the vampires were &amp;quot;ancient&amp;quot;&lt;br /&gt;
rather than &amp;quot;fledgling&amp;quot;, and when released, started a fight with the remaining&lt;br /&gt;
mages. I'm not sure whether the latter is scripted, but it seems that the&lt;br /&gt;
vampires are leveled while the mages - still novices - are not, or at least&lt;br /&gt;
weren't during my visit.&lt;br /&gt;
&lt;br /&gt;
(Whoops. Didn't realize that this would not include line wraps!)&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/174.4.166.247|174.4.166.247]] 05:16, 16 November 2011 (UTC)&lt;br /&gt;
:I was level 53 but didn't see Ancient Vampires, only Fledglings. [[Special:Contributions/71.132.201.220|71.132.201.220]] 08:12, 27 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fun glitch when fighting the Caller ==&lt;br /&gt;
&lt;br /&gt;
I entered the Hitting the Books quest with my character a meek level 8. The majority of the quest was fairly difficult due to the low level. Once I reached the battle with the Caller I found that regardless of what i attempted she was becoming impossible to defeat. As a last ditch effort after dying multiple times I discovered a nifty glitch. At the very beginning of the battle(the second the conversation was at an end) I poisoned my Great Steel Longsword(Fine) with a weak poison of paralysis(paralyze target for 3 seconds). I immediately ran up to the Caller behind the center podium and struck her twice before she was was able to vanish. Running from the flame atronach and healing myself i realized the atronach was the only character in the room. I dispatched the atronach and began looking for the Caller. Almost 2 minutes later she reappeared, still paralyzed, in front of the top left podium. I was unable to strike her with any weapon and was unable to pickpocket her. I became worried due to the fact that she carried the only key out of the room. Finally I equipped my Firebolt spell and was able to inflict a bit of damage, however she vanished again. After waiting a further 2 minutes or so she reappeared once again near the right side podium, still paralyzed. Once again I struck her a few times with firebolt before she disappeared. Once again she popped up by the left podium. I continued the process, waiting for her to reappear between blows, until finally she was dispatched and i was able to search the corpse and retrieve the key. As a curiosity after saving i reloaded a previous save state and attempted to duplicate the silly battle and, sure enough, the results were the same. This was done on the Xbox 360 version of the game. I thought this info may be useful to low level players that got into the same predicament as myself or to the folks out there that enjoy glitches. It is most definitely time consuming however in my case was a happy accident.&lt;br /&gt;
&lt;br /&gt;
* The Caller disappeared semi-permanently for me as well. After the blue cloud animation she vanished and did not reappear but her red dot was still on the radar and Orthorn was firing spells at that location. This happened 4-5 times, me restarting the fight every time and getting frustrated because I could not kill her and get the key to exit the room and finish the quest. Finally after she vanished I entered the menu and exited, and she reappeared where she should be. This is the same behavior the missing targets exhibited in High Hrothgar while demonstrating my shout. This glitch is irritating but actually makes the fight rather easy since you know exactly where she will rematerialize and have time to heal and prepare. (This is on Xbox 360.) [[Special:Contributions/71.191.31.176|71.191.31.176]] 22:47, 21 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Similar glitch on PS3. Immediately before her first &amp;quot;teleportation&amp;quot; I was able to use my ice thuum to freeze her. She then kept reappearing still frozen and I was able to dispatch of her quite easily&lt;br /&gt;
&lt;br /&gt;
== Reward ==&lt;br /&gt;
&lt;br /&gt;
Is everybody getting a different reward?&lt;br /&gt;
I got: &lt;br /&gt;
* 2920, Hearth Fire, v9&lt;br /&gt;
* Catalogue of Weapon Enchantments*&lt;br /&gt;
* Daughter of the Niben*&lt;br /&gt;
* Racial Phylogeny&lt;br /&gt;
* Response to Bero's Speech&lt;br /&gt;
* The Black Arts on Trial&lt;br /&gt;
Also, I read the ones with the * before&lt;br /&gt;
--[[User:Ji e toy|Ji e toy]] 23:25, 1 December 2011 (UTC)&lt;br /&gt;
:I'm pretty certain that's exactly what I got as well; I'm virtually positive that I didn't get a copy of [[Skyrim:The Doors of Oblivion|The Doors of Oblivion]], which had been listed as a reward.  Since it's also a conjuration book, I'll assume that it was listed in error, remove it, leaving a {{tl|verification needed}} behind.  --[[User:DryHumour|DryHumour]] 06:59, 25 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::In the game data for this quest, two books are listed for each skill (with the exception of Alteration).  The first set of books includes Doors of Oblivion, and also happens to match the list of books in the Prima guide.  I haven't actually tested what triggers whether you get the first book or the second book, but it seems most likely to be determined by whether or not you've read the book.  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 18:07, 25 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Nice job! (Particularly the surgery to the walkthrough: I didn't feel brave enough to take the scissors to it, but it definitely needed it.)  However, could it be that you've inadvertently reversed the sense of the flag?  I got all of the books from the second set although I haven't read any books at all.  (I'm saving them until my skills are in the nineties.)  I assume that the data format is similar enough to one of the earlier games that an older editor works with Skyrim?  (I haven't been terribly proactive about checking into that: too many other things demanding my attention and not enough hours in the day so I was just waiting for the official kit to come out in January.)  --[[User:DryHumour|DryHumour]] 20:09, 26 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I received the aforementioned six books as a reward from Urag. I found [[Skyrim:The Doors of Oblivion|The Doors of Oblivion]] on a pedestal in Fellglow Keep while completing the quest. [[User:Arbitrator|Arbitrator]] 07:54, 26 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fighting The Caller Inevitable or Not?  ==&lt;br /&gt;
&lt;br /&gt;
At this point, the walkthrough appears contradictory: It seems to say that you must fight The Caller no matter what, but also that you can agree with her to peacefully swap Orthorn for the books. A future editor might also help by explaining various contingencies more thoroughly. For example, I did not have Orthorn with me when I reached The Caller, as there is a dialogue option when you meet him that tells him to go away.&lt;br /&gt;
&lt;br /&gt;
[[User:Jreynolds2|Jreynolds2]] 04:01, 21 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I chose the persuade option and didn't have to fight her. She just says you've taken what you needed, now leave. Couldn't exit same room as door required key, tried to pickpocket her but the Caller had nothing in her inventory. So had to exit a different way.&lt;br /&gt;
&lt;br /&gt;
- viet.&lt;br /&gt;
&lt;br /&gt;
Ditto what Viet said, I also persuaded her and escaped without a fight (much to my annoyance, so I reloaded and killed her ;)). If you walk away peacefully you miss out on looting a chamber off the room she's in. (Haven't double-checked that you can't access it wihout killing her, but she holds the key). So it's definitely possible to avoid the fight, and someone should edit the main page to say so. Modified Speech score was 53 when I passed the persuade option, by the way.&lt;br /&gt;
&lt;br /&gt;
- Luke&lt;br /&gt;
&lt;br /&gt;
::I tried pickpocketing her with 100 [[Skyrim:Pickpocket|Pickpocket]] after successfully using the persuasion option, but the [[Skyrim:Fellglow Ritual Chamber Key|Fellglow Ritual Chamber Key]] was not listed as one of the items. This is contrary to the assertion that &amp;quot;you must [...] pick her pocket to get the key to open the exit door&amp;quot; within the article.  Presumably, you have to kill her if you want access to the loot in the Ritual Chamber. [[User:Arbitrator|Arbitrator]] 07:31, 26 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Caller never showed in Fellglow Keep  quest:Hitting the Books ==&lt;br /&gt;
&lt;br /&gt;
When I went thru the Fellglow Keep and got to the round room, My follower killed 2 mages and I was waiting for THE CALLER... Well... she never popped and if she vanished, she never reappeared. So, I suggest going alone because he fight was over before I got a chance and there was no way to get a key. I ran thru that whole Keep over and over and finally Igot frustrated and used the ~ and code to get out :(-Carolyn&lt;br /&gt;
&lt;br /&gt;
== Follower ==&lt;br /&gt;
&lt;br /&gt;
After you choose to make an arrangement but before you answer The Caller, you can ask your follower (not Orthorn) to pick up the books, exit the chamber, then trade to advance the quest, thereby not having to fight The Caller or lose Orthorn. You don't get the loots this way, though. [[Special:Contributions/71.132.201.220|71.132.201.220]] 08:07, 27 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>71.132.201.220</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Hitting_the_Books&amp;diff=833387</id>
		<title>Skyrim talk:Hitting the Books</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Hitting_the_Books&amp;diff=833387"/>
		<updated>2011-12-27T08:07:35Z</updated>

		<summary type="html">&lt;p&gt;71.132.201.220: /* Follower */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Leveled==&lt;br /&gt;
When I arrived in Fellglow Keep at level 38, the vampires were &amp;quot;ancient&amp;quot;&lt;br /&gt;
rather than &amp;quot;fledgling&amp;quot;, and when released, started a fight with the remaining&lt;br /&gt;
mages. I'm not sure whether the latter is scripted, but it seems that the&lt;br /&gt;
vampires are leveled while the mages - still novices - are not, or at least&lt;br /&gt;
weren't during my visit.&lt;br /&gt;
&lt;br /&gt;
(Whoops. Didn't realize that this would not include line wraps!)&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/174.4.166.247|174.4.166.247]] 05:16, 16 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fun glitch when fighting the Caller ==&lt;br /&gt;
&lt;br /&gt;
I entered the Hitting the Books quest with my character a meek level 8. The majority of the quest was fairly difficult due to the low level. Once I reached the battle with the Caller I found that regardless of what i attempted she was becoming impossible to defeat. As a last ditch effort after dying multiple times I discovered a nifty glitch. At the very beginning of the battle(the second the conversation was at an end) I poisoned my Great Steel Longsword(Fine) with a weak poison of paralysis(paralyze target for 3 seconds). I immediately ran up to the Caller behind the center podium and struck her twice before she was was able to vanish. Running from the flame atronach and healing myself i realized the atronach was the only character in the room. I dispatched the atronach and began looking for the Caller. Almost 2 minutes later she reappeared, still paralyzed, in front of the top left podium. I was unable to strike her with any weapon and was unable to pickpocket her. I became worried due to the fact that she carried the only key out of the room. Finally I equipped my Firebolt spell and was able to inflict a bit of damage, however she vanished again. After waiting a further 2 minutes or so she reappeared once again near the right side podium, still paralyzed. Once again I struck her a few times with firebolt before she disappeared. Once again she popped up by the left podium. I continued the process, waiting for her to reappear between blows, until finally she was dispatched and i was able to search the corpse and retrieve the key. As a curiosity after saving i reloaded a previous save state and attempted to duplicate the silly battle and, sure enough, the results were the same. This was done on the Xbox 360 version of the game. I thought this info may be useful to low level players that got into the same predicament as myself or to the folks out there that enjoy glitches. It is most definitely time consuming however in my case was a happy accident.&lt;br /&gt;
&lt;br /&gt;
* The Caller disappeared semi-permanently for me as well. After the blue cloud animation she vanished and did not reappear but her red dot was still on the radar and Orthorn was firing spells at that location. This happened 4-5 times, me restarting the fight every time and getting frustrated because I could not kill her and get the key to exit the room and finish the quest. Finally after she vanished I entered the menu and exited, and she reappeared where she should be. This is the same behavior the missing targets exhibited in High Hrothgar while demonstrating my shout. This glitch is irritating but actually makes the fight rather easy since you know exactly where she will rematerialize and have time to heal and prepare. (This is on Xbox 360.) [[Special:Contributions/71.191.31.176|71.191.31.176]] 22:47, 21 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Similar glitch on PS3. Immediately before her first &amp;quot;teleportation&amp;quot; I was able to use my ice thuum to freeze her. She then kept reappearing still frozen and I was able to dispatch of her quite easily&lt;br /&gt;
&lt;br /&gt;
== Reward ==&lt;br /&gt;
&lt;br /&gt;
Is everybody getting a different reward?&lt;br /&gt;
I got: &lt;br /&gt;
* 2920, Hearth Fire, v9&lt;br /&gt;
* Catalogue of Weapon Enchantments*&lt;br /&gt;
* Daughter of the Niben*&lt;br /&gt;
* Racial Phylogeny&lt;br /&gt;
* Response to Bero's Speech&lt;br /&gt;
* The Black Arts on Trial&lt;br /&gt;
Also, I read the ones with the * before&lt;br /&gt;
--[[User:Ji e toy|Ji e toy]] 23:25, 1 December 2011 (UTC)&lt;br /&gt;
:I'm pretty certain that's exactly what I got as well; I'm virtually positive that I didn't get a copy of [[Skyrim:The Doors of Oblivion|The Doors of Oblivion]], which had been listed as a reward.  Since it's also a conjuration book, I'll assume that it was listed in error, remove it, leaving a {{tl|verification needed}} behind.  --[[User:DryHumour|DryHumour]] 06:59, 25 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::In the game data for this quest, two books are listed for each skill (with the exception of Alteration).  The first set of books includes Doors of Oblivion, and also happens to match the list of books in the Prima guide.  I haven't actually tested what triggers whether you get the first book or the second book, but it seems most likely to be determined by whether or not you've read the book.  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 18:07, 25 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Nice job! (Particularly the surgery to the walkthrough: I didn't feel brave enough to take the scissors to it, but it definitely needed it.)  However, could it be that you've inadvertently reversed the sense of the flag?  I got all of the books from the second set although I haven't read any books at all.  (I'm saving them until my skills are in the nineties.)  I assume that the data format is similar enough to one of the earlier games that an older editor works with Skyrim?  (I haven't been terribly proactive about checking into that: too many other things demanding my attention and not enough hours in the day so I was just waiting for the official kit to come out in January.)  --[[User:DryHumour|DryHumour]] 20:09, 26 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I received the aforementioned six books as a reward from Urag. I found [[Skyrim:The Doors of Oblivion|The Doors of Oblivion]] on a pedestal in Fellglow Keep while completing the quest. [[User:Arbitrator|Arbitrator]] 07:54, 26 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fighting The Caller Inevitable or Not?  ==&lt;br /&gt;
&lt;br /&gt;
At this point, the walkthrough appears contradictory: It seems to say that you must fight The Caller no matter what, but also that you can agree with her to peacefully swap Orthorn for the books. A future editor might also help by explaining various contingencies more thoroughly. For example, I did not have Orthorn with me when I reached The Caller, as there is a dialogue option when you meet him that tells him to go away.&lt;br /&gt;
&lt;br /&gt;
[[User:Jreynolds2|Jreynolds2]] 04:01, 21 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I chose the persuade option and didn't have to fight her. She just says you've taken what you needed, now leave. Couldn't exit same room as door required key, tried to pickpocket her but the Caller had nothing in her inventory. So had to exit a different way.&lt;br /&gt;
&lt;br /&gt;
- viet.&lt;br /&gt;
&lt;br /&gt;
Ditto what Viet said, I also persuaded her and escaped without a fight (much to my annoyance, so I reloaded and killed her ;)). If you walk away peacefully you miss out on looting a chamber off the room she's in. (Haven't double-checked that you can't access it wihout killing her, but she holds the key). So it's definitely possible to avoid the fight, and someone should edit the main page to say so. Modified Speech score was 53 when I passed the persuade option, by the way.&lt;br /&gt;
&lt;br /&gt;
- Luke&lt;br /&gt;
&lt;br /&gt;
::I tried pickpocketing her with 100 [[Skyrim:Pickpocket|Pickpocket]] after successfully using the persuasion option, but the [[Skyrim:Fellglow Ritual Chamber Key|Fellglow Ritual Chamber Key]] was not listed as one of the items. This is contrary to the assertion that &amp;quot;you must [...] pick her pocket to get the key to open the exit door&amp;quot; within the article.  Presumably, you have to kill her if you want access to the loot in the Ritual Chamber. [[User:Arbitrator|Arbitrator]] 07:31, 26 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Caller never showed in Fellglow Keep  quest:Hitting the Books ==&lt;br /&gt;
&lt;br /&gt;
When I went thru the Fellglow Keep and got to the round room, My follower killed 2 mages and I was waiting for THE CALLER... Well... she never popped and if she vanished, she never reappeared. So, I suggest going alone because he fight was over before I got a chance and there was no way to get a key. I ran thru that whole Keep over and over and finally Igot frustrated and used the ~ and code to get out :(-Carolyn&lt;br /&gt;
&lt;br /&gt;
== Follower ==&lt;br /&gt;
&lt;br /&gt;
After you choose to make an arrangement but before you answer The Caller, you can ask your follower (not Orthorn) to pick up the books, exit the chamber, then trade to advance the quest, thereby not having to fight The Caller or lose Orthorn. You don't get the loots this way, though. [[Special:Contributions/71.132.201.220|71.132.201.220]] 08:07, 27 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>71.132.201.220</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Blindsighted&amp;diff=832284</id>
		<title>Skyrim talk:Blindsighted</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Blindsighted&amp;diff=832284"/>
		<updated>2011-12-26T09:01:31Z</updated>

		<summary type="html">&lt;p&gt;71.132.201.220: /* Missing follower inventory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mercers' Corpse ==&lt;br /&gt;
For some reason, Mercers' corpse does not contain the left eye or skeleton key when i try to kill him, and the console command isn't working. Any advice? [[Special:Contributions/93.97.36.81|93.97.36.81]] 17:06, 20 November 2011 (UTC)Baze&lt;br /&gt;
&lt;br /&gt;
:to fix the cutscence bug where Mercer standing there not doing anything after saying &amp;quot;you can't get a drop on me&amp;quot;, use epc and then shoot anything that damages Mercer then he will start walking and continue the cutscene. --[[Special:Contributions/115.70.177.231|115.70.177.231]] 12:20, 21 November 2011 (UTC) lampuiho&lt;br /&gt;
&lt;br /&gt;
::or you can also use &amp;quot;prid 22651&amp;quot; then &amp;quot;moveto player&amp;quot; --[[Special:Contributions/115.70.177.231|115.70.177.231]] 12:24, 21 November 2011 (UTC) lampuiho&lt;br /&gt;
&lt;br /&gt;
:::Are you supposed to be unable to remove the left eye but you can the right one? [[User:Shane for Wax|Shane for Wax]] 05:30, 23 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: I believe the left is marked as a quest item - you can return it to Delvin for a reward.  I'm not sure if there's any special use for the right eye or if it's just loot. [[User:Bootstomp|Bootstomp]] 05:58, 28 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Glitch - Telling Karliah and Brynjolf to Wait ==&lt;br /&gt;
&lt;br /&gt;
I kept telling Karliah and Brynjolf to wait in the first large zone you enter, so I could scout ahead.  They normally wait a bit then exit &amp;quot;wait mode&amp;quot; and catch up with you.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, while waiting on the first balcony, they entered &amp;quot;combat mode&amp;quot; due to enemies spawning down below.  You're unable to talk to them at that point.  Since there's no direct path they can take, they just run in place.  I worked my way around the zone, cleared out everything, then came back and got them.&lt;br /&gt;
&lt;br /&gt;
[[User:Bootstomp|Bootstomp]] 06:35, 28 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:There is another glitch, where after defeating Mercer and escaping the rising waters, if you exit into Skyrim Brynjolf and Karliah will not follow, and upon further investigation it soon becomes apparent that the characters are stuck. To avoid this, make sure you speak to Karliah before exiting. {{Unsigned|173.206.222.41|01:20, 29 November 2011}}&lt;br /&gt;
&lt;br /&gt;
::XBOX glitch.  Even talking to Karliah before attempting to exit the cavern filling with water does not get her to exit the cave.  I have attempted this sequence a dozen times, to no avail.  There is nothing I can do to get her to exit the cave, and she does not ever leave.  I have done an additional 50+ hours of game play, and she is still in the cave underwater. {{Unsigned|50.90.10.229|23:47, 6 December 2011}}&lt;br /&gt;
&lt;br /&gt;
:::The console can be used to fix the problem with Karliah getting stuck at the quest's end. In the console, type &amp;quot;prid 58F1A&amp;quot; and enter to select Karliah, then type &amp;quot;moveto player&amp;quot; and enter to move her to you. This way you can talk to her and continue the quest. {{Unsigned|109.99.107.212|19:40, 7 December 2011}}&lt;br /&gt;
&lt;br /&gt;
::::The console solution is all fine and good for PC users.  I guess if you are an XBOX user, there is no way to finish the Thieves Guild questline once this glitch occurs. {{Unsigned|217.74.214.227|21:06, 15 December 2011}}&lt;br /&gt;
&lt;br /&gt;
:::::I was in the same predicament but managed to overcome it (360). Although u will need some waterbreathing magic/potions. First be sure to save before leaving the cave for the first time as it can be tricky. Hopefully Karliah will be in &amp;quot;swimming mode&amp;quot; when u reenter the cave and close to the top of the water. From here you need to swim underneath her and try to push her up. She doesn't budge by force but seems to move away from being so close to you. Then it is a matter of herding her towards the exit. This must basically be done in one go meaning you need to remain underneathe her or she will swim down below again. With patience you can get her out. Thats how I had to do it as annoying as it was. - [[User:Jonny Bravo|Jonny Bravo]] 10:05, 17 December 2011&lt;br /&gt;
&lt;br /&gt;
== Missing follower inventory ==&lt;br /&gt;
&lt;br /&gt;
When I finished this quest and my (Dark Brotherhood Initiate) follower rejoined me, some of the armor I had given her had disappeared.  Specifically, she lost her chestpiece and gauntlets. Not sure if it's relevant, but these were the only equipped items she had which had lower base armor value than her default armor (though they had been improved to a higher armor value).  In any case, it may be a good idea to dismiss your follower before beginning this quest, or strip their possessions. {{Unsigned|Shaydwyrm|08:18, 13 December 2011}}&lt;br /&gt;
:Probably the same bug I had with [[Skyrim_talk:Speaking_With_Silence#Follower|Speaking With Silence]]. [[Special:Contributions/71.132.201.220|71.132.201.220]] 09:01, 26 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== After killing Mercer, suppose to retrieve skeleton key and exit through hole after rocks fall. ==&lt;br /&gt;
&lt;br /&gt;
I'm playing Skyrim on PS3. I'm in the middle of playing the &amp;quot;Blindsighted&amp;quot; quest. I just located Mercer and beat him in a battle. Now, my next objective is to search Mercer and retrieve the skeleton key. I search his body and he has a few items in his inventory, but no skeleton key. He also only has the Left Eye Gem, not sure if he's suppose to have the right gem as well. Water starts filling up the room all the way to the ceiling. I watched a video online showing the rocks that are suppose to fall out from behind the head of the statue but in my game the water fills all the way up and the rocks never detach. So my character just ends up drowning. Any ideas on how to get around this our why Mercers body does not have the skeleton key? {{Unsigned|98.238.124.95|16:03, 13 December 2011}}&lt;br /&gt;
&lt;br /&gt;
:I've got the same situation with a person on above(with ps3 as well) I try more than 10 times and nothing change......what should we do mate? {{Unsigned|121.221.213.108|03:07, 23 December 2011}}&lt;br /&gt;
&lt;br /&gt;
== Brynjolf and Karliah not following me in Irkngthand ==&lt;br /&gt;
&lt;br /&gt;
I met them in the first trapped room, very near the Irkngthand entrance (the one with the whirling jets of fire). I spoke to them and got the &amp;quot;Locate Mercer Frey&amp;quot; objective. Then they started walking towards the entrance, ignoring me completely. I walked up to them and tried giving them follower orders (wait here, follow me etc.). They listened and agreed, but kept ignoring me and walking back to the entrance. I went deeper inside (even up to the slave pens) alone, then tried the &amp;quot;moveto player&amp;quot; command. They appeared next to me, and now I couldn't even give them follower orders, all that appeared was standard conversation. Needless to say, they ignored me and went on. This may be connected with the bug where they return to the Nightingale Sanctuary, but maybe I just met it much earlier?&lt;br /&gt;
--[[User:Photon Man62|Photon Man62]] 08:12, 17 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>71.132.201.220</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Followers&amp;diff=831861</id>
		<title>Skyrim:Followers</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Followers&amp;diff=831861"/>
		<updated>2011-12-26T01:00:47Z</updated>

		<summary type="html">&lt;p&gt;71.132.201.220: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|NPCs}}&lt;br /&gt;
Various NPCs and creatures can '''follow''' you while you're playing the game and be your ally. These followers can fight at your side; some can also carry your equipment and perform other tasks. Followers can be divided into those who follow you permanently (until they die or are dismissed), and those who follow you temporarily.&lt;br /&gt;
&lt;br /&gt;
'''Permanent followers''' usually become available after you complete a [[Skyrim:Quests|quest]] of some kind. Most players will meet [[Skyrim:Lydia|Lydia]] as their first follower, after completing the main story quest [[Skyrim:Dragon Rising|Dragon Rising]], but there are also many others. You can also find mercenaries for hire in the cities and recruit certain [[#Dogs|dogs]] in the game.  You can have at most one permanent NPC follower and one dog follower at any time.&lt;br /&gt;
&lt;br /&gt;
Some NPCs follow you '''temporarily''' for the duration of a quest.  If you avoid completing the quest and go somewhere else, they may follow you around.  As many of these NPCs are unkillable, and you can have several followers at the same time, you can use them to fight difficult enemies in a different questline.&lt;br /&gt;
&lt;br /&gt;
You can interact with permanent followers by talking with them (outside of combat).  You will then be able to exchange items with them, or give a command, depending on their abilities:&lt;br /&gt;
* Attack another NPC or creature;&lt;br /&gt;
* Wait at a given location;&lt;br /&gt;
* Use an object, such as a lever or a chair;&lt;br /&gt;
* Activate a [[Skyrim:Shrines|Shrine]] for its [[Skyrim:Blessings|blessing]];&lt;br /&gt;
* [[Skyrim:Lockpicking|Open]] a locked door or container;&lt;br /&gt;
* Pick up items;&lt;br /&gt;
* Loot containers;&lt;br /&gt;
* Sleep in a bed (useful for [[Skyrim:Vampirism|Vampires]]);&lt;br /&gt;
* Leave your service (and return to a certain place).&lt;br /&gt;
&lt;br /&gt;
You cannot give most of these commands to temporary followers.&lt;br /&gt;
&lt;br /&gt;
Additionally, holding down the Activate button allows you to enter Command Mode, at which point activating another object will &amp;quot;command&amp;quot; the follower to do something or go somewhere.&lt;br /&gt;
&lt;br /&gt;
Two of these commands have secondary benefits in certain situations:&lt;br /&gt;
* Followers do not need lockpicks to open containers.&lt;br /&gt;
* A follower can pick up a &amp;quot;placed&amp;quot; skill book, which you can then take from their inventory without having to read it first, allowing you to save it for later.&lt;br /&gt;
&lt;br /&gt;
If you ask a follower to perform an illegal activity, you will be held responsible for the [[Skyrim:Crime|crime]], and your bounty will increase accordingly. If you are [[Skyrim:Sneak|hidden]] though, most crimes you command your follower to commit will go unnoticed. However, many followers will refuse to commit crimes and will report you to the guards if they see you committing a crime.&lt;br /&gt;
&lt;br /&gt;
If your follower is left to wait for a long time, a message will appear that the follower has grown tired of waiting and will start walking to their originating location.&lt;br /&gt;
&lt;br /&gt;
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 replace with the improved items can help fix this. It can also allow you to do this with NPCs who will not trade their equipped items with you. However, it requires the Misdirection (for weapons) and Perfect touch (for armor) perks to achieve this. &lt;br /&gt;
&lt;br /&gt;
Giving a non-essential Follower any of your custom enchanted weapons or shields, letting them die, then looting directly from their corpse, is the only way to remove those enchantments on the items. This only works with weapons and shields that are custom-enchanted by the player; it will not remove the enchantment on the Nightingale Blade, for example.&lt;br /&gt;
&lt;br /&gt;
== Follower Stats ==&lt;br /&gt;
&lt;br /&gt;
A follower's level can continue to increase along with the player's level, whether they travel with you or not. However, each follower has a maximum level (which varies for each follower). Also, each follower has a specific set of favored skills. Regardless of how often a follower uses a skill, they do not get better at it, as a player does by continuous use of a particular skill. For example, trying to force Brelyna Maryon to be a sword wielding, shield bashing warrior will not work, she will always be more adept at using magic.&lt;br /&gt;
&lt;br /&gt;
If you have an attachment to a certain follower and wish to continue to use him or her after he or she has become obsolete, you can update his or her stats by dismissing the companion, then opening the [[Skyrim:console|console]], clicking the follower in question, typing &amp;quot;disable&amp;quot; and then typing &amp;quot;enable&amp;quot; without the quotation marks, closing the console, then ask them to rejoin. The follower's inventory will remain unaffected, but his or her stats will all be updated to match the player's current level.&lt;br /&gt;
&lt;br /&gt;
A Google Docs spreadsheet of the maximum levels and skill ratings at that level for all followers is available here: [https://docs.google.com/spreadsheet/ccc?key=0Aly8njaU3H1adGJYTlJaUnRxRUN2RnM5MkxPaU1mQkE Follower Stats]. The second sheet shows a sample of the stat progression for one particular follower, [[Skyrim:Faendal|Faendal]], and the formulas used to calculate his health &amp;amp; stamina.  NOTE: The &amp;quot;class&amp;quot; column is simply an attempt to categorize each NPC with a recognizable identifier, and does not reflect any internal game data.&lt;br /&gt;
&lt;br /&gt;
== Follower Death ==&lt;br /&gt;
&lt;br /&gt;
The game treats permanent (non-canon) followers in a similar way to &amp;quot;essential&amp;quot; NPCs, but still allowing the possibility of their death.  When your follower would die due to an enemy attack or a trap, they will be incapacitated for some time and begin to recover their [[Skyrim:Health|health]], just like essential NPCs; enemies will stop attacking or targeting them during this time.  However, if they lose all their health again during this period, they will die for good.  Thus, you should try to move the fight away from them, so that they are not hit by a stray arrow or area-effect spell.  They can also die if hit with a damage-over-time poison that is stronger than their health recovery. They can also die from enemy power-attacks, as well as your own &amp;quot;friendly fire&amp;quot; attacks.&lt;br /&gt;
&lt;br /&gt;
If you strike your follower dead, on the other hand, there is no recovery.  Attack carefully when your follower is low on health. Follower death by yourself, even accidentally, counts as murder on your crimes list.&lt;br /&gt;
&lt;br /&gt;
Many temporary followers are &amp;quot;essential&amp;quot;, so they cannot be killed, only incapacitated for a while.  Non-essential ones will die immediately when struck down, just as ordinary NPCs.&lt;br /&gt;
&lt;br /&gt;
To ensure follower healing, make sure you give them healing potions and food to carry in their inventory. This way, once a follower is &amp;quot;wounded&amp;quot; they may heal almost immediately and return to the battle. If a follower isn't carrying any healing items, you may have to wait until all enemies in the area are removed before they will heal themselves.&lt;br /&gt;
&lt;br /&gt;
== Follower Trainers ==&lt;br /&gt;
&lt;br /&gt;
Followers who are also trainers will leave money paid for training in their inventory. Simply request to see their inventory and take your gold back for free training.  The follower trainers are:  [[Skyrim:Aela_the_Huntress|Aela the Huntress]] (Archery - up to 75), [[Skyrim:Faendal|Faendal]] (Archery - up to 50), [[Skyrim:Farkas|Farkas]] (Heavy Armor), [[Skyrim:Njada_Stonearm|Njada Stonearm]] (Block - up to 75), [[Skyrim:Vilkas|Vilkas]] (Two-handed), and [[Skyrim:Athis|Athis]] (One-handed - up to 75). After completing a mission for her, [[Skyrim:Annekke_Crag-Jumper|Annekke Crag-Jumper]] becomes a follower, and will also grant you one skill level in Light Armor for completing the mission.&lt;br /&gt;
&lt;br /&gt;
==Permanent Followers==&lt;br /&gt;
=== Hirelings ===&lt;br /&gt;
Hirelings are mercenaries; you’ll need to hire them for a set price of 500 gold and are usually found in taverns. They’ll stick around until they’re dismissed, at which point they'll return to their starting location and you’ll need to pay the fee again to get them back unless they're particularly fond of you, in which case they join free of charge, or if you only dismissed them a short time ago they will join you for free also. Hirelings also use armor and weapons you give them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!Recruitment&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Marriageable&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Can Join Blades&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Belrand|Belrand]]||A male Nord Spellsword found in Solitude. This unique mercenary is a Spellsword, trained in one-handed weapons, light armor, and destruction and restoration.||[[Image:Check.png]] ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Erik the Slayer|Erik the Slayer]]||A male Nord Barbarian found in Rorikstead. Complete a short quest line for him and he will be available at The Frostfruit Inn for hire. He is trained in two-handed weapons, light armor, archery, and block.||[[Image:Check.png]]||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Jenassa|Jenassa]]||A female Dunmer Ranger found inside the Drunken Huntsman in Whiterun. You may only need to pay her the first time. After that she will join you for free if you are an elf. She is a ranger with specialty in archery and a criminal disposition.||[[Image:Check.png]] ||[[image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Marcurio|Marcurio]]||A male Imperial Destruction Mage found in Riften. A Mage with one unique skill; he’s trained in Destruction, Restoration, Alteration, and Conjuration. He also has some sneak skill. He is found at The Bee and Barb in [[Skyrim:Riften|Riften]]. &lt;br /&gt;
||[[Image:Check.png]] ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Stenvar|Stenvar]]||A male Nord Warrior found in Windhelm. He’s a standard knight, trained in two-handed combat, heavy armor, block, and archery.||[[Image:Check.png]] ||[[image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Vorstag|Vorstag]]||A male Nord Warrior found in Markarth. He’s trained in one-handed weapons, block, archery, and heavy armor.||[[Image:Check.png]] ||[[Image:Check.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Housecarls ===&lt;br /&gt;
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 give you a personal housecarl. All player personal Housecarls are trained in heavy armor, one-handed weapons, block and archery. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!Description&lt;br /&gt;
!Prerequisite quest&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Marriageable&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Can Join Blades&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Argis the Bulwark|Argis the Bulwark]]||A male Nord Warrior found in Markarth.|| ||[[Image:Check.png]] || [[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Calder|Calder]]||A male Nord Warrior found in Windhelm.|| ||[[Image:Check.png]] || [[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Iona|Iona]]||A female Nord Warrior found in Riften.|| ||[[Image:Check.png]] || [[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Jordis the Sword-Maiden|Jordis the Sword-Maiden]]||A female Nord Warrior found in Solitude.||Purchase [[Skyrim:Proudspire Manor|Proudspire Manor]]||[[Image:Check.png]] ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Lydia|Lydia]]||A female Nord Warrior found in Whiterun.||[[Skyrim:Dragon Rising|Dragon Rising]] [[Skyrim_talk:Dragon_Rising#Lydia_failing_to_spawn|(VN)]] &amp;lt;!-- It looks like one of the patches has changed this to require purchasing Breezehome --&amp;gt; || &amp;lt;!-- Removing the checkmark until she's ACTUALLY marriageable. The wiki is about fact, not intent [[Image:Check.png]]--&amp;gt; ||[[Image:Check.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Companions Followers ===&lt;br /&gt;
All of these followers can be located at [[Skyrim:Jorrvaskr|Jorrvaskr]], the [[Skyrim:Companions|Companions]] faction headquarters in Whiterun. You must join the companions and once the quest line is completed, they will be recruitable as followers. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!Recruitment&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Marriageable&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Can Join Blades&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Aela the Huntress|Aela the Huntress]]||A female Nord Ranger trained in archery, sneak, one-handed, speech and light armor. She is an expert archery trainer.||[[Image:Check.png]]||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Athis|Athis]]||A male Dunmer Warrior trained in one-handed, block, and light armor, he’s also an expert trainer with one-handed weapons.||[[Image:Check.png]]||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Farkas|Farkas]]||A male Nord Warrior trained in one-handed weapons and heavy armor. He is also a master heavy armor trainer.||[[Image:Check.png]] || [[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Njada Stonearm|Njada Stonearm]]||A female Nord Warrior trained in speech, block, and one-handed weapons. She is an expert block trainer.||[[Image:Check.png]] || [[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Ria|Ria]]||A female Imperial Warrior trained in one-handed weapons, archery, block, and heavy armor.||[[Image:Check.png]]||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Torvar|Torvar]]||A male Nord Warrior trained in one-handed weapons, heavy armor, archery, and block.||[[Image:Check.png]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Vilkas|Vilkas]]||A male Nord Knight trained in two-handed weapons and heavy armor. He’s a master two-handed weapons trainer.||[[Image:Check.png]]||[[image:check.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== College of Winterhold Followers ===&lt;br /&gt;
Once enrolled as a member of the [[Skyrim:College of Winterhold|College of Winterhold]], your fellow students can join you, but you must first complete their specific quest. Simply talk to them and they’ll tell you what you must do.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!Recruitment&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Marriageable&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Can Join Blades&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Brelyna Maryon|Brelyna Maryon]]||A female Dunmer Mystic trained in conjuration, alteration, illusion and sneak.||[[Image:Check.png]] ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:J'zargo|J'zargo]]||A male Khajiit Sorcerer trained in destruction, illusion, one-handed, and heavy armor. || ||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Onmund|Onmund]]||A male Nord Sorcerer trained in destruction, illusion, one-handed, and heavy armor.||[[Image:Check.png]] ||[[image:check.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dark Brotherhood Followers ===&lt;br /&gt;
Complete all the quests for the Dark Brotherhood to allow these followers to join you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!Recruitment&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Marriageable&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Can Join Blades&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Cicero|Cicero]]||A male Imperial Assassin found at the Dawnstar Sanctuary, he is trained in sneak, one-handed, light armor, and archery.||||&lt;br /&gt;
|-&lt;br /&gt;
|Dark Brotherhood Initiate||Found at the Dawnstar Sanctuary. They are trained in one-handed weapons, sneak, light armor, and archery. This follower is currently not able to be completely killed, possibly a bug.||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dungeon Followers ===&lt;br /&gt;
You will have to complete the quest associated with each follower in order for them to join you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!Recruitment&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Marriageable&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Can Join Blades&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Erandur|Erandur]]||A male Dunmer priest found in [[Skyrim:Dawnstar|Dawnstar]]. Accept the quest to rid the town of its nightmares and help him clear Nightcaller temple. If he survives, he will join you. He is trained in conjuration and restoration.||||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Golldir|Golldir]]||A male Nord warrior found in [[Skyrim:Hillgrund's Tomb|Hillgrund’s Tomb]]. Help him defeat the warlock Vals Veran, and he can be recruited once he returns to the outside the dungeon. Golldir specializes in one-handed weapons and heavy armor. Also skilled with archery and block. All he longs for is to lay his ancestors to rest.|| ||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Illia|Illia]]||A female Imperial mage found in [[Skyrim:Darklight Tower|Darklight Tower]]. Allow her to explore the dungeon with you, and if she survives she will join you as a follower. Illia is trained in destruction, restoration, conjuration, and alteration. Note: You can only recruit her once. If she leaves for any reason, you can never get her to follow you again without using console commands.||||[[image:check.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Followers ===&lt;br /&gt;
To convince these followers to join you, you’ll need to complete their short quests.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!Recruitment&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Marriageable&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Can Join Blades&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim: Adelaisa_Vendicci|Adelaisa Vendicci]]||A female imperial available upon completing [[Skyrim:Rise in the East|Rise in the East]] for the [[Skyrim:East Empire Company|East Empire Company]] in [[Skyrim:Windhelm|Windhelm]].|| ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Ahtar|Ahtar]]||A male Redguard Warrior who is found in Solitude at the Castle Dour Dungeon, on the streets, at the Winking Skeever, or in Jala's house. Ahtar will request for you to kill a bandit leader and give you the location of the camp. Travel there and kill the bandit, then return to Ahtar to recruit him. Ahtar is trained in two-handed weapons and heavy armor.|| ||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Annekke Crag-Jumper|Annekke Crag-Jumper]]||A female Nord Ranger found in Darkwater Crossing.  After completing her quest, she will join you. Seems to be trained in light armor, archery, block, and one-handed weapons.|| ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Aranea Ienith|Aranea Ienith]]||A female Dunmer Conjuration Mage found at shrine of Azura. After completing the Black Star quest, she can join you. Trained in destruction, restoration, alteration, and conjuration.|| ||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Benor|Benor]]||A male Nord Warrior found in Morthal. Beat him in a brawl, and he will join you. He is trained in two-handed weapons and heavy armor.||[[image:check.png]] ||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Borgakh the Steel Heart|Borgakh the Steel Heart]]||A female Orc Warrior found in [[Skyrim:Mor_Khazgur|Mor Khazgur]]. Pay her dowry or pass a persuade check and she'll join you. She is an orc warrior and proficient in one-handed weapons, archery and heavy armor.||[[Image:Check.png]] ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Cosnach|Cosnach]]||A male Breton Warrior found in Markarth. He wishes to challenge you to a fight; prove your strength to get on his good side. Alternately, give him plenty of alcohol. He is warrior, trained in one-handed weapons, heavy armor, and block.||[[Image:Check.png]] ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Derkeethus|Derkeethus]]||A male Argonian Ranger found in Darkwater Pass. Trapped by Falmer, if you help him escape he will return to Darkwater Crossing. Find him there and he will join you. He is trained in light armor and one-handed weapons.||[[Image:Check.png]]||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Eola|Eola]]||A female Nord Warlock found in Markarth's Hall of the Dead. After completing [[Skyrim:The Taste of Death|The Taste of Death]] and obtaining the [[Skyrim:Ring of Namira|Ring of Namira]] she will follow you. She is trained in one-handed weapons, Conjuration and light armor and can join blades (confirmed on xbox360) .|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Faendal|Faendal]]||A male Bosmer Ranger found in Riverwood. Faendal is involved in a love triangle with Sven and Camilla Valerius. Faendal's and Sven's roles in their quests are interchangeable. Complete the quest in Faendal's favor and he will become a follower. Faendal is an archer and can train you in archery. Faendal will refuse to commit crimes, and will attack you if you are caught committing crimes. Faendal will also attack the player any time that the player is an aggressor, even if the player is ambushing bandits or other villainous characters.|| ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Ghorbash the Iron Hand|Ghorbash the Iron Hand]]||A male Orc Ranger found in Dushnikh Yal. Talk to him and complete his task and he’ll join you. Ghorbash is trained in archery and light armor.|| [[Image:Check.png]]||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Kharjo|Kharjo]]||A male Khajiit Warrior found in a Khajiit caravan traveling between cities.  After completing his quest to return him his Moon Amulet, he can be recruited.  He specializes in one-handed weapons, heavy armor, archery and block, and has a decent rank in sneak .|| ||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Lob|Lob]]||A Male Orc Ranger found in Largashbur. Available after completing Malacath's Daedric quest &amp;quot;The Cursed Tribe&amp;quot;.|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Mjoll the Lioness|Mjoll the Lioness]]||A female Nord Warrior found in Riften. When you talk to her, she will eventually ask you to retrieve her sword from a Dwemer ruin. Do so and she will ask to join you. She specializes in two-handed weapons, heavy armor, archery, and block. She is also proficient in one-handed weapons, though her two-handed skill is higher.||[[Image:Check.png]] ||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Ogol|Ogol]]||A male Orc Warrior found in Largashbur. He will join after completing Malacath's Daedric quest &amp;quot;The Cursed Tribe&amp;quot;.|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Roggi Knot-Beard|Roggi Knot-Beard]]||A male Nord Warrior found in Kynesgrove (Steamscorch Mine, usually).  After retrieving his ancestral shield in Ansilvund, he will join you. (The shield will not be there if you go before getting his quest).||[[Image:Check.png]] ||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Sven|Sven]]||A male Nord Bard found in Riverwood. Sven is good at smithing, alchemy, enchanting, and archery. Faendal's and Sven's roles in their quests are interchangeable. Complete the quest in Sven's favor and he will become a follower. Sven can be found in the Sleeping Giant Inn most of the time.|| ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Ugor|Ugor]]|| A Female Orc Ranger in Largashbur. Available if she lives after completing Malacath's Daedric quest &amp;quot;The Cursed Tribe&amp;quot;.|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Uthgerd the Unbroken|Uthgerd the Unbroken]]||A female Nord Warrior found in the Bannered Mare Tavern in Whiterun. She is trained in heavy armor, one-handed weapons, block and archery. To recruit her, you’ll need to talk to her and agree to brawl. If you defeat her, she’ll join you as a follower. Uthgerd owns a house in Whiterun. If you recruit her, you can find the key in her inventory.||[[Image:Check.png]] ||[[Image:Check.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dogs===&lt;br /&gt;
In addition to NPC followers, war dogs are also recruitable.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!Recruitment&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Meeko|Meeko]]||Can be found at [[Skyrim:Meeko's Shack|Meeko's Shack]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Vigilance|Vigilance]]||Can be purchased from [[Skyrim:Banning|Banning]] at the Markarth stables for 500 septims. As with the hirelings, if you dismiss Vigilance, he will return to Banning and you must pay the 500 septims again to get him back.&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Stray Dog|Stray Dog]]||Can be found in a random encounter in the wilderness fighting 2 wolves. If you kill the wolves and talk to him he can be made a follower.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quest Followers ==&lt;br /&gt;
{{incomplete}}&lt;br /&gt;
Some NPCs follow you until a quest is completed or an event occurs.  Quest followers will not give you access to their inventory.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Quest(s)&lt;br /&gt;
!Notes&lt;br /&gt;
!Essential&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Hadvar|Hadvar]]||[[Skyrim:Unbound|Unbound]]||Accompanies you if you chose him during the opening sequence in [[Skyrim:Helgen|Helgen]]||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Ralof|Ralof]]||[[Skyrim:Unbound|Unbound]]||Accompanies you if you chose him during the opening sequence in [[Skyrim:Helgen|Helgen]]||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Esbern|Esbern]]||[[Skyrim:A Cornered Rat|A Cornered Rat]]&amp;lt;br&amp;gt;[[Skyrim:Alduin's_Wall|Alduin's Wall]]|| ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Delphine|Delphine]]||[[Skyrim:Alduin's_Wall|Alduin's Wall]]|| ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Barbas|Barbas]]||[[Skyrim:A Daedra's Best Friend|A Daedra's Best Friend]]||Barbas is the only ''temporary'' dog follower in the game. He also barks, whines, and pushes you incessantly if you drag him away from his quest, however he is invincible and will continue to follow and fight for you no matter where you bring him.||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Avulstein_Gray-Mane|Avulstein Grey-Mane]]||[[Skyrim:Missing_In_Action|Missing in Action]]||When downed in combat, he will kneel just like a regular Follower.||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Thorald_Gray-Mane|Thorald Grey-Mane]]||[[Skyrim:Missing_In_Action|Missing in Action]]||If he dies, you will fail the quest.  Avulstein Grey-Mane, Geirlund, and Vidrald will also stop following you.||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Geirlund|Geirlund]]||[[Skyrim:Missing_In_Action|Missing in Action]]||He meets up with you when you meet Avulstein Grey-Mane outside of [[Skyrim:Northwatch_Keep|Northwatch Keep]] (if you agreed to have him along to help you).||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Vidrald|Vidrald]]||[[Skyrim:Missing_In_Action|Missing in Action]]||He meets up with you when you meet Avulstein Grey-Mane outside of Northwatch Keep (if you agreed to have him along to help you).||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Sinding|Sinding]]||[[Skyrim:Ill_Met_By_Moonlight|Ill Met By Moonlight]]||Briefly follows you for the duration of the quest, if you choose to spare him and turn the tables on the hunters. He will be in [[Skyrim:Werewolf|Werewolf]] form, and is capable of flinging opponents across distances much like a player Werewolf, although his throw attack is not fatal.||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Thonnir|Thonnir]]||[[Skyrim:Laid_to_Rest|Laid to Rest]]|| ||[[Image:Check.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Console==&lt;br /&gt;
Through use of the console, it's possible to ask almost anyone to follow you. Though some voice sets lack certain phrases used in follower interactions so there may be some voice changes and/or silence during certain exchanges.&lt;br /&gt;
&lt;br /&gt;
The option of asking people to follow you is triggered by them being part of the PotentialFollower faction and having a high enough disposition towards you.  The following commands assume that you have the NPC targetted via prid(refid) or simply clicking on them.&lt;br /&gt;
&lt;br /&gt;
You may raise their disposition with you using &amp;lt;code&amp;gt;setrelationshiprank 14 3&amp;lt;/code&amp;gt; (where 14=player and 3=ally)&lt;br /&gt;
&lt;br /&gt;
Adding them to the follower faction is the command &amp;lt;code&amp;gt;addtofaction 5c84d 3&amp;lt;code&amp;gt; (where 5c84d is 0005C84D faction and 3 is rank in faction, ally).  This will give them the dialogue option needed to follow you if it's possible.  After this command if the NPC can be a follower, you should see a new 'Follow me, I need your help.' dialog option.&lt;br /&gt;
&lt;br /&gt;
Though it's not required to have the follower dialog option, followers additionally are usually in the player ally faction &amp;lt;code&amp;gt;addtofaction 5a1a4 3&amp;lt;/code&amp;gt; so that even if they are not following you they will regard you as an ally.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
{{Bug|Followers are not affected by animal diseases, even though they can appear to contract them.|vn=1}}&lt;br /&gt;
{{Bug|Some followers [Jordis confirmed] do not seem to benefit from spellcost reduction as the player would; weapon charges will still be consumed normally.|vn=1}}&lt;br /&gt;
{{Bug|If you give a follower a single arrow of any type (for example daedric) they will continue to fire arrows without ever using up the ones in their inventory.  Their misses and kills still show up on the ground and in the loot window and can be picked up, essentially making them an unlimited source of arrows.|vn=1}}&lt;br /&gt;
** This is only applicable to followers that start with a bow and the standard 15 arrows, it appears to skip decrementing the arrow stack even if not using the built-in arrows.  Followers that do not start with a bow (like mages) will consume arrows normally.&lt;br /&gt;
{{Bug|Followers can and will attack your horse, summons, thralls, and other temporary companions.  If they are hit by any of these enough they will go hostile.  This is a common problem when escorting a temporary mage companion or with Atronachs.|vn=1}}&lt;br /&gt;
{{Bug|Followers do not actually have a carry limit and are not affected by weight encumbrance (though still appear to be affected by armor encumbrance).  The limit that occurs during trading is only a limitation in the trading HUD.  If you command them to pick up items off the ground they can carry an infinite amount of items.|vn=1}}&lt;br /&gt;
** Note 1: You may lose items this way. One example is Dwemer Cog. If you have 6 or more Dwemer Cogs and drop them for your follower, then only 1 item named &amp;quot;Dwemer Cog (6)&amp;quot; will be dropped to be picked up. If you later find more cogs and dropped to your follower, then the latter cogs will replace -- not add to -- the existing cogs. Not sure if it's caused by the number dropped (&amp;lt;6 or 6+) or if a follower-command-pickup is needed to duplicate the bug.&lt;br /&gt;
** Note 2: When ordering your follower to pick up a piece of armor, you will not be able to take it back. This is because the armor they pick up is classified as starting armor, and if you try to take it from their inventory it will say, &amp;quot;You cannot take your follower's starting items.&amp;quot; It is unknown why this happens and currently has no known fix.&lt;br /&gt;
** Note 3: Killing your follower will allow you to get the items back, however they will be marked as stolen. Putting them on a Mannequin in your home will result in the same bug as with the follower, leaving you unable to get your armor back (Confirmed on Xbox360)&lt;br /&gt;
{{Bug|Followers choose equipment by the base item and do not account for enchantments and user smithing enchancement.  As a result, they will always equip an ebony armor piece over an orcish one, even if the orcish one has been double-enchanted and has twice the armor rating from smithing.  Similarly, they may wear a plain piece of jewelry over an enchanted one if it has a higher base gold value.|vn=1}}&lt;br /&gt;
{{Bug|Pathfinding can make followers difficult to manage.  They cannot jump up or across anything, they will jump down if there is no other path.  If you jump up a small hill be prepared to see your follower take an extremely long path around.  Quite often a follower will get stuck with no path to you.  In these circumstances it appears they are supposed to simply teleport near you, however this can take a very long time to trigger if it triggers at all.  The only known guaranteed way to get them to appear is to fast-travel (anywhere), they will appear next to you no matter where they were (It is also possible to rest for an hour or more to force a teleport from your follower).|vn=1}}&lt;br /&gt;
{{Bug|It can still be quite easy to outpace most followers and lose track of them (e.g. light armor wearers with heavy armor companions).|vn=1}}&lt;br /&gt;
{{Bug|There is a bug where if you and your follower enter an unauthorized area (such as Calcelmo's Labratory in Markarth) and you have your follower go to a specific location (with the command menu) then you will be unable to get him/her to follow you again. The expression &amp;quot;You are not supposed to be in here&amp;quot; is repeated indefinitely by your follower, no command window will appear and you will not be able to make your follower follow you outside the room. One work-around for this is to leave the area and wait until the message appears that your follower has grown tired of waiting and has returned to their original location prior to recruitment (if this message does not appear, wait at the follower's original location [or your home, in the case of housecarls and spouses] until the follower returns).|vn=1}}&lt;br /&gt;
{{Bug|Dark Brotherhood Initiates (only) can be exploited into following you while you already have a follower.  This is done essentially by dismissing your follower, cycling a recruit/dismiss on the Initiate then getting your regular follower back and then the DB Initiate.|vn=1}}&lt;br /&gt;
{{Bug|It is possible for a follower to enter fighting mode when a random brawl is started.|vn=1}}&lt;br /&gt;
{{Bug|Sometimes after a fight the follower will be semi disabled, i.e., will not regenerate health, will not move/follow, will not sheath weapon when you do, will not have conversation menu, but will verbally response to being healed. Using the console kill command seems to fix his/her state without actually killing him/her.|vn=1}}&lt;/div&gt;</summary>
		<author><name>71.132.201.220</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Followers&amp;diff=831860</id>
		<title>Skyrim:Followers</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Followers&amp;diff=831860"/>
		<updated>2011-12-26T01:00:07Z</updated>

		<summary type="html">&lt;p&gt;71.132.201.220: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|NPCs}}&lt;br /&gt;
Various NPCs and creatures can '''follow''' you while you're playing the game and be your ally. These followers can fight at your side; some can also carry your equipment and perform other tasks. Followers can be divided into those who follow you permanently (until they die or are dismissed), and those who follow you temporarily.&lt;br /&gt;
&lt;br /&gt;
'''Permanent followers''' usually become available after you complete a [[Skyrim:Quests|quest]] of some kind. Most players will meet [[Skyrim:Lydia|Lydia]] as their first follower, after completing the main story quest [[Skyrim:Dragon Rising|Dragon Rising]], but there are also many others. You can also find mercenaries for hire in the cities and recruit certain [[#Dogs|dogs]] in the game.  You can have at most one permanent NPC follower and one dog follower at any time.&lt;br /&gt;
&lt;br /&gt;
Some NPCs follow you '''temporarily''' for the duration of a quest.  If you avoid completing the quest and go somewhere else, they may follow you around.  As many of these NPCs are unkillable, and you can have several followers at the same time, you can use them to fight difficult enemies in a different questline.&lt;br /&gt;
&lt;br /&gt;
You can interact with permanent followers by talking with them (outside of combat).  You will then be able to exchange items with them, or give a command, depending on their abilities:&lt;br /&gt;
* Attack another NPC or creature;&lt;br /&gt;
* Wait at a given location;&lt;br /&gt;
* Use an object, such as a lever or a chair;&lt;br /&gt;
* Activate a [[Skyrim:Shrines|Shrine]] for its [[Skyrim:Blessings|blessing]];&lt;br /&gt;
* [[Skyrim:Lockpicking|Open]] a locked door or container;&lt;br /&gt;
* Pick up items;&lt;br /&gt;
* Loot containers;&lt;br /&gt;
* Sleep in a bed (useful for [[Skyrim:Vampirism|Vampires]]);&lt;br /&gt;
* Leave your service (and return to a certain place).&lt;br /&gt;
&lt;br /&gt;
You cannot give most of these commands to temporary followers.&lt;br /&gt;
&lt;br /&gt;
Additionally, holding down the Activate button allows you to enter Command Mode, at which point activating another object will &amp;quot;command&amp;quot; the follower to do something or go somewhere.&lt;br /&gt;
&lt;br /&gt;
Two of these commands have secondary benefits in certain situations:&lt;br /&gt;
* Followers do not need lockpicks to open containers.&lt;br /&gt;
* A follower can pick up a &amp;quot;placed&amp;quot; skill book, which you can then take from their inventory without having to read it first, allowing you to save it for later.&lt;br /&gt;
&lt;br /&gt;
If you ask a follower to perform an illegal activity, you will be held responsible for the [[Skyrim:Crime|crime]], and your bounty will increase accordingly. If you are [[Skyrim:Sneak|hidden]] though, most crimes you command your follower to commit will go unnoticed. However, many followers will refuse to commit crimes and will report you to the guards if they see you committing a crime.&lt;br /&gt;
&lt;br /&gt;
If your follower is left to wait for a long time, a message will appear that the follower has grown tired of waiting and will start walking to their originating location.&lt;br /&gt;
&lt;br /&gt;
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 replace with the improved items can help fix this. It can also allow you to do this with NPCs who will not trade their equipped items with you. However, it requires the Misdirection (for weapons) and Perfect touch (for armor) perks to achieve this. &lt;br /&gt;
&lt;br /&gt;
Giving a non-essential Follower any of your custom enchanted weapons or shields, letting them die, then looting directly from their corpse, is the only way to remove those enchantments on the items. This only works with weapons and shields that are custom-enchanted by the player; it will not remove the enchantment on the Nightingale Blade, for example.&lt;br /&gt;
&lt;br /&gt;
== Follower Stats ==&lt;br /&gt;
&lt;br /&gt;
A follower's level can continue to increase along with the player's level, whether they travel with you or not. However, each follower has a maximum level (which varies for each follower). Also, each follower has a specific set of favored skills. Regardless of how often a follower uses a skill, they do not get better at it, as a player does by continuous use of a particular skill. For example, trying to force Brelyna Maryon to be a sword wielding, shield bashing warrior will not work, she will always be more adept at using magic.&lt;br /&gt;
&lt;br /&gt;
If you have an attachment to a certain follower and wish to continue to use him or her after he or she has become obsolete, you can update his or her stats by dismissing the companion, then opening the [[Skyrim:console|console]], clicking the follower in question, typing &amp;quot;disable&amp;quot; and then typing &amp;quot;enable&amp;quot; without the quotation marks, closing the console, then ask them to rejoin. The follower's inventory will remain unaffected, but his or her stats will all be updated to match the player's current level.&lt;br /&gt;
&lt;br /&gt;
A Google Docs spreadsheet of the maximum levels and skill ratings at that level for all followers is available here: [https://docs.google.com/spreadsheet/ccc?key=0Aly8njaU3H1adGJYTlJaUnRxRUN2RnM5MkxPaU1mQkE Follower Stats]. The second sheet shows a sample of the stat progression for one particular follower, [[Skyrim:Faendal|Faendal]], and the formulas used to calculate his health &amp;amp; stamina.  NOTE: The &amp;quot;class&amp;quot; column is simply an attempt to categorize each NPC with a recognizable identifier, and does not reflect any internal game data.&lt;br /&gt;
&lt;br /&gt;
== Follower Death ==&lt;br /&gt;
&lt;br /&gt;
The game treats permanent (non-canon) followers in a similar way to &amp;quot;essential&amp;quot; NPCs, but still allowing the possibility of their death.  When your follower would die due to an enemy attack or a trap, they will be incapacitated for some time and begin to recover their [[Skyrim:Health|health]], just like essential NPCs; enemies will stop attacking or targeting them during this time.  However, if they lose all their health again during this period, they will die for good.  Thus, you should try to move the fight away from them, so that they are not hit by a stray arrow or area-effect spell.  They can also die if hit with a damage-over-time poison that is stronger than their health recovery. They can also die from enemy power-attacks, as well as your own &amp;quot;friendly fire&amp;quot; attacks.&lt;br /&gt;
&lt;br /&gt;
If you strike your follower dead, on the other hand, there is no recovery.  Attack carefully when your follower is low on health. Follower death by yourself, even accidentally, counts as murder on your crimes list.&lt;br /&gt;
&lt;br /&gt;
Many temporary followers are &amp;quot;essential&amp;quot;, so they cannot be killed, only incapacitated for a while.  Non-essential ones will die immediately when struck down, just as ordinary NPCs.&lt;br /&gt;
&lt;br /&gt;
To ensure follower healing, make sure you give them healing potions and food to carry in their inventory. This way, once a follower is &amp;quot;wounded&amp;quot; they may heal almost immediately and return to the battle. If a follower isn't carrying any healing items, you may have to wait until all enemies in the area are removed before they will heal themselves.&lt;br /&gt;
&lt;br /&gt;
== Follower Trainers ==&lt;br /&gt;
&lt;br /&gt;
Followers who are also trainers will leave money paid for training in their inventory. Simply request to see their inventory and take your gold back for free training.  The follower trainers are:  [[Skyrim:Aela_the_Huntress|Aela the Huntress]] (Archery - up to 75), [[Skyrim:Faendal|Faendal]] (Archery - up to 50), [[Skyrim:Farkas|Farkas]] (Heavy Armor), [[Skyrim:Njada_Stonearm|Njada Stonearm]] (Block - up to 75), [[Skyrim:Vilkas|Vilkas]] (Two-handed), and [[Skyrim:Athis|Athis]] (One-handed - up to 75). After completing a mission for her, [[Skyrim:Annekke_Crag-Jumper|Annekke Crag-Jumper]] becomes a follower, and will also grant you one skill level in Light Armor for completing the mission.&lt;br /&gt;
&lt;br /&gt;
==Permanent Followers==&lt;br /&gt;
=== Hirelings ===&lt;br /&gt;
Hirelings are mercenaries; you’ll need to hire them for a set price of 500 gold and are usually found in taverns. They’ll stick around until they’re dismissed, at which point they'll return to their starting location and you’ll need to pay the fee again to get them back unless they're particularly fond of you, in which case they join free of charge, or if you only dismissed them a short time ago they will join you for free also. Hirelings also use armor and weapons you give them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!Recruitment&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Marriageable&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Can Join Blades&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Belrand|Belrand]]||A male Nord Spellsword found in Solitude. This unique mercenary is a Spellsword, trained in one-handed weapons, light armor, and destruction and restoration.||[[Image:Check.png]] ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Erik the Slayer|Erik the Slayer]]||A male Nord Barbarian found in Rorikstead. Complete a short quest line for him and he will be available at The Frostfruit Inn for hire. He is trained in two-handed weapons, light armor, archery, and block.||[[Image:Check.png]]||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Jenassa|Jenassa]]||A female Dunmer Ranger found inside the Drunken Huntsman in Whiterun. You may only need to pay her the first time. After that she will join you for free if you are an elf. She is a ranger with specialty in archery and a criminal disposition.||[[Image:Check.png]] ||[[image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Marcurio|Marcurio]]||A male Imperial Destruction Mage found in Riften. A Mage with one unique skill; he’s trained in Destruction, Restoration, Alteration, and Conjuration. He also has some sneak skill. He is found at The Bee and Barb in [[Skyrim:Riften|Riften]]. &lt;br /&gt;
||[[Image:Check.png]] ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Stenvar|Stenvar]]||A male Nord Warrior found in Windhelm. He’s a standard knight, trained in two-handed combat, heavy armor, block, and archery.||[[Image:Check.png]] ||[[image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Vorstag|Vorstag]]||A male Nord Warrior found in Markarth. He’s trained in one-handed weapons, block, archery, and heavy armor.||[[Image:Check.png]] ||[[Image:Check.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Housecarls ===&lt;br /&gt;
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 give you a personal housecarl. All player personal Housecarls are trained in heavy armor, one-handed weapons, block and archery. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!Description&lt;br /&gt;
!Prerequisite quest&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Marriageable&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Can Join Blades&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Argis the Bulwark|Argis the Bulwark]]||A male Nord Warrior found in Markarth.|| ||[[Image:Check.png]] || [[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Calder|Calder]]||A male Nord Warrior found in Windhelm.|| ||[[Image:Check.png]] || [[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Iona|Iona]]||A female Nord Warrior found in Riften.|| ||[[Image:Check.png]] || [[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Jordis the Sword-Maiden|Jordis the Sword-Maiden]]||A female Nord Warrior found in Solitude.||Purchase [[Skyrim:Proudspire Manor|Proudspire Manor]]||[[Image:Check.png]] ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Lydia|Lydia]]||A female Nord Warrior found in Whiterun.||[[Skyrim:Dragon Rising|Dragon Rising]] [[Skyrim_talk:Dragon_Rising#Lydia_failing_to_spawn|(VN)]] &amp;lt;!-- It looks like one of the patches has changed this to require purchasing Breezehome --&amp;gt; || &amp;lt;!-- Removing the checkmark until she's ACTUALLY marriageable. The wiki is about fact, not intent [[Image:Check.png]]--&amp;gt; ||[[Image:Check.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Companions Followers ===&lt;br /&gt;
All of these followers can be located at [[Skyrim:Jorrvaskr|Jorrvaskr]], the [[Skyrim:Companions|Companions]] faction headquarters in Whiterun. You must join the companions and once the quest line is completed, they will be recruitable as followers. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!Recruitment&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Marriageable&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Can Join Blades&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Aela the Huntress|Aela the Huntress]]||A female Nord Ranger trained in archery, sneak, one-handed, speech and light armor. She is an expert archery trainer.||[[Image:Check.png]]||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Athis|Athis]]||A male Dunmer Warrior trained in one-handed, block, and light armor, he’s also an expert trainer with one-handed weapons.||[[Image:Check.png]]||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Farkas|Farkas]]||A male Nord Warrior trained in one-handed weapons and heavy armor. He is also a master heavy armor trainer.||[[Image:Check.png]] || [[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Njada Stonearm|Njada Stonearm]]||A female Nord Warrior trained in speech, block, and one-handed weapons. She is an expert block trainer.||[[Image:Check.png]] || [[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Ria|Ria]]||A female Imperial Warrior trained in one-handed weapons, archery, block, and heavy armor.||[[Image:Check.png]]||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Torvar|Torvar]]||A male Nord Warrior trained in one-handed weapons, heavy armor, archery, and block.||[[Image:Check.png]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Vilkas|Vilkas]]||A male Nord Knight trained in two-handed weapons and heavy armor. He’s a master two-handed weapons trainer.||[[Image:Check.png]]||[[image:check.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== College of Winterhold Followers ===&lt;br /&gt;
Once enrolled as a member of the [[Skyrim:College of Winterhold|College of Winterhold]], your fellow students can join you, but you must first complete their specific quest. Simply talk to them and they’ll tell you what you must do.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!Recruitment&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Marriageable&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Can Join Blades&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Brelyna Maryon|Brelyna Maryon]]||A female Dunmer Mystic trained in conjuration, alteration, illusion and sneak.||[[Image:Check.png]] ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:J'zargo|J'zargo]]||A male Khajiit Sorcerer trained in destruction, illusion, one-handed, and heavy armor. || ||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Onmund|Onmund]]||A male Nord Sorcerer trained in destruction, illusion, one-handed, and heavy armor.||[[Image:Check.png]] ||[[image:check.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dark Brotherhood Followers ===&lt;br /&gt;
Complete all the quests for the Dark Brotherhood to allow these followers to join you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!Recruitment&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Marriageable&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Can Join Blades&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Cicero|Cicero]]||A male Imperial Assassin found at the Dawnstar Sanctuary, he is trained in sneak, one-handed, light armor, and archery.||||&lt;br /&gt;
|-&lt;br /&gt;
|Dark Brotherhood Initiate||Found at the Dawnstar Sanctuary. They are trained in one-handed weapons, sneak, light armor, and archery. This follower is currently not able to be completely killed, possibly a bug.||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dungeon Followers ===&lt;br /&gt;
You will have to complete the quest associated with each follower in order for them to join you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!Recruitment&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Marriageable&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Can Join Blades&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Erandur|Erandur]]||A male Dunmer priest found in [[Skyrim:Dawnstar|Dawnstar]]. Accept the quest to rid the town of its nightmares and help him clear Nightcaller temple. If he survives, he will join you. He is trained in conjuration and restoration.||||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Golldir|Golldir]]||A male Nord warrior found in [[Skyrim:Hillgrund's Tomb|Hillgrund’s Tomb]]. Help him defeat the warlock Vals Veran, and he can be recruited once he returns to the outside the dungeon. Golldir specializes in one-handed weapons and heavy armor. Also skilled with archery and block. All he longs for is to lay his ancestors to rest.|| ||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Illia|Illia]]||A female Imperial mage found in [[Skyrim:Darklight Tower|Darklight Tower]]. Allow her to explore the dungeon with you, and if she survives she will join you as a follower. Illia is trained in destruction, restoration, conjuration, and alteration. Note: You can only recruit her once. If she leaves for any reason, you can never get her to follow you again without using console commands.||||[[image:check.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Followers ===&lt;br /&gt;
To convince these followers to join you, you’ll need to complete their short quests.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!Recruitment&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Marriageable&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Can Join Blades&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim: Adelaisa_Vendicci|Adelaisa Vendicci]]||A female imperial available upon completing [[Skyrim:Rise in the East|Rise in the East]] for the [[Skyrim:East Empire Company|East Empire Company]] in [[Skyrim:Windhelm|Windhelm]].|| ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Ahtar|Ahtar]]||A male Redguard Warrior who is found in Solitude at the Castle Dour Dungeon, on the streets, at the Winking Skeever, or in Jala's house. Ahtar will request for you to kill a bandit leader and give you the location of the camp. Travel there and kill the bandit, then return to Ahtar to recruit him. Ahtar is trained in two-handed weapons and heavy armor.|| ||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Annekke Crag-Jumper|Annekke Crag-Jumper]]||A female Nord Ranger found in Darkwater Crossing.  After completing her quest, she will join you. Seems to be trained in light armor, archery, block, and one-handed weapons.|| ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Aranea Ienith|Aranea Ienith]]||A female Dunmer Conjuration Mage found at shrine of Azura. After completing the Black Star quest, she can join you. Trained in destruction, restoration, alteration, and conjuration.|| ||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Benor|Benor]]||A male Nord Warrior found in Morthal. Beat him in a brawl, and he will join you. He is trained in two-handed weapons and heavy armor.||[[image:check.png]] ||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Borgakh the Steel Heart|Borgakh the Steel Heart]]||A female Orc Warrior found in [[Skyrim:Mor_Khazgur|Mor Khazgur]]. Pay her dowry or pass a persuade check and she'll join you. She is an orc warrior and proficient in one-handed weapons, archery and heavy armor.||[[Image:Check.png]] ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Cosnach|Cosnach]]||A male Breton Warrior found in Markarth. He wishes to challenge you to a fight; prove your strength to get on his good side. Alternately, give him plenty of alcohol. He is warrior, trained in one-handed weapons, heavy armor, and block.||[[Image:Check.png]] ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Derkeethus|Derkeethus]]||A male Argonian Ranger found in Darkwater Pass. Trapped by Falmer, if you help him escape he will return to Darkwater Crossing. Find him there and he will join you. He is trained in light armor and one-handed weapons.||[[Image:Check.png]]||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Eola|Eola]]||A female Nord Warlock found in Markarth's Hall of the Dead. After completing [[Skyrim:The Taste of Death|The Taste of Death]] and obtaining the [[Skyrim:Ring of Namira|Ring of Namira]] she will follow you. She is trained in one-handed weapons, Conjuration and light armor and can join blades (confirmed on xbox360) .|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Faendal|Faendal]]||A male Bosmer Ranger found in Riverwood. Faendal is involved in a love triangle with Sven and Camilla Valerius. Faendal's and Sven's roles in their quests are interchangeable. Complete the quest in Faendal's favor and he will become a follower. Faendal is an archer and can train you in archery. Faendal will refuse to commit crimes, and will attack you if you are caught committing crimes. Faendal will also attack the player any time that the player is an aggressor, even if the player is ambushing bandits or other villainous characters.|| ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Ghorbash the Iron Hand|Ghorbash the Iron Hand]]||A male Orc Ranger found in Dushnikh Yal. Talk to him and complete his task and he’ll join you. Ghorbash is trained in archery and light armor.|| [[Image:Check.png]]||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Kharjo|Kharjo]]||A male Khajiit Warrior found in a Khajiit caravan traveling between cities.  After completing his quest to return him his Moon Amulet, he can be recruited.  He specializes in one-handed weapons, heavy armor, archery and block, and has a decent rank in sneak .|| ||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Lob|Lob]]||A Male Orc Ranger found in Largashbur. Available after completing Malacath's Daedric quest &amp;quot;The Cursed Tribe&amp;quot;.|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Mjoll the Lioness|Mjoll the Lioness]]||A female Nord Warrior found in Riften. When you talk to her, she will eventually ask you to retrieve her sword from a Dwemer ruin. Do so and she will ask to join you. She specializes in two-handed weapons, heavy armor, archery, and block. She is also proficient in one-handed weapons, though her two-handed skill is higher.||[[Image:Check.png]] ||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Ogol|Ogol]]||A male Orc Warrior found in Largashbur. He will join after completing Malacath's Daedric quest &amp;quot;The Cursed Tribe&amp;quot;.|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Roggi Knot-Beard|Roggi Knot-Beard]]||A male Nord Warrior found in Kynesgrove (Steamscorch Mine, usually).  After retrieving his ancestral shield in Ansilvund, he will join you. (The shield will not be there if you go before getting his quest).||[[Image:Check.png]] ||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Sven|Sven]]||A male Nord Bard found in Riverwood. Sven is good at smithing, alchemy, enchanting, and archery. Faendal's and Sven's roles in their quests are interchangeable. Complete the quest in Sven's favor and he will become a follower. Sven can be found in the Sleeping Giant Inn most of the time.|| ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Ugor|Ugor]]|| A Female Orc Ranger in Largashbur. Available if she lives after completing Malacath's Daedric quest &amp;quot;The Cursed Tribe&amp;quot;.|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Uthgerd the Unbroken|Uthgerd the Unbroken]]||A female Nord Warrior found in the Bannered Mare Tavern in Whiterun. She is trained in heavy armor, one-handed weapons, block and archery. To recruit her, you’ll need to talk to her and agree to brawl. If you defeat her, she’ll join you as a follower. Uthgerd owns a house in Whiterun. If you recruit her, you can find the key in her inventory.||[[Image:Check.png]] ||[[Image:Check.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dogs===&lt;br /&gt;
In addition to NPC followers, war dogs are also recruitable.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!Recruitment&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Meeko|Meeko]]||Can be found at [[Skyrim:Meeko's Shack|Meeko's Shack]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Vigilance|Vigilance]]||Can be purchased from [[Skyrim:Banning|Banning]] at the Markarth stables for 500 septims. As with the hirelings, if you dismiss Vigilance, he will return to Banning and you must pay the 500 septims again to get him back.&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Stray Dog|Stray Dog]]||Can be found in a random encounter in the wilderness fighting 2 wolves. If you kill the wolves and talk to him he can be made a follower.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quest Followers ==&lt;br /&gt;
{{incomplete}}&lt;br /&gt;
Some NPCs follow you until a quest is completed or an event occurs.  Quest followers will not give you access to their inventory.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Quest(s)&lt;br /&gt;
!Notes&lt;br /&gt;
!Essential&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Hadvar|Hadvar]]||[[Skyrim:Unbound|Unbound]]||Accompanies you if you chose him during the opening sequence in [[Skyrim:Helgen|Helgen]]||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Ralof|Ralof]]||[[Skyrim:Unbound|Unbound]]||Accompanies you if you chose him during the opening sequence in [[Skyrim:Helgen|Helgen]]||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Esbern|Esbern]]||[[Skyrim:A Cornered Rat|A Cornered Rat]]&amp;lt;br&amp;gt;[[Skyrim:Alduin's_Wall|Alduin's Wall]]|| ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Delphine|Delphine]]||[[Skyrim:Alduin's_Wall|Alduin's Wall]]|| ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Barbas|Barbas]]||[[Skyrim:A Daedra's Best Friend|A Daedra's Best Friend]]||Barbas is the only ''temporary'' dog follower in the game. He also barks, whines, and pushes you incessantly if you drag him away from his quest, however he is invincible and will continue to follow and fight for you no matter where you bring him.||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Avulstein_Gray-Mane|Avulstein Grey-Mane]]||[[Skyrim:Missing_In_Action|Missing in Action]]||When downed in combat, he will kneel just like a regular Follower.||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Thorald_Gray-Mane|Thorald Grey-Mane]]||[[Skyrim:Missing_In_Action|Missing in Action]]||If he dies, you will fail the quest.  Avulstein Grey-Mane, Geirlund, and Vidrald will also stop following you.||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Geirlund|Geirlund]]||[[Skyrim:Missing_In_Action|Missing in Action]]||He meets up with you when you meet Avulstein Grey-Mane outside of [[Skyrim:Northwatch_Keep|Northwatch Keep]] (if you agreed to have him along to help you).||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Vidrald|Vidrald]]||[[Skyrim:Missing_In_Action|Missing in Action]]||He meets up with you when you meet Avulstein Grey-Mane outside of Northwatch Keep (if you agreed to have him along to help you).||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Sinding|Sinding]]||[[Skyrim:Ill_Met_By_Moonlight|Ill Met By Moonlight]]||Briefly follows you for the duration of the quest, if you choose to spare him and turn the tables on the hunters. He will be in [[Skyrim:Werewolf|Werewolf]] form, and is capable of flinging opponents across distances much like a player Werewolf, although his throw attack is not fatal.||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Thonnir|Thonnir]]||[[Skyrim:Laid_to_Rest|Laid to Rest]]|| ||[[Image:Check.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Console==&lt;br /&gt;
Through use of the console, it's possible to ask almost anyone to follow you. Though some voice sets lack certain phrases used in follower interactions so there may be some voice changes and/or silence during certain exchanges.&lt;br /&gt;
&lt;br /&gt;
The option of asking people to follow you is triggered by them being part of the PotentialFollower faction and having a high enough disposition towards you.  The following commands assume that you have the NPC targetted via prid(refid) or simply clicking on them.&lt;br /&gt;
&lt;br /&gt;
You may raise their disposition with you using &amp;lt;code&amp;gt;setrelationshiprank 14 3&amp;lt;/code&amp;gt; (where 14=player and 3=ally)&lt;br /&gt;
&lt;br /&gt;
Adding them to the follower faction is the command &amp;lt;code&amp;gt;addtofaction 5c84d 3&amp;lt;code&amp;gt; (where 5c84d is 0005C84D faction and 3 is rank in faction, ally).  This will give them the dialogue option needed to follow you if it's possible.  After this command if the NPC can be a follower, you should see a new 'Follow me, I need your help.' dialog option.&lt;br /&gt;
&lt;br /&gt;
Though it's not required to have the follower dialog option, followers additionally are usually in the player ally faction &amp;lt;code&amp;gt;addtofaction 5a1a4 3&amp;lt;/code&amp;gt; so that even if they are not following you they will regard you as an ally.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
{{Bug|Followers are not affected by animal diseases, even though they can appear to contract them.|vn=1}}&lt;br /&gt;
{{Bug|Some followers [Jordis confirmed] do not seem to benefit from spellcost reduction as the player would; weapon charges will still be consumed normally.|vn=1}}&lt;br /&gt;
{{Bug|If you give a follower a single arrow of any type (for example daedric) they will continue to fire arrows without ever using up the ones in their inventory.  Their misses and kills still show up on the ground and in the loot window and can be picked up, essentially making them an unlimited source of arrows.|vn=1}}&lt;br /&gt;
** This is only applicable to followers that start with a bow and the standard 15 arrows, it appears to skip decrementing the arrow stack even if not using the built-in arrows.  Followers that do not start with a bow (like mages) will consume arrows normally.&lt;br /&gt;
{{Bug|Followers can and will attack your horse, summons, thralls, and other temporary companions.  If they are hit by any of these enough they will go hostile.  This is a common problem when escorting a temporary mage companion or with Atronachs.|vn=1}}&lt;br /&gt;
{{Bug|Followers do not actually have a carry limit and are not affected by weight encumbrance (though still appear to be affected by armor encumbrance).  The limit that occurs during trading is only a limitation in the trading HUD.  If you command them to pick up items off the ground they can carry an infinite amount of items.|vn=1}}&lt;br /&gt;
** Note 1: You may lose items this way. One example is Dwemer Cog. If you have 6 or more Dwemer Cogs and drop them for your follower, then only 1 item named &amp;quot;Dwemer Cog (6)&amp;quot; will be dropped to be picked up. If you later find more cogs and dropped to your follower, then the latter cogs will replace -- not add to -- the existing cogs. Not sure if it's caused by the number dropped (&amp;lt;6 or 6+) or if a follower-command-pickup is needed to duplicate the bug.&lt;br /&gt;
** Note 2: When ordering your follower to pick up a piece of armor, you will not be able to take it back. This is because the armor they pick up is classified as starting armor, and if you try to take it from their inventory it will say, &amp;quot;You cannot take your follower's starting items.&amp;quot; It is unknown why this happens and currently has no known fix.&lt;br /&gt;
** Note 3: Killing your follower will allow you to get the items back, however they will be marked as stolen. Putting them on a Mannequin in your home will result in the same bug as with the follower, leaving you unable to get your armor back (Confirmed on Xbox360)&lt;br /&gt;
{{Bug|Followers choose equipment by the base item and do not account for enchantments and user smithing enchancement.  As a result, they will always equip an ebony armor piece over an orcish one, even if the orcish one has been double-enchanted and has twice the armor rating from smithing.  Similarly, they may wear a plain piece of jewelry over an enchanted one if it has a higher base gold value.|vn=1}}&lt;br /&gt;
{{Bug|Pathfinding can make followers difficult to manage.  They cannot jump up or across anything, they will jump down if there is no other path.  If you jump up a small hill be prepared to see your follower take an extremely long path around.  Quite often a follower will get stuck with no path to you.  In these circumstances it appears they are supposed to simply teleport near you, however this can take a very long time to trigger if it triggers at all.  The only known guaranteed way to get them to appear is to fast-travel (anywhere), they will appear next to you no matter where they were (It is also possible to rest for an hour or more to force a teleport from your follower).|vn=1}}&lt;br /&gt;
{{Bug|It can still be quite easy to outpace most followers and lose track of them (e.g. light armor wearers with heavy armor companions).|vn=1}}&lt;br /&gt;
{{Bug|There is a bug where if you and your follower enter an unauthorized area (such as Calcelmo's Labratory in Markarth) and you have your follower go to a specific location (with the command menu) then you will be unable to get him/her to follow you again. The expression &amp;quot;You are not supposed to be in here&amp;quot; is repeated indefinitely by your follower, no command window will appear and you will not be able to make your follower follow you outside the room. One work-around for this is to leave the area and wait until the message appears that your follower has grown tired of waiting and has returned to their original location prior to recruitment (if this message does not appear, wait at the follower's original location [or your home, in the case of housecarls and spouses] until the follower returns).|vn=1}}&lt;br /&gt;
{{Bug|Dark Brotherhood Initiates (only) can be exploited into following you while you already have a follower.  This is done essentially by dismissing your follower, cycling a recruit/dismiss on the Initiate then getting your regular follower back and then the DB Initiate.|vn=1}}&lt;br /&gt;
{{Bug|It is possible for a follower to enter fighting mode when a random brawl is started.|vn=1}}&lt;br /&gt;
{{Bug|Sometimes after a fight the follower will be semi disabled, i.e., will not regenerate health, will not move/follow, will not sheath weapon when you do, will not have conversation menu, but will verbally response to being healed. Using the console kill command seems to fix him/her state without actually killing him/her.|vn=1}}&lt;/div&gt;</summary>
		<author><name>71.132.201.220</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Followers&amp;diff=831859</id>
		<title>Skyrim:Followers</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Followers&amp;diff=831859"/>
		<updated>2011-12-26T00:59:38Z</updated>

		<summary type="html">&lt;p&gt;71.132.201.220: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|NPCs}}&lt;br /&gt;
Various NPCs and creatures can '''follow''' you while you're playing the game and be your ally. These followers can fight at your side; some can also carry your equipment and perform other tasks. Followers can be divided into those who follow you permanently (until they die or are dismissed), and those who follow you temporarily.&lt;br /&gt;
&lt;br /&gt;
'''Permanent followers''' usually become available after you complete a [[Skyrim:Quests|quest]] of some kind. Most players will meet [[Skyrim:Lydia|Lydia]] as their first follower, after completing the main story quest [[Skyrim:Dragon Rising|Dragon Rising]], but there are also many others. You can also find mercenaries for hire in the cities and recruit certain [[#Dogs|dogs]] in the game.  You can have at most one permanent NPC follower and one dog follower at any time.&lt;br /&gt;
&lt;br /&gt;
Some NPCs follow you '''temporarily''' for the duration of a quest.  If you avoid completing the quest and go somewhere else, they may follow you around.  As many of these NPCs are unkillable, and you can have several followers at the same time, you can use them to fight difficult enemies in a different questline.&lt;br /&gt;
&lt;br /&gt;
You can interact with permanent followers by talking with them (outside of combat).  You will then be able to exchange items with them, or give a command, depending on their abilities:&lt;br /&gt;
* Attack another NPC or creature;&lt;br /&gt;
* Wait at a given location;&lt;br /&gt;
* Use an object, such as a lever or a chair;&lt;br /&gt;
* Activate a [[Skyrim:Shrines|Shrine]] for its [[Skyrim:Blessings|blessing]];&lt;br /&gt;
* [[Skyrim:Lockpicking|Open]] a locked door or container;&lt;br /&gt;
* Pick up items;&lt;br /&gt;
* Loot containers;&lt;br /&gt;
* Sleep in a bed (useful for [[Skyrim:Vampirism|Vampires]]);&lt;br /&gt;
* Leave your service (and return to a certain place).&lt;br /&gt;
&lt;br /&gt;
You cannot give most of these commands to temporary followers.&lt;br /&gt;
&lt;br /&gt;
Additionally, holding down the Activate button allows you to enter Command Mode, at which point activating another object will &amp;quot;command&amp;quot; the follower to do something or go somewhere.&lt;br /&gt;
&lt;br /&gt;
Two of these commands have secondary benefits in certain situations:&lt;br /&gt;
* Followers do not need lockpicks to open containers.&lt;br /&gt;
* A follower can pick up a &amp;quot;placed&amp;quot; skill book, which you can then take from their inventory without having to read it first, allowing you to save it for later.&lt;br /&gt;
&lt;br /&gt;
If you ask a follower to perform an illegal activity, you will be held responsible for the [[Skyrim:Crime|crime]], and your bounty will increase accordingly. If you are [[Skyrim:Sneak|hidden]] though, most crimes you command your follower to commit will go unnoticed. However, many followers will refuse to commit crimes and will report you to the guards if they see you committing a crime.&lt;br /&gt;
&lt;br /&gt;
If your follower is left to wait for a long time, a message will appear that the follower has grown tired of waiting and will start walking to their originating location.&lt;br /&gt;
&lt;br /&gt;
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 replace with the improved items can help fix this. It can also allow you to do this with NPCs who will not trade their equipped items with you. However, it requires the Misdirection (for weapons) and Perfect touch (for armor) perks to achieve this. &lt;br /&gt;
&lt;br /&gt;
Giving a non-essential Follower any of your custom enchanted weapons or shields, letting them die, then looting directly from their corpse, is the only way to remove those enchantments on the items. This only works with weapons and shields that are custom-enchanted by the player; it will not remove the enchantment on the Nightingale Blade, for example.&lt;br /&gt;
&lt;br /&gt;
== Follower Stats ==&lt;br /&gt;
&lt;br /&gt;
A follower's level can continue to increase along with the player's level, whether they travel with you or not. However, each follower has a maximum level (which varies for each follower). Also, each follower has a specific set of favored skills. Regardless of how often a follower uses a skill, they do not get better at it, as a player does by continuous use of a particular skill. For example, trying to force Brelyna Maryon to be a sword wielding, shield bashing warrior will not work, she will always be more adept at using magic.&lt;br /&gt;
&lt;br /&gt;
If you have an attachment to a certain follower and wish to continue to use him or her after he or she has become obsolete, you can update his or her stats by dismissing the companion, then opening the [[Skyrim:console|console]], clicking the follower in question, typing &amp;quot;disable&amp;quot; and then typing &amp;quot;enable&amp;quot; without the quotation marks, closing the console, then ask them to rejoin. The follower's inventory will remain unaffected, but his or her stats will all be updated to match the player's current level.&lt;br /&gt;
&lt;br /&gt;
A Google Docs spreadsheet of the maximum levels and skill ratings at that level for all followers is available here: [https://docs.google.com/spreadsheet/ccc?key=0Aly8njaU3H1adGJYTlJaUnRxRUN2RnM5MkxPaU1mQkE Follower Stats]. The second sheet shows a sample of the stat progression for one particular follower, [[Skyrim:Faendal|Faendal]], and the formulas used to calculate his health &amp;amp; stamina.  NOTE: The &amp;quot;class&amp;quot; column is simply an attempt to categorize each NPC with a recognizable identifier, and does not reflect any internal game data.&lt;br /&gt;
&lt;br /&gt;
== Follower Death ==&lt;br /&gt;
&lt;br /&gt;
The game treats permanent (non-canon) followers in a similar way to &amp;quot;essential&amp;quot; NPCs, but still allowing the possibility of their death.  When your follower would die due to an enemy attack or a trap, they will be incapacitated for some time and begin to recover their [[Skyrim:Health|health]], just like essential NPCs; enemies will stop attacking or targeting them during this time.  However, if they lose all their health again during this period, they will die for good.  Thus, you should try to move the fight away from them, so that they are not hit by a stray arrow or area-effect spell.  They can also die if hit with a damage-over-time poison that is stronger than their health recovery. They can also die from enemy power-attacks, as well as your own &amp;quot;friendly fire&amp;quot; attacks.&lt;br /&gt;
&lt;br /&gt;
If you strike your follower dead, on the other hand, there is no recovery.  Attack carefully when your follower is low on health. Follower death by yourself, even accidentally, counts as murder on your crimes list.&lt;br /&gt;
&lt;br /&gt;
Many temporary followers are &amp;quot;essential&amp;quot;, so they cannot be killed, only incapacitated for a while.  Non-essential ones will die immediately when struck down, just as ordinary NPCs.&lt;br /&gt;
&lt;br /&gt;
To ensure follower healing, make sure you give them healing potions and food to carry in their inventory. This way, once a follower is &amp;quot;wounded&amp;quot; they may heal almost immediately and return to the battle. If a follower isn't carrying any healing items, you may have to wait until all enemies in the area are removed before they will heal themselves.&lt;br /&gt;
&lt;br /&gt;
== Follower Trainers ==&lt;br /&gt;
&lt;br /&gt;
Followers who are also trainers will leave money paid for training in their inventory. Simply request to see their inventory and take your gold back for free training.  The follower trainers are:  [[Skyrim:Aela_the_Huntress|Aela the Huntress]] (Archery - up to 75), [[Skyrim:Faendal|Faendal]] (Archery - up to 50), [[Skyrim:Farkas|Farkas]] (Heavy Armor), [[Skyrim:Njada_Stonearm|Njada Stonearm]] (Block - up to 75), [[Skyrim:Vilkas|Vilkas]] (Two-handed), and [[Skyrim:Athis|Athis]] (One-handed - up to 75). After completing a mission for her, [[Skyrim:Annekke_Crag-Jumper|Annekke Crag-Jumper]] becomes a follower, and will also grant you one skill level in Light Armor for completing the mission.&lt;br /&gt;
&lt;br /&gt;
==Permanent Followers==&lt;br /&gt;
=== Hirelings ===&lt;br /&gt;
Hirelings are mercenaries; you’ll need to hire them for a set price of 500 gold and are usually found in taverns. They’ll stick around until they’re dismissed, at which point they'll return to their starting location and you’ll need to pay the fee again to get them back unless they're particularly fond of you, in which case they join free of charge, or if you only dismissed them a short time ago they will join you for free also. Hirelings also use armor and weapons you give them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!Recruitment&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Marriageable&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Can Join Blades&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Belrand|Belrand]]||A male Nord Spellsword found in Solitude. This unique mercenary is a Spellsword, trained in one-handed weapons, light armor, and destruction and restoration.||[[Image:Check.png]] ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Erik the Slayer|Erik the Slayer]]||A male Nord Barbarian found in Rorikstead. Complete a short quest line for him and he will be available at The Frostfruit Inn for hire. He is trained in two-handed weapons, light armor, archery, and block.||[[Image:Check.png]]||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Jenassa|Jenassa]]||A female Dunmer Ranger found inside the Drunken Huntsman in Whiterun. You may only need to pay her the first time. After that she will join you for free if you are an elf. She is a ranger with specialty in archery and a criminal disposition.||[[Image:Check.png]] ||[[image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Marcurio|Marcurio]]||A male Imperial Destruction Mage found in Riften. A Mage with one unique skill; he’s trained in Destruction, Restoration, Alteration, and Conjuration. He also has some sneak skill. He is found at The Bee and Barb in [[Skyrim:Riften|Riften]]. &lt;br /&gt;
||[[Image:Check.png]] ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Stenvar|Stenvar]]||A male Nord Warrior found in Windhelm. He’s a standard knight, trained in two-handed combat, heavy armor, block, and archery.||[[Image:Check.png]] ||[[image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Vorstag|Vorstag]]||A male Nord Warrior found in Markarth. He’s trained in one-handed weapons, block, archery, and heavy armor.||[[Image:Check.png]] ||[[Image:Check.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Housecarls ===&lt;br /&gt;
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 give you a personal housecarl. All player personal Housecarls are trained in heavy armor, one-handed weapons, block and archery. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!Description&lt;br /&gt;
!Prerequisite quest&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Marriageable&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Can Join Blades&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Argis the Bulwark|Argis the Bulwark]]||A male Nord Warrior found in Markarth.|| ||[[Image:Check.png]] || [[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Calder|Calder]]||A male Nord Warrior found in Windhelm.|| ||[[Image:Check.png]] || [[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Iona|Iona]]||A female Nord Warrior found in Riften.|| ||[[Image:Check.png]] || [[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Jordis the Sword-Maiden|Jordis the Sword-Maiden]]||A female Nord Warrior found in Solitude.||Purchase [[Skyrim:Proudspire Manor|Proudspire Manor]]||[[Image:Check.png]] ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Lydia|Lydia]]||A female Nord Warrior found in Whiterun.||[[Skyrim:Dragon Rising|Dragon Rising]] [[Skyrim_talk:Dragon_Rising#Lydia_failing_to_spawn|(VN)]] &amp;lt;!-- It looks like one of the patches has changed this to require purchasing Breezehome --&amp;gt; || &amp;lt;!-- Removing the checkmark until she's ACTUALLY marriageable. The wiki is about fact, not intent [[Image:Check.png]]--&amp;gt; ||[[Image:Check.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Companions Followers ===&lt;br /&gt;
All of these followers can be located at [[Skyrim:Jorrvaskr|Jorrvaskr]], the [[Skyrim:Companions|Companions]] faction headquarters in Whiterun. You must join the companions and once the quest line is completed, they will be recruitable as followers. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!Recruitment&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Marriageable&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Can Join Blades&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Aela the Huntress|Aela the Huntress]]||A female Nord Ranger trained in archery, sneak, one-handed, speech and light armor. She is an expert archery trainer.||[[Image:Check.png]]||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Athis|Athis]]||A male Dunmer Warrior trained in one-handed, block, and light armor, he’s also an expert trainer with one-handed weapons.||[[Image:Check.png]]||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Farkas|Farkas]]||A male Nord Warrior trained in one-handed weapons and heavy armor. He is also a master heavy armor trainer.||[[Image:Check.png]] || [[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Njada Stonearm|Njada Stonearm]]||A female Nord Warrior trained in speech, block, and one-handed weapons. She is an expert block trainer.||[[Image:Check.png]] || [[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Ria|Ria]]||A female Imperial Warrior trained in one-handed weapons, archery, block, and heavy armor.||[[Image:Check.png]]||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Torvar|Torvar]]||A male Nord Warrior trained in one-handed weapons, heavy armor, archery, and block.||[[Image:Check.png]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Vilkas|Vilkas]]||A male Nord Knight trained in two-handed weapons and heavy armor. He’s a master two-handed weapons trainer.||[[Image:Check.png]]||[[image:check.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== College of Winterhold Followers ===&lt;br /&gt;
Once enrolled as a member of the [[Skyrim:College of Winterhold|College of Winterhold]], your fellow students can join you, but you must first complete their specific quest. Simply talk to them and they’ll tell you what you must do.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!Recruitment&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Marriageable&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Can Join Blades&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Brelyna Maryon|Brelyna Maryon]]||A female Dunmer Mystic trained in conjuration, alteration, illusion and sneak.||[[Image:Check.png]] ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:J'zargo|J'zargo]]||A male Khajiit Sorcerer trained in destruction, illusion, one-handed, and heavy armor. || ||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Onmund|Onmund]]||A male Nord Sorcerer trained in destruction, illusion, one-handed, and heavy armor.||[[Image:Check.png]] ||[[image:check.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dark Brotherhood Followers ===&lt;br /&gt;
Complete all the quests for the Dark Brotherhood to allow these followers to join you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!Recruitment&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Marriageable&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Can Join Blades&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Cicero|Cicero]]||A male Imperial Assassin found at the Dawnstar Sanctuary, he is trained in sneak, one-handed, light armor, and archery.||||&lt;br /&gt;
|-&lt;br /&gt;
|Dark Brotherhood Initiate||Found at the Dawnstar Sanctuary. They are trained in one-handed weapons, sneak, light armor, and archery. This follower is currently not able to be completely killed, possibly a bug.||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dungeon Followers ===&lt;br /&gt;
You will have to complete the quest associated with each follower in order for them to join you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!Recruitment&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Marriageable&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Can Join Blades&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Erandur|Erandur]]||A male Dunmer priest found in [[Skyrim:Dawnstar|Dawnstar]]. Accept the quest to rid the town of its nightmares and help him clear Nightcaller temple. If he survives, he will join you. He is trained in conjuration and restoration.||||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Golldir|Golldir]]||A male Nord warrior found in [[Skyrim:Hillgrund's Tomb|Hillgrund’s Tomb]]. Help him defeat the warlock Vals Veran, and he can be recruited once he returns to the outside the dungeon. Golldir specializes in one-handed weapons and heavy armor. Also skilled with archery and block. All he longs for is to lay his ancestors to rest.|| ||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Illia|Illia]]||A female Imperial mage found in [[Skyrim:Darklight Tower|Darklight Tower]]. Allow her to explore the dungeon with you, and if she survives she will join you as a follower. Illia is trained in destruction, restoration, conjuration, and alteration. Note: You can only recruit her once. If she leaves for any reason, you can never get her to follow you again without using console commands.||||[[image:check.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Followers ===&lt;br /&gt;
To convince these followers to join you, you’ll need to complete their short quests.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!Recruitment&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Marriageable&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Can Join Blades&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim: Adelaisa_Vendicci|Adelaisa Vendicci]]||A female imperial available upon completing [[Skyrim:Rise in the East|Rise in the East]] for the [[Skyrim:East Empire Company|East Empire Company]] in [[Skyrim:Windhelm|Windhelm]].|| ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Ahtar|Ahtar]]||A male Redguard Warrior who is found in Solitude at the Castle Dour Dungeon, on the streets, at the Winking Skeever, or in Jala's house. Ahtar will request for you to kill a bandit leader and give you the location of the camp. Travel there and kill the bandit, then return to Ahtar to recruit him. Ahtar is trained in two-handed weapons and heavy armor.|| ||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Annekke Crag-Jumper|Annekke Crag-Jumper]]||A female Nord Ranger found in Darkwater Crossing.  After completing her quest, she will join you. Seems to be trained in light armor, archery, block, and one-handed weapons.|| ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Aranea Ienith|Aranea Ienith]]||A female Dunmer Conjuration Mage found at shrine of Azura. After completing the Black Star quest, she can join you. Trained in destruction, restoration, alteration, and conjuration.|| ||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Benor|Benor]]||A male Nord Warrior found in Morthal. Beat him in a brawl, and he will join you. He is trained in two-handed weapons and heavy armor.||[[image:check.png]] ||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Borgakh the Steel Heart|Borgakh the Steel Heart]]||A female Orc Warrior found in [[Skyrim:Mor_Khazgur|Mor Khazgur]]. Pay her dowry or pass a persuade check and she'll join you. She is an orc warrior and proficient in one-handed weapons, archery and heavy armor.||[[Image:Check.png]] ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Cosnach|Cosnach]]||A male Breton Warrior found in Markarth. He wishes to challenge you to a fight; prove your strength to get on his good side. Alternately, give him plenty of alcohol. He is warrior, trained in one-handed weapons, heavy armor, and block.||[[Image:Check.png]] ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Derkeethus|Derkeethus]]||A male Argonian Ranger found in Darkwater Pass. Trapped by Falmer, if you help him escape he will return to Darkwater Crossing. Find him there and he will join you. He is trained in light armor and one-handed weapons.||[[Image:Check.png]]||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Eola|Eola]]||A female Nord Warlock found in Markarth's Hall of the Dead. After completing [[Skyrim:The Taste of Death|The Taste of Death]] and obtaining the [[Skyrim:Ring of Namira|Ring of Namira]] she will follow you. She is trained in one-handed weapons, Conjuration and light armor and can join blades (confirmed on xbox360) .|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Faendal|Faendal]]||A male Bosmer Ranger found in Riverwood. Faendal is involved in a love triangle with Sven and Camilla Valerius. Faendal's and Sven's roles in their quests are interchangeable. Complete the quest in Faendal's favor and he will become a follower. Faendal is an archer and can train you in archery. Faendal will refuse to commit crimes, and will attack you if you are caught committing crimes. Faendal will also attack the player any time that the player is an aggressor, even if the player is ambushing bandits or other villainous characters.|| ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Ghorbash the Iron Hand|Ghorbash the Iron Hand]]||A male Orc Ranger found in Dushnikh Yal. Talk to him and complete his task and he’ll join you. Ghorbash is trained in archery and light armor.|| [[Image:Check.png]]||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Kharjo|Kharjo]]||A male Khajiit Warrior found in a Khajiit caravan traveling between cities.  After completing his quest to return him his Moon Amulet, he can be recruited.  He specializes in one-handed weapons, heavy armor, archery and block, and has a decent rank in sneak .|| ||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Lob|Lob]]||A Male Orc Ranger found in Largashbur. Available after completing Malacath's Daedric quest &amp;quot;The Cursed Tribe&amp;quot;.|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Mjoll the Lioness|Mjoll the Lioness]]||A female Nord Warrior found in Riften. When you talk to her, she will eventually ask you to retrieve her sword from a Dwemer ruin. Do so and she will ask to join you. She specializes in two-handed weapons, heavy armor, archery, and block. She is also proficient in one-handed weapons, though her two-handed skill is higher.||[[Image:Check.png]] ||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Ogol|Ogol]]||A male Orc Warrior found in Largashbur. He will join after completing Malacath's Daedric quest &amp;quot;The Cursed Tribe&amp;quot;.|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Roggi Knot-Beard|Roggi Knot-Beard]]||A male Nord Warrior found in Kynesgrove (Steamscorch Mine, usually).  After retrieving his ancestral shield in Ansilvund, he will join you. (The shield will not be there if you go before getting his quest).||[[Image:Check.png]] ||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Sven|Sven]]||A male Nord Bard found in Riverwood. Sven is good at smithing, alchemy, enchanting, and archery. Faendal's and Sven's roles in their quests are interchangeable. Complete the quest in Sven's favor and he will become a follower. Sven can be found in the Sleeping Giant Inn most of the time.|| ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Ugor|Ugor]]|| A Female Orc Ranger in Largashbur. Available if she lives after completing Malacath's Daedric quest &amp;quot;The Cursed Tribe&amp;quot;.|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Uthgerd the Unbroken|Uthgerd the Unbroken]]||A female Nord Warrior found in the Bannered Mare Tavern in Whiterun. She is trained in heavy armor, one-handed weapons, block and archery. To recruit her, you’ll need to talk to her and agree to brawl. If you defeat her, she’ll join you as a follower. Uthgerd owns a house in Whiterun. If you recruit her, you can find the key in her inventory.||[[Image:Check.png]] ||[[Image:Check.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dogs===&lt;br /&gt;
In addition to NPC followers, war dogs are also recruitable.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!Recruitment&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Meeko|Meeko]]||Can be found at [[Skyrim:Meeko's Shack|Meeko's Shack]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Vigilance|Vigilance]]||Can be purchased from [[Skyrim:Banning|Banning]] at the Markarth stables for 500 septims. As with the hirelings, if you dismiss Vigilance, he will return to Banning and you must pay the 500 septims again to get him back.&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Stray Dog|Stray Dog]]||Can be found in a random encounter in the wilderness fighting 2 wolves. If you kill the wolves and talk to him he can be made a follower.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quest Followers ==&lt;br /&gt;
{{incomplete}}&lt;br /&gt;
Some NPCs follow you until a quest is completed or an event occurs.  Quest followers will not give you access to their inventory.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Quest(s)&lt;br /&gt;
!Notes&lt;br /&gt;
!Essential&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Hadvar|Hadvar]]||[[Skyrim:Unbound|Unbound]]||Accompanies you if you chose him during the opening sequence in [[Skyrim:Helgen|Helgen]]||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Ralof|Ralof]]||[[Skyrim:Unbound|Unbound]]||Accompanies you if you chose him during the opening sequence in [[Skyrim:Helgen|Helgen]]||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Esbern|Esbern]]||[[Skyrim:A Cornered Rat|A Cornered Rat]]&amp;lt;br&amp;gt;[[Skyrim:Alduin's_Wall|Alduin's Wall]]|| ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Delphine|Delphine]]||[[Skyrim:Alduin's_Wall|Alduin's Wall]]|| ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Barbas|Barbas]]||[[Skyrim:A Daedra's Best Friend|A Daedra's Best Friend]]||Barbas is the only ''temporary'' dog follower in the game. He also barks, whines, and pushes you incessantly if you drag him away from his quest, however he is invincible and will continue to follow and fight for you no matter where you bring him.||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Avulstein_Gray-Mane|Avulstein Grey-Mane]]||[[Skyrim:Missing_In_Action|Missing in Action]]||When downed in combat, he will kneel just like a regular Follower.||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Thorald_Gray-Mane|Thorald Grey-Mane]]||[[Skyrim:Missing_In_Action|Missing in Action]]||If he dies, you will fail the quest.  Avulstein Grey-Mane, Geirlund, and Vidrald will also stop following you.||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Geirlund|Geirlund]]||[[Skyrim:Missing_In_Action|Missing in Action]]||He meets up with you when you meet Avulstein Grey-Mane outside of [[Skyrim:Northwatch_Keep|Northwatch Keep]] (if you agreed to have him along to help you).||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Vidrald|Vidrald]]||[[Skyrim:Missing_In_Action|Missing in Action]]||He meets up with you when you meet Avulstein Grey-Mane outside of Northwatch Keep (if you agreed to have him along to help you).||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Sinding|Sinding]]||[[Skyrim:Ill_Met_By_Moonlight|Ill Met By Moonlight]]||Briefly follows you for the duration of the quest, if you choose to spare him and turn the tables on the hunters. He will be in [[Skyrim:Werewolf|Werewolf]] form, and is capable of flinging opponents across distances much like a player Werewolf, although his throw attack is not fatal.||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Thonnir|Thonnir]]||[[Skyrim:Laid_to_Rest|Laid to Rest]]|| ||[[Image:Check.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Console==&lt;br /&gt;
Through use of the console, it's possible to ask almost anyone to follow you. Though some voice sets lack certain phrases used in follower interactions so there may be some voice changes and/or silence during certain exchanges.&lt;br /&gt;
&lt;br /&gt;
The option of asking people to follow you is triggered by them being part of the PotentialFollower faction and having a high enough disposition towards you.  The following commands assume that you have the NPC targetted via prid(refid) or simply clicking on them.&lt;br /&gt;
&lt;br /&gt;
You may raise their disposition with you using &amp;lt;code&amp;gt;setrelationshiprank 14 3&amp;lt;/code&amp;gt; (where 14=player and 3=ally)&lt;br /&gt;
&lt;br /&gt;
Adding them to the follower faction is the command &amp;lt;code&amp;gt;addtofaction 5c84d 3&amp;lt;code&amp;gt; (where 5c84d is 0005C84D faction and 3 is rank in faction, ally).  This will give them the dialogue option needed to follow you if it's possible.  After this command if the NPC can be a follower, you should see a new 'Follow me, I need your help.' dialog option.&lt;br /&gt;
&lt;br /&gt;
Though it's not required to have the follower dialog option, followers additionally are usually in the player ally faction &amp;lt;code&amp;gt;addtofaction 5a1a4 3&amp;lt;/code&amp;gt; so that even if they are not following you they will regard you as an ally.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
{{Bug|Followers are not affected by animal diseases, even though they can appear to contract them.|vn=1}}&lt;br /&gt;
{{Bug|Some followers [Jordis confirmed] do not seem to benefit from spellcost reduction as the player would; weapon charges will still be consumed normally.|vn=1}}&lt;br /&gt;
{{Bug|If you give a follower a single arrow of any type (for example daedric) they will continue to fire arrows without ever using up the ones in their inventory.  Their misses and kills still show up on the ground and in the loot window and can be picked up, essentially making them an unlimited source of arrows.|vn=1}}&lt;br /&gt;
** This is only applicable to followers that start with a bow and the standard 15 arrows, it appears to skip decrementing the arrow stack even if not using the built-in arrows.  Followers that do not start with a bow (like mages) will consume arrows normally.&lt;br /&gt;
{{Bug|Followers can and will attack your horse, summons, thralls, and other temporary companions.  If they are hit by any of these enough they will go hostile.  This is a common problem when escorting a temporary mage companion or with Atronachs.|vn=1}}&lt;br /&gt;
{{Bug|Followers do not actually have a carry limit and are not affected by weight encumbrance (though still appear to be affected by armor encumbrance).  The limit that occurs during trading is only a limitation in the trading HUD.  If you command them to pick up items off the ground they can carry an infinite amount of items.|vn=1}}&lt;br /&gt;
** Note 1: You may lose items this way. One example is Dwemer Cog. If you have 6 or more Dwemer Cogs and drop them for your follower, then only 1 item named &amp;quot;Dwemer Cog (6)&amp;quot; will be dropped to be picked up. If you later find more cogs and dropped to your follower, then the latter cogs will replace -- not add to -- the existing cogs. Not sure if it's caused by the number dropped (&amp;lt;6 or 6+) or if a follower-command-pickup is needed to duplicate the bug.&lt;br /&gt;
** Note 2: When ordering your follower to pick up a piece of armor, you will not be able to take it back. This is because the armor they pick up is classified as starting armor, and if you try to take it from their inventory it will say, &amp;quot;You cannot take your follower's starting items.&amp;quot; It is unknown why this happens and currently has no known fix.&lt;br /&gt;
** Note 3: Killing your follower will allow you to get the items back, however they will be marked as stolen. Putting them on a Mannequin in your home will result in the same bug as with the follower, leaving you unable to get your armor back (Confirmed on Xbox360)&lt;br /&gt;
{{Bug|Followers choose equipment by the base item and do not account for enchantments and user smithing enchancement.  As a result, they will always equip an ebony armor piece over an orcish one, even if the orcish one has been double-enchanted and has twice the armor rating from smithing.  Similarly, they may wear a plain piece of jewelry over an enchanted one if it has a higher base gold value.|vn=1}}&lt;br /&gt;
{{Bug|Pathfinding can make followers difficult to manage.  They cannot jump up or across anything, they will jump down if there is no other path.  If you jump up a small hill be prepared to see your follower take an extremely long path around.  Quite often a follower will get stuck with no path to you.  In these circumstances it appears they are supposed to simply teleport near you, however this can take a very long time to trigger if it triggers at all.  The only known guaranteed way to get them to appear is to fast-travel (anywhere), they will appear next to you no matter where they were (It is also possible to rest for an hour or more to force a teleport from your follower).|vn=1}}&lt;br /&gt;
{{Bug|It can still be quite easy to outpace most followers and lose track of them (e.g. light armor wearers with heavy armor companions).|vn=1}}&lt;br /&gt;
{{Bug|There is a bug where if you and your follower enter an unauthorized area (such as Calcelmo's Labratory in Markarth) and you have your follower go to a specific location (with the command menu) then you will be unable to get him/her to follow you again. The expression &amp;quot;You are not supposed to be in here&amp;quot; is repeated indefinitely by your follower, no command window will appear and you will not be able to make your follower follow you outside the room. One work-around for this is to leave the area and wait until the message appears that your follower has grown tired of waiting and has returned to their original location prior to recruitment (if this message does not appear, wait at the follower's original location [or your home, in the case of housecarls and spouses] until the follower returns).|vn=1}}&lt;br /&gt;
{{Bug|Dark Brotherhood Initiates (only) can be exploited into following you while you already have a follower.  This is done essentially by dismissing your follower, cycling a recruit/dismiss on the Initiate then getting your regular follower back and then the DB Initiate.|vn=1}}&lt;br /&gt;
{{Bug|It is possible for a follower to enter fighting mode when a random brawl is started.|vn=1}}&lt;br /&gt;
{{Bug|Sometimes after a fight the follower will be semi disabled, i.e., will not regenerate health, will not sheath weapon when you do, will not have conversation menu, but will verbally response to being healed. Using the console kill command seems to fix him/her state without actually killing him/her.|vn=1}}&lt;/div&gt;</summary>
		<author><name>71.132.201.220</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Speaking_With_Silence&amp;diff=829221</id>
		<title>Skyrim talk:Speaking With Silence</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Speaking_With_Silence&amp;diff=829221"/>
		<updated>2011-12-23T20:09:45Z</updated>

		<summary type="html">&lt;p&gt;71.132.201.220: /* Follower */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Leveled undead bug?==&lt;br /&gt;
I just got finished playing this on my level 15 Khajiit. In the room with the word wall, the two draugr on top of the platform were a Draugr Scourge and a Draugr Death Overlord! The overlord had an ebony war axe. My level 45 orc has only seen one of those things. Is that scripted, or did this just bug way the hell out? I wound up sneaking by them and missing the treasure in the chest on the platform, then went back in afterwards and toggled god mode on; it was the only way to beat them. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 06:42, 25 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Mercer Glitch==&lt;br /&gt;
Now this is odd. At the start of the dungeon, I did a bit of Archery training using Mercer as a practice dummy... didn't seem to affect anything for a while, got to the Word Wall room without any problems. Then when I approached the puzzle-ring door... bam, invincible Mercer attacking me for no reason. I had to use &amp;quot;stopcombat&amp;quot; to get him to unlock the door. [[Special:Contributions/112.201.196.17|112.201.196.17]] 19:54, 27 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Watch that trap, Mercer ==&lt;br /&gt;
&lt;br /&gt;
After he alerts you to the presence of traps, he'll stand right in the pathway of a swing-gate waiting for you to pull a gate chain.  For a cheap laugh, feel free to stand on the trap.  Repeatedly. [[User:Bootstomp|Bootstomp]] 02:16, 28 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Word Wall? ==&lt;br /&gt;
&lt;br /&gt;
Where is the word wall? I must have missed it. There's a large room behind a wooden door where Mercer said be careful, an ambush is behind, and lo and behold, I had Dragon Priest and 3 Draugrs. I killed them, went up for the Master chest loot, but didn't see any word wall in that room! [[Special:Contributions/71.132.201.220|71.132.201.220]] 10:50, 23 December 2011 (UTC)&lt;br /&gt;
:Nevermind, I went back there and found it in that room. [[Special:Contributions/71.132.201.220|71.132.201.220]] 11:01, 23 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Follower ==&lt;br /&gt;
&lt;br /&gt;
Mercer replaced Uthgerd (my follower) inside the sanctum, and once I was out I lost her. player.moveto 91918 takes me to an empty place with nothing and no one. [[Special:Contributions/71.132.201.220|71.132.201.220]] 11:06, 23 December 2011 (UTC)&lt;br /&gt;
:I fast traveled back to a city and Uthgerd reappeared but lost everything I gave her... What a bug. BE WARNED! [[Special:Contributions/71.132.201.220|71.132.201.220]] 20:09, 23 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Missing Mercer ==&lt;br /&gt;
&lt;br /&gt;
Okay, so I cleared level 1 of the sanctum just fine. But when I moved into the level 2 area, mercer was missing, cleared all the way to the puzzle lock and now I'm stuck, coz there is no mercer to open the door.( Actually I noted him missing only when I reached the door , :P)&lt;br /&gt;
What should I do ?&lt;br /&gt;
&lt;br /&gt;
```` Aero&lt;/div&gt;</summary>
		<author><name>71.132.201.220</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Speaking_With_Silence&amp;diff=828737</id>
		<title>Skyrim talk:Speaking With Silence</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Speaking_With_Silence&amp;diff=828737"/>
		<updated>2011-12-23T11:06:00Z</updated>

		<summary type="html">&lt;p&gt;71.132.201.220: /* Follower */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Leveled undead bug?==&lt;br /&gt;
I just got finished playing this on my level 15 Khajiit. In the room with the word wall, the two draugr on top of the platform were a Draugr Scourge and a Draugr Death Overlord! The overlord had an ebony war axe. My level 45 orc has only seen one of those things. Is that scripted, or did this just bug way the hell out? I wound up sneaking by them and missing the treasure in the chest on the platform, then went back in afterwards and toggled god mode on; it was the only way to beat them. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 06:42, 25 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Mercer Glitch==&lt;br /&gt;
Now this is odd. At the start of the dungeon, I did a bit of Archery training using Mercer as a practice dummy... didn't seem to affect anything for a while, got to the Word Wall room without any problems. Then when I approached the puzzle-ring door... bam, invincible Mercer attacking me for no reason. I had to use &amp;quot;stopcombat&amp;quot; to get him to unlock the door. [[Special:Contributions/112.201.196.17|112.201.196.17]] 19:54, 27 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Watch that trap, Mercer ==&lt;br /&gt;
&lt;br /&gt;
After he alerts you to the presence of traps, he'll stand right in the pathway of a swing-gate waiting for you to pull a gate chain.  For a cheap laugh, feel free to stand on the trap.  Repeatedly. [[User:Bootstomp|Bootstomp]] 02:16, 28 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Word Wall? ==&lt;br /&gt;
&lt;br /&gt;
Where is the word wall? I must have missed it. There's a large room behind a wooden door where Mercer said be careful, an ambush is behind, and lo and behold, I had Dragon Priest and 3 Draugrs. I killed them, went up for the Master chest loot, but didn't see any word wall in that room! [[Special:Contributions/71.132.201.220|71.132.201.220]] 10:50, 23 December 2011 (UTC)&lt;br /&gt;
:Nevermind, I went back there and found it in that room. [[Special:Contributions/71.132.201.220|71.132.201.220]] 11:01, 23 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Follower ==&lt;br /&gt;
&lt;br /&gt;
Mercer replaced Uthgerd (my follower) inside the sanctum, and once I was out I lost her. player.moveto 91918 takes me to an empty place with nothing and no one. [[Special:Contributions/71.132.201.220|71.132.201.220]] 11:06, 23 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>71.132.201.220</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Speaking_With_Silence&amp;diff=828736</id>
		<title>Skyrim talk:Speaking With Silence</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Speaking_With_Silence&amp;diff=828736"/>
		<updated>2011-12-23T11:05:50Z</updated>

		<summary type="html">&lt;p&gt;71.132.201.220: /* Follower */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Leveled undead bug?==&lt;br /&gt;
I just got finished playing this on my level 15 Khajiit. In the room with the word wall, the two draugr on top of the platform were a Draugr Scourge and a Draugr Death Overlord! The overlord had an ebony war axe. My level 45 orc has only seen one of those things. Is that scripted, or did this just bug way the hell out? I wound up sneaking by them and missing the treasure in the chest on the platform, then went back in afterwards and toggled god mode on; it was the only way to beat them. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 06:42, 25 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Mercer Glitch==&lt;br /&gt;
Now this is odd. At the start of the dungeon, I did a bit of Archery training using Mercer as a practice dummy... didn't seem to affect anything for a while, got to the Word Wall room without any problems. Then when I approached the puzzle-ring door... bam, invincible Mercer attacking me for no reason. I had to use &amp;quot;stopcombat&amp;quot; to get him to unlock the door. [[Special:Contributions/112.201.196.17|112.201.196.17]] 19:54, 27 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Watch that trap, Mercer ==&lt;br /&gt;
&lt;br /&gt;
After he alerts you to the presence of traps, he'll stand right in the pathway of a swing-gate waiting for you to pull a gate chain.  For a cheap laugh, feel free to stand on the trap.  Repeatedly. [[User:Bootstomp|Bootstomp]] 02:16, 28 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Word Wall? ==&lt;br /&gt;
&lt;br /&gt;
Where is the word wall? I must have missed it. There's a large room behind a wooden door where Mercer said be careful, an ambush is behind, and lo and behold, I had Dragon Priest and 3 Draugrs. I killed them, went up for the Master chest loot, but didn't see any word wall in that room! [[Special:Contributions/71.132.201.220|71.132.201.220]] 10:50, 23 December 2011 (UTC)&lt;br /&gt;
:Nevermind, I went back there and found it in that room. [[Special:Contributions/71.132.201.220|71.132.201.220]] 11:01, 23 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Follower ==&lt;br /&gt;
&lt;br /&gt;
Mercer replaced Uthgerd (my follower) inside the sanctum, and once I was out I lost her. player.moveto 91918 takes me to an empty place with nothing and no one.&lt;/div&gt;</summary>
		<author><name>71.132.201.220</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Speaking_With_Silence&amp;diff=828732</id>
		<title>Skyrim talk:Speaking With Silence</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Speaking_With_Silence&amp;diff=828732"/>
		<updated>2011-12-23T11:01:56Z</updated>

		<summary type="html">&lt;p&gt;71.132.201.220: /* Word Wall? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Leveled undead bug?==&lt;br /&gt;
I just got finished playing this on my level 15 Khajiit. In the room with the word wall, the two draugr on top of the platform were a Draugr Scourge and a Draugr Death Overlord! The overlord had an ebony war axe. My level 45 orc has only seen one of those things. Is that scripted, or did this just bug way the hell out? I wound up sneaking by them and missing the treasure in the chest on the platform, then went back in afterwards and toggled god mode on; it was the only way to beat them. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 06:42, 25 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Mercer Glitch==&lt;br /&gt;
Now this is odd. At the start of the dungeon, I did a bit of Archery training using Mercer as a practice dummy... didn't seem to affect anything for a while, got to the Word Wall room without any problems. Then when I approached the puzzle-ring door... bam, invincible Mercer attacking me for no reason. I had to use &amp;quot;stopcombat&amp;quot; to get him to unlock the door. [[Special:Contributions/112.201.196.17|112.201.196.17]] 19:54, 27 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Watch that trap, Mercer ==&lt;br /&gt;
&lt;br /&gt;
After he alerts you to the presence of traps, he'll stand right in the pathway of a swing-gate waiting for you to pull a gate chain.  For a cheap laugh, feel free to stand on the trap.  Repeatedly. [[User:Bootstomp|Bootstomp]] 02:16, 28 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Word Wall? ==&lt;br /&gt;
&lt;br /&gt;
Where is the word wall? I must have missed it. There's a large room behind a wooden door where Mercer said be careful, an ambush is behind, and lo and behold, I had Dragon Priest and 3 Draugrs. I killed them, went up for the Master chest loot, but didn't see any word wall in that room! [[Special:Contributions/71.132.201.220|71.132.201.220]] 10:50, 23 December 2011 (UTC)&lt;br /&gt;
:Nevermind, I went back there and found it in that room. [[Special:Contributions/71.132.201.220|71.132.201.220]] 11:01, 23 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>71.132.201.220</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Speaking_With_Silence&amp;diff=828727</id>
		<title>Skyrim talk:Speaking With Silence</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Speaking_With_Silence&amp;diff=828727"/>
		<updated>2011-12-23T10:50:50Z</updated>

		<summary type="html">&lt;p&gt;71.132.201.220: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Leveled undead bug?==&lt;br /&gt;
I just got finished playing this on my level 15 Khajiit. In the room with the word wall, the two draugr on top of the platform were a Draugr Scourge and a Draugr Death Overlord! The overlord had an ebony war axe. My level 45 orc has only seen one of those things. Is that scripted, or did this just bug way the hell out? I wound up sneaking by them and missing the treasure in the chest on the platform, then went back in afterwards and toggled god mode on; it was the only way to beat them. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 06:42, 25 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Mercer Glitch==&lt;br /&gt;
Now this is odd. At the start of the dungeon, I did a bit of Archery training using Mercer as a practice dummy... didn't seem to affect anything for a while, got to the Word Wall room without any problems. Then when I approached the puzzle-ring door... bam, invincible Mercer attacking me for no reason. I had to use &amp;quot;stopcombat&amp;quot; to get him to unlock the door. [[Special:Contributions/112.201.196.17|112.201.196.17]] 19:54, 27 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Watch that trap, Mercer ==&lt;br /&gt;
&lt;br /&gt;
After he alerts you to the presence of traps, he'll stand right in the pathway of a swing-gate waiting for you to pull a gate chain.  For a cheap laugh, feel free to stand on the trap.  Repeatedly. [[User:Bootstomp|Bootstomp]] 02:16, 28 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Word Wall? ==&lt;br /&gt;
&lt;br /&gt;
Where is the word wall? I must have missed it. There's a large room behind a wooden door where Mercer said be careful, an ambush is behind, and lo and behold, I had Dragon Priest and 3 Draugrs. I killed them, went up for the Master chest loot, but didn't see any word wall in that room! [[Special:Contributions/71.132.201.220|71.132.201.220]] 10:50, 23 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>71.132.201.220</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Speaking_With_Silence&amp;diff=828726</id>
		<title>Skyrim talk:Speaking With Silence</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Speaking_With_Silence&amp;diff=828726"/>
		<updated>2011-12-23T10:50:34Z</updated>

		<summary type="html">&lt;p&gt;71.132.201.220: /* Word Wall? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Leveled undead bug?==&lt;br /&gt;
I just got finished playing this on my level 15 Khajiit. In the room with the word wall, the two draugr on top of the platform were a Draugr Scourge and a Draugr Death Overlord! The overlord had an ebony war axe. My level 45 orc has only seen one of those things. Is that scripted, or did this just bug way the hell out? I wound up sneaking by them and missing the treasure in the chest on the platform, then went back in afterwards and toggled god mode on; it was the only way to beat them. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 06:42, 25 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Mercer Glitch==&lt;br /&gt;
Now this is odd. At the start of the dungeon, I did a bit of Archery training using Mercer as a practice dummy... didn't seem to affect anything for a while, got to the Word Wall room without any problems. Then when I approached the puzzle-ring door... bam, invincible Mercer attacking me for no reason. I had to use &amp;quot;stopcombat&amp;quot; to get him to unlock the door. [[Special:Contributions/112.201.196.17|112.201.196.17]] 19:54, 27 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Watch that trap, Mercer ==&lt;br /&gt;
&lt;br /&gt;
After he alerts you to the presence of traps, he'll stand right in the pathway of a swing-gate waiting for you to pull a gate chain.  For a cheap laugh, feel free to stand on the trap.  Repeatedly. [[User:Bootstomp|Bootstomp]] 02:16, 28 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Word Wall? ==&lt;br /&gt;
&lt;br /&gt;
Where is the word wall? I must have missed it. There's a large room behind a wooden door where Mercer said be careful, an ambush is behind, and lo and behold, I had Dragon Priest and 3 Draugrs. I killed them, went up for the Master chest loot, but didn't see any word wall in that room!&lt;br /&gt;
&lt;br /&gt;
== Word Wall? ==&lt;br /&gt;
&lt;br /&gt;
Where is the word wall? I must have missed it. There's a large room behind a wooden door where Mercer said be careful, an ambush is behind, and lo and behold, I had Dragon Priest and 3 Draugrs. I killed them, went up for the Master chest loot, but didn't see any word wall in that room! [[Special:Contributions/71.132.201.220|71.132.201.220]] 10:50, 23 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>71.132.201.220</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Speaking_With_Silence&amp;diff=828725</id>
		<title>Skyrim talk:Speaking With Silence</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Speaking_With_Silence&amp;diff=828725"/>
		<updated>2011-12-23T10:50:24Z</updated>

		<summary type="html">&lt;p&gt;71.132.201.220: /* Word Wall? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Leveled undead bug?==&lt;br /&gt;
I just got finished playing this on my level 15 Khajiit. In the room with the word wall, the two draugr on top of the platform were a Draugr Scourge and a Draugr Death Overlord! The overlord had an ebony war axe. My level 45 orc has only seen one of those things. Is that scripted, or did this just bug way the hell out? I wound up sneaking by them and missing the treasure in the chest on the platform, then went back in afterwards and toggled god mode on; it was the only way to beat them. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 06:42, 25 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Mercer Glitch==&lt;br /&gt;
Now this is odd. At the start of the dungeon, I did a bit of Archery training using Mercer as a practice dummy... didn't seem to affect anything for a while, got to the Word Wall room without any problems. Then when I approached the puzzle-ring door... bam, invincible Mercer attacking me for no reason. I had to use &amp;quot;stopcombat&amp;quot; to get him to unlock the door. [[Special:Contributions/112.201.196.17|112.201.196.17]] 19:54, 27 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Watch that trap, Mercer ==&lt;br /&gt;
&lt;br /&gt;
After he alerts you to the presence of traps, he'll stand right in the pathway of a swing-gate waiting for you to pull a gate chain.  For a cheap laugh, feel free to stand on the trap.  Repeatedly. [[User:Bootstomp|Bootstomp]] 02:16, 28 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Word Wall? ==&lt;br /&gt;
&lt;br /&gt;
Where is the word wall? I must have missed it. There's a large room behind a wooden door where Mercer said be careful, an ambush is behind, and lo and behold, I had Dragon Priest and 3 Draugrs. I killed them, went up for the Master chest loot, but didn't see any word wall in that room!&lt;/div&gt;</summary>
		<author><name>71.132.201.220</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Traitor%27s_Post&amp;diff=828647</id>
		<title>Skyrim:Traitor's Post</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Traitor%27s_Post&amp;diff=828647"/>
		<updated>2011-12-23T08:01:27Z</updated>

		<summary type="html">&lt;p&gt;71.132.201.220: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Place Summary&lt;br /&gt;
|type=Shack&lt;br /&gt;
|zones=1&lt;br /&gt;
|image=Traitorspost.jpg&lt;br /&gt;
|imgdesc=Traitor's Post&lt;br /&gt;
|region=Eastmarch&lt;br /&gt;
|occupants=Bandits&lt;br /&gt;
|description=a crumbling house and bandit outpost east of [[Skyrim:Windhelm|Windhelm]]. &lt;br /&gt;
|clearable=1&lt;br /&gt;
|marker_id=Shack&lt;br /&gt;
|location=East of [[Skyrim:Windhelm|Windhelm]], just north of the [[Skyrim:Sacellum of Boethiah|Sacellum of Boethiah]].&lt;br /&gt;
}}&lt;br /&gt;
There are several leveled bandits inside as well as many more wandering around the property.&lt;br /&gt;
&lt;br /&gt;
There may also be a Treasure Map in a chest in this location.&lt;br /&gt;
&lt;br /&gt;
There is a master-looking chest upstair accessible by jumping on the rocks outside.&lt;br /&gt;
&amp;lt;!-- Instructions: If this place is related to any quests, uncomment this section and replace 'Quest Name' with the quest's name--&amp;gt;&amp;lt;!--&lt;br /&gt;
== Related Quests ==&lt;br /&gt;
* {{Quest Link|Quest Name}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Stub|Place}}&lt;/div&gt;</summary>
		<author><name>71.132.201.220</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Traitor%27s_Post&amp;diff=828645</id>
		<title>Skyrim:Traitor's Post</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Traitor%27s_Post&amp;diff=828645"/>
		<updated>2011-12-23T07:58:16Z</updated>

		<summary type="html">&lt;p&gt;71.132.201.220: Removed mention of Bandit Chief as it's player level dependent (e.g. I didn't meet one there).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Empty|place}}{{Place Summary&lt;br /&gt;
|type=Shack&lt;br /&gt;
|zones=1&lt;br /&gt;
|image=Traitorspost.jpg&lt;br /&gt;
|imgdesc=Traitor's Post&lt;br /&gt;
|region=Eastmarch&lt;br /&gt;
|occupants=Bandits&lt;br /&gt;
|description=a crumbling house and bandit outpost east of [[Skyrim:Windhelm|Windhelm]]. &lt;br /&gt;
|clearable=1&lt;br /&gt;
|marker_id=Shack&lt;br /&gt;
|location=East of [[Skyrim:Windhelm|Windhelm]], just north of the [[Skyrim:Sacellum of Boethiah|Sacellum of Boethiah]].&lt;br /&gt;
}}&lt;br /&gt;
There are several bandits inside as well as many more wandering around the property.&lt;br /&gt;
&lt;br /&gt;
There may also be a Treasure Map in the chest in this location.&lt;br /&gt;
&lt;br /&gt;
There is a master-looking chest upstair but I found no obvious way to even get up.&lt;br /&gt;
&amp;lt;!-- Instructions: If this place is related to any quests, uncomment this section and replace 'Quest Name' with the quest's name--&amp;gt;&amp;lt;!--&lt;br /&gt;
== Related Quests ==&lt;br /&gt;
* {{Quest Link|Quest Name}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Stub|Place}}&lt;/div&gt;</summary>
		<author><name>71.132.201.220</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Return_to_Grace&amp;diff=822206</id>
		<title>Skyrim talk:Return to Grace</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Return_to_Grace&amp;diff=822206"/>
		<updated>2011-12-18T09:13:29Z</updated>

		<summary type="html">&lt;p&gt;71.132.201.220: /* Reward */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bug ==&lt;br /&gt;
There was a solution for the bug that the quest can't be finished &amp;quot;hidden&amp;quot; in the source (it wasn't visible due to a manual bullet point character). I don't know how to format the two paragraphs so that they have the same indentation and still fit inside the same Bug braces, so I joined them into one. I've encountered the bug on the PC version and can confirm the console fix partially works. I don't know how to make the bug template show that bug applies to both XBox and PC version, either, so someone who does should probably fix all this. Thanks! --[[Special:Contributions/188.100.158.221|188.100.158.221]] 16:35, 30 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Bah, by the time I talked to Svari, I had 5 amulets on me. Greta told me she'd go to temple, didn't take a single amulet, didn't give me a reward, and didn't finish the quest. Luckily at least she made the amulets be non quest items, but I can't do anything with setstage or completequest to get rid of this quest in the journal. Even setstage 200 which should list it as failed.[[User:BMFPoochie|BMFPoochie]] 21:21, 1 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Radiant?==&lt;br /&gt;
Perhaps I don't understand the radiant quest system but, I don't see how this qualifies as one.  Don't they have to have at least one aspect that's random?  If so, what part(s) of this quest is(are) random? [[User:Foubister|Foubister]] 07:43, 4 December 2011 (UTC)&lt;br /&gt;
:Yeah, it's not radiant.  Some people seem to think any miscellaneous quest is radiant, but they're not.&lt;br /&gt;
::Nephele is the one who put it there so I'm apt to believe that there's a good reason for it (s/he's a well respected editor) but, to err is human.  I think I'll wait until the CS comes out before getting picky. [[User:Foubister|Foubister]] 07:06, 7 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reward==&lt;br /&gt;
What is the reward for this one? [[Special:Contributions/85.157.34.172|85.157.34.172]] 03:31, 10 December 2011 (UTC)&lt;br /&gt;
:I don't know. I completed the quest but didn't get anything, even though the conversation suggested she would give me something for my trouble. By the way, I got one such amulet before, but I left it in my Riften home. When I did this quest, I had to steal the amulet from the catacomb because the body already disappeared from the execution place. [[Special:Contributions/71.132.201.220|71.132.201.220]] 09:13, 18 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>71.132.201.220</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Return_to_Grace&amp;diff=822205</id>
		<title>Skyrim talk:Return to Grace</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Return_to_Grace&amp;diff=822205"/>
		<updated>2011-12-18T09:13:20Z</updated>

		<summary type="html">&lt;p&gt;71.132.201.220: /* Reward */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bug ==&lt;br /&gt;
There was a solution for the bug that the quest can't be finished &amp;quot;hidden&amp;quot; in the source (it wasn't visible due to a manual bullet point character). I don't know how to format the two paragraphs so that they have the same indentation and still fit inside the same Bug braces, so I joined them into one. I've encountered the bug on the PC version and can confirm the console fix partially works. I don't know how to make the bug template show that bug applies to both XBox and PC version, either, so someone who does should probably fix all this. Thanks! --[[Special:Contributions/188.100.158.221|188.100.158.221]] 16:35, 30 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Bah, by the time I talked to Svari, I had 5 amulets on me. Greta told me she'd go to temple, didn't take a single amulet, didn't give me a reward, and didn't finish the quest. Luckily at least she made the amulets be non quest items, but I can't do anything with setstage or completequest to get rid of this quest in the journal. Even setstage 200 which should list it as failed.[[User:BMFPoochie|BMFPoochie]] 21:21, 1 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Radiant?==&lt;br /&gt;
Perhaps I don't understand the radiant quest system but, I don't see how this qualifies as one.  Don't they have to have at least one aspect that's random?  If so, what part(s) of this quest is(are) random? [[User:Foubister|Foubister]] 07:43, 4 December 2011 (UTC)&lt;br /&gt;
:Yeah, it's not radiant.  Some people seem to think any miscellaneous quest is radiant, but they're not.&lt;br /&gt;
::Nephele is the one who put it there so I'm apt to believe that there's a good reason for it (s/he's a well respected editor) but, to err is human.  I think I'll wait until the CS comes out before getting picky. [[User:Foubister|Foubister]] 07:06, 7 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reward==&lt;br /&gt;
What is the reward for this one? [[Special:Contributions/85.157.34.172|85.157.34.172]] 03:31, 10 December 2011 (UTC)&lt;br /&gt;
:I don't know. I completed the quest but didn't get anything, even though the conversation suggested she would give me something for my trouble. By the way, I got one such amulet before, but I left it in my Riften home. When I did this quest, I had to steal the amulet from the catacomb because the body already disappeared from the execution place.&lt;/div&gt;</summary>
		<author><name>71.132.201.220</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Roggvir&amp;diff=822073</id>
		<title>Skyrim talk:Roggvir</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Roggvir&amp;diff=822073"/>
		<updated>2011-12-18T06:10:07Z</updated>

		<summary type="html">&lt;p&gt;71.132.201.220: /* Voice of the Emperor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Save Roggvir ==&lt;br /&gt;
&lt;br /&gt;
Is it impossible to save this man? I fired off a high level pacify spell, causing all the guards to lose interest in attacking him. &lt;br /&gt;
&lt;br /&gt;
20 seconds later he falls over dead without a blade touching him.&lt;br /&gt;
:No, his death is scripted. &amp;quot;He has to die&amp;quot;, so to say. --[[User:Arkhon|Arkhon]] 21:55, 24 November 2011 (UTC)&lt;br /&gt;
::I don't think his death '''is''' scripted, actually. I kept him alive and now he's just wandering around town, but the note on the page is contradictory, saying &amp;quot;If you keep him alive, he won't acknowledge it, but it's impossible to keep him alive&amp;quot;. [[User:Kitkat1749|Kitkat]] &amp;lt;sup&amp;gt; •[[User talk:Kitkat1749|Talk]]•[[Special:Contributions/Kitkat1749|Contrib]]•[[Special:EmailUser/Kitkat1749|E-mail]]&amp;lt;/sup&amp;gt; 13:38, 27 November 2011 (UTC)&lt;br /&gt;
:::I was a vampire (in the final stage) when I first went to Solitude. all the people around the execution attacked me and Roggvir just stood there. I fled town and came back later and Roggvir was still standing in place but after a few seconds his neck exploded as if he was being executed so perhaps his death is scripted, just not very well.[[User:RIM|RIM]] 13:46, 27 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I managed to save him once, he just acts like a NPC with no unique dialogue and everyone thinks he's dead. however for some reason the headsmans axe disapeared, which was the whole reason i was saving him for. ([[user:Eddie the head|Eddie The Head]] 13:51, 27 November 2011 (UTC))&lt;br /&gt;
:::::I got really confused by this because his niece told me he was dead and I had seen him running around earlier, so I went looking for him and found him standing in the middle of town. Maybe it's a bug? [[User:Kitkat1749|Kitkat]] &amp;lt;sup&amp;gt; •[[User talk:Kitkat1749|Talk]]•[[Special:Contributions/Kitkat1749|Contrib]]•[[Special:EmailUser/Kitkat1749|E-mail]]&amp;lt;/sup&amp;gt; 13:56, 27 November 2011 (UTC)&lt;br /&gt;
::::::Probably. The Elder Scrolls isn't exactly known for it's smooth scripted effetcs:)[[User:RIM|RIM]] 14:02, 27 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== face not moving ==&lt;br /&gt;
&lt;br /&gt;
I noticed his face is frozen even when he's supposedly proclaiming his innocence. Kinda strange. {{unsigned|50.92.74.94|05:35, 26 November 2011}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== warn about picking the amulet instead of promoting the idea ==&lt;br /&gt;
&lt;br /&gt;
This: &amp;quot;''After the execution has taken place, an Amulet of Talos can be looted from Roggvir's corpse, which can be used in a quest related to his death.''&amp;quot; is bad advice, cause if you pick the amulet before you get the quest, you won't be able to complete it later on. [[Special:Contributions/92.118.183.145|92.118.183.145]] 19:08, 30 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Agreed, I added a couple of lines explaining it. Tested on 360 Patch 1.2. --[[User:Chiliflamingo|Chiliflamingo]] 22:17, 2 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Voice of the Emperor ==&lt;br /&gt;
&lt;br /&gt;
I used that power and Captain Aldis was then shown as red dot, raised his weapon at me, but didn't attacked, weird. &lt;br /&gt;
Edit: I waited for him to attack for at least 10 seconds, then ran up, and he started to attacked my follower.&lt;br /&gt;
Edit 2: I tried again. First went up there to get the guards be hostile, then use Voice of the Emperor, Roggvir still died (of natural cause?), and somewhere emerged a guard far away that was hostile to me...&lt;br /&gt;
[[Special:Contributions/71.132.201.220|71.132.201.220]] 05:59, 18 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>71.132.201.220</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Roggvir&amp;diff=822064</id>
		<title>Skyrim talk:Roggvir</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Roggvir&amp;diff=822064"/>
		<updated>2011-12-18T06:03:02Z</updated>

		<summary type="html">&lt;p&gt;71.132.201.220: /* Voice of the Emperor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Save Roggvir ==&lt;br /&gt;
&lt;br /&gt;
Is it impossible to save this man? I fired off a high level pacify spell, causing all the guards to lose interest in attacking him. &lt;br /&gt;
&lt;br /&gt;
20 seconds later he falls over dead without a blade touching him.&lt;br /&gt;
:No, his death is scripted. &amp;quot;He has to die&amp;quot;, so to say. --[[User:Arkhon|Arkhon]] 21:55, 24 November 2011 (UTC)&lt;br /&gt;
::I don't think his death '''is''' scripted, actually. I kept him alive and now he's just wandering around town, but the note on the page is contradictory, saying &amp;quot;If you keep him alive, he won't acknowledge it, but it's impossible to keep him alive&amp;quot;. [[User:Kitkat1749|Kitkat]] &amp;lt;sup&amp;gt; •[[User talk:Kitkat1749|Talk]]•[[Special:Contributions/Kitkat1749|Contrib]]•[[Special:EmailUser/Kitkat1749|E-mail]]&amp;lt;/sup&amp;gt; 13:38, 27 November 2011 (UTC)&lt;br /&gt;
:::I was a vampire (in the final stage) when I first went to Solitude. all the people around the execution attacked me and Roggvir just stood there. I fled town and came back later and Roggvir was still standing in place but after a few seconds his neck exploded as if he was being executed so perhaps his death is scripted, just not very well.[[User:RIM|RIM]] 13:46, 27 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I managed to save him once, he just acts like a NPC with no unique dialogue and everyone thinks he's dead. however for some reason the headsmans axe disapeared, which was the whole reason i was saving him for. ([[user:Eddie the head|Eddie The Head]] 13:51, 27 November 2011 (UTC))&lt;br /&gt;
:::::I got really confused by this because his niece told me he was dead and I had seen him running around earlier, so I went looking for him and found him standing in the middle of town. Maybe it's a bug? [[User:Kitkat1749|Kitkat]] &amp;lt;sup&amp;gt; •[[User talk:Kitkat1749|Talk]]•[[Special:Contributions/Kitkat1749|Contrib]]•[[Special:EmailUser/Kitkat1749|E-mail]]&amp;lt;/sup&amp;gt; 13:56, 27 November 2011 (UTC)&lt;br /&gt;
::::::Probably. The Elder Scrolls isn't exactly known for it's smooth scripted effetcs:)[[User:RIM|RIM]] 14:02, 27 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== face not moving ==&lt;br /&gt;
&lt;br /&gt;
I noticed his face is frozen even when he's supposedly proclaiming his innocence. Kinda strange. {{unsigned|50.92.74.94|05:35, 26 November 2011}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== warn about picking the amulet instead of promoting the idea ==&lt;br /&gt;
&lt;br /&gt;
This: &amp;quot;''After the execution has taken place, an Amulet of Talos can be looted from Roggvir's corpse, which can be used in a quest related to his death.''&amp;quot; is bad advice, cause if you pick the amulet before you get the quest, you won't be able to complete it later on. [[Special:Contributions/92.118.183.145|92.118.183.145]] 19:08, 30 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Agreed, I added a couple of lines explaining it. Tested on 360 Patch 1.2. --[[User:Chiliflamingo|Chiliflamingo]] 22:17, 2 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Voice of the Emperor ==&lt;br /&gt;
&lt;br /&gt;
I used that power and Captain Aldis was then shown as red dot, raised his weapon at me, but didn't attacked, weird. &lt;br /&gt;
Edit: I waited for him to attack for at least 10 seconds, then ran up, and he started to attacked my follower.&lt;br /&gt;
[[Special:Contributions/71.132.201.220|71.132.201.220]] 05:59, 18 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>71.132.201.220</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Roggvir&amp;diff=822054</id>
		<title>Skyrim talk:Roggvir</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Roggvir&amp;diff=822054"/>
		<updated>2011-12-18T05:59:11Z</updated>

		<summary type="html">&lt;p&gt;71.132.201.220: /* Voice of the Emperor */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Save Roggvir ==&lt;br /&gt;
&lt;br /&gt;
Is it impossible to save this man? I fired off a high level pacify spell, causing all the guards to lose interest in attacking him. &lt;br /&gt;
&lt;br /&gt;
20 seconds later he falls over dead without a blade touching him.&lt;br /&gt;
:No, his death is scripted. &amp;quot;He has to die&amp;quot;, so to say. --[[User:Arkhon|Arkhon]] 21:55, 24 November 2011 (UTC)&lt;br /&gt;
::I don't think his death '''is''' scripted, actually. I kept him alive and now he's just wandering around town, but the note on the page is contradictory, saying &amp;quot;If you keep him alive, he won't acknowledge it, but it's impossible to keep him alive&amp;quot;. [[User:Kitkat1749|Kitkat]] &amp;lt;sup&amp;gt; •[[User talk:Kitkat1749|Talk]]•[[Special:Contributions/Kitkat1749|Contrib]]•[[Special:EmailUser/Kitkat1749|E-mail]]&amp;lt;/sup&amp;gt; 13:38, 27 November 2011 (UTC)&lt;br /&gt;
:::I was a vampire (in the final stage) when I first went to Solitude. all the people around the execution attacked me and Roggvir just stood there. I fled town and came back later and Roggvir was still standing in place but after a few seconds his neck exploded as if he was being executed so perhaps his death is scripted, just not very well.[[User:RIM|RIM]] 13:46, 27 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I managed to save him once, he just acts like a NPC with no unique dialogue and everyone thinks he's dead. however for some reason the headsmans axe disapeared, which was the whole reason i was saving him for. ([[user:Eddie the head|Eddie The Head]] 13:51, 27 November 2011 (UTC))&lt;br /&gt;
:::::I got really confused by this because his niece told me he was dead and I had seen him running around earlier, so I went looking for him and found him standing in the middle of town. Maybe it's a bug? [[User:Kitkat1749|Kitkat]] &amp;lt;sup&amp;gt; •[[User talk:Kitkat1749|Talk]]•[[Special:Contributions/Kitkat1749|Contrib]]•[[Special:EmailUser/Kitkat1749|E-mail]]&amp;lt;/sup&amp;gt; 13:56, 27 November 2011 (UTC)&lt;br /&gt;
::::::Probably. The Elder Scrolls isn't exactly known for it's smooth scripted effetcs:)[[User:RIM|RIM]] 14:02, 27 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== face not moving ==&lt;br /&gt;
&lt;br /&gt;
I noticed his face is frozen even when he's supposedly proclaiming his innocence. Kinda strange. {{unsigned|50.92.74.94|05:35, 26 November 2011}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== warn about picking the amulet instead of promoting the idea ==&lt;br /&gt;
&lt;br /&gt;
This: &amp;quot;''After the execution has taken place, an Amulet of Talos can be looted from Roggvir's corpse, which can be used in a quest related to his death.''&amp;quot; is bad advice, cause if you pick the amulet before you get the quest, you won't be able to complete it later on. [[Special:Contributions/92.118.183.145|92.118.183.145]] 19:08, 30 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Agreed, I added a couple of lines explaining it. Tested on 360 Patch 1.2. --[[User:Chiliflamingo|Chiliflamingo]] 22:17, 2 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Voice of the Emperor ==&lt;br /&gt;
&lt;br /&gt;
I used that power and Captain Aldis was then shown as red dot, raised his weapon at me, but didn't attacked, weird. [[Special:Contributions/71.132.201.220|71.132.201.220]] 05:59, 18 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>71.132.201.220</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Followers&amp;diff=817486</id>
		<title>Skyrim talk:Followers</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Followers&amp;diff=817486"/>
		<updated>2011-12-15T08:53:44Z</updated>

		<summary type="html">&lt;p&gt;71.132.201.220: /* Enchanted Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Finding Information==&lt;br /&gt;
Being that the game is still less than a week old, this table is incomplete. If you find new followers, be sure to add them to their respective sections. Post on this discussion page if you're unsure where to put someone. The marriable/join the blades sections are likewise incomplete. &lt;br /&gt;
*In order to check a follower's stats, open the console with ~, click on the follower on your screen, and type &amp;quot;getav &amp;lt;skill&amp;gt;&amp;quot; without the quotation marks, with skill being any of the available skills in the game. While most skill names work as they are, there are a few exceptions to this. Any skill name that is made up of two words should be written as one when used with this command (heavy armor becomes heavyarmor, etc), and when checking someone's speech and archery skills, you have to use speechcraft and marksman, respectively, to properly get their values. As far as determining which skills the follower &amp;quot;specializes&amp;quot; in, as a general rule, anything over 40 can be considered a &amp;quot;major skill.&amp;quot;--[[User:Volkrov|Volkrov]] 11:11, 16 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Follower Storage==&lt;br /&gt;
&lt;br /&gt;
If I give a follower - such as Faendal - some armor to wear and then I tell him to go home, will he always keep those items? Or should I remove any items I have given him before I tell him to part ways? {{unsigned|82.47.112.108|01:57, 14 November 2011}} &lt;br /&gt;
: At this point, three days after release, you better test it yourself and let us know what you find out. --[[User:Krusty|Krusty]] 02:00, 14 November 2011 (UTC)&lt;br /&gt;
:: They'll keep everything they have forever it seems. Just tested it.--[[User:Volkrov|Volkrov]] 10:56, 14 November 2011 (UTC)&lt;br /&gt;
::: They do keep everything, (or, at least, Lydia does when she returns to my home) but keep in mind that they may revert to their default equipment after a time. And you'll have to request to see their inventory, take everything off them, then give it back before they'll equip it again.&lt;br /&gt;
::::You don't actually have to remove everything or even anything at all to force the re-equiping.  Simply open up their inventory as per normal, and modify it to force the game to recalculate their stuff. e.g. give them something, anything.  This also works by telling them to grab something, do something that effects what they hold (chop wood), various other actions (them deciding to pull out a torch), changing cells (sometimes), when the game calculates new stats due to leveling, and even seemingly random times.  -- [[User:Highyena|Highyena]] 09:29, 5 December 2011 (UTC) &lt;br /&gt;
::::When I told Ghorbash to go home, he was carrying a full set of glass armour and a glass bow with assorted arrows. I've left him alone (for a couple of thieves' guild quests) for a little while and just got him back. Interestingly, he still has all the armour, arrows and jewellery (even though he's not wearing it) but has lost his glass bow. --[[User:Chiliflamingo|Chiliflamingo]] 22:37, 20 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== list? ==&lt;br /&gt;
&lt;br /&gt;
Is there a comprehensive list of both permanent and temporary followers out there on the web somewhere?&lt;br /&gt;
Edit--- looks like it's here now&lt;br /&gt;
&lt;br /&gt;
== Equipment AI bug (bows) ==&lt;br /&gt;
&lt;br /&gt;
I've noticed that at least several followers seem to prefer to use their own personal (non-inventory) hunting bow over at least some more powerful bows you might give them to use.  So far the only way I've been able to get a follower to consistently use the bow I provided to them is to console remove the hunting bow SEVERAL TIMES until they stop equipping it.  It took about 5 removed before it worked with aela, using the command (targetted on her) removeitem 10e2dd 1.&lt;br /&gt;
: I've noticed this too with both Erik and Uthgerd. Whenever I fast travel, they automatically equip the bow and use it, no matter what items they have in their inventory, until something gets in close enough to make them switch to melee. After that, if they see another ranged target, they'll usually use the better bow I think. I'd need to test it more to be sure though.--[[User:Volkrov|Volkrov]] 05:38, 16 November 2011 (UTC)&lt;br /&gt;
::Scratch that, Uthgerd always seems to use her hunting bow for ranged targets, even after switching to melee once. Attempting to use removeitem 10e2dd 1 on her crashes my game.--[[User:Volkrov|Volkrov]] 07:49, 16 November 2011 (UTC)&lt;br /&gt;
: I have also experienced this, both with the elf archer from the first town and the dark elf archer mercenary from Whiterun's Drunken Hunter. This only happens on higher quality bows (in my experience, elven or better), and they will use lower quality bows just fine. I have not found a way to force them to use the higher quality bows. [[Special:Contributions/24.205.218.86|24.205.218.86]] 07:48, 16 November 2011 (UTC)&lt;br /&gt;
: Temporary workaround for this: Give your follower the good bow you want him/her to use (Daedric Bow is not recognised by followers for some reason) and also give them and continue to supply them with Iron Arrows (it's their default projectile in their hidden quiver, but they only have 12 and will stop using any bow when they run out of it). As long as they have Iron Arrows in their inventory, they will keep using the good bows. Of course this is still a trade off and not working as intended as you can never make them use good grade bows+arrows together. [[Special:Contributions/80.98.74.2|80.98.74.2]] 19:30, 22 November 2011 (UTC)Cruniac&lt;br /&gt;
: If they get shot by better quality arrows, the arrow will be put into their inventory (same way if you shoot a mob with your arrows, some of them can be found on their corpse upon looting) and they will immediately switch back to their Hunter's Bow as long as the better quality arrow remains in their inventory. Also I noticed that they will never run out of arrows that got shot into their inventory by enemies. If you want them to use the good bow, you will have to manually remove the 1 piece of better quality arrow from their inventory between fights. [[Special:Contributions/80.98.74.2|80.98.74.2]] 19:30, 22 November 2011 (UTC)Cruniac&lt;br /&gt;
&lt;br /&gt;
== Do followers level with you? ==&lt;br /&gt;
&lt;br /&gt;
If i'm level 4 , is my follower, or are some followers inherently higher level and skill? [[Special:Contributions/71.202.180.235|71.202.180.235]] 08:26, 16 November 2011 (UTC)&lt;br /&gt;
:I don't think followers level.  I checked Lydia's skills on one playthrough after extended use and on another immediately after unlocking her and they were exactly the same.  I forgot to check HP so that could possibly change but skills seem to be static.  Also other than a few anomalies I cant quite account for yet it appears all followers have roughly the same skill levels (20-30 for trained skills).--[[User:Armstrong|Armstrong]] 10:10, 17 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
'''No they do not level with you, they remain the same level they were when you discovered the area they are in. Lydia/Faendal will be the weakest companions, but if you wait until you've leveled to max and then hire some of the optional followers they will be scaled to whatever you are. A level 81 follower is possible, who can easily tank Giants/Dragons/Mammoth's.'''&lt;br /&gt;
:Haven't seen a follower with a levelcap above 50. Also the followers do level with you but their stats are frozen. At least for most of them ... there are exception. I still think its just a bug. --[[User:Lex|Lex]] 00:43, 22 November 2011 (UTC)&lt;br /&gt;
:This really doesn't seem right...  My character went to Riften around level 20 or so, and yet I have Mjoll fighting with me at level 47 on Master difficulty and being totally fine.  Her gear is strong (Ebony compared to my Daedric, all legendary), but she doesn't seem to be doing as bad as I think she'd be doing if she was missing out on 27 levels.  I'm not saying the no-leveling is completely wrong, but, it just seems weird, is all.--[[User:Lovless510|Lovless510]] 22:02, 26 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I Just want to add some discussion from some testing that I have done with 4 follower in skyrim and it seem some follower have different level cap.  The follower level was checked with level 38 character and before i check the level i have disable&amp;gt;enable them. And the result is lydia(lvl 38), Aela the Huntress(lvl 38), Njada Stonearm(lvl 25), Uthgerd the Unbroken (lvl 30).--[[User:Archd|Archd]] 16:29, 1 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Yeah, they do have different level caps; I've only looked at two, Lydia and Eola, who are capped at levels 50 and 30 respectively.  Somewhat random level caps seem fairly common in Bethesda games, but I think it makes the characters more interesting... --[[User:Vometia|Vometia]] 22:26, 1 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Lydia is my follower. I am at level 22. I just checked her, and she is at 22. I got her around level 10, so it looks like she has leveled with me. [[Special:Contributions/173.162.62.105|173.162.62.105]] 17:06, 2 December 2011 (UTC)&lt;br /&gt;
yes. if you check it with getlevel, it will give you the same level as your level. Try check her health with getavinfo health and you will see her current health value and her reference base health value. the current value as far as i know never changed when you level up. the only way to change her current value is to remove her from party and using console &amp;quot;disable&amp;quot;,&amp;quot;enable&amp;quot; her to update her status.I usually take all her item first and add &amp;quot;removeallitems&amp;quot; before &amp;quot;disable&amp;quot; command to make sure that lyda don't get the current weight bug.&lt;br /&gt;
@vometia i don't think the level cap just random when we played, but based on their role in the game. e.g in companion guild the circle group all of them have same level as i am(i assume their level cap is 50) but the other companion have lower level then me(lvl 25 most of them). --[[User:Archd|Archd]] 10:02, 3 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;Random&amp;quot; was probably not the ideal word for me to choose!  You are of course correct, my comment was mostly aimed at it not necessarily being that obvious to the player. --[[User:Vometia|Vometia]] 17:04, 3 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Sven skills? ==&lt;br /&gt;
&lt;br /&gt;
I know he's a bard... I wish I could ask him to play any time like I'm a dragon fight.. But what is he good with? Should I be giving him two handed weapons because he is a Nord and gets that skill boost?&lt;br /&gt;
&lt;br /&gt;
--- found this after asking&lt;br /&gt;
&lt;br /&gt;
1	  &lt;br /&gt;
Sven is good at smithing, alchemy, enchanting, and archery. I have read this from my official guidebook (which is like the size of an encyclopedia XD) So yeah, they all have different attributes and some are from guilds, favors, quests, hired, found, or in one dog's case- bought.I'm trying to find out if enchanted items i give them have an effect on them, i'm not sure.. – Sarah 6 hours ago&lt;br /&gt;
:I haven't tested Sven myself but if you really want to know what he's best at try using the 'getav' command Volkrov posted at the top of this page.--[[User:Armstrong|Armstrong]] 10:15, 17 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
I am fairly sure Aela levels. I met her as a Level 1 Char (simply did not use my Level Ups) shot a couple of Fireballs at her and she was at ~30% HP when I ran out of mana. Then I leveled up to L46, tried it again and her Health Bar was at ~70% when I ran out of mana. (Xbox). Can anybody confirm? [[Special:Contributions/178.208.193.83|178.208.193.83]] 08:05, 8 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Will followers trained in restoration heal you? ==&lt;br /&gt;
&lt;br /&gt;
If so, will all of the followers with this skill heal you, or just ones with that spell and who are they?&lt;br /&gt;
&lt;br /&gt;
I haven't seen this occur before, I don't think it's possible. (other than scripted events, perhabs?) However they will use it to heal themselves. By the way, if you give a follower a tome, will they learn the spell by themselves/if given a console command, and wull they actually use the spell later on? Even if not, will they use scrolls you give them? scrolls worked in oblivion but i'm not sure this time. [[User:Broxigar|Broxigar]] 18:38, 20 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
While exploring Fort Greymoor with Lydia I ended up fighting a bandit that was hiding upstairs, and apparently Lydia decideded to  loot a corpse, taking a staff that was on a body, and equipping it... I don't know any of the tech stuff of it, but it might point to a lot more AI than we think they have... If restoration staffs exist, then this might point to being able to have something that they can use to heal themselves, or possibly you...  --ArcHorizon (13:10, 22 November 2011)&lt;br /&gt;
&lt;br /&gt;
I have seen followers use summoning scrolls, but the other myriad scrolls in Illia's inventory remain untouched. She's never healed me before either, though as Broxigar said, they will heal themselves. I think someone mentioned that followers could learn new spells, but I have put several spell tomes in Illia's, who is at least 90 in all magic schools except Illusion, inventory and she doesn't seem to want to use any of them. You could add spells manually with &amp;quot;addspell &amp;lt;RefID&amp;gt;&amp;quot; but it wouldn't guarantee they'd use them.--[[User:Volkrov|Volkrov]] 22:15, 22 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Reaperpilot2014: I am currently level 48 with Brelyna as a follower, and have seen her frequently use both ward and healing spells on herself. She has never used healing spells on me, however.&lt;br /&gt;
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== Detailed Skill Information ==&lt;br /&gt;
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Let me preface this by saying I'm assuming followers' skills are static as I've been using Lydia for awhile now and her skills are still quite average.  If anyone has any information to contradict this please share.&lt;br /&gt;
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Thanks to Volkrov who posted about the getav command I've been testing some of my followers' stats (mainly the Companion followers as they're all in one place).  I only tested four skills on seven followers but I got some extremely varied data.  Untrained skills appear to always have a value of 15 and trained skills are usually in the 20-30 range but sometimes certain skills ended up being 50+.  I think that this is too large of a range to simply say that a skill is trained or untrained.  Again assuming that skills are constant I believe that it would be much more useful to have a list of the exact values of each skill per follower.  Can someone check your followers' stats and see if you get similar results?--[[User:Armstrong|Armstrong]] 06:43, 17 November 2011 (UTC)&lt;br /&gt;
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Update: just started another playthrough and did some more testing.  The majority of skills were the same but all the previous data points that were exceptionally high are now in line with the rest of the data.  Not sure what exactly caused these to be changed (Lydia's were exactly the same both times so usage doesnt appear to play a role) but I still think a compilation of 'base' skill values for each follower would be useful.--[[User:Armstrong|Armstrong]] 09:37, 17 November 2011 (UTC)&lt;br /&gt;
:I think that a companion's skill values depend on what level you get them at. I got Uthgerd earlier on and her highest skill was 2-handed at 83. Now, at around level 40, I'm seeing that all companions I unlock have at least one skill at 100. So instead of their levels varying with yours, I think their skill levels do. This needs further testing to be sure, though.--[[User:Volkrov|Volkrov]] 20:31, 17 November 2011 (UTC)&lt;br /&gt;
::Is there a way to increase a companions level/skill via the console? I tried to use the AdvSkill, but that hasn't worked. UPDATE: SetAv works for Companions. Also,  are companions capable of using perks, do they gain HP/MP/Sta via level ups etc?[[User:Rayce Kaiser|Rayce Kaiser]] 22:35, 18 November 2011 (UTC)&lt;br /&gt;
::: I did a comparison of Lydia and Mjoll when my character was level 37. Lydia had 187 health, 67 stamina, Heavy Armor 33, One Handed 31, and Block of 27. By comparison, Mjoll had 545 (!) health, 170 stamina, Heavy Armor and Two Handed both at 100, Block 78, and One Handed 49. Rather massive difference there. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 19:53, 20 November 2011 (UTC)&lt;br /&gt;
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I read on another site using the console command ''player.placeatme &amp;lt;uniqueid&amp;gt;'' will make a new instance of the follower with updated stats as though you just met them, meaning you would then kill the orginal so as to only have one in the world.  (Highlander mod anyone?)--[[Special:Contributions/98.251.179.175|98.251.179.175]] 21:37, 20 November 2011 (UTC)&lt;br /&gt;
:Dismissing them as a companion, then opening up console, selecting them with mouse and typing disable then enable will update their stats to your level. Won't work without dismissing them first. --[[User:Notjester|Notjester]] 05:23, 23 November 2011 (UTC)&lt;br /&gt;
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== Follower Stats ==&lt;br /&gt;
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While looking up the skill specialties for the different followers, noticed this page says Derkeethus has &amp;quot;very little health and no skills past 55&amp;quot;. Is there a source on this? I've been using Derkeethus for a while without much problem, so I decided to use SetAv to compare him to some of my previous followers. What I found:&lt;br /&gt;
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Lydia has 158 health, Benor has 155, Derkeethus apparently has 220 (!!). &lt;br /&gt;
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Lydia has 67 stamina, Benor has 80, Derkeethus seems to have 135 (??!).&lt;br /&gt;
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Lydia's best skills seem to be Two Handed (43) and Block (56), while Derkeethus' best skills seem to be Light Armor (57) and Marksman (52)&lt;br /&gt;
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At least from my testing, his stats seem unusually ''high'' for a follower. I checked a couple saves to make sure he hadn't just been leveling, but his stats seem constant from the moment I found him. &lt;br /&gt;
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Of course, I've never done testing like this so I can't promise it was done accurately. In particular, I'm not entirely sure how the follower leveling works. While Lydia's was sitting around in Breezehome for about five levels, her Two Handed and Block skill increased by 4 and 8 respectively while Derkeethus' stats seem to have remained constant since I first met him. But either way, that bit about him having low stats seems wildly inaccurate. &lt;br /&gt;
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[[Special:Contributions/68.54.248.74|68.54.248.74]] 01:59, 19 November 2011 (UTC)&lt;br /&gt;
:: The stats of a follower get fixed whenever you meet them, at whatever level you are when you meet them. Lydia generally has very low stats for this reason. A follower that a player meets early gets stuck with low stats, while followers met later benefit from the player taking time to level up before meeting them. This is true for most NPCs. However, compared to other followers met at the same time, Derkeethus seems to have lower health than another follower, such as Mjoll or the later Housecarls, though this still requires more testing.&lt;br /&gt;
::[[Special:Contributions/76.103.212.54|76.103.212.54]] 03:29, 19 November 2011 (UTC)&lt;br /&gt;
:::If he says his Lydia actually increased her stats, then we may be wrong about the &amp;quot;getting a level when you first meet them&amp;quot; thing. When I wrote that Derkeethus was a bad companion, I just wrote what I found. It might be because I first met him at a low level or because I had just never recruited him as a companion and allowed his stats to update... if that actually happens. Yes, this definitely needs more testing. I'm going to start a new game and see how people level in it. I wish the creation kit would come out already though. I'm sure that would shed a lot of light on this.--[[User:Volkrov|Volkrov]] 05:23, 19 November 2011 (UTC)&lt;br /&gt;
::::Aha, you seem to be right right; I just checked the cave at level 1 and his stats are mostly down around the 20s range (highest is Light Armor, at 31) and his health is 100. I checked Benor at level 1 too for comparison, and he has health of 108 and similarly low skills (highest I tested being a 36 in Two Handed). I can't speak for how his stats compare to the other followers in general, though, since I only tested two of them and only examined a handful of skills.&lt;br /&gt;
::::[[Special:Contributions/68.54.248.74|68.54.248.74]] 05:33, 19 November 2011 (UTC)&lt;br /&gt;
:::::I started a new game and began recording Faendal's stats as soon as I met him and did the same with Lydia once I got her. I've been checking both each level and trading off between them, but it seems the only thing that changes is their level which is keeping up with mine. Despite these level ups, no other stats have changed and I'm level 9. Faendal's dead now so I won't be able to keep updating his stats, but I'll go find other potential followers to determine if their stats are generated when I first meet them.--[[User:Volkrov|Volkrov]] 00:23, 20 November 2011 (UTC)&lt;br /&gt;
::::::Alright, I've looked into Lydia's change in my saves a bit more. I checked one save at level 16, one at 26. Lydia was not used as a follower at any point between them, and her stats remained constant other than Block (went from 42 to 56) and Two Handed (went from 36 to 43). I haven't noticed changes like this on any other followers I checked. Also, I don't remember which saves I checked originally, but since those had different values it seems as though her Block and Two Handed have slowly been going up this whole time.   &lt;br /&gt;
::::::Also, on the Derkeethus issue, I went and checked the stats on Erandur (who I met several levels after Derkeethus), and his health and stamina are 217 and 143 respectively - meaning his base HP was actually ''lower'' than Derkeethus'. This seems to suggest that Derkeethus' health is probably closer to an average value rather than being unusually low. &lt;br /&gt;
::::::[[Special:Contributions/68.54.248.74|68.54.248.74]] 01:37, 20 November 2011 (UTC)&lt;br /&gt;
Based on the data posted thus far, I think it is pretty likely that each follower's stats do not change (as checked via the getav command)once they first join you.  This obviously does not mean their stats are fixed throughout the gameplay or any follower would become rather useless in a short period of time.  It jsut means that the getav command only reports initial stats.&lt;br /&gt;
:::::::It's quite simple to test this because Health is one of those AV stats. If you use GetAvInfo to check health stats GetAV definately display the current health.&lt;br /&gt;
:::::::I'm pretty sure that the getav command is accurate unless there are unknown values that are changing instead of the skills themselves. Trying the command on my character returns the proper skill values no matter how much they have been leveled. I've also noticed, based on reports here and my own experience, that followers do not increase skill levels the same way as the PC.&lt;br /&gt;
:::::::Ultimately, I think we can conclude one of 4 things: 1. That followers never increase their stats at all and those stats are set as soon as you meet them for the first time OR when they first join as followers, 2. that some unknown stat(s) is/are increasing followers' effectiveness as they level, or 3. that followers do increase their stats in some way we have not yet identified. More research is needed. --[[User:Volkrov|Volkrov]] 02:08, 21 November 2011 (UTC)&lt;br /&gt;
::::::::Just tried killing, disabling, enabling, and resurrecting Lydia. Her stats have all changed to much higher values since my character is level 45. I guess some or all of those actions count as meeting her for the first time. In that case, I think we can rule out #2 and #3 at this point. Seems followers will not update their stats as you level unless you force them to through console commands... Doesn't seem like a very good system to me. Adding the info to the main page.--[[User:Volkrov|Volkrov]] 02:13, 21 November 2011 (UTC)&lt;br /&gt;
:::::::::As mentioned earlier Uthgerd the Unbroken seems to level block and marksman at the correct values. Every follower I met so far has an Referance Value that rise as your PC level goes up. Till now Uthgerd is the only one I found where the values change as I level up. (at least for block and marksman) Could someone confirm this in his game too? --[[User:Lex|Lex]] 04:03, 21 November 2011 (UTC)&lt;br /&gt;
::::::::::What is this reference value to which you are referring? What commands are you using?--[[User:Volkrov|Volkrov]] 04:16, 21 November 2011 (UTC)&lt;br /&gt;
::::::::::: To confirm Volkrov's comment. Disabling/Enabling does not seem to reset the stats if they are your current follower. What I had to do to update the stats for an existing follower. 1. Kill (reference id) 4. Disable 5. Enable 6. Resurrect Lydia's stats more than doubled from when I initial picked her up (Level 22~ vs around 3-4. This is almost for sure a bug. If you use GetAvInfo it seems the correct level displays under &amp;quot;Reference Base value&amp;quot;, but the Current value for some reason doesn't update. GetAvInfo on my level 6 spawned Lydia has Current (onehanded) Value 33. Reference Base-Value 68. When I respawn Lydia her new Current Value becomes 68.&lt;br /&gt;
:::::::::::: Dismissing the companion, returning to their recruitment area, and using enable+disable before recruiting them again also works. No need to kill in this case.&lt;br /&gt;
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::::::::::::: I can confirm this as well. You don't need to return to their recruitment area, either. Dismissing them, disable/enable, then recruit them back as they're walking away seems to work. I'm really curious now whether their stats will increase without use of the console if you dismiss them, allow them to return to their recruitment area, then allow that cell to reset before recruiting them again. --[[User:Bluedanieru|Bluedanieru]] 03:35, 22 November 2011 (UTC)&lt;br /&gt;
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:::::::::::::: Actually, getavinfo &amp;lt;whatever&amp;gt; seems to return the value you'd expect for that reference, i.e. the value you'd get after doing disable/enable. It seems like getav checks against the base value, which unlike Oblivion is not static? --[[User:Bluedanieru|Bluedanieru]] 03:57, 22 November 2011 (UTC)&lt;br /&gt;
::::::::::::::: As I posted up earlier, you can test this quite easily by testing Health. Some basic testing with GetAV health with weak/strong Lydia will show you that GetAV does display the current (not base) stat.&lt;br /&gt;
:::::::::::::::: Yeah, someone elsewhere pointed that out and I reproduced it. You're right. It's a mystery to me then what 'reference' stats are supposed to be for, since it seems the game ignores them I guess. It seems the intent was that your followers should level up with you, since they do increase in level after all and there are these (albeit seemingly useless) 'reference' fields which increase correctly, but the game is grabbing the actual health from the wrong spot.&lt;br /&gt;
::::::::::::::::: I think the followers' BaseReferenceStat and their CurrentValue stat have been accidently swapped. Perform a Getavinfo &amp;lt;skill&amp;gt; on your own character and the BaseReference stat shows what you started the game with, current is what you have now. This is the other way around for followers and I presume this is why they don't level properly&lt;br /&gt;
:::::::::::::First, from my experience as soon as I use the baseID und placeatme command the second Lydia has the enchanced stats. I never used the &amp;quot;enable/disable&amp;quot; stuff. Tested it right now and it works.&lt;br /&gt;
:::::::::::::Second, the unnamed guy above me already answered you question ... I also used GetAVinfo in my follower tests. As for Uthgerd, the changes should be also visible with the getAV command.--[[User:Lex|Lex]] 12:38, 21 November 2011&lt;br /&gt;
:::::::::::::I selected my Lydia who I joined at level 10 or so. I told her to leave, disabled, enabled, then talked to her before she walked off. Her stats went waaay up since I'm level 36.  I did not have to kill her, &amp;quot;placeatme&amp;quot;, or go back home to fetch her.  The placeatme command would actually generate a new Lydia so I wanted to avoid that. I did have to take one piece of armor off her so she would equip the rest of what was still in her inventory. --[[User:Beverage|Beverage]] 02:45, 23 November 2011 (UTC)&lt;br /&gt;
:::::::::::::: Just for the record, don't use placeatme with NPCs: since it creates a new instance with a new reference ID, it can play havoc with quests, dialogue, packages and so on.  With generic NPCs it's not so bad (though there's still the problem with savegame bloating) but with named NPCs, it's a really bad idea. --[[User:Vometia|Vometia]] 03:06, 26 November 2011 (UTC)&lt;br /&gt;
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It must be a bug. When using the getAV on my dark brotherhood initiate, it seems that they DO update their stats and level as they are normally supposed to. I'll have to look into a much earlier save, but when looking at my Dark brotherhood initiate's stats, they seem to be on par with my level. eg, at level 45ish, they have over 500 health, 100 marksman, 100 onehanded etc, and I finished the brotherhood line in while i was only level 15ish. I even recruited them at that time and then dimissed because the I liked another companion more.&lt;br /&gt;
Yup, I just console leveled myself as a test, and as my levels increase, the initiate's (female) health increases with it. It might to be a bug where other followers stats are not updating properly. I've noticed that certain followers update certain stats, and not others.&lt;br /&gt;
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After levelling up Lydia (disable/enable), from about level 3 to level 38 (my level at those times), it seems the enemies have levelled up as well. I was fighting Forsworns right before and after, and while I could one-shot them before, it took 3 shots afterwards.&lt;br /&gt;
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::::Are you positive about that?  The enemies are now stronger since you leveled your Lydia? That doesn't sound right.  Anyways, since Uthgerd has demonstrated that she levels Block and Marksman correctly, can we all confirm that the intention was for followers' stats to definitely level up with you? I mean, Uthgerd answers that question plain as day I think, eh? I just dont want to use &amp;quot;cheats&amp;quot; to boost followers stats if that was NOT the developers intentions.&lt;br /&gt;
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:::::The Dark Brotherhood Initiate also seems to level with you fully, unlike Uthgerd who only boosts two of her parameters. It seems to me like someone messed up badly when setting followers up, probably in the haste to meet the deadline. I mean, why wouldn't full leveling like that be the devs' intentions? It's how it worked in FO3, and in NV - and Bethesda had to actually fix Sergeant RL-3 and Dogmeat to level with the player because fans got angry that they DIDN'T level. They know their fanbase hates non-scaling followers - especially non-essential ones! - why would they implement them again, and in such an asinine way as to punish heavily those who like to explore (and thus activate the followers at low levels), which defeats the purpose of an open world? I like to think bethesda has more common sense than that, this has to be an oversight, especially since a few followers DO level up (very slowly) their skills. [[Special:Contributions/89.189.38.226|89.189.38.226]] 10:13, 23 November 2011 (UTC)&lt;br /&gt;
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Is it possible that follower stats are raised through their use of respective skills?&lt;br /&gt;
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== Quest NPC Followers ==&lt;br /&gt;
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I know that there's at least one quest where an NPC will follow you through a dungeon and fight with you.  The Missing in Action quest can give you up to 4 NPCs that follow you (and if you immediately fast travel away after exiting the dungeon, they will fast travel with you and stay with you until you finish the quest).  Other quests will have the NPCs remain in the dungeon, and at least one case where when you attempt to fast travel, they'll turn around and walk back towards the dungeon you just left (this happened with Orthir in an associated College of Winterhold quest).&lt;br /&gt;
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Should these instances be documented here, should they be in a separate page, or should we not even bother?  Oblivion had a listing like this, so I was just curious...&lt;br /&gt;
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[[Special:Contributions/97.101.231.180|97.101.231.180]] 04:42, 19 November 2011 (UTC)&lt;br /&gt;
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Lydia is a quest-follower too.  According to this youtube video: http://www.youtube.com/watch?v=dBebnsGZL3s&amp;amp;feature=related&lt;br /&gt;
You can get Delphine, Lucien and Vilkas as quest followers, right?  So can you stack all these followers together and have five, plus the four from Missing in Action, plus one horse for ten total followers?&lt;br /&gt;
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== Follower description for Lydia ==&lt;br /&gt;
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I think that the description is kind of irritating.&lt;br /&gt;
It says that Lydia is trained in sneaking? My Lydias sneak skill is her lowest skill.&lt;br /&gt;
In fact all her stealth and mage skills are that of an new born Nord character (Including the +5 bonus to light armor and speechcraft).&lt;br /&gt;
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--At lvl 38, she isn't exhibiting any sneaking ability. Not only does she not perform silent rolls, she is always stepping (and getting hit -repeatedly) by pressure plate activated traps. And she's also causing me to get detected by the surrounding enemies. [[Skyrim:User|User]] 01 December 2011 (UTC)&lt;br /&gt;
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Her warrior skills on the other side are fine.&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy Armor 37&amp;lt;br&amp;gt;&lt;br /&gt;
Block       35&amp;lt;br&amp;gt;&lt;br /&gt;
Marksman    29&amp;lt;br&amp;gt;&lt;br /&gt;
One-Handed  42&amp;lt;br&amp;gt;&lt;br /&gt;
Two-Handed  32&amp;lt;br&amp;gt;&lt;br /&gt;
I think its even possible that the followers incrase their skills just like the PC. I will keep an eye on her for the next hours and compare it again.&lt;br /&gt;
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I will let her fight on her own as much as possible. First with a One-Handed weapon and then after a reload with a Two-Handed weapon. This should give us a good insight. --Lex 17:42, 19 November 2011 (UTC+1)&lt;br /&gt;
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After a quick shower I got the idea to just strip her of her melee weapon and sneak around and use the bow ... this should give me faster results. --Lex 17:56, 19 November 2011 (UTC+1)&lt;br /&gt;
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Till now, the only thing thats rising is the &amp;quot;reference base value&amp;quot; ... whatever this is. But after leveling for some time no changes for the &amp;quot;current value&amp;quot;. --Lex 23:20, 19 November 2011 (UTC+1)&lt;br /&gt;
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Here are the stats I had for Lydia (level 32)&lt;br /&gt;
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Health: 193&lt;br /&gt;
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Stamina: 77&lt;br /&gt;
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One handed: 37 &lt;br /&gt;
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Two handed: 33 &lt;br /&gt;
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Marksman: 27  &lt;br /&gt;
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Heavy armor: 32  &lt;br /&gt;
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Light armor: 20  &lt;br /&gt;
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Sneak: 15&lt;br /&gt;
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:Funny fact that let the whole follower level thing looks like a bug ... Uthgerd the Unbroken seems to level block and marksman at the correct values. --[[User:Lex|Lex]] 23:03, 20 November 2011 (UTC)&lt;br /&gt;
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== Enchanted Equipment ==&lt;br /&gt;
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Does anybody have any information regarding follower's usage of weapons? I ask because I spent a bit of time enchanting my follower's bow with fire damage, but his shots never seem to set enemies on fire (I always make sure he's equipped that bow rather than the rubbish bow he came with). Furthermore, when I take the bow back from him, it's at full charge. So I guess the question is: is there any point in enchanting follower weapons? --[[User:Chiliflamingo|Chiliflamingo]] 22:02, 19 November 2011 (UTC)&lt;br /&gt;
:Further to this (I'm playing on 360 so unable to use the console to check), does enchanted armour definitely work on followers? I can't think of any way to check without using the console. --[[User:Chiliflamingo|Chiliflamingo]] 22:02, 19 November 2011 (UTC)&lt;br /&gt;
::I don't know if this is also the case for the Xbox version but on the PC followers have items that are invisible in their inventory. For example Lydia has a huntersbow which she will always use instead of a bow I give to her. Same for the armor. In fact she will never use an enchanted or hardened steelarmor or weapon as long as it is of the same typ as her invisible outfit armor. So far Lydias enchanted frost mace is working as expected. --Lex 22:08, 19 November 2011 (UTC+1)&lt;br /&gt;
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the thing about followers I believe is, They will use whatever item has a higher value than what they are currently wearing. For weapons it is damage, for armor it is armor rating. This includes the &amp;quot;invisible&amp;quot; armor they are wearing. For instance, Uthgerd the Unbroken wears an invisible set of steel plate armor, and will not wear anything with a lower armor rating than it. Also, i've noted that the reason that some followers i've noted prefer light armor over heavy as well, is although the armor rating may appear higher on some heavy armor than light armor to you, your follower has different skill levels. EG, their light armor skills are higher than heavy which puts the light armor at a higher value than the heavy to them. I did some light testing, and found that if i increased my Aela's heavyarmor skills to 100 through console commands, she would actually prefer wearing her dragonplate armor (heavy armor) over her dragonscale armor (light armor), whereas if left untouched, her lightarmor skills would make the dragonscale armor have a higher armor rating value than the plate. &lt;br /&gt;
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:::Yes, it seems to be the same on 360 - these items only become visible when looting their body. I have a hell of a lot of trouble trying to make my follower equip more powerful arrows, but it seems that when we actually get into a fight he does start using them. --[[User:Chiliflamingo|Chiliflamingo]] 22:02, 19 November 2011 (UTC)&lt;br /&gt;
::::Also for your second question ... yes, armor enchantments are working for followers, too.&lt;br /&gt;
:::::That's good to know, thanks! --[[User:Chiliflamingo|Chiliflamingo]] 00:30, 20 November 2011 (UTC)&lt;br /&gt;
::::::I found that Lydia would happily use the equipment I gave her if it was better than her standard stuff, with the exception of the bow. My Lydia has a full set of dragonplate armor and an ebony mace, and she had no problems using it. But the elven bow (legendary) I gave her she never seems to equip when it comes time to shoot; she always comes out with this hunting bow. I switched to having Mjoll the Lioness tag along with me instead, and what a huge quality difference that was! --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 14:21, 21 November 2011 (UTC)&lt;br /&gt;
:::Uthgerd sometimes wears the stolen Orish Armor I gave her, but most of the time she doesn't. [[Special:Contributions/71.132.201.220|71.132.201.220]] 08:53, 15 December 2011 (UTC)&lt;br /&gt;
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Currently the only good fix i have found to this bow issue, is to bring up the console command (pc), click on your follower, and then type, removeitem 10e2dd 1. Its actually super funky in that they get MULTIPLE hunters bows, so you might have to do it several times. (I had to do it 5 times) when you type it, it will give you a line that says &amp;quot;itemcount &amp;lt;number&amp;gt;&amp;quot; just keep doing it till the number reaches zero and you should be fine. Also, its important to note that apparently the hunters bow periodically respawns for them, so you'll have to do it again at some point, however this only happens like once a month for me, so it wasn't much of an issue.&lt;br /&gt;
:Just for the record, I'm pretty sure what Aela wears is Ancient Nord Armor, not Dragonscale Armor. [[Special:Contributions/89.189.38.226|89.189.38.226]] 14:45, 24 November 2011 (UTC)&lt;br /&gt;
Obviously, Both the dragonscale and dragonplate armor was given to her by me during the testing.&lt;br /&gt;
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== Marriage and Followers ==&lt;br /&gt;
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Ok, so i already have a follower with me, whom helps me on quests and dungeons and such. If I marry another person, can i still have this follower with me while my spouse is tending to the shop she created?&lt;br /&gt;
:Yep--[[User:Volkrov|Volkrov]] 07:24, 20 November 2011 (UTC)&lt;br /&gt;
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** yes, marriage and followers aren't mutually exclusive.  Marrying a follower doesnt mean you have to use them as such although the option remains open.--[[Special:Contributions/98.251.179.175|98.251.179.175]] 21:22, 20 November 2011 (UTC)&lt;br /&gt;
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== Werewolves and Potions ==&lt;br /&gt;
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Ok guys, here is a bunch of questions I wanted to ask. First of all, if you have werewolf follower (Farkas) will they use their beast form ability or not? Farkas has been my follower for a few days, and he still didn't use his Beast Form ability. And can they use any other powers like ancestor's wrath or Battlecry? Also, can they use potions you give them? I checked and my follower still had the same amount of potions after battle.&lt;br /&gt;
:Not that I've seen, no, and no. Companion AI isn't exactly stellar in this game.--[[User:Volkrov|Volkrov]] 07:24, 20 November 2011 (UTC)&lt;br /&gt;
::I've left food in my followers' inventory and noticed that it sometimes vanishes after particularly hard battles. I assumed they were eating it to heal, but I don't know? I've never tried it with potions, though.&lt;br /&gt;
::[[Special:Contributions/68.54.248.74|68.54.248.74]] 13:48, 20 November 2011 (UTC)&lt;br /&gt;
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Are there any console commands to make them use their ability? It would be pretty helpful to have a werewolf rip apart yor foes...&lt;br /&gt;
:The only thing I can think of would be using &amp;quot;Equipspell &amp;lt;#&amp;gt;&amp;quot; but I don't know if that'd force them to use it or whatever after that. Come to think of it, the only time NPCs toggle beast form on and off are in scripted events. The spell might not work well with NPCs without mods.--[[User:Volkrov|Volkrov]] 13:03, 20 November 2011 (UTC)&lt;br /&gt;
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OK thanks. sorry for not signing, i was in a hurry.&lt;br /&gt;
[[User:Broxigar|Broxigar]] 18:23, 20 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
They should be using potions but may only use it at very low health values.  So far as turning werewolf they may just not want to, some had been trying to cure themselves before the player meets them and continue later on.   --[[Special:Contributions/98.251.179.175|98.251.179.175]] 21:31, 20 November 2011 (UTC)&lt;br /&gt;
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== Follower Description Aela the Huntress ==&lt;br /&gt;
&lt;br /&gt;
Health: 309  &lt;br /&gt;
&lt;br /&gt;
Stamina: 266  &lt;br /&gt;
&lt;br /&gt;
One handed: 47  &lt;br /&gt;
&lt;br /&gt;
Two handed: 25  &lt;br /&gt;
&lt;br /&gt;
Marksman: 68  &lt;br /&gt;
&lt;br /&gt;
Heavy armor: 15  &lt;br /&gt;
&lt;br /&gt;
Light armor: 55  &lt;br /&gt;
&lt;br /&gt;
Sneak: 60  &lt;br /&gt;
  &lt;br /&gt;
(Checked on a level 32 character)&lt;br /&gt;
&lt;br /&gt;
== Follower Description Vilkas ==&lt;br /&gt;
&lt;br /&gt;
Health: 131&lt;br /&gt;
&lt;br /&gt;
Stamina: 74&lt;br /&gt;
&lt;br /&gt;
One handed: 25&lt;br /&gt;
&lt;br /&gt;
Two handed: 47&lt;br /&gt;
&lt;br /&gt;
Marksman: 57&lt;br /&gt;
&lt;br /&gt;
Heavy armor: 31&lt;br /&gt;
&lt;br /&gt;
Light armor: 20&lt;br /&gt;
&lt;br /&gt;
Sneak: 15&lt;br /&gt;
&lt;br /&gt;
(Checked on a level 32 character)&lt;br /&gt;
&lt;br /&gt;
== Follower Description Farkas ==&lt;br /&gt;
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Health: 230&lt;br /&gt;
&lt;br /&gt;
Stamina: 190&lt;br /&gt;
&lt;br /&gt;
One handed: 32&lt;br /&gt;
&lt;br /&gt;
Two handed: 25&lt;br /&gt;
&lt;br /&gt;
Marksman: 15&lt;br /&gt;
&lt;br /&gt;
Heavy armor: 30&lt;br /&gt;
&lt;br /&gt;
Light armor: 20&lt;br /&gt;
&lt;br /&gt;
Sneak: 21&lt;br /&gt;
&lt;br /&gt;
(Checked on a level 32 character)&lt;br /&gt;
&lt;br /&gt;
== Follower Death. ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;During this phase your follower will become vulnerable to attacks of any variety and as such can potentially die should they be assaulted by any form of damage.&amp;quot;&lt;br /&gt;
Is this definitely correct? In my experience the follower is only ever killable directly by the player, even when knocked down. I have been assaulted by AOE attacks while being near my knocked down follower and they have never died. Only when I have accidentally hit them while they are on low health (even when not knocked down!) have I ever seen them die. [[User:Billw|Billw]] 14:56, 21 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Followers can die in two situations: 1. You do it.  2. They get poisoned strong enough to beat their natural regeneration.  I assume the poison issue is a bug, but I've had followers die due to poison dart traps and other people have had problems against Falmer. [[User:Webrunner|Webrunner]] 14:33, 21 November 2011 (UTC)&lt;br /&gt;
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-- I've had Lydia die when a dragon priest kept hitting us with an AoE fire spell. I'm sure i didn't kill her myself as I was too busy running away to save my own hide the first couple of times (we just killed off a dragon; didn't realize right away where the dragon priest was coming from).  [[User:Anonymous|Anonymous]] 01 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Followers aren't essential and can be killed at any time; the only reason they aren't usually is that enemies generally don't attack them when they go into their crouch position.  Apparently the rumour that they're invulnerable with the exception of the player was started by the game guide, but as a number of players have discovered, they aren't.  As far as I know, this has never been a feature in Bethesda games.  The only way of ensuring they don't die is to use the setessential command with their base ID as a reference.  It's rather unfortunate that the guide made such a gaffe as the rumour in question now seems rather widespread. --[[User:Vometia|Vometia]] 08:48, 1 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Odd then that I've had several followers kneeling in dragon's breath and yet surviving. Though any form of damage from me will kill them in this state. Just luck? --[[Special:Contributions/82.68.56.110|82.68.56.110]] 14:49, 6 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: as far as i know some quest follower is essential(farkas, aela in companion quest), but not all quest-related NPC is essential(the guy in quest to restore whiterun tree)--[[User:Archd|Archd]] 10:11, 3 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Icons ==&lt;br /&gt;
Might be of interest to create two specific icons for people pages - Potential Follower and Potential Marriage. Could help identify who is who from those large lists.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Insert non-formatted text here&amp;lt;/nowiki&amp;gt;== Scrolls &amp;amp; Spells ==&lt;br /&gt;
&lt;br /&gt;
Just wondering, will followers use scrolls if given? For example, if I give my follower a scroll of firebolt, will he use it randomly during battles? Or if not, at least will they use it through console commands? And a stupid question, just in case, will they use spell tomes and learn spells out of them by themselves or through console commands or not? Furthermore, if you have a vampire follower, (If that's even possible) will they use their Vampire abilities? [[User:Broxigar|Broxigar]] 07:50, 21 November 2011 (UTC)&lt;br /&gt;
:Can anyone confirm how spell learning mechanics work? I tried purchasing a bunch of tomes and pushing them onto Lydia, she didn't use the tomes whether she picked them up or I gave them to her. I tried raising her destruction to 100, raised magicka to 500 via setav and there seems to be no difference.&lt;br /&gt;
::I just forced the flame spell onto her with addspell and strip her of her weapons and she is using the spell against my enemys. Now we have to find a way to let her learn the spells without the console. Till now I haven't tried the werewolf and vampire abilities.--[[User:Lex|Lex]] 12:47, 21 November 2011 (UTC)&lt;br /&gt;
:::There are no vampire followers and the only times any NPCs transform to or from werewolves are scripted events. Guessing the ability doesn't work so well with NPCs.--[[User:Volkrov|Volkrov]] 13:14, 21 November 2011 (UTC)&lt;br /&gt;
::::Seems like followers generally don't use powers. Couldn't get Lydia to use anything besides spells.--[[User:Lex|Lex]] 12:47, 21 November 2011 (UTC)&lt;br /&gt;
:Followers do use some scrolls (and staves). I've had Jenassa fire off two fireball scrolls as well as two summon Storm Atronach scrolls. They're not very clever with them - she wasted both fireball scrolls against a single enemy mage, and summoned against a dragon (helpful) and a wolf (not so helpful). She's also used the Flame Atronach staff I gave her, and I think it used charges. I passed Marcurio a staff that fired Ice Spike, and he's used that too. Neither of them ever used the Blizzard scroll I gave them. --[[Special:Contributions/70.50.237.250|70.50.237.250]] 14:51, 23 November 2011 (UTC)&lt;br /&gt;
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So if you set your follower to be a vampire through console commands, (if possible) will they use the leech, invisibility reanimate, etc. and will they have weakness to fire + no regen in sun AND get attacked by guards? and I could go on and on.. [[User:Broxigar|Broxigar]] 10:11, 14 December 2011 (UTC)&lt;br /&gt;
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== Essential followers? ==&lt;br /&gt;
&lt;br /&gt;
After seeing [http://elderscrolls.wikia.com/wiki/Talk:Derkeethus this talk page on TESwiki] where someone described their inability to kill Derkeethus, I checked for myself on two separate characters and can confirm that he indeed seems to be fully essential from the moment you meet him. Unless this is anomaly unique to Derkeethus, it might be worth adding an &amp;quot;essential&amp;quot; column to the tables - especially since essential followers apparently do not work in Boethia's daedric quest.&lt;br /&gt;
[[Special:Contributions/68.54.248.74|68.54.248.74]] 14:21, 21 November 2011 (UTC)&lt;br /&gt;
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== Follower Description: Lydia and Mjoll  ==&lt;br /&gt;
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&lt;br /&gt;
I am level 26 right now&lt;br /&gt;
I had Lydia follow me from very early and all her skills were in the 20s, a couple 30s&lt;br /&gt;
Recently completed the quest for Mjoll and recruited her, did the kill disable enable resurrect command on Mjoll while she was my follower&lt;br /&gt;
&lt;br /&gt;
here are her stats for lv 26  '''(i tried again with disable/enable on Mjoll after i told her to leave, her stats went up. &lt;br /&gt;
So remember to not have followers in your company when you update them.)'''&lt;br /&gt;
&lt;br /&gt;
btw she spawns with random items every time i enable her, including enchanted amulets rings etc...&lt;br /&gt;
got elven battle axe this time.&lt;br /&gt;
&lt;br /&gt;
Health 265 -&amp;gt; 486&lt;br /&gt;
&lt;br /&gt;
Stamina 90 -&amp;gt; 154&lt;br /&gt;
&lt;br /&gt;
Onehanded 43&lt;br /&gt;
&lt;br /&gt;
Twohanded 51 -&amp;gt; 92&lt;br /&gt;
&lt;br /&gt;
Lightarmor 20&lt;br /&gt;
&lt;br /&gt;
Heavyarmor 41 -&amp;gt; 83&lt;br /&gt;
&lt;br /&gt;
Block 65&lt;br /&gt;
&lt;br /&gt;
Marksman 60&lt;br /&gt;
&lt;br /&gt;
Speechcraft 20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After i did the same to Lydia to update her stats, and stripped her&lt;br /&gt;
&lt;br /&gt;
her stats are&lt;br /&gt;
&lt;br /&gt;
Health 368&lt;br /&gt;
&lt;br /&gt;
Stamina 127&lt;br /&gt;
&lt;br /&gt;
Onehanded 70&lt;br /&gt;
&lt;br /&gt;
Twohanded 42&lt;br /&gt;
&lt;br /&gt;
Lightarmor 20&lt;br /&gt;
&lt;br /&gt;
Heavyarmor 65&lt;br /&gt;
&lt;br /&gt;
Block 54&lt;br /&gt;
&lt;br /&gt;
Marksman 48&lt;br /&gt;
&lt;br /&gt;
Speechcraft 20&lt;br /&gt;
&lt;br /&gt;
:I think higher stats for Mjoll are the result of her initial higher starting level. She is always a few levels ahead of me. Lydia is always at the same level as PC. But this only works till her levelcap ... which is 40 for Mjoll and 50 for Lydia. --[[User:Lex|Lex]] 14:57, 21 November 2011 (UTC)&lt;br /&gt;
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== Wait Limit? ==&lt;br /&gt;
&lt;br /&gt;
Just wondering if there's a limit to how long you can get a follower to wait for - do they end up going home after a while? --[[User:Chiliflamingo|Chiliflamingo]] 18:55, 21 November 2011 (UTC)&lt;br /&gt;
: The follower will get tired of waiting and go home, I've seen this happen with Lydia, so I assume it's the same for others. --[[User:Cdevine|Cdevine]] 16:51, 23 November 2011 (UTC)&lt;br /&gt;
: From what I've seen the wait limit seems to be 3 days. --[[User:Hilford|Hilford]] 02:32, 10 December 2011 (UTC)&lt;br /&gt;
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== Is there a limit to the amount of followers you can have? ==&lt;br /&gt;
&lt;br /&gt;
I was wondering if there was a limit to how many people can follow you at once, seeing as you would eventually be able to have a small army once you got many of the followers on the page.&lt;br /&gt;
&lt;br /&gt;
The follower limit is one, I believe. I tried to have both a two-handed specialist and a mage, however after asking for one of them to follow me after having one with me, it had a dialogue show that was somewhere along the line of &amp;quot;It seems you already have someone with you.&amp;quot; Do note that if you have a quest-related follower with you, it does not apply. I've had a regular follower as well as the NPC of a quest with me. Hope this helps. ````&lt;br /&gt;
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:You can have a dog too. So basically two - one human and one dog. You can still summon an extra helper though. [[Special:Contributions/89.189.38.226|89.189.38.226]] 10:05, 23 November 2011 (UTC)&lt;br /&gt;
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I think if you have the right conjuration perks, you can kill anyone and reanimate him permanently (until he is killed). I'm not sure, but I read somewhere that you can have 2 at a time? They won't be as effective as regular followers, due to the fact that they have no dialoge/command options, but still can be helpful, maybe you can even store items inside their bodies before  reanimating, and they equip? So if this is true, with 2 zombies, 1 follower, a dog, and lets say a quest npc you CAN have a small army. [[Special:Contributions/219.88.64.227|219.88.64.227]] 10:43, 24 November 2011 (UTC)&lt;br /&gt;
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== Blade ==&lt;br /&gt;
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Will i be able to make all follower that wre able to join blade to join blade?([[User:Vvardfell|Vvardfell]] 13:42, 23 November 2011 (UTC))&lt;br /&gt;
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What does it mean to be able to join blade?&lt;br /&gt;
[[User:H3X|H3X]] 23:50, 23 November 2011 (UTC)&lt;br /&gt;
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I think he means join The Blades, in which case, it depends on the follower. --[[User:Rohndogg1|Rohndogg1]] 04:14, 25 November 2011 (UTC)&lt;br /&gt;
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Page says Cosnach can't be a blade, but I just inducted him, so apparently he can. I'll change it.&lt;br /&gt;
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I mean are there any limit on how many follower i can send to sky heaven temple.([[User:Vvardfell|Vvardfell]] 12:32, 28 November 2011 (UTC))&lt;br /&gt;
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== Conclusions regarding skill leveling? ==&lt;br /&gt;
&lt;br /&gt;
Has any conclusion been reached regarding how followers' skills level, if at all? The discussion above got very large and confusing, and I can't tell if a consensus was reached. [[User:GenocideHeart|GenocideHeart]] 19:43, 23 November 2011 (UTC)&lt;br /&gt;
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TLDR; some followers level correctly and some require console commands to update their stats. tell your follower to get lost, open console, click follower, type disable, type enable, close console, talk to follower before he leaves, then take a piece of armor off him so he puts all his gear back on. --[[User:Beverage|Beverage]] 01:30, 24 November 2011 (UTC)&lt;br /&gt;
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:That works for PC, but for consoles, not so much, and I'm playing on PS3. It may be worth pointing out which followers DO scale, for console users- sake... just an idea. I really don't understand how Bethesda messed this one up though - the followers that DO scale don't even scale the RIGHT skills - Uthgerd should scale one-handed weapons, being her dominant skill, not archery. Instead 1H is stuck and doesn't level while Archery and Block both work as intended. Argh, my head hurts... [[User:GenocideHeart|GenocideHeart]] 01:39, 24 November 2011 (UTC)&lt;br /&gt;
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The only follower I have found to FULLY scale with you so far, are the dark brotherhood initiates. So you might want to look into grabbing one of them.&lt;br /&gt;
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:Could it be because the initiates are respawning NPCs? [[Special:Contributions/95.206.22.189|95.206.22.189]] 11:48, 3 December 2011 (UTC)&lt;br /&gt;
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== console command ==&lt;br /&gt;
&lt;br /&gt;
how do I turn someone into a follower. All my wife does is stay at home, I want her to follow me.&lt;br /&gt;
&lt;br /&gt;
You do this by using the command setrelationshiprank player &amp;lt;Wifes ID&amp;gt; 3. That should make her follow you.&lt;br /&gt;
&lt;br /&gt;
== About dogs... ==&lt;br /&gt;
&lt;br /&gt;
I've received conflicting info about dog followers on this wiki. Meeko's page claims that he can die like all other followers if I am the one to kill him, but the Followers main page claims dogs die immediately when their health is depleted. Which is the right info? [[User:GenocideHeart|GenocideHeart]] 23:32, 23 November 2011 (UTC)&lt;br /&gt;
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From what i've experienced, the dogs work like followers for the most part. I've had my dog fight against dragons toe to toe, and not die. Once they reach low enough health, they'll go into that &amp;quot;hurt&amp;quot; mode that followers do, and the enemy seems to ignore them. The only time my dogs have died is when i whack em accidentally, or when they accidentally get hit during their &amp;quot;hurt&amp;quot; mode.&lt;br /&gt;
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== Dogs as followers ==&lt;br /&gt;
&lt;br /&gt;
Has anyone figured out the stats of the dog companions,do they get stronger or are they static to your level when you first find them?&lt;br /&gt;
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== Experimenting re. follower skill progression ==&lt;br /&gt;
I've been trying hard to decide which follower I want. I started reading this talk page because I wanted a better way to see what skills a follower has (rather than the rather incomplete information on the article page). &lt;br /&gt;
&lt;br /&gt;
After reading the stuff about skill progression, I did some experiments. This is with Lydia, using a save I have where I was level 3 and had just acquired Lydia. I dismissed Lydia, then used the following console commands:  &lt;br /&gt;
- &amp;quot;player.advskill skill exp&amp;quot; to level up. (player.advlevel command does NOT work. It seems it's the process of actually doing a level up, that causes followers to level up....)&lt;br /&gt;
- &amp;quot;getav skill&amp;quot; and &amp;quot;getlevel&amp;quot; on Lydia&lt;br /&gt;
- &amp;quot;disable&amp;quot; and &amp;quot;enable&amp;quot; to refresh Lydia. Without doing this, only getlevel shows changes, &amp;quot;getav skill&amp;quot; values stay the same&lt;br /&gt;
&lt;br /&gt;
So in table format:&lt;br /&gt;
&lt;br /&gt;
Player Level | Lydia Level | Archery | Block | Heavy Armor | One-Handed | Two-Handed | Magicka | Health | Stamina&lt;br /&gt;
&amp;lt;br&amp;gt;3 | 6 | 22 | 27 | 26 | 31 | 29 | 50 | 158 | 67&lt;br /&gt;
&amp;lt;br&amp;gt;6 | 6 | 22 | 27 | 26 | 31 | 29 | 50 | 158 | 67&lt;br /&gt;
&amp;lt;br&amp;gt;10 | 10 | 28 | 33 | 35 | 39 | 32 | 50 | 205 | 80&lt;br /&gt;
&amp;lt;br&amp;gt;20 | 20 | 43 | 48 | 56 | 61 | 39 | 50 | 321 | 114&lt;br /&gt;
&amp;lt;br&amp;gt;30 | 30 | 57 | 62 | 79 | 83 | 46 | 50 | 438 | 147&lt;br /&gt;
&amp;lt;br&amp;gt;40 | 40 | 73 | 78 | 100 | 100 | 54 | 50 | 555 | 180&lt;br /&gt;
&amp;lt;br&amp;gt;50 | 50 | 98 | 100 | 100 | 100 | 72 | 50 | 671 | 214&lt;br /&gt;
&amp;lt;br&amp;gt;61 | 50 | 98 | 100 | 100 | 100 | 72 | 50 | 671 | 214&lt;br /&gt;
&lt;br /&gt;
So the conclusions I'm drawing from this is:&lt;br /&gt;
- Followers have some minimum level, whereby if you are below that level, the follower is at the minimum level. Is this Lv6 for all followers or does it vary? (To test this properly for all followers, you'd probably need a console command to lose levels. Or start a play through where you never actually level up and try and find all the followers at low level. Note that the follower leveling up is triggered by you actually leveling up in the skills screen)&lt;br /&gt;
- Followers have some maximum level, after which they stop leveling up even if you do. Is this actually Lv50? Is it the same level for all characters? (Lv50 would make sense, as it's also considered the 'soft cap'. But to test this, we'd also need a console command to lose levels. Or have someone who is very patient and is willing to advance one level at a time...) &lt;br /&gt;
- All skills that a follower doesn't use (For Lydia, every thing not listed), is NEVER leveled (i.e. like Lydia's magicka value)&lt;br /&gt;
&lt;br /&gt;
I also tested it with a later save. I was on level 23, Lydia still had her Lv6 stats. Once I dismissed, then disabled/enabled, she got her Lv23 stats. &amp;quot;getav health&amp;quot; for Lydia reported 158 health at for Lv6!Lydia and 356 health for Lv23!Lydia. &lt;br /&gt;
&lt;br /&gt;
I threw some fireballs at her, and Lv23!Lydia had enough health to take more than twice as many fireballs as Lv6!Lydia. This leads to a tentative conclusion that the values reported by getav are accurate, and followers are in fact NOT leveling (i.e. it's not that followers are level and getting stronger, but somehow getav is simply reporting incorrect values until the follower is 'refreshed' with disable/enable). &lt;br /&gt;
&lt;br /&gt;
If, as reported here, some followers do level some skills, then I guess this is a bug. Alternatively, we could consider the followers who do level certain skills to be a bug. Instead, followers not leveling after they start being followers is a feature intended to encourage players to pursue different followers. This makes sense to me, as there seems to be a huge number of followers available who all have more or less the same combat skills. And since we can equip followers, and I assume followers all have the same AI, what's the point of having so many followers? It would make sense that as you level, followers get weaker, forcing you to keep changing to new followers as you progress through the game. &lt;br /&gt;
&lt;br /&gt;
Lastly, if all followers do have a maximum level, then we can very clearly divide follower skills into something like this:&lt;br /&gt;
- Major skills: skills that reach 100&lt;br /&gt;
- Minor skills: other skills that are leveled&lt;br /&gt;
- Other skills: skills that are never leveled&lt;br /&gt;
&lt;br /&gt;
So Lydia is Block/HeavyArmor/OneHanded as 'major skills', and Archery and Two Handed as 'minor skills'. &lt;br /&gt;
&lt;br /&gt;
Also, Lydia most most most certainly gains no points in sneak... &amp;quot;(It is interesting to note that although Lydia isn't listed as trained in sneak, at higher levels she seems to have the sneak abilities Light Foot and Silent Roll. (This may be a PC/Version specific bug.))&amp;quot; &amp;lt;-- is there video confirmation for this? --[[User:Saintmagician|Saintmagician]] 05:59, 24 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:There is a problem with your theory that it may be an intentional feature, and that problem is that while it does encourage you to switch followers, at the same time it majorly DISCOURAGES exploring the game world if it is indeed meant to be that way - and I don't need to tell you how asinine a 'feature' that makes you want to NOT explore until your level is extremely high in a wide open sandbox game like this one is, do I? It makes no sense and is extremely counterproductive to what Bethesda would want, which is for players to explore and make their own adventure. By setting it up like that, they instead make players like me deathly afraid to go ANYwhere, even Whiterun, at low levels, for fear of making a potentially awesome follower into a low level stinker. People who like to explore can hose themselves very, very badly simply by visiting every major city via carriage to check them out early and making nearly every follower worthless. It makes no sense in a game like this. Now if the level was set when they first JOIN you... [[Special:Contributions/89.189.38.226|89.189.38.226]] 10:06, 24 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Well it's just a theory. It makes enough sense. You aren't going to run around the whole world and explore all the major regions at once while not leveling up. Most people will do stuff while they explore, so by the time they've explored most areas, they have already leveled up quite a bit. For example, at the moment about a half of my map is explored, I haven't visited the rest of the places yet, simply because I haven't gotten around to it. I'm now mid level (around lv25, for soft cap of 50). Anyway, we have two behaviours, most likely one is intended and one is a bug. From a programming point of view, I'm more willing to believe that the anomoly (one follower, with two skills that seem to be leveling, vs. every other follower checked so far) is the bug and not the intended. --[[User:Saintmagician|Saintmagician]] 10:58, 24 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::That's a fair assumption, but checking the discussion above, you'll notice that there's another follower that levels - fully, no less - and that follower's the generic Dark Brotherhood Initiate, who updates everything as you level up - health, skills, stamina, the whole nine yards. Check it out. Such comprehensive leveling on the Initiate makes it hard to excuse the other followers not leveling as being intended. More importantly, that kind of leveling is in-line with followers in previous Bethesda titles all the way back to Oblivion where Dark Brotherhood Murderers and Ushnar's Skinned Hound leveled with you, and Bethesda knows that solution works. No reason to fix what isn't broken, right? [[Special:Contributions/89.189.38.226|89.189.38.226]] 10:40, 24 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Yes, that's a good point. I'm just not sure how someone would manage to introduce a bug that stuffs up all follower leveling except a few here and there. Anyway, I guess there isn't much point speculating on it. What I'm interested is, for someone to test the actual skills in practice like the way health has been tested, to confirm whether the followers are actually getting stronger / more skilled. The thing is, according to my results, while I'd played the game from lv3 to lv23, Lydia hasn't improved at all. Now, I can see her health hasn't increased by throwing fireballs at her... But I can't be sure about her skills. And she doesn't FEEL like she's getting weaker. Ideally someone should pick a follower that levels a skill which can be objectively tested in-game, then level themselves up, check how the follower performs and check again after a disable/enable reset. I can't think of any skills where this would be easy to test on a follower though... maybe counting how many times they need to whack something before it dies? --[[User:Saintmagician|Saintmagician]] 10:58, 24 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Well, Dogmeat and Sergeant RL-3 were bugged in this exact same way in the original Fallout 3, before Broken Steel - they didn't level at all, and while RL-3's level was hard-set at 9, Dogmeat would match the level you first found it at, and never improve afterwards, quickly becoming a liability. Bethesda fixed that with Broken Steel, so it's possible to both fudge up that bad and fix it... and given how they were sort of pushing for the 11.11.11 release date, the haste of meeting the deadline can do some nasty things. Just saying... as for your Lydia, do you keep her equipment up to date? Because a decent set of enchanted weapons can go a long way as far as attack power goes. Unfortunately, it does little for their durability... as you no doubt realized when checking her health. [[Special:Contributions/89.189.38.226|89.189.38.226]] 11:10, 24 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::Yeah I upgraded her weapons, bow and she had Dwarven armor at the end. --[[User:Saintmagician|Saintmagician]] 11:23, 24 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Follower stats set when you first meet them, really? ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A follower's stats are determined based on the level the player is at when he or she first enters the zone that the follower is in. Once generated, the follower's stats do not increase at all. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
Could someone please double check this? I tried out two new followers today (Jenassa &amp;amp; Belrand)&lt;br /&gt;
&lt;br /&gt;
In both cases, their stats seem determined based on my level when I first hire them, then the stats 'stick' until I do a disable/enable. Can someone confirm? Just save before you recruit them for the first time, check stats. Then reload and use advskill to level up. --[[User:Saintmagician|Saintmagician]] 16:08, 24 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Follower Carry Weight ==&lt;br /&gt;
&lt;br /&gt;
Some of you may already know this, but when you get a follower, your follower loses carry weight.&lt;br /&gt;
&lt;br /&gt;
In other words, if you&lt;br /&gt;
# Go get Lydia as your follower&lt;br /&gt;
# Tell Lydia to go home&lt;br /&gt;
# Re-employee Lydia as your follower&lt;br /&gt;
then Lydia's carry weight is decreased.&lt;br /&gt;
There is an [http://gaming.stackexchange.com/a/36734/29 excellent article] explaning this in detail.&lt;br /&gt;
You can check this by using ''getavinfo InventoryWeight'' console command as well.&lt;br /&gt;
&lt;br /&gt;
This is clearly a bug.&lt;br /&gt;
The developers wanted to make sure your followers always have default items on them to make sure none of them walk around naked.&lt;br /&gt;
You can see this is the case because Lydia has steel armour set and a bow on her even if you don't see them when you trade with her.&lt;br /&gt;
If you really want, use console command ''showinventory'' to see the hidden items.&lt;br /&gt;
&lt;br /&gt;
The problem is that there is a bug that adds the default weapons to the followers every time they get re-employeed by you.&lt;br /&gt;
In other words, when you re-employee Lydia, she will get another bow in her default, hidden-away inventory.&lt;br /&gt;
You cannot see this when you trade with her, but ''showinventory'' will show you the additional bow.&lt;br /&gt;
(This also explains why some Aela has multiple default bows.)&lt;br /&gt;
&lt;br /&gt;
The only way to solve this problem is to remove all items from your follower and re-enable him/her.&lt;br /&gt;
In other words, use following console commands in the given order:&lt;br /&gt;
# ''removeallitems''&lt;br /&gt;
# ''disable''&lt;br /&gt;
# ''enable''&lt;br /&gt;
&lt;br /&gt;
:You're kidding me, right? Argh, did Bethesda test followers AT ALL in this game? First they don't scale, now they reduce weight. Which, by the way, means even assuming they intentionally didn't scale followers to make you switch them often, then this new bug defeats the purpose, as followers will steadily lose carrying weight until no space is left if you DO switch them often. Nice job! Only solution I can think of for those on consoles is marry the follower if possible and see if you can buy their hidden items off them - anyone willing to test that and see what happens? I know that your followers, if married and left home, will sell misc stuff that includes what they have in inventory, at the very least. Got Uthgerd's steel armor set from her that way, but as I am on console, I cannot confirm this did in fact remove one copy from her hidden stash. Seriously, if Bethesda wanted to do this, they could have made a separate inventory for followers that can't be touched and doesn't add to weight, where they stored their stuff... [[Special:Contributions/89.189.38.226|89.189.38.226]] 10:48, 25 November 2011 (UTC)&lt;br /&gt;
:: How about Misdirection and Perfect Touch? Can you steal the equipped gear until there's nothing left to equip? [[Special:Contributions/81.233.217.129|81.233.217.129]] 09:23, 26 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: It will still regenerate armor.  I've been doing pickpocketing to get some extra Blades armor from the follower I recruited.  I found that occasionally I can &amp;quot;Perfect Touch&amp;quot; the armor off of them, but usually I have to ask them to follow me, give them better armor to equip, then release them from my service.  I wait until they are asleep and they will have Blades armor unequiped that I can take.  However, if i do take all of the Blades armor set- helmet, armor, gloves and boots - they will regenerate the equipment next time you come back to the sanctuary and have it all equipped, whether or not you ask them to become a follower again.  However, I've found that taking everything but the main armor will cause the follower not to regenerate new armor.  Interestingly enough, I've found that if you steal an item, enchant it and improve it at the smith- even rename it- then you can replant it in the NPC's inventory and he will reequip it once you reload the cell block.  I've managed to improve the default armor of one of my Blades recruits this way- he now has two sets of Blades armor but will wear the better set I stole from him and improved.  This might be exceptionally useful for dead thralls- steal their armor when they are alive, replant them after improving them and then kill them after reloading the cell block.  ~~bakon&lt;br /&gt;
::::WOW, thanks for this. What a stupid bug.  I thought something was wrong when all she could carry was armor I gave her! I knew something was up. I am going to see how many bows she has later when I get home.  I JUST checked and she has 22 Hunting Bows!!  Nice one Bethesda!  ALSO: before you guys use 'removeallitems' command, make sure to take from her what you want to keep! It looks like that command just deletes everything no questions asked.&lt;br /&gt;
&lt;br /&gt;
== Follower Causing Stolen Item Tag ==&lt;br /&gt;
&lt;br /&gt;
iv been storing huge amounts of armor weapons and whatever making my follower glitch her weight limit. it seems a lot of loot changed to stolen items even though most of it was from dungeons and normal bandits. anyone els have this problem. (I swear I didn't steal anything I'm innocent) no I did steal a few items but I also may have put the items in a container that I had to steal from to get them back. I'll be checking back Ty {{unsigned|98.250.226.236}}&lt;br /&gt;
&lt;br /&gt;
As far as the &amp;quot;non-stolen stolen items&amp;quot; glitch is concerned, I believe it is related to ordering a follower to loot items and then trading it from them.  I encountered this issue once before on a massive scale (many items from ruins of Mzulft) after learning it was possible to bypass weight limit by ordering them to pick up items.  In further testing, I was unable to reproduce the issue by ordering follower to loot from bodies or containers.  However, dropping an item from my inventory onto the ground, then ordering follower to pick it up, followed by trading it back from him, &amp;quot;successfully&amp;quot; added the stolen tag to the item.&lt;br /&gt;
&lt;br /&gt;
I can confirm this bug appears even if you only overload them by having them take from containers.  The containers I used were found within dungeons so their contents should not be flagged as stolen. --[[User:Ciinga|Ciinga]] 01:39, 5 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== important!!!!!!!!...clarifying the followers leveling ==&lt;br /&gt;
&lt;br /&gt;
If you keep followers with you they will not level at the rate you do, however, if you tell them to leave and then go and recruit them again their level will be updated and boosted to the level you are at. {{unsigned|24.65.67.138}}&lt;br /&gt;
&lt;br /&gt;
:Can anyone confirm this? If that's the case (as nonsensical as it'd be - they raise in levels while NOT adventuring and generally fighting? I'd expect the opposite...), then we may have found a workaround for console users, who lack the command prompt. [[Special:Contributions/89.189.38.226|89.189.38.226]] 11:31, 28 November 2011 (UTC)&lt;br /&gt;
:::I think its pretty obvious from reading this page that telling them to go and recruit them again is NOT enough to get them to update their stats.  You must tell them to go, then use the console to 'disable' then 'enable' them.  Then you recruit them again. And now I read that their inventory is filled with duplicate hidden base weapons every time you recruit them. (SEE ABOVE)&lt;br /&gt;
&lt;br /&gt;
== Followers fixed? ==&lt;br /&gt;
&lt;br /&gt;
Word is insistent on the net that the newly-released patch for X360 and PS3 fixed follower scaling. I know it's likely tedious, but anyone want to try and confirm? Be warned, the patch also broke bookshelves in homes. The Oghma trick for limitless leveling still works with chests though... [[User:GenocideHeart|GenocideHeart]] 01:32, 29 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure Something happened, because last time I checked by using fireballs he was not improving (just as expected) but now with the patch he seems to take 4 more. I make this test regularly, and until now (level 7 to 24) he didn't change. I'm not sure if this is 100% useful info, but he definetly survives more firebolts. EDIT: No he wasjust using the healing potions I gave him. So can anyone confirm that leveling is fixed?&lt;br /&gt;
[[Special:Contributions/219.88.64.227|219.88.64.227]] 09:12, 30 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I guess noone can clarify this?&lt;br /&gt;
&lt;br /&gt;
[[User:Broxigar|Broxigar]] 20:46, 8 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moving between cells ==&lt;br /&gt;
&lt;br /&gt;
I was having a heap of trouble getting quest related followers transitioning from an exterior cell to an interior cell.  During Clavicus Vile's quest, Barbas only entered an interior cell when he was leading the way but would not follow me into Rimerock Barrow.  Farkas will also not move from outside Dustman's Cairn to the interior of the cairn.  it only changed when I reverted the timescale to normal (I was using a reduced timescale at the time).  My input:  Companions need a timescale af at least 1 to transition from exterior to interior cells.  I had no problems going from interior to exterior cells. ([[Special:Contributions/76.0.42.190|76.0.42.190]] 13:55, 2 December 2011 (UTC))&lt;br /&gt;
&lt;br /&gt;
== Followers Blessing Themselves with Shrines ==&lt;br /&gt;
&lt;br /&gt;
I've been able to command J'zargo to do this before and decided to test it properly next time around. I had Marcurio activate a Shrine of Arkay himself and while the 'cure disease' line showed on my screen, the Rock Joint I had did not clear until I activated it myself. On top of that, his health had been 217 before doing so, and was now 242, showing that the blessing carries over on them as well. Seems a neat and easy way to buff any followers you have with you. [[Special:Contributions/24.102.203.72|24.102.203.72]] 23:23, 3 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: This is so useful I'm adding it to the main article (in the list of other things a follower can do). For Arkay, &amp;quot;getavinfo health&amp;quot; also confirms it; the blessing shows up in the 'Temp' category, value 25.00. [[Special:Contributions/99.46.140.140|99.46.140.140]] 23:27, 11 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== enable disable clarification ==&lt;br /&gt;
&lt;br /&gt;
Is it: 1. open the console? 2. click follower 3. type disable, then hit enter? 4.type enable then hit enter? 5. close console?&lt;br /&gt;
It is unclear how it is written.  Can you type disable and enable in the same line in the console?&lt;br /&gt;
&lt;br /&gt;
:: 1. Open the console (~ key).&lt;br /&gt;
:: 2. Click your follower.&lt;br /&gt;
:: 3. Type &amp;quot;disable&amp;quot;, then hit enter.&lt;br /&gt;
:: 4. Type &amp;quot;enable&amp;quot;, then hit enter.&lt;br /&gt;
:: 5. Close the console.&lt;br /&gt;
:: [[User:Drakenz|Drakenz]] 07:39, 4 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
It seems to be important that the person you want to update is NOT following you atm, also take his/her equipment before you do disable/enable [[Special:Contributions/31.36.53.121|31.36.53.121]] 14:30, 12 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pretty cool follower and thrall behaviors ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ive seen a vampire's thrall who had no weapon, go over to a table and pick one up then start using it in battle, all while my poor follower was being attacked.&lt;br /&gt;
&lt;br /&gt;
Also I think Ive seen Lydia use things she found on corpses.  &lt;br /&gt;
&lt;br /&gt;
I've seen a follower be disarmed in a dragon mage battle, and by luck I ran into her weapon on the groun and it made a noise.  It was an expensive Ebony greatsword I crafted,  so I picked it up and gave it back to her. :D {{Unsigned|67.164.33.239|23:43, 3 December 2011 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
I've found a glass sword in the ash pile of a reanimated corpse, which had been in an unlooted chest (noted prior to a reload). The corpse was reanimated in an earlier section of the dungeon, so had not had the chance to loot the item whilst alive.&lt;br /&gt;
&lt;br /&gt;
== Some Enchantments on followers don't work as expected. ==&lt;br /&gt;
&lt;br /&gt;
I outfitted J'zargo with &amp;quot;Destruction spells cost 25% less to cast&amp;quot; x4 (free spell casting, theoretically), and his behaviour goes as follows:&lt;br /&gt;
&lt;br /&gt;
:Casts 4-6 lightning bolts.&lt;br /&gt;
:Casts roughly 5-10 seconds of Sparks.&lt;br /&gt;
:Switches to melee.&lt;br /&gt;
&lt;br /&gt;
The only explanation I have for this behaviour is that his magicka pool runs empty, which should not be happening. Any ideas? [[User:Drakenz|Drakenz]] 07:46, 4 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Well, without testing, I would imagine that one of three things is happening:&lt;br /&gt;
::1. The 25% stacks (maybe due to a bug, or just to prevent costless spells), so that the equation ends up being &lt;br /&gt;
:::Cost(sub n)= Cost(sub n0)* % &lt;br /&gt;
:::Cost(sub n-1)= Cost(sub n)* %  &lt;br /&gt;
:::Cost(sub n-2)= Cost(sub n-1)* %  etc...&lt;br /&gt;
:: Esentially, the effect of the next item would work upon the remaining 75%, and so on, so that you get a smaller decrease each time, and never reach zero.&lt;br /&gt;
&lt;br /&gt;
::2. It's bugged. Once it reached 100, maybe the las effect stops working? This would only work on decrease effects, though, not effects such as  &amp;quot;increase magica regen by 150%.&lt;br /&gt;
&lt;br /&gt;
::3. Maybe J'zargo isn't out of magicka, but his AI is behaving like that, because he isn't using the magicka. It might somehow think that he used it all, just because he used as many spells as he normally would. This would mean that AI behaves without regard to enchantments upon them, whether theu are working or not. Thus, a follower may use a one-handed weapon because their one-handed skill is stronger than two-handed, even though you have used an enchantment so that their two-handed ability would be more effective.&lt;br /&gt;
This is all speculation, of course, but they all seem equally possible. -[[User:TheThirdWilliam|TheThirdWilliam]] 17:34, 4 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Follower Count Bug ==&lt;br /&gt;
&lt;br /&gt;
I've only ever had Lydia as a follower (aside from temporary quest ones). I left her at home while I went thieving and assassinating, and now a couple of levels later she won't rejoin me, saying I already have a follower. I don't.&lt;br /&gt;
Possible candidates MIGHT be:&lt;br /&gt;
* Barbas, who I picked up at some point (although instead of coming with me to Clavicus's Shrine like the journal says, he's teleported off somewhere).&lt;br /&gt;
* Farkas, who went off to the quest location on his own, which doesn't exactly count as &amp;quot;following&amp;quot;...&lt;br /&gt;
Those are the only two I can think of, and in either case it's pretty badly broken if it's counting them. I don't think I CAN do Barbas's quest (without spoilers, which I don't want), since the quest target just points at wherever I am, but I'll try Farkas's and see if that fixes it. [[User:Aliana|Aliana]] 13:33, 4 December 2011 (UTC)&lt;br /&gt;
: Okay, it's Farkas. Even though he isn't actually following you, he still takes up that slot. [[User:Aliana|Aliana]] 10:09, 5 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Some NPCs just will ''not'' follow you. ==&lt;br /&gt;
&lt;br /&gt;
Anyone have any idea what's up with some NPCS just refusing to be followers?  I recently married Elisif the Fair using console commands, but I cannot get her to follow me at all.  Are there some special commands I'm missing, or is there something about her that just makes it impossible?&lt;br /&gt;
&lt;br /&gt;
I had no problems with Ysolda. {{unsigned|Varus2319|11:10, 5 December 2011 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
Perhabs some characters are not scripted/don't have the dialogue options? [[Special:Contributions/219.88.64.227|219.88.64.227]] 09:51, 7 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Follower default Class and Items can be changed via console? ==&lt;br /&gt;
&lt;br /&gt;
I got an issue concerning the command &amp;quot;equipitem hexa #&amp;quot; when I selecte an NPC. After I leave the area, the targeted NPC will revert to the previously equiped item. I want my follower to use the better weapons so there is a way to make them have as default a better weapon/armor. Also I noticed on UESP that different followers have different class (barbarian,mage etc), how can we switch them via console?&lt;br /&gt;
&lt;br /&gt;
== Using the infinite carry glitch by telling a follower to pick something up ==&lt;br /&gt;
&lt;br /&gt;
Just a warning. That glitch is helpfull for when your out of space but when I bought the biggest house in Solitude I realized it would be easy as pie to get Lydia to take everything out of the cupboards of Breezehome so I could take it with me. BUT almost every single item she took, once I took it back, was marked as stolen. Even some things I smithed my self or quest rewards like Wuuthrad. This is obviously a pain. Don't know if it happens every time, but just so everyone knows. --[[User:Lyco499|Lyco499]] 02:15, 5 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== All you need to know about making your Follower a Spellsword/Nightblade Onehanded in one hand Magick in the other..... GUIDE ==&lt;br /&gt;
&lt;br /&gt;
This is work in progress, going to finish up when I get home lol&lt;br /&gt;
&lt;br /&gt;
Ok lets start by saying that this is pretty simple to do and in some cases leviates some of the problems you might be having with companions like their stats not leveling up with you.&lt;br /&gt;
First roadblock is to make sure your companion uses spells only in left hand, that makes him use his right hand eqipped weapon time which is totally awesome. We do this by adding special spells that are only left handed...&lt;br /&gt;
&lt;br /&gt;
You can find them by getting all spells with &amp;quot;psb&amp;quot; command, then use &amp;quot;help &amp;lt;spellname&amp;gt; 0&amp;quot; and find all spelld ID within &amp;quot;SPEL:&amp;quot; section (I will try and list most I could find)&lt;br /&gt;
You might notice that some of the left handed spells require much more mana than usuall counterparts, fear not... followers don't seem to be paying much attention to manacost, they cast spells at significant discount. I checked this with &amp;quot;getav magicka&amp;quot; before and after follower casts whatever he is casting.&lt;br /&gt;
&lt;br /&gt;
Another thing you will have to decide is whether you want your companion to sometimes block or just spam spells like a madman. I am using a mod for improved magic, the mod sets &amp;quot;magickarate&amp;quot; to 3 which is 3 times higher than normal I think. With &amp;quot;Magickarate 3&amp;quot; I found that setting magicka of your follower to 30 will ensure that he will not have enough magicka to spam spells for long time and will start using his sword for blocking(or shield if you wish, looks silly so I let him use sword... more badass!) after the mana runs out. Then since magickarate is set to 30 after a couple of swings and blocks he will use a spell or two again. You will have to tweak this to your liking for best results, I would assume that with standard &amp;quot;magickarate 1&amp;quot; the follower would spam shitlots of lightningbolts and then go silent for a long time and use weapon and block.&lt;br /&gt;
(remember, do not give your companion any + magicka or +magickaregen items... if you absolutely must then use &amp;quot;forceav magicka &amp;lt;actorvalue&amp;gt;&amp;quot; to override followers magicka.&lt;br /&gt;
&lt;br /&gt;
Class ID's and onehanded Spell ID's will be listed at the end of this guide...&lt;br /&gt;
&lt;br /&gt;
Open console, click on your follower. (you will get his ID on the screen)&lt;br /&gt;
&lt;br /&gt;
* 1. setclass &amp;lt;class ID&amp;gt; (you can use this instead of Enable/Disable to fix stats, its much more convinient just enter the command and stats will update... need to reset magicka attribute though)&lt;br /&gt;
* 2. addspell &amp;lt;spell ID&amp;gt;&lt;br /&gt;
* 3. setmagicka &amp;lt;actorvalue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(optional)&lt;br /&gt;
* 4. resetai&lt;br /&gt;
&lt;br /&gt;
(general follower console commands to make them use equipment we want them to use)&lt;br /&gt;
showinventory (lists all items in inventory)&lt;br /&gt;
removeitem &amp;lt;item ID&amp;gt; &amp;lt;amount&amp;gt; (removes item of choice and quantity)&lt;br /&gt;
&lt;br /&gt;
CLASS ID's&lt;br /&gt;
&lt;br /&gt;
Spellsword&lt;br /&gt;
Two versions of Spellswords can be found, Heavy armor and Light armor skill oriented.&lt;br /&gt;
* 00013177(Heavy armor, less HP)&lt;br /&gt;
* 0010F7F9(Light armor, more HP)&lt;br /&gt;
&lt;br /&gt;
Nightblade&lt;br /&gt;
There is only one Nightblade ID and it is Sneak oriented, so if you are a stealth character you might consider this as an option&lt;br /&gt;
&lt;br /&gt;
* 0001317c&lt;br /&gt;
&lt;br /&gt;
SPELL ID's for left hand&lt;br /&gt;
&lt;br /&gt;
* 0010ee3b(Lightning Bolt)&lt;br /&gt;
* 0007d98f(Fire Bolt)&lt;br /&gt;
* 00040000(Ice Spike)&lt;br /&gt;
* 0007231c(Fast Healing)&lt;br /&gt;
&lt;br /&gt;
SPELL ID's the rest can be found here&lt;br /&gt;
&lt;br /&gt;
http://www.uesp.net/wiki/Skyrim:Spells&lt;br /&gt;
&lt;br /&gt;
--[[User:Sukha|Sukha]] 15:58, 5 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== moved from article ==&lt;br /&gt;
&lt;br /&gt;
* Followers that use Archery are broken, as they will only use their starting (default) bow in combat. Giving a higher quality bow (i.e. a Daedric Bow) to a follower will cause them to equip it, but upon fast-travelling or entering combat, they switch back to their crappy starting weapon. It seems that using the console on PC to remove their starting bow is the only way to fix this.&lt;br /&gt;
:[Either fixed or simply untrue. Faendal will happily use a more powerful bow in combat when he is provided with one. (XBox)]&lt;br /&gt;
::Also untrue on PC with Lydia. [[User:Aliana|Aliana]] 15:59, 6 December 2011 (UTC)&lt;br /&gt;
::I've found that Lydia will randomly go back to using her original bow, so it would appear there there is an intermittent bug of some sort. --[[User:Vometia|Vometia]] 23:25, 7 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Using Jordis right now and she literally never uses the enchanted (and smithed) elven bow I gave her.  Still max charges.  I tried equipping and de-equipping her, but she only equips it when I give it to her initially. Once battle begins, she will switch to her default bow to attack with.  PC.  --[[User:Anon|Anon]] 23:25, 9 December 2011 (UTC)&lt;br /&gt;
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::::I've been trying to figure out the bow thing for a while. I'm using Derkeethus, and the only bow he'll use is the translucent blue Drainspell bow. If it's removed from his inventory, he'll default to his unremovable hunting bow. I've heard other people say their followers only use the Forsworn bow, though I haven't tried giving him one of those myself.&lt;br /&gt;
::::Curiously, I found a forum thread (http://www.gamefaqs.com/boards/615803-/61212460) where someone says the Forsworn bow is (incorrectly) listed as being more powerful than any others, even if the others have higher stats. If this is accurate, and followers are set to use their most powerful weapons, it could explain the weird bow priorities.&lt;br /&gt;
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== followers max stats chart ==&lt;br /&gt;
&lt;br /&gt;
i compiled an excel chart for all the followers listed in this page.&lt;br /&gt;
info included: max lv, hp/mp/st, and all 18 skills. (a &amp;quot;-&amp;quot; mark means 15)&lt;br /&gt;
&lt;br /&gt;
those who are interested can download the file from http://www.mediafire.com/?g3755cpb3vw7pct&lt;br /&gt;
&lt;br /&gt;
some general conclusions after all these number inputting:&lt;br /&gt;
&lt;br /&gt;
- best melee/shield guy: any housecarl&lt;br /&gt;
&lt;br /&gt;
- best sneak/archer: aela or cicero&lt;br /&gt;
&lt;br /&gt;
- best caster: J'zargo at high lvs, marcurio or aranea otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- farkas got weird stats. despite being the master heavy armor trainer, he has no profiency in that skill (basic 15). instead, hes got expertise in pickpocketing (100).&lt;br /&gt;
&lt;br /&gt;
- i realized theres some discrepancy between my data and the section &amp;quot;follower description farkas&amp;quot;. could this be a pc/console difference? im pc&lt;br /&gt;
&lt;br /&gt;
- j'zargo apparently doesnt have a lv cap applied. so he can go all the way to 81 with players. making him the best follower under most circumstances. top hp and mp, and 100 profiency in 5 skills: destruction, illusion, restoration, onehanded, heavyarmor.&lt;br /&gt;
&lt;br /&gt;
- npcs get the same racial bonuses as players. so same starting resistances for each race. hence i didnt bother to write them out in the chart.&lt;br /&gt;
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on sheet2 of the table, i also did a level by level stats progression study on faendal.&lt;br /&gt;
he starts at lv 6 and goes to 30.&lt;br /&gt;
for this, i only tracked his 4 trained skills and hp, stamina growth.&lt;br /&gt;
theres an obvious linear growth to hp and stamina (his magicka stays at 50).&lt;br /&gt;
hp at a rate of 25/3 per lv, stamina at 10/3 per lv.&lt;br /&gt;
&lt;br /&gt;
skills however, are more complicated.&lt;br /&gt;
higher initial stats does not necessarily lead to faster growth.&lt;br /&gt;
hopefully somebody else could find a pattern to it.&lt;br /&gt;
:This is an exceptionally useful chart, thank you! Would you consider putting (and sharing) it on Google Docs? [[Special:Contributions/99.46.140.140|99.46.140.140]] 21:01, 11 December 2011 (UTC)&lt;br /&gt;
:: With apologies to the original anonymous contributor, I made a somewhat prettier version of the data, added a few things of my own, and put it on Google Docs here: https://docs.google.com/spreadsheet/ccc?key=0Aly8njaU3H1adGJYTlJaUnRxRUN2RnM5MkxPaU1mQkE.  It's publicly visible and editable, in case people want to add missing NPC location info &amp;amp; such.  All numerical data &amp;amp; completeness or lack thereof comes from the original table.  The second &amp;quot;sheet&amp;quot; has Faendal's stats and the exact formulas used to calculate his health &amp;amp; stamina.  Enjoy!  [[User:Perko|Perko]] 13 December 2011&lt;br /&gt;
&lt;br /&gt;
:::I dont know if somebody maybe screwed around with perko's google docs spreadsheet or what, but the stats are totally off compared to the original anonymous contributors chart. The first thing I noticed was Illia was listed as a fighter/assassin rather than a mage as she should be, so I fixed that, but then I noticed the max levels and stats are completely different from what the original chart said. I dont know which chart is accurate so I didn't try to fix any of the stats. [[Special:Contributions/71.181.58.185|71.181.58.185]] 02:31, 14 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::What may ultimately be more useful is a spreadsheet for the classes, not each individual follower. At least if my assumption is correct that followers are simply accruing stats based on class templates - all the housecarls being identical make a compelling case. This is potentially very easy to test with console &amp;quot;setlevel&amp;quot; and &amp;quot;setclass&amp;quot;. If true then the spreadsheet would additionally be useful in designing your own custom follower. [[Special:Contributions/99.46.140.140|99.46.140.140]] 09:50, 14 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::: Ok, looks like making it publicly editable was a mistake.  Somebody sorted it wrong and it was all out of whack as the above poster pointed out.  Also for some reason many of my profile entries were deleted. I'm sure there were some legit edits made also, and I apologize for having to reset it.  I re-uploaded the original version and restricted editing.  If anybody who knows what they're doing wants editing access, let me know.  I don't have the locations filled out, because I was only adding those for the ones I've personally met.  Re: The spreadsheet for classes - Good point, and I may at some point even look at doing that myself, but not anytime soon.&lt;br /&gt;
&lt;br /&gt;
== Blade Carry Weight Changes ==&lt;br /&gt;
&lt;br /&gt;
I've noticed that when I had Lydia join the Blades that her ability to carry the exact same weight of weapons and apparel seemed to decrease. I was wondering if there were any stat changes upon becoming a Blade? Has anyone noticed anything similar?&lt;br /&gt;
&lt;br /&gt;
By reading through the previous topics, I guess she may have somehow generated another hunting bow or set of armor or both, because of the bug that causes them to generate a new one of these items every time they are dismissed. Did she leave your service? [[User:Broxigar|Broxigar]] 11:13, 10 December 2011 (UTC)&lt;br /&gt;
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Is there any chance that an injured follower (specifically Lydia) could die after being given the command to return home? I own Breezerun, and sent her home after a battle left her wounded. I gave her healing potions and cure disease potions, but she didn't seem to be using them. She limped away, presumably in the direction of Whiterun, but doesn't seem to have made it back. Is it possible it is just taking a REALLY long time for her to limp back to Whiterun, or should I assume she didn't make it? (When I issued the command, we were close to Morthal.)&lt;br /&gt;
:A lot of followers take a long time to return home, keep in mind that they move at walking speed. Wait another few days and check again.[[User:RIM|RIM]] 20:49, 10 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Follower Classes (and SetClass shortcut to catch them up to your level) ==&lt;br /&gt;
&lt;br /&gt;
Inspired by the Nightblade / Spellsword howto above I started digging through console commands to see if I could determine the current class of my follower - Jenassa at the moment. This information doesn't seem well publicized or at least it isn't all together in one place. This is what I've got so far:&lt;br /&gt;
&lt;br /&gt;
1. You need a list of the classes to start. This Wiki doesn't seem to have a list I can find (or could someone point it out?), Wikia does have this semi-helpful page: http://elderscrolls.wikia.com/wiki/Classes&lt;br /&gt;
&lt;br /&gt;
2. Here's the tricky part. You can &amp;quot;help &amp;lt;classname&amp;gt; 0&amp;quot; in the console to get Class ID's, but I have no idea if my reference above is a complete list, and there are multiple versions of some (different proficiencies, like the howto explains) that are difficult to distinguish, at least in the console. A table of Skyrim's follower classes with the class id's and variations would be handy here.&lt;br /&gt;
&lt;br /&gt;
3. Now the tedious part. Take your best guess or just go through the list. Use the console command &amp;quot;getisclass &amp;lt;classid&amp;gt;&amp;quot; to try to find a match. (You'll have to click or prid the follower first, of course.) I've looked at a few &amp;quot;complete&amp;quot; console command lists and there doesn't seem to be anything like a GetClass. :(&lt;br /&gt;
&lt;br /&gt;
Jenassa, by the way, is a Ranger. She sure talks like one. :p&lt;br /&gt;
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[[Special:Contributions/99.46.140.140|99.46.140.140]] 21:22, 11 December 2011 (UTC)&lt;br /&gt;
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:Additionally, I can confirm that the setclass shortcut worked on Jenassa to catch her up to my current level. Ranger is 13181, so &amp;quot;setclass 13181&amp;quot; brought her up to par without duplicating any inventory and the additional hassle of dismiss/disable/enable/hire. Confirmed with getavinfo health / marksman. [[Special:Contributions/99.46.140.140|99.46.140.140]] 21:52, 11 December 2011 (UTC)&lt;br /&gt;
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:Lydia's class, Warrior, is 13176. Going to try setclass for a few levels and observe if any side-effects. [[Special:Contributions/99.46.140.140|99.46.140.140]] 22:54, 11 December 2011 (UTC)&lt;br /&gt;
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::I've used the setclass shortcut on Lydia at least 10 times now, no side effects observed. If anything this almost makes her ''too'' powerful. [[Special:Contributions/99.46.140.140|99.46.140.140]] 17:47, 12 December 2011 (UTC)&lt;br /&gt;
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Thanks, very helpful!&lt;br /&gt;
&lt;br /&gt;
== Follower's Follow Distance is Too Close ==&lt;br /&gt;
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I don't expect the followers to perform flawlessly, but their AI leaves a lot to be desired. With a follower stealth is nearly impossible, they don't stay put if a fight breaks out even if they have been commanded to do so, they blunder into the same trap over and over, they often get stuck or will not follow you through rocky areas, etc. The biggest annoyance is that all followers stay way too close in a dungeon. When my character stops, the follower often keeps moving until they bump into me. I've been knocked off of a high ledge more than once because of this. Does anyone know a way of setting the AI to increase their follow distance?&lt;br /&gt;
&lt;br /&gt;
: Odd, my Lydia is often so far behind me in dungeons I have to go back and make sure she isn't taking a nap. More than a few times I've engaged with an enemy or group that's just a little over my head, and I keep waiting and waiting for her to show up. Inevitably I retreat and in some really bad pathing situations I had to &amp;quot;moveto player&amp;quot; in the console. :\ [[Special:Contributions/99.46.140.140|99.46.140.140]] 17:45, 12 December 2011 (UTC)&lt;br /&gt;
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== Marriageable ? ==&lt;br /&gt;
&lt;br /&gt;
Shouldn't it be &amp;quot;Marriable&amp;quot; instead of &amp;quot;Marriageable&amp;quot; ? [[User:Krag|Krag]] 21:46, 12 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I spell-checked it and Marriageable appears to be correct, as is. [[User:Eric Snowmane|&amp;lt;span style=&amp;quot;font-size:20px;font-family:daedric,oblivion,SMMacro&amp;quot;&amp;gt;Eric Snowmane&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Eric Snowmane|&amp;lt;font color=&amp;quot;Grey&amp;quot;&amp;gt;Questions?&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 21:48, 12 December 2011 (UTC)&lt;br /&gt;
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:wow. Thanks for checking - I should have done more research.. [[User:Krag|Krag]] 02:49, 13 December 2011 (UTC)&lt;br /&gt;
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== Followers Difficulty Level ==&lt;br /&gt;
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Just wondering if anyone knew, do the followers have the difficulty penalty/benefit like the PC or are they just regular NPCs? (what about summons for that matter).  If they do not share your difficulty handicap, then on higher difficulties, followers would be very OP (doing 2x your dmg, taking 1/2 dmg).&lt;br /&gt;
My follower seems to be dishing out a LOT of damage compared to me..... using the same weapon. {{Unsigned|144.211.101.117|19:40, 14 December 2011 (UTC)}}&lt;br /&gt;
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:Same here. I don't think they're effected by the difficulty change as you are. I vaguely remember reading that this was true for Oblivion, so this is likely so. --[[User:Alpha Kenny Buddy|AKB]] &amp;lt;sup&amp;gt;[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]&amp;lt;/sup&amp;gt; 19:40, 14 December 2011 (UTC)&lt;br /&gt;
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::That's been my experience, especially if you keep your follower leveled with you (discussions above). Lydia (any housecarl) makes an excellent meat-shield in fights that would otherwise be near-impossible... like 2 random bandits along the road. :p  I'm on the fence on whether this compensates for the insanely difficult early-game (especially if you aren't Heavy or Conjur!) or trivializes it. A mod would probably be a good medium between insufficient challenge (w/follower) and stupidly repetitious combat (solo) on Master. [[Special:Contributions/99.46.140.140|99.46.140.140]] 02:33, 15 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>71.132.201.220</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Followers&amp;diff=817484</id>
		<title>Skyrim talk:Followers</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Followers&amp;diff=817484"/>
		<updated>2011-12-15T08:53:08Z</updated>

		<summary type="html">&lt;p&gt;71.132.201.220: /* Enchanted Equipment */&lt;/p&gt;
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&lt;div&gt;==Finding Information==&lt;br /&gt;
Being that the game is still less than a week old, this table is incomplete. If you find new followers, be sure to add them to their respective sections. Post on this discussion page if you're unsure where to put someone. The marriable/join the blades sections are likewise incomplete. &lt;br /&gt;
*In order to check a follower's stats, open the console with ~, click on the follower on your screen, and type &amp;quot;getav &amp;lt;skill&amp;gt;&amp;quot; without the quotation marks, with skill being any of the available skills in the game. While most skill names work as they are, there are a few exceptions to this. Any skill name that is made up of two words should be written as one when used with this command (heavy armor becomes heavyarmor, etc), and when checking someone's speech and archery skills, you have to use speechcraft and marksman, respectively, to properly get their values. As far as determining which skills the follower &amp;quot;specializes&amp;quot; in, as a general rule, anything over 40 can be considered a &amp;quot;major skill.&amp;quot;--[[User:Volkrov|Volkrov]] 11:11, 16 November 2011 (UTC)&lt;br /&gt;
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==Follower Storage==&lt;br /&gt;
&lt;br /&gt;
If I give a follower - such as Faendal - some armor to wear and then I tell him to go home, will he always keep those items? Or should I remove any items I have given him before I tell him to part ways? {{unsigned|82.47.112.108|01:57, 14 November 2011}} &lt;br /&gt;
: At this point, three days after release, you better test it yourself and let us know what you find out. --[[User:Krusty|Krusty]] 02:00, 14 November 2011 (UTC)&lt;br /&gt;
:: They'll keep everything they have forever it seems. Just tested it.--[[User:Volkrov|Volkrov]] 10:56, 14 November 2011 (UTC)&lt;br /&gt;
::: They do keep everything, (or, at least, Lydia does when she returns to my home) but keep in mind that they may revert to their default equipment after a time. And you'll have to request to see their inventory, take everything off them, then give it back before they'll equip it again.&lt;br /&gt;
::::You don't actually have to remove everything or even anything at all to force the re-equiping.  Simply open up their inventory as per normal, and modify it to force the game to recalculate their stuff. e.g. give them something, anything.  This also works by telling them to grab something, do something that effects what they hold (chop wood), various other actions (them deciding to pull out a torch), changing cells (sometimes), when the game calculates new stats due to leveling, and even seemingly random times.  -- [[User:Highyena|Highyena]] 09:29, 5 December 2011 (UTC) &lt;br /&gt;
::::When I told Ghorbash to go home, he was carrying a full set of glass armour and a glass bow with assorted arrows. I've left him alone (for a couple of thieves' guild quests) for a little while and just got him back. Interestingly, he still has all the armour, arrows and jewellery (even though he's not wearing it) but has lost his glass bow. --[[User:Chiliflamingo|Chiliflamingo]] 22:37, 20 November 2011 (UTC)&lt;br /&gt;
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== list? ==&lt;br /&gt;
&lt;br /&gt;
Is there a comprehensive list of both permanent and temporary followers out there on the web somewhere?&lt;br /&gt;
Edit--- looks like it's here now&lt;br /&gt;
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== Equipment AI bug (bows) ==&lt;br /&gt;
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I've noticed that at least several followers seem to prefer to use their own personal (non-inventory) hunting bow over at least some more powerful bows you might give them to use.  So far the only way I've been able to get a follower to consistently use the bow I provided to them is to console remove the hunting bow SEVERAL TIMES until they stop equipping it.  It took about 5 removed before it worked with aela, using the command (targetted on her) removeitem 10e2dd 1.&lt;br /&gt;
: I've noticed this too with both Erik and Uthgerd. Whenever I fast travel, they automatically equip the bow and use it, no matter what items they have in their inventory, until something gets in close enough to make them switch to melee. After that, if they see another ranged target, they'll usually use the better bow I think. I'd need to test it more to be sure though.--[[User:Volkrov|Volkrov]] 05:38, 16 November 2011 (UTC)&lt;br /&gt;
::Scratch that, Uthgerd always seems to use her hunting bow for ranged targets, even after switching to melee once. Attempting to use removeitem 10e2dd 1 on her crashes my game.--[[User:Volkrov|Volkrov]] 07:49, 16 November 2011 (UTC)&lt;br /&gt;
: I have also experienced this, both with the elf archer from the first town and the dark elf archer mercenary from Whiterun's Drunken Hunter. This only happens on higher quality bows (in my experience, elven or better), and they will use lower quality bows just fine. I have not found a way to force them to use the higher quality bows. [[Special:Contributions/24.205.218.86|24.205.218.86]] 07:48, 16 November 2011 (UTC)&lt;br /&gt;
: Temporary workaround for this: Give your follower the good bow you want him/her to use (Daedric Bow is not recognised by followers for some reason) and also give them and continue to supply them with Iron Arrows (it's their default projectile in their hidden quiver, but they only have 12 and will stop using any bow when they run out of it). As long as they have Iron Arrows in their inventory, they will keep using the good bows. Of course this is still a trade off and not working as intended as you can never make them use good grade bows+arrows together. [[Special:Contributions/80.98.74.2|80.98.74.2]] 19:30, 22 November 2011 (UTC)Cruniac&lt;br /&gt;
: If they get shot by better quality arrows, the arrow will be put into their inventory (same way if you shoot a mob with your arrows, some of them can be found on their corpse upon looting) and they will immediately switch back to their Hunter's Bow as long as the better quality arrow remains in their inventory. Also I noticed that they will never run out of arrows that got shot into their inventory by enemies. If you want them to use the good bow, you will have to manually remove the 1 piece of better quality arrow from their inventory between fights. [[Special:Contributions/80.98.74.2|80.98.74.2]] 19:30, 22 November 2011 (UTC)Cruniac&lt;br /&gt;
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== Do followers level with you? ==&lt;br /&gt;
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If i'm level 4 , is my follower, or are some followers inherently higher level and skill? [[Special:Contributions/71.202.180.235|71.202.180.235]] 08:26, 16 November 2011 (UTC)&lt;br /&gt;
:I don't think followers level.  I checked Lydia's skills on one playthrough after extended use and on another immediately after unlocking her and they were exactly the same.  I forgot to check HP so that could possibly change but skills seem to be static.  Also other than a few anomalies I cant quite account for yet it appears all followers have roughly the same skill levels (20-30 for trained skills).--[[User:Armstrong|Armstrong]] 10:10, 17 November 2011 (UTC)&lt;br /&gt;
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'''No they do not level with you, they remain the same level they were when you discovered the area they are in. Lydia/Faendal will be the weakest companions, but if you wait until you've leveled to max and then hire some of the optional followers they will be scaled to whatever you are. A level 81 follower is possible, who can easily tank Giants/Dragons/Mammoth's.'''&lt;br /&gt;
:Haven't seen a follower with a levelcap above 50. Also the followers do level with you but their stats are frozen. At least for most of them ... there are exception. I still think its just a bug. --[[User:Lex|Lex]] 00:43, 22 November 2011 (UTC)&lt;br /&gt;
:This really doesn't seem right...  My character went to Riften around level 20 or so, and yet I have Mjoll fighting with me at level 47 on Master difficulty and being totally fine.  Her gear is strong (Ebony compared to my Daedric, all legendary), but she doesn't seem to be doing as bad as I think she'd be doing if she was missing out on 27 levels.  I'm not saying the no-leveling is completely wrong, but, it just seems weird, is all.--[[User:Lovless510|Lovless510]] 22:02, 26 November 2011 (UTC)&lt;br /&gt;
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I Just want to add some discussion from some testing that I have done with 4 follower in skyrim and it seem some follower have different level cap.  The follower level was checked with level 38 character and before i check the level i have disable&amp;gt;enable them. And the result is lydia(lvl 38), Aela the Huntress(lvl 38), Njada Stonearm(lvl 25), Uthgerd the Unbroken (lvl 30).--[[User:Archd|Archd]] 16:29, 1 December 2011 (UTC)&lt;br /&gt;
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: Yeah, they do have different level caps; I've only looked at two, Lydia and Eola, who are capped at levels 50 and 30 respectively.  Somewhat random level caps seem fairly common in Bethesda games, but I think it makes the characters more interesting... --[[User:Vometia|Vometia]] 22:26, 1 December 2011 (UTC)&lt;br /&gt;
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Lydia is my follower. I am at level 22. I just checked her, and she is at 22. I got her around level 10, so it looks like she has leveled with me. [[Special:Contributions/173.162.62.105|173.162.62.105]] 17:06, 2 December 2011 (UTC)&lt;br /&gt;
yes. if you check it with getlevel, it will give you the same level as your level. Try check her health with getavinfo health and you will see her current health value and her reference base health value. the current value as far as i know never changed when you level up. the only way to change her current value is to remove her from party and using console &amp;quot;disable&amp;quot;,&amp;quot;enable&amp;quot; her to update her status.I usually take all her item first and add &amp;quot;removeallitems&amp;quot; before &amp;quot;disable&amp;quot; command to make sure that lyda don't get the current weight bug.&lt;br /&gt;
@vometia i don't think the level cap just random when we played, but based on their role in the game. e.g in companion guild the circle group all of them have same level as i am(i assume their level cap is 50) but the other companion have lower level then me(lvl 25 most of them). --[[User:Archd|Archd]] 10:02, 3 December 2011 (UTC)&lt;br /&gt;
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: &amp;quot;Random&amp;quot; was probably not the ideal word for me to choose!  You are of course correct, my comment was mostly aimed at it not necessarily being that obvious to the player. --[[User:Vometia|Vometia]] 17:04, 3 December 2011 (UTC)&lt;br /&gt;
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== Sven skills? ==&lt;br /&gt;
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I know he's a bard... I wish I could ask him to play any time like I'm a dragon fight.. But what is he good with? Should I be giving him two handed weapons because he is a Nord and gets that skill boost?&lt;br /&gt;
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--- found this after asking&lt;br /&gt;
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1	  &lt;br /&gt;
Sven is good at smithing, alchemy, enchanting, and archery. I have read this from my official guidebook (which is like the size of an encyclopedia XD) So yeah, they all have different attributes and some are from guilds, favors, quests, hired, found, or in one dog's case- bought.I'm trying to find out if enchanted items i give them have an effect on them, i'm not sure.. – Sarah 6 hours ago&lt;br /&gt;
:I haven't tested Sven myself but if you really want to know what he's best at try using the 'getav' command Volkrov posted at the top of this page.--[[User:Armstrong|Armstrong]] 10:15, 17 November 2011 (UTC)&lt;br /&gt;
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---&lt;br /&gt;
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I am fairly sure Aela levels. I met her as a Level 1 Char (simply did not use my Level Ups) shot a couple of Fireballs at her and she was at ~30% HP when I ran out of mana. Then I leveled up to L46, tried it again and her Health Bar was at ~70% when I ran out of mana. (Xbox). Can anybody confirm? [[Special:Contributions/178.208.193.83|178.208.193.83]] 08:05, 8 December 2011 (UTC)&lt;br /&gt;
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== Will followers trained in restoration heal you? ==&lt;br /&gt;
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If so, will all of the followers with this skill heal you, or just ones with that spell and who are they?&lt;br /&gt;
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I haven't seen this occur before, I don't think it's possible. (other than scripted events, perhabs?) However they will use it to heal themselves. By the way, if you give a follower a tome, will they learn the spell by themselves/if given a console command, and wull they actually use the spell later on? Even if not, will they use scrolls you give them? scrolls worked in oblivion but i'm not sure this time. [[User:Broxigar|Broxigar]] 18:38, 20 November 2011 (UTC)&lt;br /&gt;
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While exploring Fort Greymoor with Lydia I ended up fighting a bandit that was hiding upstairs, and apparently Lydia decideded to  loot a corpse, taking a staff that was on a body, and equipping it... I don't know any of the tech stuff of it, but it might point to a lot more AI than we think they have... If restoration staffs exist, then this might point to being able to have something that they can use to heal themselves, or possibly you...  --ArcHorizon (13:10, 22 November 2011)&lt;br /&gt;
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I have seen followers use summoning scrolls, but the other myriad scrolls in Illia's inventory remain untouched. She's never healed me before either, though as Broxigar said, they will heal themselves. I think someone mentioned that followers could learn new spells, but I have put several spell tomes in Illia's, who is at least 90 in all magic schools except Illusion, inventory and she doesn't seem to want to use any of them. You could add spells manually with &amp;quot;addspell &amp;lt;RefID&amp;gt;&amp;quot; but it wouldn't guarantee they'd use them.--[[User:Volkrov|Volkrov]] 22:15, 22 November 2011 (UTC)&lt;br /&gt;
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Reaperpilot2014: I am currently level 48 with Brelyna as a follower, and have seen her frequently use both ward and healing spells on herself. She has never used healing spells on me, however.&lt;br /&gt;
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== Detailed Skill Information ==&lt;br /&gt;
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Let me preface this by saying I'm assuming followers' skills are static as I've been using Lydia for awhile now and her skills are still quite average.  If anyone has any information to contradict this please share.&lt;br /&gt;
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Thanks to Volkrov who posted about the getav command I've been testing some of my followers' stats (mainly the Companion followers as they're all in one place).  I only tested four skills on seven followers but I got some extremely varied data.  Untrained skills appear to always have a value of 15 and trained skills are usually in the 20-30 range but sometimes certain skills ended up being 50+.  I think that this is too large of a range to simply say that a skill is trained or untrained.  Again assuming that skills are constant I believe that it would be much more useful to have a list of the exact values of each skill per follower.  Can someone check your followers' stats and see if you get similar results?--[[User:Armstrong|Armstrong]] 06:43, 17 November 2011 (UTC)&lt;br /&gt;
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Update: just started another playthrough and did some more testing.  The majority of skills were the same but all the previous data points that were exceptionally high are now in line with the rest of the data.  Not sure what exactly caused these to be changed (Lydia's were exactly the same both times so usage doesnt appear to play a role) but I still think a compilation of 'base' skill values for each follower would be useful.--[[User:Armstrong|Armstrong]] 09:37, 17 November 2011 (UTC)&lt;br /&gt;
:I think that a companion's skill values depend on what level you get them at. I got Uthgerd earlier on and her highest skill was 2-handed at 83. Now, at around level 40, I'm seeing that all companions I unlock have at least one skill at 100. So instead of their levels varying with yours, I think their skill levels do. This needs further testing to be sure, though.--[[User:Volkrov|Volkrov]] 20:31, 17 November 2011 (UTC)&lt;br /&gt;
::Is there a way to increase a companions level/skill via the console? I tried to use the AdvSkill, but that hasn't worked. UPDATE: SetAv works for Companions. Also,  are companions capable of using perks, do they gain HP/MP/Sta via level ups etc?[[User:Rayce Kaiser|Rayce Kaiser]] 22:35, 18 November 2011 (UTC)&lt;br /&gt;
::: I did a comparison of Lydia and Mjoll when my character was level 37. Lydia had 187 health, 67 stamina, Heavy Armor 33, One Handed 31, and Block of 27. By comparison, Mjoll had 545 (!) health, 170 stamina, Heavy Armor and Two Handed both at 100, Block 78, and One Handed 49. Rather massive difference there. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 19:53, 20 November 2011 (UTC)&lt;br /&gt;
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I read on another site using the console command ''player.placeatme &amp;lt;uniqueid&amp;gt;'' will make a new instance of the follower with updated stats as though you just met them, meaning you would then kill the orginal so as to only have one in the world.  (Highlander mod anyone?)--[[Special:Contributions/98.251.179.175|98.251.179.175]] 21:37, 20 November 2011 (UTC)&lt;br /&gt;
:Dismissing them as a companion, then opening up console, selecting them with mouse and typing disable then enable will update their stats to your level. Won't work without dismissing them first. --[[User:Notjester|Notjester]] 05:23, 23 November 2011 (UTC)&lt;br /&gt;
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== Follower Stats ==&lt;br /&gt;
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While looking up the skill specialties for the different followers, noticed this page says Derkeethus has &amp;quot;very little health and no skills past 55&amp;quot;. Is there a source on this? I've been using Derkeethus for a while without much problem, so I decided to use SetAv to compare him to some of my previous followers. What I found:&lt;br /&gt;
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Lydia has 158 health, Benor has 155, Derkeethus apparently has 220 (!!). &lt;br /&gt;
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Lydia has 67 stamina, Benor has 80, Derkeethus seems to have 135 (??!).&lt;br /&gt;
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Lydia's best skills seem to be Two Handed (43) and Block (56), while Derkeethus' best skills seem to be Light Armor (57) and Marksman (52)&lt;br /&gt;
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At least from my testing, his stats seem unusually ''high'' for a follower. I checked a couple saves to make sure he hadn't just been leveling, but his stats seem constant from the moment I found him. &lt;br /&gt;
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Of course, I've never done testing like this so I can't promise it was done accurately. In particular, I'm not entirely sure how the follower leveling works. While Lydia's was sitting around in Breezehome for about five levels, her Two Handed and Block skill increased by 4 and 8 respectively while Derkeethus' stats seem to have remained constant since I first met him. But either way, that bit about him having low stats seems wildly inaccurate. &lt;br /&gt;
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[[Special:Contributions/68.54.248.74|68.54.248.74]] 01:59, 19 November 2011 (UTC)&lt;br /&gt;
:: The stats of a follower get fixed whenever you meet them, at whatever level you are when you meet them. Lydia generally has very low stats for this reason. A follower that a player meets early gets stuck with low stats, while followers met later benefit from the player taking time to level up before meeting them. This is true for most NPCs. However, compared to other followers met at the same time, Derkeethus seems to have lower health than another follower, such as Mjoll or the later Housecarls, though this still requires more testing.&lt;br /&gt;
::[[Special:Contributions/76.103.212.54|76.103.212.54]] 03:29, 19 November 2011 (UTC)&lt;br /&gt;
:::If he says his Lydia actually increased her stats, then we may be wrong about the &amp;quot;getting a level when you first meet them&amp;quot; thing. When I wrote that Derkeethus was a bad companion, I just wrote what I found. It might be because I first met him at a low level or because I had just never recruited him as a companion and allowed his stats to update... if that actually happens. Yes, this definitely needs more testing. I'm going to start a new game and see how people level in it. I wish the creation kit would come out already though. I'm sure that would shed a lot of light on this.--[[User:Volkrov|Volkrov]] 05:23, 19 November 2011 (UTC)&lt;br /&gt;
::::Aha, you seem to be right right; I just checked the cave at level 1 and his stats are mostly down around the 20s range (highest is Light Armor, at 31) and his health is 100. I checked Benor at level 1 too for comparison, and he has health of 108 and similarly low skills (highest I tested being a 36 in Two Handed). I can't speak for how his stats compare to the other followers in general, though, since I only tested two of them and only examined a handful of skills.&lt;br /&gt;
::::[[Special:Contributions/68.54.248.74|68.54.248.74]] 05:33, 19 November 2011 (UTC)&lt;br /&gt;
:::::I started a new game and began recording Faendal's stats as soon as I met him and did the same with Lydia once I got her. I've been checking both each level and trading off between them, but it seems the only thing that changes is their level which is keeping up with mine. Despite these level ups, no other stats have changed and I'm level 9. Faendal's dead now so I won't be able to keep updating his stats, but I'll go find other potential followers to determine if their stats are generated when I first meet them.--[[User:Volkrov|Volkrov]] 00:23, 20 November 2011 (UTC)&lt;br /&gt;
::::::Alright, I've looked into Lydia's change in my saves a bit more. I checked one save at level 16, one at 26. Lydia was not used as a follower at any point between them, and her stats remained constant other than Block (went from 42 to 56) and Two Handed (went from 36 to 43). I haven't noticed changes like this on any other followers I checked. Also, I don't remember which saves I checked originally, but since those had different values it seems as though her Block and Two Handed have slowly been going up this whole time.   &lt;br /&gt;
::::::Also, on the Derkeethus issue, I went and checked the stats on Erandur (who I met several levels after Derkeethus), and his health and stamina are 217 and 143 respectively - meaning his base HP was actually ''lower'' than Derkeethus'. This seems to suggest that Derkeethus' health is probably closer to an average value rather than being unusually low. &lt;br /&gt;
::::::[[Special:Contributions/68.54.248.74|68.54.248.74]] 01:37, 20 November 2011 (UTC)&lt;br /&gt;
Based on the data posted thus far, I think it is pretty likely that each follower's stats do not change (as checked via the getav command)once they first join you.  This obviously does not mean their stats are fixed throughout the gameplay or any follower would become rather useless in a short period of time.  It jsut means that the getav command only reports initial stats.&lt;br /&gt;
:::::::It's quite simple to test this because Health is one of those AV stats. If you use GetAvInfo to check health stats GetAV definately display the current health.&lt;br /&gt;
:::::::I'm pretty sure that the getav command is accurate unless there are unknown values that are changing instead of the skills themselves. Trying the command on my character returns the proper skill values no matter how much they have been leveled. I've also noticed, based on reports here and my own experience, that followers do not increase skill levels the same way as the PC.&lt;br /&gt;
:::::::Ultimately, I think we can conclude one of 4 things: 1. That followers never increase their stats at all and those stats are set as soon as you meet them for the first time OR when they first join as followers, 2. that some unknown stat(s) is/are increasing followers' effectiveness as they level, or 3. that followers do increase their stats in some way we have not yet identified. More research is needed. --[[User:Volkrov|Volkrov]] 02:08, 21 November 2011 (UTC)&lt;br /&gt;
::::::::Just tried killing, disabling, enabling, and resurrecting Lydia. Her stats have all changed to much higher values since my character is level 45. I guess some or all of those actions count as meeting her for the first time. In that case, I think we can rule out #2 and #3 at this point. Seems followers will not update their stats as you level unless you force them to through console commands... Doesn't seem like a very good system to me. Adding the info to the main page.--[[User:Volkrov|Volkrov]] 02:13, 21 November 2011 (UTC)&lt;br /&gt;
:::::::::As mentioned earlier Uthgerd the Unbroken seems to level block and marksman at the correct values. Every follower I met so far has an Referance Value that rise as your PC level goes up. Till now Uthgerd is the only one I found where the values change as I level up. (at least for block and marksman) Could someone confirm this in his game too? --[[User:Lex|Lex]] 04:03, 21 November 2011 (UTC)&lt;br /&gt;
::::::::::What is this reference value to which you are referring? What commands are you using?--[[User:Volkrov|Volkrov]] 04:16, 21 November 2011 (UTC)&lt;br /&gt;
::::::::::: To confirm Volkrov's comment. Disabling/Enabling does not seem to reset the stats if they are your current follower. What I had to do to update the stats for an existing follower. 1. Kill (reference id) 4. Disable 5. Enable 6. Resurrect Lydia's stats more than doubled from when I initial picked her up (Level 22~ vs around 3-4. This is almost for sure a bug. If you use GetAvInfo it seems the correct level displays under &amp;quot;Reference Base value&amp;quot;, but the Current value for some reason doesn't update. GetAvInfo on my level 6 spawned Lydia has Current (onehanded) Value 33. Reference Base-Value 68. When I respawn Lydia her new Current Value becomes 68.&lt;br /&gt;
:::::::::::: Dismissing the companion, returning to their recruitment area, and using enable+disable before recruiting them again also works. No need to kill in this case.&lt;br /&gt;
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::::::::::::: I can confirm this as well. You don't need to return to their recruitment area, either. Dismissing them, disable/enable, then recruit them back as they're walking away seems to work. I'm really curious now whether their stats will increase without use of the console if you dismiss them, allow them to return to their recruitment area, then allow that cell to reset before recruiting them again. --[[User:Bluedanieru|Bluedanieru]] 03:35, 22 November 2011 (UTC)&lt;br /&gt;
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:::::::::::::: Actually, getavinfo &amp;lt;whatever&amp;gt; seems to return the value you'd expect for that reference, i.e. the value you'd get after doing disable/enable. It seems like getav checks against the base value, which unlike Oblivion is not static? --[[User:Bluedanieru|Bluedanieru]] 03:57, 22 November 2011 (UTC)&lt;br /&gt;
::::::::::::::: As I posted up earlier, you can test this quite easily by testing Health. Some basic testing with GetAV health with weak/strong Lydia will show you that GetAV does display the current (not base) stat.&lt;br /&gt;
:::::::::::::::: Yeah, someone elsewhere pointed that out and I reproduced it. You're right. It's a mystery to me then what 'reference' stats are supposed to be for, since it seems the game ignores them I guess. It seems the intent was that your followers should level up with you, since they do increase in level after all and there are these (albeit seemingly useless) 'reference' fields which increase correctly, but the game is grabbing the actual health from the wrong spot.&lt;br /&gt;
::::::::::::::::: I think the followers' BaseReferenceStat and their CurrentValue stat have been accidently swapped. Perform a Getavinfo &amp;lt;skill&amp;gt; on your own character and the BaseReference stat shows what you started the game with, current is what you have now. This is the other way around for followers and I presume this is why they don't level properly&lt;br /&gt;
:::::::::::::First, from my experience as soon as I use the baseID und placeatme command the second Lydia has the enchanced stats. I never used the &amp;quot;enable/disable&amp;quot; stuff. Tested it right now and it works.&lt;br /&gt;
:::::::::::::Second, the unnamed guy above me already answered you question ... I also used GetAVinfo in my follower tests. As for Uthgerd, the changes should be also visible with the getAV command.--[[User:Lex|Lex]] 12:38, 21 November 2011&lt;br /&gt;
:::::::::::::I selected my Lydia who I joined at level 10 or so. I told her to leave, disabled, enabled, then talked to her before she walked off. Her stats went waaay up since I'm level 36.  I did not have to kill her, &amp;quot;placeatme&amp;quot;, or go back home to fetch her.  The placeatme command would actually generate a new Lydia so I wanted to avoid that. I did have to take one piece of armor off her so she would equip the rest of what was still in her inventory. --[[User:Beverage|Beverage]] 02:45, 23 November 2011 (UTC)&lt;br /&gt;
:::::::::::::: Just for the record, don't use placeatme with NPCs: since it creates a new instance with a new reference ID, it can play havoc with quests, dialogue, packages and so on.  With generic NPCs it's not so bad (though there's still the problem with savegame bloating) but with named NPCs, it's a really bad idea. --[[User:Vometia|Vometia]] 03:06, 26 November 2011 (UTC)&lt;br /&gt;
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It must be a bug. When using the getAV on my dark brotherhood initiate, it seems that they DO update their stats and level as they are normally supposed to. I'll have to look into a much earlier save, but when looking at my Dark brotherhood initiate's stats, they seem to be on par with my level. eg, at level 45ish, they have over 500 health, 100 marksman, 100 onehanded etc, and I finished the brotherhood line in while i was only level 15ish. I even recruited them at that time and then dimissed because the I liked another companion more.&lt;br /&gt;
Yup, I just console leveled myself as a test, and as my levels increase, the initiate's (female) health increases with it. It might to be a bug where other followers stats are not updating properly. I've noticed that certain followers update certain stats, and not others.&lt;br /&gt;
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After levelling up Lydia (disable/enable), from about level 3 to level 38 (my level at those times), it seems the enemies have levelled up as well. I was fighting Forsworns right before and after, and while I could one-shot them before, it took 3 shots afterwards.&lt;br /&gt;
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::::Are you positive about that?  The enemies are now stronger since you leveled your Lydia? That doesn't sound right.  Anyways, since Uthgerd has demonstrated that she levels Block and Marksman correctly, can we all confirm that the intention was for followers' stats to definitely level up with you? I mean, Uthgerd answers that question plain as day I think, eh? I just dont want to use &amp;quot;cheats&amp;quot; to boost followers stats if that was NOT the developers intentions.&lt;br /&gt;
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:::::The Dark Brotherhood Initiate also seems to level with you fully, unlike Uthgerd who only boosts two of her parameters. It seems to me like someone messed up badly when setting followers up, probably in the haste to meet the deadline. I mean, why wouldn't full leveling like that be the devs' intentions? It's how it worked in FO3, and in NV - and Bethesda had to actually fix Sergeant RL-3 and Dogmeat to level with the player because fans got angry that they DIDN'T level. They know their fanbase hates non-scaling followers - especially non-essential ones! - why would they implement them again, and in such an asinine way as to punish heavily those who like to explore (and thus activate the followers at low levels), which defeats the purpose of an open world? I like to think bethesda has more common sense than that, this has to be an oversight, especially since a few followers DO level up (very slowly) their skills. [[Special:Contributions/89.189.38.226|89.189.38.226]] 10:13, 23 November 2011 (UTC)&lt;br /&gt;
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Is it possible that follower stats are raised through their use of respective skills?&lt;br /&gt;
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== Quest NPC Followers ==&lt;br /&gt;
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I know that there's at least one quest where an NPC will follow you through a dungeon and fight with you.  The Missing in Action quest can give you up to 4 NPCs that follow you (and if you immediately fast travel away after exiting the dungeon, they will fast travel with you and stay with you until you finish the quest).  Other quests will have the NPCs remain in the dungeon, and at least one case where when you attempt to fast travel, they'll turn around and walk back towards the dungeon you just left (this happened with Orthir in an associated College of Winterhold quest).&lt;br /&gt;
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Should these instances be documented here, should they be in a separate page, or should we not even bother?  Oblivion had a listing like this, so I was just curious...&lt;br /&gt;
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[[Special:Contributions/97.101.231.180|97.101.231.180]] 04:42, 19 November 2011 (UTC)&lt;br /&gt;
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Lydia is a quest-follower too.  According to this youtube video: http://www.youtube.com/watch?v=dBebnsGZL3s&amp;amp;feature=related&lt;br /&gt;
You can get Delphine, Lucien and Vilkas as quest followers, right?  So can you stack all these followers together and have five, plus the four from Missing in Action, plus one horse for ten total followers?&lt;br /&gt;
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== Follower description for Lydia ==&lt;br /&gt;
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I think that the description is kind of irritating.&lt;br /&gt;
It says that Lydia is trained in sneaking? My Lydias sneak skill is her lowest skill.&lt;br /&gt;
In fact all her stealth and mage skills are that of an new born Nord character (Including the +5 bonus to light armor and speechcraft).&lt;br /&gt;
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--At lvl 38, she isn't exhibiting any sneaking ability. Not only does she not perform silent rolls, she is always stepping (and getting hit -repeatedly) by pressure plate activated traps. And she's also causing me to get detected by the surrounding enemies. [[Skyrim:User|User]] 01 December 2011 (UTC)&lt;br /&gt;
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Her warrior skills on the other side are fine.&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy Armor 37&amp;lt;br&amp;gt;&lt;br /&gt;
Block       35&amp;lt;br&amp;gt;&lt;br /&gt;
Marksman    29&amp;lt;br&amp;gt;&lt;br /&gt;
One-Handed  42&amp;lt;br&amp;gt;&lt;br /&gt;
Two-Handed  32&amp;lt;br&amp;gt;&lt;br /&gt;
I think its even possible that the followers incrase their skills just like the PC. I will keep an eye on her for the next hours and compare it again.&lt;br /&gt;
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I will let her fight on her own as much as possible. First with a One-Handed weapon and then after a reload with a Two-Handed weapon. This should give us a good insight. --Lex 17:42, 19 November 2011 (UTC+1)&lt;br /&gt;
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After a quick shower I got the idea to just strip her of her melee weapon and sneak around and use the bow ... this should give me faster results. --Lex 17:56, 19 November 2011 (UTC+1)&lt;br /&gt;
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Till now, the only thing thats rising is the &amp;quot;reference base value&amp;quot; ... whatever this is. But after leveling for some time no changes for the &amp;quot;current value&amp;quot;. --Lex 23:20, 19 November 2011 (UTC+1)&lt;br /&gt;
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Here are the stats I had for Lydia (level 32)&lt;br /&gt;
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Health: 193&lt;br /&gt;
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Stamina: 77&lt;br /&gt;
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One handed: 37 &lt;br /&gt;
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Two handed: 33 &lt;br /&gt;
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Marksman: 27  &lt;br /&gt;
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Heavy armor: 32  &lt;br /&gt;
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Light armor: 20  &lt;br /&gt;
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Sneak: 15&lt;br /&gt;
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:Funny fact that let the whole follower level thing looks like a bug ... Uthgerd the Unbroken seems to level block and marksman at the correct values. --[[User:Lex|Lex]] 23:03, 20 November 2011 (UTC)&lt;br /&gt;
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== Enchanted Equipment ==&lt;br /&gt;
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Does anybody have any information regarding follower's usage of weapons? I ask because I spent a bit of time enchanting my follower's bow with fire damage, but his shots never seem to set enemies on fire (I always make sure he's equipped that bow rather than the rubbish bow he came with). Furthermore, when I take the bow back from him, it's at full charge. So I guess the question is: is there any point in enchanting follower weapons? --[[User:Chiliflamingo|Chiliflamingo]] 22:02, 19 November 2011 (UTC)&lt;br /&gt;
:Further to this (I'm playing on 360 so unable to use the console to check), does enchanted armour definitely work on followers? I can't think of any way to check without using the console. --[[User:Chiliflamingo|Chiliflamingo]] 22:02, 19 November 2011 (UTC)&lt;br /&gt;
::I don't know if this is also the case for the Xbox version but on the PC followers have items that are invisible in their inventory. For example Lydia has a huntersbow which she will always use instead of a bow I give to her. Same for the armor. In fact she will never use an enchanted or hardened steelarmor or weapon as long as it is of the same typ as her invisible outfit armor. So far Lydias enchanted frost mace is working as expected. --Lex 22:08, 19 November 2011 (UTC+1)&lt;br /&gt;
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the thing about followers I believe is, They will use whatever item has a higher value than what they are currently wearing. For weapons it is damage, for armor it is armor rating. This includes the &amp;quot;invisible&amp;quot; armor they are wearing. For instance, Uthgerd the Unbroken wears an invisible set of steel plate armor, and will not wear anything with a lower armor rating than it. Also, i've noted that the reason that some followers i've noted prefer light armor over heavy as well, is although the armor rating may appear higher on some heavy armor than light armor to you, your follower has different skill levels. EG, their light armor skills are higher than heavy which puts the light armor at a higher value than the heavy to them. I did some light testing, and found that if i increased my Aela's heavyarmor skills to 100 through console commands, she would actually prefer wearing her dragonplate armor (heavy armor) over her dragonscale armor (light armor), whereas if left untouched, her lightarmor skills would make the dragonscale armor have a higher armor rating value than the plate. &lt;br /&gt;
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:::Yes, it seems to be the same on 360 - these items only become visible when looting their body. I have a hell of a lot of trouble trying to make my follower equip more powerful arrows, but it seems that when we actually get into a fight he does start using them. --[[User:Chiliflamingo|Chiliflamingo]] 22:02, 19 November 2011 (UTC)&lt;br /&gt;
::::Also for your second question ... yes, armor enchantments are working for followers, too.&lt;br /&gt;
:::::That's good to know, thanks! --[[User:Chiliflamingo|Chiliflamingo]] 00:30, 20 November 2011 (UTC)&lt;br /&gt;
::::::I found that Lydia would happily use the equipment I gave her if it was better than her standard stuff, with the exception of the bow. My Lydia has a full set of dragonplate armor and an ebony mace, and she had no problems using it. But the elven bow (legendary) I gave her she never seems to equip when it comes time to shoot; she always comes out with this hunting bow. I switched to having Mjoll the Lioness tag along with me instead, and what a huge quality difference that was! --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 14:21, 21 November 2011 (UTC)&lt;br /&gt;
:::Uthgerd sometimes wear the stolen Orish Armor I gave her, but most of the time doesn't. [[Special:Contributions/71.132.201.220|71.132.201.220]] 08:53, 15 December 2011 (UTC)&lt;br /&gt;
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Currently the only good fix i have found to this bow issue, is to bring up the console command (pc), click on your follower, and then type, removeitem 10e2dd 1. Its actually super funky in that they get MULTIPLE hunters bows, so you might have to do it several times. (I had to do it 5 times) when you type it, it will give you a line that says &amp;quot;itemcount &amp;lt;number&amp;gt;&amp;quot; just keep doing it till the number reaches zero and you should be fine. Also, its important to note that apparently the hunters bow periodically respawns for them, so you'll have to do it again at some point, however this only happens like once a month for me, so it wasn't much of an issue.&lt;br /&gt;
:Just for the record, I'm pretty sure what Aela wears is Ancient Nord Armor, not Dragonscale Armor. [[Special:Contributions/89.189.38.226|89.189.38.226]] 14:45, 24 November 2011 (UTC)&lt;br /&gt;
Obviously, Both the dragonscale and dragonplate armor was given to her by me during the testing.&lt;br /&gt;
&lt;br /&gt;
== Marriage and Followers ==&lt;br /&gt;
&lt;br /&gt;
Ok, so i already have a follower with me, whom helps me on quests and dungeons and such. If I marry another person, can i still have this follower with me while my spouse is tending to the shop she created?&lt;br /&gt;
:Yep--[[User:Volkrov|Volkrov]] 07:24, 20 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
** yes, marriage and followers aren't mutually exclusive.  Marrying a follower doesnt mean you have to use them as such although the option remains open.--[[Special:Contributions/98.251.179.175|98.251.179.175]] 21:22, 20 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Werewolves and Potions ==&lt;br /&gt;
&lt;br /&gt;
Ok guys, here is a bunch of questions I wanted to ask. First of all, if you have werewolf follower (Farkas) will they use their beast form ability or not? Farkas has been my follower for a few days, and he still didn't use his Beast Form ability. And can they use any other powers like ancestor's wrath or Battlecry? Also, can they use potions you give them? I checked and my follower still had the same amount of potions after battle.&lt;br /&gt;
:Not that I've seen, no, and no. Companion AI isn't exactly stellar in this game.--[[User:Volkrov|Volkrov]] 07:24, 20 November 2011 (UTC)&lt;br /&gt;
::I've left food in my followers' inventory and noticed that it sometimes vanishes after particularly hard battles. I assumed they were eating it to heal, but I don't know? I've never tried it with potions, though.&lt;br /&gt;
::[[Special:Contributions/68.54.248.74|68.54.248.74]] 13:48, 20 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Are there any console commands to make them use their ability? It would be pretty helpful to have a werewolf rip apart yor foes...&lt;br /&gt;
:The only thing I can think of would be using &amp;quot;Equipspell &amp;lt;#&amp;gt;&amp;quot; but I don't know if that'd force them to use it or whatever after that. Come to think of it, the only time NPCs toggle beast form on and off are in scripted events. The spell might not work well with NPCs without mods.--[[User:Volkrov|Volkrov]] 13:03, 20 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
OK thanks. sorry for not signing, i was in a hurry.&lt;br /&gt;
[[User:Broxigar|Broxigar]] 18:23, 20 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
They should be using potions but may only use it at very low health values.  So far as turning werewolf they may just not want to, some had been trying to cure themselves before the player meets them and continue later on.   --[[Special:Contributions/98.251.179.175|98.251.179.175]] 21:31, 20 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Follower Description Aela the Huntress ==&lt;br /&gt;
&lt;br /&gt;
Health: 309  &lt;br /&gt;
&lt;br /&gt;
Stamina: 266  &lt;br /&gt;
&lt;br /&gt;
One handed: 47  &lt;br /&gt;
&lt;br /&gt;
Two handed: 25  &lt;br /&gt;
&lt;br /&gt;
Marksman: 68  &lt;br /&gt;
&lt;br /&gt;
Heavy armor: 15  &lt;br /&gt;
&lt;br /&gt;
Light armor: 55  &lt;br /&gt;
&lt;br /&gt;
Sneak: 60  &lt;br /&gt;
  &lt;br /&gt;
(Checked on a level 32 character)&lt;br /&gt;
&lt;br /&gt;
== Follower Description Vilkas ==&lt;br /&gt;
&lt;br /&gt;
Health: 131&lt;br /&gt;
&lt;br /&gt;
Stamina: 74&lt;br /&gt;
&lt;br /&gt;
One handed: 25&lt;br /&gt;
&lt;br /&gt;
Two handed: 47&lt;br /&gt;
&lt;br /&gt;
Marksman: 57&lt;br /&gt;
&lt;br /&gt;
Heavy armor: 31&lt;br /&gt;
&lt;br /&gt;
Light armor: 20&lt;br /&gt;
&lt;br /&gt;
Sneak: 15&lt;br /&gt;
&lt;br /&gt;
(Checked on a level 32 character)&lt;br /&gt;
&lt;br /&gt;
== Follower Description Farkas ==&lt;br /&gt;
&lt;br /&gt;
Health: 230&lt;br /&gt;
&lt;br /&gt;
Stamina: 190&lt;br /&gt;
&lt;br /&gt;
One handed: 32&lt;br /&gt;
&lt;br /&gt;
Two handed: 25&lt;br /&gt;
&lt;br /&gt;
Marksman: 15&lt;br /&gt;
&lt;br /&gt;
Heavy armor: 30&lt;br /&gt;
&lt;br /&gt;
Light armor: 20&lt;br /&gt;
&lt;br /&gt;
Sneak: 21&lt;br /&gt;
&lt;br /&gt;
(Checked on a level 32 character)&lt;br /&gt;
&lt;br /&gt;
== Follower Death. ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;During this phase your follower will become vulnerable to attacks of any variety and as such can potentially die should they be assaulted by any form of damage.&amp;quot;&lt;br /&gt;
Is this definitely correct? In my experience the follower is only ever killable directly by the player, even when knocked down. I have been assaulted by AOE attacks while being near my knocked down follower and they have never died. Only when I have accidentally hit them while they are on low health (even when not knocked down!) have I ever seen them die. [[User:Billw|Billw]] 14:56, 21 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Followers can die in two situations: 1. You do it.  2. They get poisoned strong enough to beat their natural regeneration.  I assume the poison issue is a bug, but I've had followers die due to poison dart traps and other people have had problems against Falmer. [[User:Webrunner|Webrunner]] 14:33, 21 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
-- I've had Lydia die when a dragon priest kept hitting us with an AoE fire spell. I'm sure i didn't kill her myself as I was too busy running away to save my own hide the first couple of times (we just killed off a dragon; didn't realize right away where the dragon priest was coming from).  [[User:Anonymous|Anonymous]] 01 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Followers aren't essential and can be killed at any time; the only reason they aren't usually is that enemies generally don't attack them when they go into their crouch position.  Apparently the rumour that they're invulnerable with the exception of the player was started by the game guide, but as a number of players have discovered, they aren't.  As far as I know, this has never been a feature in Bethesda games.  The only way of ensuring they don't die is to use the setessential command with their base ID as a reference.  It's rather unfortunate that the guide made such a gaffe as the rumour in question now seems rather widespread. --[[User:Vometia|Vometia]] 08:48, 1 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Odd then that I've had several followers kneeling in dragon's breath and yet surviving. Though any form of damage from me will kill them in this state. Just luck? --[[Special:Contributions/82.68.56.110|82.68.56.110]] 14:49, 6 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: as far as i know some quest follower is essential(farkas, aela in companion quest), but not all quest-related NPC is essential(the guy in quest to restore whiterun tree)--[[User:Archd|Archd]] 10:11, 3 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Icons ==&lt;br /&gt;
Might be of interest to create two specific icons for people pages - Potential Follower and Potential Marriage. Could help identify who is who from those large lists.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Insert non-formatted text here&amp;lt;/nowiki&amp;gt;== Scrolls &amp;amp; Spells ==&lt;br /&gt;
&lt;br /&gt;
Just wondering, will followers use scrolls if given? For example, if I give my follower a scroll of firebolt, will he use it randomly during battles? Or if not, at least will they use it through console commands? And a stupid question, just in case, will they use spell tomes and learn spells out of them by themselves or through console commands or not? Furthermore, if you have a vampire follower, (If that's even possible) will they use their Vampire abilities? [[User:Broxigar|Broxigar]] 07:50, 21 November 2011 (UTC)&lt;br /&gt;
:Can anyone confirm how spell learning mechanics work? I tried purchasing a bunch of tomes and pushing them onto Lydia, she didn't use the tomes whether she picked them up or I gave them to her. I tried raising her destruction to 100, raised magicka to 500 via setav and there seems to be no difference.&lt;br /&gt;
::I just forced the flame spell onto her with addspell and strip her of her weapons and she is using the spell against my enemys. Now we have to find a way to let her learn the spells without the console. Till now I haven't tried the werewolf and vampire abilities.--[[User:Lex|Lex]] 12:47, 21 November 2011 (UTC)&lt;br /&gt;
:::There are no vampire followers and the only times any NPCs transform to or from werewolves are scripted events. Guessing the ability doesn't work so well with NPCs.--[[User:Volkrov|Volkrov]] 13:14, 21 November 2011 (UTC)&lt;br /&gt;
::::Seems like followers generally don't use powers. Couldn't get Lydia to use anything besides spells.--[[User:Lex|Lex]] 12:47, 21 November 2011 (UTC)&lt;br /&gt;
:Followers do use some scrolls (and staves). I've had Jenassa fire off two fireball scrolls as well as two summon Storm Atronach scrolls. They're not very clever with them - she wasted both fireball scrolls against a single enemy mage, and summoned against a dragon (helpful) and a wolf (not so helpful). She's also used the Flame Atronach staff I gave her, and I think it used charges. I passed Marcurio a staff that fired Ice Spike, and he's used that too. Neither of them ever used the Blizzard scroll I gave them. --[[Special:Contributions/70.50.237.250|70.50.237.250]] 14:51, 23 November 2011 (UTC)&lt;br /&gt;
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So if you set your follower to be a vampire through console commands, (if possible) will they use the leech, invisibility reanimate, etc. and will they have weakness to fire + no regen in sun AND get attacked by guards? and I could go on and on.. [[User:Broxigar|Broxigar]] 10:11, 14 December 2011 (UTC)&lt;br /&gt;
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== Essential followers? ==&lt;br /&gt;
&lt;br /&gt;
After seeing [http://elderscrolls.wikia.com/wiki/Talk:Derkeethus this talk page on TESwiki] where someone described their inability to kill Derkeethus, I checked for myself on two separate characters and can confirm that he indeed seems to be fully essential from the moment you meet him. Unless this is anomaly unique to Derkeethus, it might be worth adding an &amp;quot;essential&amp;quot; column to the tables - especially since essential followers apparently do not work in Boethia's daedric quest.&lt;br /&gt;
[[Special:Contributions/68.54.248.74|68.54.248.74]] 14:21, 21 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Follower Description: Lydia and Mjoll  ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I am level 26 right now&lt;br /&gt;
I had Lydia follow me from very early and all her skills were in the 20s, a couple 30s&lt;br /&gt;
Recently completed the quest for Mjoll and recruited her, did the kill disable enable resurrect command on Mjoll while she was my follower&lt;br /&gt;
&lt;br /&gt;
here are her stats for lv 26  '''(i tried again with disable/enable on Mjoll after i told her to leave, her stats went up. &lt;br /&gt;
So remember to not have followers in your company when you update them.)'''&lt;br /&gt;
&lt;br /&gt;
btw she spawns with random items every time i enable her, including enchanted amulets rings etc...&lt;br /&gt;
got elven battle axe this time.&lt;br /&gt;
&lt;br /&gt;
Health 265 -&amp;gt; 486&lt;br /&gt;
&lt;br /&gt;
Stamina 90 -&amp;gt; 154&lt;br /&gt;
&lt;br /&gt;
Onehanded 43&lt;br /&gt;
&lt;br /&gt;
Twohanded 51 -&amp;gt; 92&lt;br /&gt;
&lt;br /&gt;
Lightarmor 20&lt;br /&gt;
&lt;br /&gt;
Heavyarmor 41 -&amp;gt; 83&lt;br /&gt;
&lt;br /&gt;
Block 65&lt;br /&gt;
&lt;br /&gt;
Marksman 60&lt;br /&gt;
&lt;br /&gt;
Speechcraft 20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After i did the same to Lydia to update her stats, and stripped her&lt;br /&gt;
&lt;br /&gt;
her stats are&lt;br /&gt;
&lt;br /&gt;
Health 368&lt;br /&gt;
&lt;br /&gt;
Stamina 127&lt;br /&gt;
&lt;br /&gt;
Onehanded 70&lt;br /&gt;
&lt;br /&gt;
Twohanded 42&lt;br /&gt;
&lt;br /&gt;
Lightarmor 20&lt;br /&gt;
&lt;br /&gt;
Heavyarmor 65&lt;br /&gt;
&lt;br /&gt;
Block 54&lt;br /&gt;
&lt;br /&gt;
Marksman 48&lt;br /&gt;
&lt;br /&gt;
Speechcraft 20&lt;br /&gt;
&lt;br /&gt;
:I think higher stats for Mjoll are the result of her initial higher starting level. She is always a few levels ahead of me. Lydia is always at the same level as PC. But this only works till her levelcap ... which is 40 for Mjoll and 50 for Lydia. --[[User:Lex|Lex]] 14:57, 21 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Wait Limit? ==&lt;br /&gt;
&lt;br /&gt;
Just wondering if there's a limit to how long you can get a follower to wait for - do they end up going home after a while? --[[User:Chiliflamingo|Chiliflamingo]] 18:55, 21 November 2011 (UTC)&lt;br /&gt;
: The follower will get tired of waiting and go home, I've seen this happen with Lydia, so I assume it's the same for others. --[[User:Cdevine|Cdevine]] 16:51, 23 November 2011 (UTC)&lt;br /&gt;
: From what I've seen the wait limit seems to be 3 days. --[[User:Hilford|Hilford]] 02:32, 10 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Is there a limit to the amount of followers you can have? ==&lt;br /&gt;
&lt;br /&gt;
I was wondering if there was a limit to how many people can follow you at once, seeing as you would eventually be able to have a small army once you got many of the followers on the page.&lt;br /&gt;
&lt;br /&gt;
The follower limit is one, I believe. I tried to have both a two-handed specialist and a mage, however after asking for one of them to follow me after having one with me, it had a dialogue show that was somewhere along the line of &amp;quot;It seems you already have someone with you.&amp;quot; Do note that if you have a quest-related follower with you, it does not apply. I've had a regular follower as well as the NPC of a quest with me. Hope this helps. ````&lt;br /&gt;
&lt;br /&gt;
:You can have a dog too. So basically two - one human and one dog. You can still summon an extra helper though. [[Special:Contributions/89.189.38.226|89.189.38.226]] 10:05, 23 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think if you have the right conjuration perks, you can kill anyone and reanimate him permanently (until he is killed). I'm not sure, but I read somewhere that you can have 2 at a time? They won't be as effective as regular followers, due to the fact that they have no dialoge/command options, but still can be helpful, maybe you can even store items inside their bodies before  reanimating, and they equip? So if this is true, with 2 zombies, 1 follower, a dog, and lets say a quest npc you CAN have a small army. [[Special:Contributions/219.88.64.227|219.88.64.227]] 10:43, 24 November 2011 (UTC)&lt;br /&gt;
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== Blade ==&lt;br /&gt;
&lt;br /&gt;
Will i be able to make all follower that wre able to join blade to join blade?([[User:Vvardfell|Vvardfell]] 13:42, 23 November 2011 (UTC))&lt;br /&gt;
&lt;br /&gt;
What does it mean to be able to join blade?&lt;br /&gt;
[[User:H3X|H3X]] 23:50, 23 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think he means join The Blades, in which case, it depends on the follower. --[[User:Rohndogg1|Rohndogg1]] 04:14, 25 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Page says Cosnach can't be a blade, but I just inducted him, so apparently he can. I'll change it.&lt;br /&gt;
&lt;br /&gt;
I mean are there any limit on how many follower i can send to sky heaven temple.([[User:Vvardfell|Vvardfell]] 12:32, 28 November 2011 (UTC))&lt;br /&gt;
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== Conclusions regarding skill leveling? ==&lt;br /&gt;
&lt;br /&gt;
Has any conclusion been reached regarding how followers' skills level, if at all? The discussion above got very large and confusing, and I can't tell if a consensus was reached. [[User:GenocideHeart|GenocideHeart]] 19:43, 23 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
TLDR; some followers level correctly and some require console commands to update their stats. tell your follower to get lost, open console, click follower, type disable, type enable, close console, talk to follower before he leaves, then take a piece of armor off him so he puts all his gear back on. --[[User:Beverage|Beverage]] 01:30, 24 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That works for PC, but for consoles, not so much, and I'm playing on PS3. It may be worth pointing out which followers DO scale, for console users- sake... just an idea. I really don't understand how Bethesda messed this one up though - the followers that DO scale don't even scale the RIGHT skills - Uthgerd should scale one-handed weapons, being her dominant skill, not archery. Instead 1H is stuck and doesn't level while Archery and Block both work as intended. Argh, my head hurts... [[User:GenocideHeart|GenocideHeart]] 01:39, 24 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
The only follower I have found to FULLY scale with you so far, are the dark brotherhood initiates. So you might want to look into grabbing one of them.&lt;br /&gt;
&lt;br /&gt;
:Could it be because the initiates are respawning NPCs? [[Special:Contributions/95.206.22.189|95.206.22.189]] 11:48, 3 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== console command ==&lt;br /&gt;
&lt;br /&gt;
how do I turn someone into a follower. All my wife does is stay at home, I want her to follow me.&lt;br /&gt;
&lt;br /&gt;
You do this by using the command setrelationshiprank player &amp;lt;Wifes ID&amp;gt; 3. That should make her follow you.&lt;br /&gt;
&lt;br /&gt;
== About dogs... ==&lt;br /&gt;
&lt;br /&gt;
I've received conflicting info about dog followers on this wiki. Meeko's page claims that he can die like all other followers if I am the one to kill him, but the Followers main page claims dogs die immediately when their health is depleted. Which is the right info? [[User:GenocideHeart|GenocideHeart]] 23:32, 23 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
From what i've experienced, the dogs work like followers for the most part. I've had my dog fight against dragons toe to toe, and not die. Once they reach low enough health, they'll go into that &amp;quot;hurt&amp;quot; mode that followers do, and the enemy seems to ignore them. The only time my dogs have died is when i whack em accidentally, or when they accidentally get hit during their &amp;quot;hurt&amp;quot; mode.&lt;br /&gt;
&lt;br /&gt;
== Dogs as followers ==&lt;br /&gt;
&lt;br /&gt;
Has anyone figured out the stats of the dog companions,do they get stronger or are they static to your level when you first find them?&lt;br /&gt;
&lt;br /&gt;
== Experimenting re. follower skill progression ==&lt;br /&gt;
I've been trying hard to decide which follower I want. I started reading this talk page because I wanted a better way to see what skills a follower has (rather than the rather incomplete information on the article page). &lt;br /&gt;
&lt;br /&gt;
After reading the stuff about skill progression, I did some experiments. This is with Lydia, using a save I have where I was level 3 and had just acquired Lydia. I dismissed Lydia, then used the following console commands:  &lt;br /&gt;
- &amp;quot;player.advskill skill exp&amp;quot; to level up. (player.advlevel command does NOT work. It seems it's the process of actually doing a level up, that causes followers to level up....)&lt;br /&gt;
- &amp;quot;getav skill&amp;quot; and &amp;quot;getlevel&amp;quot; on Lydia&lt;br /&gt;
- &amp;quot;disable&amp;quot; and &amp;quot;enable&amp;quot; to refresh Lydia. Without doing this, only getlevel shows changes, &amp;quot;getav skill&amp;quot; values stay the same&lt;br /&gt;
&lt;br /&gt;
So in table format:&lt;br /&gt;
&lt;br /&gt;
Player Level | Lydia Level | Archery | Block | Heavy Armor | One-Handed | Two-Handed | Magicka | Health | Stamina&lt;br /&gt;
&amp;lt;br&amp;gt;3 | 6 | 22 | 27 | 26 | 31 | 29 | 50 | 158 | 67&lt;br /&gt;
&amp;lt;br&amp;gt;6 | 6 | 22 | 27 | 26 | 31 | 29 | 50 | 158 | 67&lt;br /&gt;
&amp;lt;br&amp;gt;10 | 10 | 28 | 33 | 35 | 39 | 32 | 50 | 205 | 80&lt;br /&gt;
&amp;lt;br&amp;gt;20 | 20 | 43 | 48 | 56 | 61 | 39 | 50 | 321 | 114&lt;br /&gt;
&amp;lt;br&amp;gt;30 | 30 | 57 | 62 | 79 | 83 | 46 | 50 | 438 | 147&lt;br /&gt;
&amp;lt;br&amp;gt;40 | 40 | 73 | 78 | 100 | 100 | 54 | 50 | 555 | 180&lt;br /&gt;
&amp;lt;br&amp;gt;50 | 50 | 98 | 100 | 100 | 100 | 72 | 50 | 671 | 214&lt;br /&gt;
&amp;lt;br&amp;gt;61 | 50 | 98 | 100 | 100 | 100 | 72 | 50 | 671 | 214&lt;br /&gt;
&lt;br /&gt;
So the conclusions I'm drawing from this is:&lt;br /&gt;
- Followers have some minimum level, whereby if you are below that level, the follower is at the minimum level. Is this Lv6 for all followers or does it vary? (To test this properly for all followers, you'd probably need a console command to lose levels. Or start a play through where you never actually level up and try and find all the followers at low level. Note that the follower leveling up is triggered by you actually leveling up in the skills screen)&lt;br /&gt;
- Followers have some maximum level, after which they stop leveling up even if you do. Is this actually Lv50? Is it the same level for all characters? (Lv50 would make sense, as it's also considered the 'soft cap'. But to test this, we'd also need a console command to lose levels. Or have someone who is very patient and is willing to advance one level at a time...) &lt;br /&gt;
- All skills that a follower doesn't use (For Lydia, every thing not listed), is NEVER leveled (i.e. like Lydia's magicka value)&lt;br /&gt;
&lt;br /&gt;
I also tested it with a later save. I was on level 23, Lydia still had her Lv6 stats. Once I dismissed, then disabled/enabled, she got her Lv23 stats. &amp;quot;getav health&amp;quot; for Lydia reported 158 health at for Lv6!Lydia and 356 health for Lv23!Lydia. &lt;br /&gt;
&lt;br /&gt;
I threw some fireballs at her, and Lv23!Lydia had enough health to take more than twice as many fireballs as Lv6!Lydia. This leads to a tentative conclusion that the values reported by getav are accurate, and followers are in fact NOT leveling (i.e. it's not that followers are level and getting stronger, but somehow getav is simply reporting incorrect values until the follower is 'refreshed' with disable/enable). &lt;br /&gt;
&lt;br /&gt;
If, as reported here, some followers do level some skills, then I guess this is a bug. Alternatively, we could consider the followers who do level certain skills to be a bug. Instead, followers not leveling after they start being followers is a feature intended to encourage players to pursue different followers. This makes sense to me, as there seems to be a huge number of followers available who all have more or less the same combat skills. And since we can equip followers, and I assume followers all have the same AI, what's the point of having so many followers? It would make sense that as you level, followers get weaker, forcing you to keep changing to new followers as you progress through the game. &lt;br /&gt;
&lt;br /&gt;
Lastly, if all followers do have a maximum level, then we can very clearly divide follower skills into something like this:&lt;br /&gt;
- Major skills: skills that reach 100&lt;br /&gt;
- Minor skills: other skills that are leveled&lt;br /&gt;
- Other skills: skills that are never leveled&lt;br /&gt;
&lt;br /&gt;
So Lydia is Block/HeavyArmor/OneHanded as 'major skills', and Archery and Two Handed as 'minor skills'. &lt;br /&gt;
&lt;br /&gt;
Also, Lydia most most most certainly gains no points in sneak... &amp;quot;(It is interesting to note that although Lydia isn't listed as trained in sneak, at higher levels she seems to have the sneak abilities Light Foot and Silent Roll. (This may be a PC/Version specific bug.))&amp;quot; &amp;lt;-- is there video confirmation for this? --[[User:Saintmagician|Saintmagician]] 05:59, 24 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:There is a problem with your theory that it may be an intentional feature, and that problem is that while it does encourage you to switch followers, at the same time it majorly DISCOURAGES exploring the game world if it is indeed meant to be that way - and I don't need to tell you how asinine a 'feature' that makes you want to NOT explore until your level is extremely high in a wide open sandbox game like this one is, do I? It makes no sense and is extremely counterproductive to what Bethesda would want, which is for players to explore and make their own adventure. By setting it up like that, they instead make players like me deathly afraid to go ANYwhere, even Whiterun, at low levels, for fear of making a potentially awesome follower into a low level stinker. People who like to explore can hose themselves very, very badly simply by visiting every major city via carriage to check them out early and making nearly every follower worthless. It makes no sense in a game like this. Now if the level was set when they first JOIN you... [[Special:Contributions/89.189.38.226|89.189.38.226]] 10:06, 24 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Well it's just a theory. It makes enough sense. You aren't going to run around the whole world and explore all the major regions at once while not leveling up. Most people will do stuff while they explore, so by the time they've explored most areas, they have already leveled up quite a bit. For example, at the moment about a half of my map is explored, I haven't visited the rest of the places yet, simply because I haven't gotten around to it. I'm now mid level (around lv25, for soft cap of 50). Anyway, we have two behaviours, most likely one is intended and one is a bug. From a programming point of view, I'm more willing to believe that the anomoly (one follower, with two skills that seem to be leveling, vs. every other follower checked so far) is the bug and not the intended. --[[User:Saintmagician|Saintmagician]] 10:58, 24 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::That's a fair assumption, but checking the discussion above, you'll notice that there's another follower that levels - fully, no less - and that follower's the generic Dark Brotherhood Initiate, who updates everything as you level up - health, skills, stamina, the whole nine yards. Check it out. Such comprehensive leveling on the Initiate makes it hard to excuse the other followers not leveling as being intended. More importantly, that kind of leveling is in-line with followers in previous Bethesda titles all the way back to Oblivion where Dark Brotherhood Murderers and Ushnar's Skinned Hound leveled with you, and Bethesda knows that solution works. No reason to fix what isn't broken, right? [[Special:Contributions/89.189.38.226|89.189.38.226]] 10:40, 24 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Yes, that's a good point. I'm just not sure how someone would manage to introduce a bug that stuffs up all follower leveling except a few here and there. Anyway, I guess there isn't much point speculating on it. What I'm interested is, for someone to test the actual skills in practice like the way health has been tested, to confirm whether the followers are actually getting stronger / more skilled. The thing is, according to my results, while I'd played the game from lv3 to lv23, Lydia hasn't improved at all. Now, I can see her health hasn't increased by throwing fireballs at her... But I can't be sure about her skills. And she doesn't FEEL like she's getting weaker. Ideally someone should pick a follower that levels a skill which can be objectively tested in-game, then level themselves up, check how the follower performs and check again after a disable/enable reset. I can't think of any skills where this would be easy to test on a follower though... maybe counting how many times they need to whack something before it dies? --[[User:Saintmagician|Saintmagician]] 10:58, 24 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Well, Dogmeat and Sergeant RL-3 were bugged in this exact same way in the original Fallout 3, before Broken Steel - they didn't level at all, and while RL-3's level was hard-set at 9, Dogmeat would match the level you first found it at, and never improve afterwards, quickly becoming a liability. Bethesda fixed that with Broken Steel, so it's possible to both fudge up that bad and fix it... and given how they were sort of pushing for the 11.11.11 release date, the haste of meeting the deadline can do some nasty things. Just saying... as for your Lydia, do you keep her equipment up to date? Because a decent set of enchanted weapons can go a long way as far as attack power goes. Unfortunately, it does little for their durability... as you no doubt realized when checking her health. [[Special:Contributions/89.189.38.226|89.189.38.226]] 11:10, 24 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::Yeah I upgraded her weapons, bow and she had Dwarven armor at the end. --[[User:Saintmagician|Saintmagician]] 11:23, 24 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Follower stats set when you first meet them, really? ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A follower's stats are determined based on the level the player is at when he or she first enters the zone that the follower is in. Once generated, the follower's stats do not increase at all. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
Could someone please double check this? I tried out two new followers today (Jenassa &amp;amp; Belrand)&lt;br /&gt;
&lt;br /&gt;
In both cases, their stats seem determined based on my level when I first hire them, then the stats 'stick' until I do a disable/enable. Can someone confirm? Just save before you recruit them for the first time, check stats. Then reload and use advskill to level up. --[[User:Saintmagician|Saintmagician]] 16:08, 24 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Follower Carry Weight ==&lt;br /&gt;
&lt;br /&gt;
Some of you may already know this, but when you get a follower, your follower loses carry weight.&lt;br /&gt;
&lt;br /&gt;
In other words, if you&lt;br /&gt;
# Go get Lydia as your follower&lt;br /&gt;
# Tell Lydia to go home&lt;br /&gt;
# Re-employee Lydia as your follower&lt;br /&gt;
then Lydia's carry weight is decreased.&lt;br /&gt;
There is an [http://gaming.stackexchange.com/a/36734/29 excellent article] explaning this in detail.&lt;br /&gt;
You can check this by using ''getavinfo InventoryWeight'' console command as well.&lt;br /&gt;
&lt;br /&gt;
This is clearly a bug.&lt;br /&gt;
The developers wanted to make sure your followers always have default items on them to make sure none of them walk around naked.&lt;br /&gt;
You can see this is the case because Lydia has steel armour set and a bow on her even if you don't see them when you trade with her.&lt;br /&gt;
If you really want, use console command ''showinventory'' to see the hidden items.&lt;br /&gt;
&lt;br /&gt;
The problem is that there is a bug that adds the default weapons to the followers every time they get re-employeed by you.&lt;br /&gt;
In other words, when you re-employee Lydia, she will get another bow in her default, hidden-away inventory.&lt;br /&gt;
You cannot see this when you trade with her, but ''showinventory'' will show you the additional bow.&lt;br /&gt;
(This also explains why some Aela has multiple default bows.)&lt;br /&gt;
&lt;br /&gt;
The only way to solve this problem is to remove all items from your follower and re-enable him/her.&lt;br /&gt;
In other words, use following console commands in the given order:&lt;br /&gt;
# ''removeallitems''&lt;br /&gt;
# ''disable''&lt;br /&gt;
# ''enable''&lt;br /&gt;
&lt;br /&gt;
:You're kidding me, right? Argh, did Bethesda test followers AT ALL in this game? First they don't scale, now they reduce weight. Which, by the way, means even assuming they intentionally didn't scale followers to make you switch them often, then this new bug defeats the purpose, as followers will steadily lose carrying weight until no space is left if you DO switch them often. Nice job! Only solution I can think of for those on consoles is marry the follower if possible and see if you can buy their hidden items off them - anyone willing to test that and see what happens? I know that your followers, if married and left home, will sell misc stuff that includes what they have in inventory, at the very least. Got Uthgerd's steel armor set from her that way, but as I am on console, I cannot confirm this did in fact remove one copy from her hidden stash. Seriously, if Bethesda wanted to do this, they could have made a separate inventory for followers that can't be touched and doesn't add to weight, where they stored their stuff... [[Special:Contributions/89.189.38.226|89.189.38.226]] 10:48, 25 November 2011 (UTC)&lt;br /&gt;
:: How about Misdirection and Perfect Touch? Can you steal the equipped gear until there's nothing left to equip? [[Special:Contributions/81.233.217.129|81.233.217.129]] 09:23, 26 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: It will still regenerate armor.  I've been doing pickpocketing to get some extra Blades armor from the follower I recruited.  I found that occasionally I can &amp;quot;Perfect Touch&amp;quot; the armor off of them, but usually I have to ask them to follow me, give them better armor to equip, then release them from my service.  I wait until they are asleep and they will have Blades armor unequiped that I can take.  However, if i do take all of the Blades armor set- helmet, armor, gloves and boots - they will regenerate the equipment next time you come back to the sanctuary and have it all equipped, whether or not you ask them to become a follower again.  However, I've found that taking everything but the main armor will cause the follower not to regenerate new armor.  Interestingly enough, I've found that if you steal an item, enchant it and improve it at the smith- even rename it- then you can replant it in the NPC's inventory and he will reequip it once you reload the cell block.  I've managed to improve the default armor of one of my Blades recruits this way- he now has two sets of Blades armor but will wear the better set I stole from him and improved.  This might be exceptionally useful for dead thralls- steal their armor when they are alive, replant them after improving them and then kill them after reloading the cell block.  ~~bakon&lt;br /&gt;
::::WOW, thanks for this. What a stupid bug.  I thought something was wrong when all she could carry was armor I gave her! I knew something was up. I am going to see how many bows she has later when I get home.  I JUST checked and she has 22 Hunting Bows!!  Nice one Bethesda!  ALSO: before you guys use 'removeallitems' command, make sure to take from her what you want to keep! It looks like that command just deletes everything no questions asked.&lt;br /&gt;
&lt;br /&gt;
== Follower Causing Stolen Item Tag ==&lt;br /&gt;
&lt;br /&gt;
iv been storing huge amounts of armor weapons and whatever making my follower glitch her weight limit. it seems a lot of loot changed to stolen items even though most of it was from dungeons and normal bandits. anyone els have this problem. (I swear I didn't steal anything I'm innocent) no I did steal a few items but I also may have put the items in a container that I had to steal from to get them back. I'll be checking back Ty {{unsigned|98.250.226.236}}&lt;br /&gt;
&lt;br /&gt;
As far as the &amp;quot;non-stolen stolen items&amp;quot; glitch is concerned, I believe it is related to ordering a follower to loot items and then trading it from them.  I encountered this issue once before on a massive scale (many items from ruins of Mzulft) after learning it was possible to bypass weight limit by ordering them to pick up items.  In further testing, I was unable to reproduce the issue by ordering follower to loot from bodies or containers.  However, dropping an item from my inventory onto the ground, then ordering follower to pick it up, followed by trading it back from him, &amp;quot;successfully&amp;quot; added the stolen tag to the item.&lt;br /&gt;
&lt;br /&gt;
I can confirm this bug appears even if you only overload them by having them take from containers.  The containers I used were found within dungeons so their contents should not be flagged as stolen. --[[User:Ciinga|Ciinga]] 01:39, 5 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== important!!!!!!!!...clarifying the followers leveling ==&lt;br /&gt;
&lt;br /&gt;
If you keep followers with you they will not level at the rate you do, however, if you tell them to leave and then go and recruit them again their level will be updated and boosted to the level you are at. {{unsigned|24.65.67.138}}&lt;br /&gt;
&lt;br /&gt;
:Can anyone confirm this? If that's the case (as nonsensical as it'd be - they raise in levels while NOT adventuring and generally fighting? I'd expect the opposite...), then we may have found a workaround for console users, who lack the command prompt. [[Special:Contributions/89.189.38.226|89.189.38.226]] 11:31, 28 November 2011 (UTC)&lt;br /&gt;
:::I think its pretty obvious from reading this page that telling them to go and recruit them again is NOT enough to get them to update their stats.  You must tell them to go, then use the console to 'disable' then 'enable' them.  Then you recruit them again. And now I read that their inventory is filled with duplicate hidden base weapons every time you recruit them. (SEE ABOVE)&lt;br /&gt;
&lt;br /&gt;
== Followers fixed? ==&lt;br /&gt;
&lt;br /&gt;
Word is insistent on the net that the newly-released patch for X360 and PS3 fixed follower scaling. I know it's likely tedious, but anyone want to try and confirm? Be warned, the patch also broke bookshelves in homes. The Oghma trick for limitless leveling still works with chests though... [[User:GenocideHeart|GenocideHeart]] 01:32, 29 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure Something happened, because last time I checked by using fireballs he was not improving (just as expected) but now with the patch he seems to take 4 more. I make this test regularly, and until now (level 7 to 24) he didn't change. I'm not sure if this is 100% useful info, but he definetly survives more firebolts. EDIT: No he wasjust using the healing potions I gave him. So can anyone confirm that leveling is fixed?&lt;br /&gt;
[[Special:Contributions/219.88.64.227|219.88.64.227]] 09:12, 30 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I guess noone can clarify this?&lt;br /&gt;
&lt;br /&gt;
[[User:Broxigar|Broxigar]] 20:46, 8 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moving between cells ==&lt;br /&gt;
&lt;br /&gt;
I was having a heap of trouble getting quest related followers transitioning from an exterior cell to an interior cell.  During Clavicus Vile's quest, Barbas only entered an interior cell when he was leading the way but would not follow me into Rimerock Barrow.  Farkas will also not move from outside Dustman's Cairn to the interior of the cairn.  it only changed when I reverted the timescale to normal (I was using a reduced timescale at the time).  My input:  Companions need a timescale af at least 1 to transition from exterior to interior cells.  I had no problems going from interior to exterior cells. ([[Special:Contributions/76.0.42.190|76.0.42.190]] 13:55, 2 December 2011 (UTC))&lt;br /&gt;
&lt;br /&gt;
== Followers Blessing Themselves with Shrines ==&lt;br /&gt;
&lt;br /&gt;
I've been able to command J'zargo to do this before and decided to test it properly next time around. I had Marcurio activate a Shrine of Arkay himself and while the 'cure disease' line showed on my screen, the Rock Joint I had did not clear until I activated it myself. On top of that, his health had been 217 before doing so, and was now 242, showing that the blessing carries over on them as well. Seems a neat and easy way to buff any followers you have with you. [[Special:Contributions/24.102.203.72|24.102.203.72]] 23:23, 3 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: This is so useful I'm adding it to the main article (in the list of other things a follower can do). For Arkay, &amp;quot;getavinfo health&amp;quot; also confirms it; the blessing shows up in the 'Temp' category, value 25.00. [[Special:Contributions/99.46.140.140|99.46.140.140]] 23:27, 11 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== enable disable clarification ==&lt;br /&gt;
&lt;br /&gt;
Is it: 1. open the console? 2. click follower 3. type disable, then hit enter? 4.type enable then hit enter? 5. close console?&lt;br /&gt;
It is unclear how it is written.  Can you type disable and enable in the same line in the console?&lt;br /&gt;
&lt;br /&gt;
:: 1. Open the console (~ key).&lt;br /&gt;
:: 2. Click your follower.&lt;br /&gt;
:: 3. Type &amp;quot;disable&amp;quot;, then hit enter.&lt;br /&gt;
:: 4. Type &amp;quot;enable&amp;quot;, then hit enter.&lt;br /&gt;
:: 5. Close the console.&lt;br /&gt;
:: [[User:Drakenz|Drakenz]] 07:39, 4 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
It seems to be important that the person you want to update is NOT following you atm, also take his/her equipment before you do disable/enable [[Special:Contributions/31.36.53.121|31.36.53.121]] 14:30, 12 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pretty cool follower and thrall behaviors ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ive seen a vampire's thrall who had no weapon, go over to a table and pick one up then start using it in battle, all while my poor follower was being attacked.&lt;br /&gt;
&lt;br /&gt;
Also I think Ive seen Lydia use things she found on corpses.  &lt;br /&gt;
&lt;br /&gt;
I've seen a follower be disarmed in a dragon mage battle, and by luck I ran into her weapon on the groun and it made a noise.  It was an expensive Ebony greatsword I crafted,  so I picked it up and gave it back to her. :D {{Unsigned|67.164.33.239|23:43, 3 December 2011 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
I've found a glass sword in the ash pile of a reanimated corpse, which had been in an unlooted chest (noted prior to a reload). The corpse was reanimated in an earlier section of the dungeon, so had not had the chance to loot the item whilst alive.&lt;br /&gt;
&lt;br /&gt;
== Some Enchantments on followers don't work as expected. ==&lt;br /&gt;
&lt;br /&gt;
I outfitted J'zargo with &amp;quot;Destruction spells cost 25% less to cast&amp;quot; x4 (free spell casting, theoretically), and his behaviour goes as follows:&lt;br /&gt;
&lt;br /&gt;
:Casts 4-6 lightning bolts.&lt;br /&gt;
:Casts roughly 5-10 seconds of Sparks.&lt;br /&gt;
:Switches to melee.&lt;br /&gt;
&lt;br /&gt;
The only explanation I have for this behaviour is that his magicka pool runs empty, which should not be happening. Any ideas? [[User:Drakenz|Drakenz]] 07:46, 4 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Well, without testing, I would imagine that one of three things is happening:&lt;br /&gt;
::1. The 25% stacks (maybe due to a bug, or just to prevent costless spells), so that the equation ends up being &lt;br /&gt;
:::Cost(sub n)= Cost(sub n0)* % &lt;br /&gt;
:::Cost(sub n-1)= Cost(sub n)* %  &lt;br /&gt;
:::Cost(sub n-2)= Cost(sub n-1)* %  etc...&lt;br /&gt;
:: Esentially, the effect of the next item would work upon the remaining 75%, and so on, so that you get a smaller decrease each time, and never reach zero.&lt;br /&gt;
&lt;br /&gt;
::2. It's bugged. Once it reached 100, maybe the las effect stops working? This would only work on decrease effects, though, not effects such as  &amp;quot;increase magica regen by 150%.&lt;br /&gt;
&lt;br /&gt;
::3. Maybe J'zargo isn't out of magicka, but his AI is behaving like that, because he isn't using the magicka. It might somehow think that he used it all, just because he used as many spells as he normally would. This would mean that AI behaves without regard to enchantments upon them, whether theu are working or not. Thus, a follower may use a one-handed weapon because their one-handed skill is stronger than two-handed, even though you have used an enchantment so that their two-handed ability would be more effective.&lt;br /&gt;
This is all speculation, of course, but they all seem equally possible. -[[User:TheThirdWilliam|TheThirdWilliam]] 17:34, 4 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Follower Count Bug ==&lt;br /&gt;
&lt;br /&gt;
I've only ever had Lydia as a follower (aside from temporary quest ones). I left her at home while I went thieving and assassinating, and now a couple of levels later she won't rejoin me, saying I already have a follower. I don't.&lt;br /&gt;
Possible candidates MIGHT be:&lt;br /&gt;
* Barbas, who I picked up at some point (although instead of coming with me to Clavicus's Shrine like the journal says, he's teleported off somewhere).&lt;br /&gt;
* Farkas, who went off to the quest location on his own, which doesn't exactly count as &amp;quot;following&amp;quot;...&lt;br /&gt;
Those are the only two I can think of, and in either case it's pretty badly broken if it's counting them. I don't think I CAN do Barbas's quest (without spoilers, which I don't want), since the quest target just points at wherever I am, but I'll try Farkas's and see if that fixes it. [[User:Aliana|Aliana]] 13:33, 4 December 2011 (UTC)&lt;br /&gt;
: Okay, it's Farkas. Even though he isn't actually following you, he still takes up that slot. [[User:Aliana|Aliana]] 10:09, 5 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Some NPCs just will ''not'' follow you. ==&lt;br /&gt;
&lt;br /&gt;
Anyone have any idea what's up with some NPCS just refusing to be followers?  I recently married Elisif the Fair using console commands, but I cannot get her to follow me at all.  Are there some special commands I'm missing, or is there something about her that just makes it impossible?&lt;br /&gt;
&lt;br /&gt;
I had no problems with Ysolda. {{unsigned|Varus2319|11:10, 5 December 2011 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
Perhabs some characters are not scripted/don't have the dialogue options? [[Special:Contributions/219.88.64.227|219.88.64.227]] 09:51, 7 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Follower default Class and Items can be changed via console? ==&lt;br /&gt;
&lt;br /&gt;
I got an issue concerning the command &amp;quot;equipitem hexa #&amp;quot; when I selecte an NPC. After I leave the area, the targeted NPC will revert to the previously equiped item. I want my follower to use the better weapons so there is a way to make them have as default a better weapon/armor. Also I noticed on UESP that different followers have different class (barbarian,mage etc), how can we switch them via console?&lt;br /&gt;
&lt;br /&gt;
== Using the infinite carry glitch by telling a follower to pick something up ==&lt;br /&gt;
&lt;br /&gt;
Just a warning. That glitch is helpfull for when your out of space but when I bought the biggest house in Solitude I realized it would be easy as pie to get Lydia to take everything out of the cupboards of Breezehome so I could take it with me. BUT almost every single item she took, once I took it back, was marked as stolen. Even some things I smithed my self or quest rewards like Wuuthrad. This is obviously a pain. Don't know if it happens every time, but just so everyone knows. --[[User:Lyco499|Lyco499]] 02:15, 5 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== All you need to know about making your Follower a Spellsword/Nightblade Onehanded in one hand Magick in the other..... GUIDE ==&lt;br /&gt;
&lt;br /&gt;
This is work in progress, going to finish up when I get home lol&lt;br /&gt;
&lt;br /&gt;
Ok lets start by saying that this is pretty simple to do and in some cases leviates some of the problems you might be having with companions like their stats not leveling up with you.&lt;br /&gt;
First roadblock is to make sure your companion uses spells only in left hand, that makes him use his right hand eqipped weapon time which is totally awesome. We do this by adding special spells that are only left handed...&lt;br /&gt;
&lt;br /&gt;
You can find them by getting all spells with &amp;quot;psb&amp;quot; command, then use &amp;quot;help &amp;lt;spellname&amp;gt; 0&amp;quot; and find all spelld ID within &amp;quot;SPEL:&amp;quot; section (I will try and list most I could find)&lt;br /&gt;
You might notice that some of the left handed spells require much more mana than usuall counterparts, fear not... followers don't seem to be paying much attention to manacost, they cast spells at significant discount. I checked this with &amp;quot;getav magicka&amp;quot; before and after follower casts whatever he is casting.&lt;br /&gt;
&lt;br /&gt;
Another thing you will have to decide is whether you want your companion to sometimes block or just spam spells like a madman. I am using a mod for improved magic, the mod sets &amp;quot;magickarate&amp;quot; to 3 which is 3 times higher than normal I think. With &amp;quot;Magickarate 3&amp;quot; I found that setting magicka of your follower to 30 will ensure that he will not have enough magicka to spam spells for long time and will start using his sword for blocking(or shield if you wish, looks silly so I let him use sword... more badass!) after the mana runs out. Then since magickarate is set to 30 after a couple of swings and blocks he will use a spell or two again. You will have to tweak this to your liking for best results, I would assume that with standard &amp;quot;magickarate 1&amp;quot; the follower would spam shitlots of lightningbolts and then go silent for a long time and use weapon and block.&lt;br /&gt;
(remember, do not give your companion any + magicka or +magickaregen items... if you absolutely must then use &amp;quot;forceav magicka &amp;lt;actorvalue&amp;gt;&amp;quot; to override followers magicka.&lt;br /&gt;
&lt;br /&gt;
Class ID's and onehanded Spell ID's will be listed at the end of this guide...&lt;br /&gt;
&lt;br /&gt;
Open console, click on your follower. (you will get his ID on the screen)&lt;br /&gt;
&lt;br /&gt;
* 1. setclass &amp;lt;class ID&amp;gt; (you can use this instead of Enable/Disable to fix stats, its much more convinient just enter the command and stats will update... need to reset magicka attribute though)&lt;br /&gt;
* 2. addspell &amp;lt;spell ID&amp;gt;&lt;br /&gt;
* 3. setmagicka &amp;lt;actorvalue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(optional)&lt;br /&gt;
* 4. resetai&lt;br /&gt;
&lt;br /&gt;
(general follower console commands to make them use equipment we want them to use)&lt;br /&gt;
showinventory (lists all items in inventory)&lt;br /&gt;
removeitem &amp;lt;item ID&amp;gt; &amp;lt;amount&amp;gt; (removes item of choice and quantity)&lt;br /&gt;
&lt;br /&gt;
CLASS ID's&lt;br /&gt;
&lt;br /&gt;
Spellsword&lt;br /&gt;
Two versions of Spellswords can be found, Heavy armor and Light armor skill oriented.&lt;br /&gt;
* 00013177(Heavy armor, less HP)&lt;br /&gt;
* 0010F7F9(Light armor, more HP)&lt;br /&gt;
&lt;br /&gt;
Nightblade&lt;br /&gt;
There is only one Nightblade ID and it is Sneak oriented, so if you are a stealth character you might consider this as an option&lt;br /&gt;
&lt;br /&gt;
* 0001317c&lt;br /&gt;
&lt;br /&gt;
SPELL ID's for left hand&lt;br /&gt;
&lt;br /&gt;
* 0010ee3b(Lightning Bolt)&lt;br /&gt;
* 0007d98f(Fire Bolt)&lt;br /&gt;
* 00040000(Ice Spike)&lt;br /&gt;
* 0007231c(Fast Healing)&lt;br /&gt;
&lt;br /&gt;
SPELL ID's the rest can be found here&lt;br /&gt;
&lt;br /&gt;
http://www.uesp.net/wiki/Skyrim:Spells&lt;br /&gt;
&lt;br /&gt;
--[[User:Sukha|Sukha]] 15:58, 5 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== moved from article ==&lt;br /&gt;
&lt;br /&gt;
* Followers that use Archery are broken, as they will only use their starting (default) bow in combat. Giving a higher quality bow (i.e. a Daedric Bow) to a follower will cause them to equip it, but upon fast-travelling or entering combat, they switch back to their crappy starting weapon. It seems that using the console on PC to remove their starting bow is the only way to fix this.&lt;br /&gt;
:[Either fixed or simply untrue. Faendal will happily use a more powerful bow in combat when he is provided with one. (XBox)]&lt;br /&gt;
::Also untrue on PC with Lydia. [[User:Aliana|Aliana]] 15:59, 6 December 2011 (UTC)&lt;br /&gt;
::I've found that Lydia will randomly go back to using her original bow, so it would appear there there is an intermittent bug of some sort. --[[User:Vometia|Vometia]] 23:25, 7 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Using Jordis right now and she literally never uses the enchanted (and smithed) elven bow I gave her.  Still max charges.  I tried equipping and de-equipping her, but she only equips it when I give it to her initially. Once battle begins, she will switch to her default bow to attack with.  PC.  --[[User:Anon|Anon]] 23:25, 9 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I've been trying to figure out the bow thing for a while. I'm using Derkeethus, and the only bow he'll use is the translucent blue Drainspell bow. If it's removed from his inventory, he'll default to his unremovable hunting bow. I've heard other people say their followers only use the Forsworn bow, though I haven't tried giving him one of those myself.&lt;br /&gt;
::::Curiously, I found a forum thread (http://www.gamefaqs.com/boards/615803-/61212460) where someone says the Forsworn bow is (incorrectly) listed as being more powerful than any others, even if the others have higher stats. If this is accurate, and followers are set to use their most powerful weapons, it could explain the weird bow priorities.&lt;br /&gt;
&lt;br /&gt;
== followers max stats chart ==&lt;br /&gt;
&lt;br /&gt;
i compiled an excel chart for all the followers listed in this page.&lt;br /&gt;
info included: max lv, hp/mp/st, and all 18 skills. (a &amp;quot;-&amp;quot; mark means 15)&lt;br /&gt;
&lt;br /&gt;
those who are interested can download the file from http://www.mediafire.com/?g3755cpb3vw7pct&lt;br /&gt;
&lt;br /&gt;
some general conclusions after all these number inputting:&lt;br /&gt;
&lt;br /&gt;
- best melee/shield guy: any housecarl&lt;br /&gt;
&lt;br /&gt;
- best sneak/archer: aela or cicero&lt;br /&gt;
&lt;br /&gt;
- best caster: J'zargo at high lvs, marcurio or aranea otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- farkas got weird stats. despite being the master heavy armor trainer, he has no profiency in that skill (basic 15). instead, hes got expertise in pickpocketing (100).&lt;br /&gt;
&lt;br /&gt;
- i realized theres some discrepancy between my data and the section &amp;quot;follower description farkas&amp;quot;. could this be a pc/console difference? im pc&lt;br /&gt;
&lt;br /&gt;
- j'zargo apparently doesnt have a lv cap applied. so he can go all the way to 81 with players. making him the best follower under most circumstances. top hp and mp, and 100 profiency in 5 skills: destruction, illusion, restoration, onehanded, heavyarmor.&lt;br /&gt;
&lt;br /&gt;
- npcs get the same racial bonuses as players. so same starting resistances for each race. hence i didnt bother to write them out in the chart.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
on sheet2 of the table, i also did a level by level stats progression study on faendal.&lt;br /&gt;
he starts at lv 6 and goes to 30.&lt;br /&gt;
for this, i only tracked his 4 trained skills and hp, stamina growth.&lt;br /&gt;
theres an obvious linear growth to hp and stamina (his magicka stays at 50).&lt;br /&gt;
hp at a rate of 25/3 per lv, stamina at 10/3 per lv.&lt;br /&gt;
&lt;br /&gt;
skills however, are more complicated.&lt;br /&gt;
higher initial stats does not necessarily lead to faster growth.&lt;br /&gt;
hopefully somebody else could find a pattern to it.&lt;br /&gt;
:This is an exceptionally useful chart, thank you! Would you consider putting (and sharing) it on Google Docs? [[Special:Contributions/99.46.140.140|99.46.140.140]] 21:01, 11 December 2011 (UTC)&lt;br /&gt;
:: With apologies to the original anonymous contributor, I made a somewhat prettier version of the data, added a few things of my own, and put it on Google Docs here: https://docs.google.com/spreadsheet/ccc?key=0Aly8njaU3H1adGJYTlJaUnRxRUN2RnM5MkxPaU1mQkE.  It's publicly visible and editable, in case people want to add missing NPC location info &amp;amp; such.  All numerical data &amp;amp; completeness or lack thereof comes from the original table.  The second &amp;quot;sheet&amp;quot; has Faendal's stats and the exact formulas used to calculate his health &amp;amp; stamina.  Enjoy!  [[User:Perko|Perko]] 13 December 2011&lt;br /&gt;
&lt;br /&gt;
:::I dont know if somebody maybe screwed around with perko's google docs spreadsheet or what, but the stats are totally off compared to the original anonymous contributors chart. The first thing I noticed was Illia was listed as a fighter/assassin rather than a mage as she should be, so I fixed that, but then I noticed the max levels and stats are completely different from what the original chart said. I dont know which chart is accurate so I didn't try to fix any of the stats. [[Special:Contributions/71.181.58.185|71.181.58.185]] 02:31, 14 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::What may ultimately be more useful is a spreadsheet for the classes, not each individual follower. At least if my assumption is correct that followers are simply accruing stats based on class templates - all the housecarls being identical make a compelling case. This is potentially very easy to test with console &amp;quot;setlevel&amp;quot; and &amp;quot;setclass&amp;quot;. If true then the spreadsheet would additionally be useful in designing your own custom follower. [[Special:Contributions/99.46.140.140|99.46.140.140]] 09:50, 14 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::: Ok, looks like making it publicly editable was a mistake.  Somebody sorted it wrong and it was all out of whack as the above poster pointed out.  Also for some reason many of my profile entries were deleted. I'm sure there were some legit edits made also, and I apologize for having to reset it.  I re-uploaded the original version and restricted editing.  If anybody who knows what they're doing wants editing access, let me know.  I don't have the locations filled out, because I was only adding those for the ones I've personally met.  Re: The spreadsheet for classes - Good point, and I may at some point even look at doing that myself, but not anytime soon.&lt;br /&gt;
&lt;br /&gt;
== Blade Carry Weight Changes ==&lt;br /&gt;
&lt;br /&gt;
I've noticed that when I had Lydia join the Blades that her ability to carry the exact same weight of weapons and apparel seemed to decrease. I was wondering if there were any stat changes upon becoming a Blade? Has anyone noticed anything similar?&lt;br /&gt;
&lt;br /&gt;
By reading through the previous topics, I guess she may have somehow generated another hunting bow or set of armor or both, because of the bug that causes them to generate a new one of these items every time they are dismissed. Did she leave your service? [[User:Broxigar|Broxigar]] 11:13, 10 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Is there any chance that an injured follower (specifically Lydia) could die after being given the command to return home? I own Breezerun, and sent her home after a battle left her wounded. I gave her healing potions and cure disease potions, but she didn't seem to be using them. She limped away, presumably in the direction of Whiterun, but doesn't seem to have made it back. Is it possible it is just taking a REALLY long time for her to limp back to Whiterun, or should I assume she didn't make it? (When I issued the command, we were close to Morthal.)&lt;br /&gt;
:A lot of followers take a long time to return home, keep in mind that they move at walking speed. Wait another few days and check again.[[User:RIM|RIM]] 20:49, 10 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Follower Classes (and SetClass shortcut to catch them up to your level) ==&lt;br /&gt;
&lt;br /&gt;
Inspired by the Nightblade / Spellsword howto above I started digging through console commands to see if I could determine the current class of my follower - Jenassa at the moment. This information doesn't seem well publicized or at least it isn't all together in one place. This is what I've got so far:&lt;br /&gt;
&lt;br /&gt;
1. You need a list of the classes to start. This Wiki doesn't seem to have a list I can find (or could someone point it out?), Wikia does have this semi-helpful page: http://elderscrolls.wikia.com/wiki/Classes&lt;br /&gt;
&lt;br /&gt;
2. Here's the tricky part. You can &amp;quot;help &amp;lt;classname&amp;gt; 0&amp;quot; in the console to get Class ID's, but I have no idea if my reference above is a complete list, and there are multiple versions of some (different proficiencies, like the howto explains) that are difficult to distinguish, at least in the console. A table of Skyrim's follower classes with the class id's and variations would be handy here.&lt;br /&gt;
&lt;br /&gt;
3. Now the tedious part. Take your best guess or just go through the list. Use the console command &amp;quot;getisclass &amp;lt;classid&amp;gt;&amp;quot; to try to find a match. (You'll have to click or prid the follower first, of course.) I've looked at a few &amp;quot;complete&amp;quot; console command lists and there doesn't seem to be anything like a GetClass. :(&lt;br /&gt;
&lt;br /&gt;
Jenassa, by the way, is a Ranger. She sure talks like one. :p&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/99.46.140.140|99.46.140.140]] 21:22, 11 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Additionally, I can confirm that the setclass shortcut worked on Jenassa to catch her up to my current level. Ranger is 13181, so &amp;quot;setclass 13181&amp;quot; brought her up to par without duplicating any inventory and the additional hassle of dismiss/disable/enable/hire. Confirmed with getavinfo health / marksman. [[Special:Contributions/99.46.140.140|99.46.140.140]] 21:52, 11 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Lydia's class, Warrior, is 13176. Going to try setclass for a few levels and observe if any side-effects. [[Special:Contributions/99.46.140.140|99.46.140.140]] 22:54, 11 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've used the setclass shortcut on Lydia at least 10 times now, no side effects observed. If anything this almost makes her ''too'' powerful. [[Special:Contributions/99.46.140.140|99.46.140.140]] 17:47, 12 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thanks, very helpful!&lt;br /&gt;
&lt;br /&gt;
== Follower's Follow Distance is Too Close ==&lt;br /&gt;
&lt;br /&gt;
I don't expect the followers to perform flawlessly, but their AI leaves a lot to be desired. With a follower stealth is nearly impossible, they don't stay put if a fight breaks out even if they have been commanded to do so, they blunder into the same trap over and over, they often get stuck or will not follow you through rocky areas, etc. The biggest annoyance is that all followers stay way too close in a dungeon. When my character stops, the follower often keeps moving until they bump into me. I've been knocked off of a high ledge more than once because of this. Does anyone know a way of setting the AI to increase their follow distance?&lt;br /&gt;
&lt;br /&gt;
: Odd, my Lydia is often so far behind me in dungeons I have to go back and make sure she isn't taking a nap. More than a few times I've engaged with an enemy or group that's just a little over my head, and I keep waiting and waiting for her to show up. Inevitably I retreat and in some really bad pathing situations I had to &amp;quot;moveto player&amp;quot; in the console. :\ [[Special:Contributions/99.46.140.140|99.46.140.140]] 17:45, 12 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Marriageable ? ==&lt;br /&gt;
&lt;br /&gt;
Shouldn't it be &amp;quot;Marriable&amp;quot; instead of &amp;quot;Marriageable&amp;quot; ? [[User:Krag|Krag]] 21:46, 12 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I spell-checked it and Marriageable appears to be correct, as is. [[User:Eric Snowmane|&amp;lt;span style=&amp;quot;font-size:20px;font-family:daedric,oblivion,SMMacro&amp;quot;&amp;gt;Eric Snowmane&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Eric Snowmane|&amp;lt;font color=&amp;quot;Grey&amp;quot;&amp;gt;Questions?&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 21:48, 12 December 2011 (UTC)&lt;br /&gt;
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:wow. Thanks for checking - I should have done more research.. [[User:Krag|Krag]] 02:49, 13 December 2011 (UTC)&lt;br /&gt;
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== Followers Difficulty Level ==&lt;br /&gt;
&lt;br /&gt;
Just wondering if anyone knew, do the followers have the difficulty penalty/benefit like the PC or are they just regular NPCs? (what about summons for that matter).  If they do not share your difficulty handicap, then on higher difficulties, followers would be very OP (doing 2x your dmg, taking 1/2 dmg).&lt;br /&gt;
My follower seems to be dishing out a LOT of damage compared to me..... using the same weapon. {{Unsigned|144.211.101.117|19:40, 14 December 2011 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
:Same here. I don't think they're effected by the difficulty change as you are. I vaguely remember reading that this was true for Oblivion, so this is likely so. --[[User:Alpha Kenny Buddy|AKB]] &amp;lt;sup&amp;gt;[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]&amp;lt;/sup&amp;gt; 19:40, 14 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::That's been my experience, especially if you keep your follower leveled with you (discussions above). Lydia (any housecarl) makes an excellent meat-shield in fights that would otherwise be near-impossible... like 2 random bandits along the road. :p  I'm on the fence on whether this compensates for the insanely difficult early-game (especially if you aren't Heavy or Conjur!) or trivializes it. A mod would probably be a good medium between insufficient challenge (w/follower) and stupidly repetitious combat (solo) on Master. [[Special:Contributions/99.46.140.140|99.46.140.140]] 02:33, 15 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>71.132.201.220</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Followers&amp;diff=817481</id>
		<title>Skyrim talk:Followers</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Followers&amp;diff=817481"/>
		<updated>2011-12-15T08:51:16Z</updated>

		<summary type="html">&lt;p&gt;71.132.201.220: /* Enchanted Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Finding Information==&lt;br /&gt;
Being that the game is still less than a week old, this table is incomplete. If you find new followers, be sure to add them to their respective sections. Post on this discussion page if you're unsure where to put someone. The marriable/join the blades sections are likewise incomplete. &lt;br /&gt;
*In order to check a follower's stats, open the console with ~, click on the follower on your screen, and type &amp;quot;getav &amp;lt;skill&amp;gt;&amp;quot; without the quotation marks, with skill being any of the available skills in the game. While most skill names work as they are, there are a few exceptions to this. Any skill name that is made up of two words should be written as one when used with this command (heavy armor becomes heavyarmor, etc), and when checking someone's speech and archery skills, you have to use speechcraft and marksman, respectively, to properly get their values. As far as determining which skills the follower &amp;quot;specializes&amp;quot; in, as a general rule, anything over 40 can be considered a &amp;quot;major skill.&amp;quot;--[[User:Volkrov|Volkrov]] 11:11, 16 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Follower Storage==&lt;br /&gt;
&lt;br /&gt;
If I give a follower - such as Faendal - some armor to wear and then I tell him to go home, will he always keep those items? Or should I remove any items I have given him before I tell him to part ways? {{unsigned|82.47.112.108|01:57, 14 November 2011}} &lt;br /&gt;
: At this point, three days after release, you better test it yourself and let us know what you find out. --[[User:Krusty|Krusty]] 02:00, 14 November 2011 (UTC)&lt;br /&gt;
:: They'll keep everything they have forever it seems. Just tested it.--[[User:Volkrov|Volkrov]] 10:56, 14 November 2011 (UTC)&lt;br /&gt;
::: They do keep everything, (or, at least, Lydia does when she returns to my home) but keep in mind that they may revert to their default equipment after a time. And you'll have to request to see their inventory, take everything off them, then give it back before they'll equip it again.&lt;br /&gt;
::::You don't actually have to remove everything or even anything at all to force the re-equiping.  Simply open up their inventory as per normal, and modify it to force the game to recalculate their stuff. e.g. give them something, anything.  This also works by telling them to grab something, do something that effects what they hold (chop wood), various other actions (them deciding to pull out a torch), changing cells (sometimes), when the game calculates new stats due to leveling, and even seemingly random times.  -- [[User:Highyena|Highyena]] 09:29, 5 December 2011 (UTC) &lt;br /&gt;
::::When I told Ghorbash to go home, he was carrying a full set of glass armour and a glass bow with assorted arrows. I've left him alone (for a couple of thieves' guild quests) for a little while and just got him back. Interestingly, he still has all the armour, arrows and jewellery (even though he's not wearing it) but has lost his glass bow. --[[User:Chiliflamingo|Chiliflamingo]] 22:37, 20 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== list? ==&lt;br /&gt;
&lt;br /&gt;
Is there a comprehensive list of both permanent and temporary followers out there on the web somewhere?&lt;br /&gt;
Edit--- looks like it's here now&lt;br /&gt;
&lt;br /&gt;
== Equipment AI bug (bows) ==&lt;br /&gt;
&lt;br /&gt;
I've noticed that at least several followers seem to prefer to use their own personal (non-inventory) hunting bow over at least some more powerful bows you might give them to use.  So far the only way I've been able to get a follower to consistently use the bow I provided to them is to console remove the hunting bow SEVERAL TIMES until they stop equipping it.  It took about 5 removed before it worked with aela, using the command (targetted on her) removeitem 10e2dd 1.&lt;br /&gt;
: I've noticed this too with both Erik and Uthgerd. Whenever I fast travel, they automatically equip the bow and use it, no matter what items they have in their inventory, until something gets in close enough to make them switch to melee. After that, if they see another ranged target, they'll usually use the better bow I think. I'd need to test it more to be sure though.--[[User:Volkrov|Volkrov]] 05:38, 16 November 2011 (UTC)&lt;br /&gt;
::Scratch that, Uthgerd always seems to use her hunting bow for ranged targets, even after switching to melee once. Attempting to use removeitem 10e2dd 1 on her crashes my game.--[[User:Volkrov|Volkrov]] 07:49, 16 November 2011 (UTC)&lt;br /&gt;
: I have also experienced this, both with the elf archer from the first town and the dark elf archer mercenary from Whiterun's Drunken Hunter. This only happens on higher quality bows (in my experience, elven or better), and they will use lower quality bows just fine. I have not found a way to force them to use the higher quality bows. [[Special:Contributions/24.205.218.86|24.205.218.86]] 07:48, 16 November 2011 (UTC)&lt;br /&gt;
: Temporary workaround for this: Give your follower the good bow you want him/her to use (Daedric Bow is not recognised by followers for some reason) and also give them and continue to supply them with Iron Arrows (it's their default projectile in their hidden quiver, but they only have 12 and will stop using any bow when they run out of it). As long as they have Iron Arrows in their inventory, they will keep using the good bows. Of course this is still a trade off and not working as intended as you can never make them use good grade bows+arrows together. [[Special:Contributions/80.98.74.2|80.98.74.2]] 19:30, 22 November 2011 (UTC)Cruniac&lt;br /&gt;
: If they get shot by better quality arrows, the arrow will be put into their inventory (same way if you shoot a mob with your arrows, some of them can be found on their corpse upon looting) and they will immediately switch back to their Hunter's Bow as long as the better quality arrow remains in their inventory. Also I noticed that they will never run out of arrows that got shot into their inventory by enemies. If you want them to use the good bow, you will have to manually remove the 1 piece of better quality arrow from their inventory between fights. [[Special:Contributions/80.98.74.2|80.98.74.2]] 19:30, 22 November 2011 (UTC)Cruniac&lt;br /&gt;
&lt;br /&gt;
== Do followers level with you? ==&lt;br /&gt;
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If i'm level 4 , is my follower, or are some followers inherently higher level and skill? [[Special:Contributions/71.202.180.235|71.202.180.235]] 08:26, 16 November 2011 (UTC)&lt;br /&gt;
:I don't think followers level.  I checked Lydia's skills on one playthrough after extended use and on another immediately after unlocking her and they were exactly the same.  I forgot to check HP so that could possibly change but skills seem to be static.  Also other than a few anomalies I cant quite account for yet it appears all followers have roughly the same skill levels (20-30 for trained skills).--[[User:Armstrong|Armstrong]] 10:10, 17 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
'''No they do not level with you, they remain the same level they were when you discovered the area they are in. Lydia/Faendal will be the weakest companions, but if you wait until you've leveled to max and then hire some of the optional followers they will be scaled to whatever you are. A level 81 follower is possible, who can easily tank Giants/Dragons/Mammoth's.'''&lt;br /&gt;
:Haven't seen a follower with a levelcap above 50. Also the followers do level with you but their stats are frozen. At least for most of them ... there are exception. I still think its just a bug. --[[User:Lex|Lex]] 00:43, 22 November 2011 (UTC)&lt;br /&gt;
:This really doesn't seem right...  My character went to Riften around level 20 or so, and yet I have Mjoll fighting with me at level 47 on Master difficulty and being totally fine.  Her gear is strong (Ebony compared to my Daedric, all legendary), but she doesn't seem to be doing as bad as I think she'd be doing if she was missing out on 27 levels.  I'm not saying the no-leveling is completely wrong, but, it just seems weird, is all.--[[User:Lovless510|Lovless510]] 22:02, 26 November 2011 (UTC)&lt;br /&gt;
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I Just want to add some discussion from some testing that I have done with 4 follower in skyrim and it seem some follower have different level cap.  The follower level was checked with level 38 character and before i check the level i have disable&amp;gt;enable them. And the result is lydia(lvl 38), Aela the Huntress(lvl 38), Njada Stonearm(lvl 25), Uthgerd the Unbroken (lvl 30).--[[User:Archd|Archd]] 16:29, 1 December 2011 (UTC)&lt;br /&gt;
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: Yeah, they do have different level caps; I've only looked at two, Lydia and Eola, who are capped at levels 50 and 30 respectively.  Somewhat random level caps seem fairly common in Bethesda games, but I think it makes the characters more interesting... --[[User:Vometia|Vometia]] 22:26, 1 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Lydia is my follower. I am at level 22. I just checked her, and she is at 22. I got her around level 10, so it looks like she has leveled with me. [[Special:Contributions/173.162.62.105|173.162.62.105]] 17:06, 2 December 2011 (UTC)&lt;br /&gt;
yes. if you check it with getlevel, it will give you the same level as your level. Try check her health with getavinfo health and you will see her current health value and her reference base health value. the current value as far as i know never changed when you level up. the only way to change her current value is to remove her from party and using console &amp;quot;disable&amp;quot;,&amp;quot;enable&amp;quot; her to update her status.I usually take all her item first and add &amp;quot;removeallitems&amp;quot; before &amp;quot;disable&amp;quot; command to make sure that lyda don't get the current weight bug.&lt;br /&gt;
@vometia i don't think the level cap just random when we played, but based on their role in the game. e.g in companion guild the circle group all of them have same level as i am(i assume their level cap is 50) but the other companion have lower level then me(lvl 25 most of them). --[[User:Archd|Archd]] 10:02, 3 December 2011 (UTC)&lt;br /&gt;
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: &amp;quot;Random&amp;quot; was probably not the ideal word for me to choose!  You are of course correct, my comment was mostly aimed at it not necessarily being that obvious to the player. --[[User:Vometia|Vometia]] 17:04, 3 December 2011 (UTC)&lt;br /&gt;
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== Sven skills? ==&lt;br /&gt;
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I know he's a bard... I wish I could ask him to play any time like I'm a dragon fight.. But what is he good with? Should I be giving him two handed weapons because he is a Nord and gets that skill boost?&lt;br /&gt;
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--- found this after asking&lt;br /&gt;
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Sven is good at smithing, alchemy, enchanting, and archery. I have read this from my official guidebook (which is like the size of an encyclopedia XD) So yeah, they all have different attributes and some are from guilds, favors, quests, hired, found, or in one dog's case- bought.I'm trying to find out if enchanted items i give them have an effect on them, i'm not sure.. – Sarah 6 hours ago&lt;br /&gt;
:I haven't tested Sven myself but if you really want to know what he's best at try using the 'getav' command Volkrov posted at the top of this page.--[[User:Armstrong|Armstrong]] 10:15, 17 November 2011 (UTC)&lt;br /&gt;
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I am fairly sure Aela levels. I met her as a Level 1 Char (simply did not use my Level Ups) shot a couple of Fireballs at her and she was at ~30% HP when I ran out of mana. Then I leveled up to L46, tried it again and her Health Bar was at ~70% when I ran out of mana. (Xbox). Can anybody confirm? [[Special:Contributions/178.208.193.83|178.208.193.83]] 08:05, 8 December 2011 (UTC)&lt;br /&gt;
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== Will followers trained in restoration heal you? ==&lt;br /&gt;
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If so, will all of the followers with this skill heal you, or just ones with that spell and who are they?&lt;br /&gt;
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I haven't seen this occur before, I don't think it's possible. (other than scripted events, perhabs?) However they will use it to heal themselves. By the way, if you give a follower a tome, will they learn the spell by themselves/if given a console command, and wull they actually use the spell later on? Even if not, will they use scrolls you give them? scrolls worked in oblivion but i'm not sure this time. [[User:Broxigar|Broxigar]] 18:38, 20 November 2011 (UTC)&lt;br /&gt;
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While exploring Fort Greymoor with Lydia I ended up fighting a bandit that was hiding upstairs, and apparently Lydia decideded to  loot a corpse, taking a staff that was on a body, and equipping it... I don't know any of the tech stuff of it, but it might point to a lot more AI than we think they have... If restoration staffs exist, then this might point to being able to have something that they can use to heal themselves, or possibly you...  --ArcHorizon (13:10, 22 November 2011)&lt;br /&gt;
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I have seen followers use summoning scrolls, but the other myriad scrolls in Illia's inventory remain untouched. She's never healed me before either, though as Broxigar said, they will heal themselves. I think someone mentioned that followers could learn new spells, but I have put several spell tomes in Illia's, who is at least 90 in all magic schools except Illusion, inventory and she doesn't seem to want to use any of them. You could add spells manually with &amp;quot;addspell &amp;lt;RefID&amp;gt;&amp;quot; but it wouldn't guarantee they'd use them.--[[User:Volkrov|Volkrov]] 22:15, 22 November 2011 (UTC)&lt;br /&gt;
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Reaperpilot2014: I am currently level 48 with Brelyna as a follower, and have seen her frequently use both ward and healing spells on herself. She has never used healing spells on me, however.&lt;br /&gt;
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== Detailed Skill Information ==&lt;br /&gt;
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Let me preface this by saying I'm assuming followers' skills are static as I've been using Lydia for awhile now and her skills are still quite average.  If anyone has any information to contradict this please share.&lt;br /&gt;
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Thanks to Volkrov who posted about the getav command I've been testing some of my followers' stats (mainly the Companion followers as they're all in one place).  I only tested four skills on seven followers but I got some extremely varied data.  Untrained skills appear to always have a value of 15 and trained skills are usually in the 20-30 range but sometimes certain skills ended up being 50+.  I think that this is too large of a range to simply say that a skill is trained or untrained.  Again assuming that skills are constant I believe that it would be much more useful to have a list of the exact values of each skill per follower.  Can someone check your followers' stats and see if you get similar results?--[[User:Armstrong|Armstrong]] 06:43, 17 November 2011 (UTC)&lt;br /&gt;
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Update: just started another playthrough and did some more testing.  The majority of skills were the same but all the previous data points that were exceptionally high are now in line with the rest of the data.  Not sure what exactly caused these to be changed (Lydia's were exactly the same both times so usage doesnt appear to play a role) but I still think a compilation of 'base' skill values for each follower would be useful.--[[User:Armstrong|Armstrong]] 09:37, 17 November 2011 (UTC)&lt;br /&gt;
:I think that a companion's skill values depend on what level you get them at. I got Uthgerd earlier on and her highest skill was 2-handed at 83. Now, at around level 40, I'm seeing that all companions I unlock have at least one skill at 100. So instead of their levels varying with yours, I think their skill levels do. This needs further testing to be sure, though.--[[User:Volkrov|Volkrov]] 20:31, 17 November 2011 (UTC)&lt;br /&gt;
::Is there a way to increase a companions level/skill via the console? I tried to use the AdvSkill, but that hasn't worked. UPDATE: SetAv works for Companions. Also,  are companions capable of using perks, do they gain HP/MP/Sta via level ups etc?[[User:Rayce Kaiser|Rayce Kaiser]] 22:35, 18 November 2011 (UTC)&lt;br /&gt;
::: I did a comparison of Lydia and Mjoll when my character was level 37. Lydia had 187 health, 67 stamina, Heavy Armor 33, One Handed 31, and Block of 27. By comparison, Mjoll had 545 (!) health, 170 stamina, Heavy Armor and Two Handed both at 100, Block 78, and One Handed 49. Rather massive difference there. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 19:53, 20 November 2011 (UTC)&lt;br /&gt;
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I read on another site using the console command ''player.placeatme &amp;lt;uniqueid&amp;gt;'' will make a new instance of the follower with updated stats as though you just met them, meaning you would then kill the orginal so as to only have one in the world.  (Highlander mod anyone?)--[[Special:Contributions/98.251.179.175|98.251.179.175]] 21:37, 20 November 2011 (UTC)&lt;br /&gt;
:Dismissing them as a companion, then opening up console, selecting them with mouse and typing disable then enable will update their stats to your level. Won't work without dismissing them first. --[[User:Notjester|Notjester]] 05:23, 23 November 2011 (UTC)&lt;br /&gt;
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== Follower Stats ==&lt;br /&gt;
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While looking up the skill specialties for the different followers, noticed this page says Derkeethus has &amp;quot;very little health and no skills past 55&amp;quot;. Is there a source on this? I've been using Derkeethus for a while without much problem, so I decided to use SetAv to compare him to some of my previous followers. What I found:&lt;br /&gt;
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Lydia has 158 health, Benor has 155, Derkeethus apparently has 220 (!!). &lt;br /&gt;
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Lydia has 67 stamina, Benor has 80, Derkeethus seems to have 135 (??!).&lt;br /&gt;
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Lydia's best skills seem to be Two Handed (43) and Block (56), while Derkeethus' best skills seem to be Light Armor (57) and Marksman (52)&lt;br /&gt;
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At least from my testing, his stats seem unusually ''high'' for a follower. I checked a couple saves to make sure he hadn't just been leveling, but his stats seem constant from the moment I found him. &lt;br /&gt;
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Of course, I've never done testing like this so I can't promise it was done accurately. In particular, I'm not entirely sure how the follower leveling works. While Lydia's was sitting around in Breezehome for about five levels, her Two Handed and Block skill increased by 4 and 8 respectively while Derkeethus' stats seem to have remained constant since I first met him. But either way, that bit about him having low stats seems wildly inaccurate. &lt;br /&gt;
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[[Special:Contributions/68.54.248.74|68.54.248.74]] 01:59, 19 November 2011 (UTC)&lt;br /&gt;
:: The stats of a follower get fixed whenever you meet them, at whatever level you are when you meet them. Lydia generally has very low stats for this reason. A follower that a player meets early gets stuck with low stats, while followers met later benefit from the player taking time to level up before meeting them. This is true for most NPCs. However, compared to other followers met at the same time, Derkeethus seems to have lower health than another follower, such as Mjoll or the later Housecarls, though this still requires more testing.&lt;br /&gt;
::[[Special:Contributions/76.103.212.54|76.103.212.54]] 03:29, 19 November 2011 (UTC)&lt;br /&gt;
:::If he says his Lydia actually increased her stats, then we may be wrong about the &amp;quot;getting a level when you first meet them&amp;quot; thing. When I wrote that Derkeethus was a bad companion, I just wrote what I found. It might be because I first met him at a low level or because I had just never recruited him as a companion and allowed his stats to update... if that actually happens. Yes, this definitely needs more testing. I'm going to start a new game and see how people level in it. I wish the creation kit would come out already though. I'm sure that would shed a lot of light on this.--[[User:Volkrov|Volkrov]] 05:23, 19 November 2011 (UTC)&lt;br /&gt;
::::Aha, you seem to be right right; I just checked the cave at level 1 and his stats are mostly down around the 20s range (highest is Light Armor, at 31) and his health is 100. I checked Benor at level 1 too for comparison, and he has health of 108 and similarly low skills (highest I tested being a 36 in Two Handed). I can't speak for how his stats compare to the other followers in general, though, since I only tested two of them and only examined a handful of skills.&lt;br /&gt;
::::[[Special:Contributions/68.54.248.74|68.54.248.74]] 05:33, 19 November 2011 (UTC)&lt;br /&gt;
:::::I started a new game and began recording Faendal's stats as soon as I met him and did the same with Lydia once I got her. I've been checking both each level and trading off between them, but it seems the only thing that changes is their level which is keeping up with mine. Despite these level ups, no other stats have changed and I'm level 9. Faendal's dead now so I won't be able to keep updating his stats, but I'll go find other potential followers to determine if their stats are generated when I first meet them.--[[User:Volkrov|Volkrov]] 00:23, 20 November 2011 (UTC)&lt;br /&gt;
::::::Alright, I've looked into Lydia's change in my saves a bit more. I checked one save at level 16, one at 26. Lydia was not used as a follower at any point between them, and her stats remained constant other than Block (went from 42 to 56) and Two Handed (went from 36 to 43). I haven't noticed changes like this on any other followers I checked. Also, I don't remember which saves I checked originally, but since those had different values it seems as though her Block and Two Handed have slowly been going up this whole time.   &lt;br /&gt;
::::::Also, on the Derkeethus issue, I went and checked the stats on Erandur (who I met several levels after Derkeethus), and his health and stamina are 217 and 143 respectively - meaning his base HP was actually ''lower'' than Derkeethus'. This seems to suggest that Derkeethus' health is probably closer to an average value rather than being unusually low. &lt;br /&gt;
::::::[[Special:Contributions/68.54.248.74|68.54.248.74]] 01:37, 20 November 2011 (UTC)&lt;br /&gt;
Based on the data posted thus far, I think it is pretty likely that each follower's stats do not change (as checked via the getav command)once they first join you.  This obviously does not mean their stats are fixed throughout the gameplay or any follower would become rather useless in a short period of time.  It jsut means that the getav command only reports initial stats.&lt;br /&gt;
:::::::It's quite simple to test this because Health is one of those AV stats. If you use GetAvInfo to check health stats GetAV definately display the current health.&lt;br /&gt;
:::::::I'm pretty sure that the getav command is accurate unless there are unknown values that are changing instead of the skills themselves. Trying the command on my character returns the proper skill values no matter how much they have been leveled. I've also noticed, based on reports here and my own experience, that followers do not increase skill levels the same way as the PC.&lt;br /&gt;
:::::::Ultimately, I think we can conclude one of 4 things: 1. That followers never increase their stats at all and those stats are set as soon as you meet them for the first time OR when they first join as followers, 2. that some unknown stat(s) is/are increasing followers' effectiveness as they level, or 3. that followers do increase their stats in some way we have not yet identified. More research is needed. --[[User:Volkrov|Volkrov]] 02:08, 21 November 2011 (UTC)&lt;br /&gt;
::::::::Just tried killing, disabling, enabling, and resurrecting Lydia. Her stats have all changed to much higher values since my character is level 45. I guess some or all of those actions count as meeting her for the first time. In that case, I think we can rule out #2 and #3 at this point. Seems followers will not update their stats as you level unless you force them to through console commands... Doesn't seem like a very good system to me. Adding the info to the main page.--[[User:Volkrov|Volkrov]] 02:13, 21 November 2011 (UTC)&lt;br /&gt;
:::::::::As mentioned earlier Uthgerd the Unbroken seems to level block and marksman at the correct values. Every follower I met so far has an Referance Value that rise as your PC level goes up. Till now Uthgerd is the only one I found where the values change as I level up. (at least for block and marksman) Could someone confirm this in his game too? --[[User:Lex|Lex]] 04:03, 21 November 2011 (UTC)&lt;br /&gt;
::::::::::What is this reference value to which you are referring? What commands are you using?--[[User:Volkrov|Volkrov]] 04:16, 21 November 2011 (UTC)&lt;br /&gt;
::::::::::: To confirm Volkrov's comment. Disabling/Enabling does not seem to reset the stats if they are your current follower. What I had to do to update the stats for an existing follower. 1. Kill (reference id) 4. Disable 5. Enable 6. Resurrect Lydia's stats more than doubled from when I initial picked her up (Level 22~ vs around 3-4. This is almost for sure a bug. If you use GetAvInfo it seems the correct level displays under &amp;quot;Reference Base value&amp;quot;, but the Current value for some reason doesn't update. GetAvInfo on my level 6 spawned Lydia has Current (onehanded) Value 33. Reference Base-Value 68. When I respawn Lydia her new Current Value becomes 68.&lt;br /&gt;
:::::::::::: Dismissing the companion, returning to their recruitment area, and using enable+disable before recruiting them again also works. No need to kill in this case.&lt;br /&gt;
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::::::::::::: I can confirm this as well. You don't need to return to their recruitment area, either. Dismissing them, disable/enable, then recruit them back as they're walking away seems to work. I'm really curious now whether their stats will increase without use of the console if you dismiss them, allow them to return to their recruitment area, then allow that cell to reset before recruiting them again. --[[User:Bluedanieru|Bluedanieru]] 03:35, 22 November 2011 (UTC)&lt;br /&gt;
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:::::::::::::: Actually, getavinfo &amp;lt;whatever&amp;gt; seems to return the value you'd expect for that reference, i.e. the value you'd get after doing disable/enable. It seems like getav checks against the base value, which unlike Oblivion is not static? --[[User:Bluedanieru|Bluedanieru]] 03:57, 22 November 2011 (UTC)&lt;br /&gt;
::::::::::::::: As I posted up earlier, you can test this quite easily by testing Health. Some basic testing with GetAV health with weak/strong Lydia will show you that GetAV does display the current (not base) stat.&lt;br /&gt;
:::::::::::::::: Yeah, someone elsewhere pointed that out and I reproduced it. You're right. It's a mystery to me then what 'reference' stats are supposed to be for, since it seems the game ignores them I guess. It seems the intent was that your followers should level up with you, since they do increase in level after all and there are these (albeit seemingly useless) 'reference' fields which increase correctly, but the game is grabbing the actual health from the wrong spot.&lt;br /&gt;
::::::::::::::::: I think the followers' BaseReferenceStat and their CurrentValue stat have been accidently swapped. Perform a Getavinfo &amp;lt;skill&amp;gt; on your own character and the BaseReference stat shows what you started the game with, current is what you have now. This is the other way around for followers and I presume this is why they don't level properly&lt;br /&gt;
:::::::::::::First, from my experience as soon as I use the baseID und placeatme command the second Lydia has the enchanced stats. I never used the &amp;quot;enable/disable&amp;quot; stuff. Tested it right now and it works.&lt;br /&gt;
:::::::::::::Second, the unnamed guy above me already answered you question ... I also used GetAVinfo in my follower tests. As for Uthgerd, the changes should be also visible with the getAV command.--[[User:Lex|Lex]] 12:38, 21 November 2011&lt;br /&gt;
:::::::::::::I selected my Lydia who I joined at level 10 or so. I told her to leave, disabled, enabled, then talked to her before she walked off. Her stats went waaay up since I'm level 36.  I did not have to kill her, &amp;quot;placeatme&amp;quot;, or go back home to fetch her.  The placeatme command would actually generate a new Lydia so I wanted to avoid that. I did have to take one piece of armor off her so she would equip the rest of what was still in her inventory. --[[User:Beverage|Beverage]] 02:45, 23 November 2011 (UTC)&lt;br /&gt;
:::::::::::::: Just for the record, don't use placeatme with NPCs: since it creates a new instance with a new reference ID, it can play havoc with quests, dialogue, packages and so on.  With generic NPCs it's not so bad (though there's still the problem with savegame bloating) but with named NPCs, it's a really bad idea. --[[User:Vometia|Vometia]] 03:06, 26 November 2011 (UTC)&lt;br /&gt;
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It must be a bug. When using the getAV on my dark brotherhood initiate, it seems that they DO update their stats and level as they are normally supposed to. I'll have to look into a much earlier save, but when looking at my Dark brotherhood initiate's stats, they seem to be on par with my level. eg, at level 45ish, they have over 500 health, 100 marksman, 100 onehanded etc, and I finished the brotherhood line in while i was only level 15ish. I even recruited them at that time and then dimissed because the I liked another companion more.&lt;br /&gt;
Yup, I just console leveled myself as a test, and as my levels increase, the initiate's (female) health increases with it. It might to be a bug where other followers stats are not updating properly. I've noticed that certain followers update certain stats, and not others.&lt;br /&gt;
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After levelling up Lydia (disable/enable), from about level 3 to level 38 (my level at those times), it seems the enemies have levelled up as well. I was fighting Forsworns right before and after, and while I could one-shot them before, it took 3 shots afterwards.&lt;br /&gt;
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::::Are you positive about that?  The enemies are now stronger since you leveled your Lydia? That doesn't sound right.  Anyways, since Uthgerd has demonstrated that she levels Block and Marksman correctly, can we all confirm that the intention was for followers' stats to definitely level up with you? I mean, Uthgerd answers that question plain as day I think, eh? I just dont want to use &amp;quot;cheats&amp;quot; to boost followers stats if that was NOT the developers intentions.&lt;br /&gt;
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:::::The Dark Brotherhood Initiate also seems to level with you fully, unlike Uthgerd who only boosts two of her parameters. It seems to me like someone messed up badly when setting followers up, probably in the haste to meet the deadline. I mean, why wouldn't full leveling like that be the devs' intentions? It's how it worked in FO3, and in NV - and Bethesda had to actually fix Sergeant RL-3 and Dogmeat to level with the player because fans got angry that they DIDN'T level. They know their fanbase hates non-scaling followers - especially non-essential ones! - why would they implement them again, and in such an asinine way as to punish heavily those who like to explore (and thus activate the followers at low levels), which defeats the purpose of an open world? I like to think bethesda has more common sense than that, this has to be an oversight, especially since a few followers DO level up (very slowly) their skills. [[Special:Contributions/89.189.38.226|89.189.38.226]] 10:13, 23 November 2011 (UTC)&lt;br /&gt;
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Is it possible that follower stats are raised through their use of respective skills?&lt;br /&gt;
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== Quest NPC Followers ==&lt;br /&gt;
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I know that there's at least one quest where an NPC will follow you through a dungeon and fight with you.  The Missing in Action quest can give you up to 4 NPCs that follow you (and if you immediately fast travel away after exiting the dungeon, they will fast travel with you and stay with you until you finish the quest).  Other quests will have the NPCs remain in the dungeon, and at least one case where when you attempt to fast travel, they'll turn around and walk back towards the dungeon you just left (this happened with Orthir in an associated College of Winterhold quest).&lt;br /&gt;
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Should these instances be documented here, should they be in a separate page, or should we not even bother?  Oblivion had a listing like this, so I was just curious...&lt;br /&gt;
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[[Special:Contributions/97.101.231.180|97.101.231.180]] 04:42, 19 November 2011 (UTC)&lt;br /&gt;
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Lydia is a quest-follower too.  According to this youtube video: http://www.youtube.com/watch?v=dBebnsGZL3s&amp;amp;feature=related&lt;br /&gt;
You can get Delphine, Lucien and Vilkas as quest followers, right?  So can you stack all these followers together and have five, plus the four from Missing in Action, plus one horse for ten total followers?&lt;br /&gt;
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== Follower description for Lydia ==&lt;br /&gt;
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I think that the description is kind of irritating.&lt;br /&gt;
It says that Lydia is trained in sneaking? My Lydias sneak skill is her lowest skill.&lt;br /&gt;
In fact all her stealth and mage skills are that of an new born Nord character (Including the +5 bonus to light armor and speechcraft).&lt;br /&gt;
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--At lvl 38, she isn't exhibiting any sneaking ability. Not only does she not perform silent rolls, she is always stepping (and getting hit -repeatedly) by pressure plate activated traps. And she's also causing me to get detected by the surrounding enemies. [[Skyrim:User|User]] 01 December 2011 (UTC)&lt;br /&gt;
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Her warrior skills on the other side are fine.&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy Armor 37&amp;lt;br&amp;gt;&lt;br /&gt;
Block       35&amp;lt;br&amp;gt;&lt;br /&gt;
Marksman    29&amp;lt;br&amp;gt;&lt;br /&gt;
One-Handed  42&amp;lt;br&amp;gt;&lt;br /&gt;
Two-Handed  32&amp;lt;br&amp;gt;&lt;br /&gt;
I think its even possible that the followers incrase their skills just like the PC. I will keep an eye on her for the next hours and compare it again.&lt;br /&gt;
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I will let her fight on her own as much as possible. First with a One-Handed weapon and then after a reload with a Two-Handed weapon. This should give us a good insight. --Lex 17:42, 19 November 2011 (UTC+1)&lt;br /&gt;
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After a quick shower I got the idea to just strip her of her melee weapon and sneak around and use the bow ... this should give me faster results. --Lex 17:56, 19 November 2011 (UTC+1)&lt;br /&gt;
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Till now, the only thing thats rising is the &amp;quot;reference base value&amp;quot; ... whatever this is. But after leveling for some time no changes for the &amp;quot;current value&amp;quot;. --Lex 23:20, 19 November 2011 (UTC+1)&lt;br /&gt;
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Here are the stats I had for Lydia (level 32)&lt;br /&gt;
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Health: 193&lt;br /&gt;
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Stamina: 77&lt;br /&gt;
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One handed: 37 &lt;br /&gt;
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Two handed: 33 &lt;br /&gt;
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Marksman: 27  &lt;br /&gt;
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Heavy armor: 32  &lt;br /&gt;
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Light armor: 20  &lt;br /&gt;
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Sneak: 15&lt;br /&gt;
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:Funny fact that let the whole follower level thing looks like a bug ... Uthgerd the Unbroken seems to level block and marksman at the correct values. --[[User:Lex|Lex]] 23:03, 20 November 2011 (UTC)&lt;br /&gt;
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== Enchanted Equipment ==&lt;br /&gt;
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Does anybody have any information regarding follower's usage of weapons? I ask because I spent a bit of time enchanting my follower's bow with fire damage, but his shots never seem to set enemies on fire (I always make sure he's equipped that bow rather than the rubbish bow he came with). Furthermore, when I take the bow back from him, it's at full charge. So I guess the question is: is there any point in enchanting follower weapons? --[[User:Chiliflamingo|Chiliflamingo]] 22:02, 19 November 2011 (UTC)&lt;br /&gt;
:Further to this (I'm playing on 360 so unable to use the console to check), does enchanted armour definitely work on followers? I can't think of any way to check without using the console. --[[User:Chiliflamingo|Chiliflamingo]] 22:02, 19 November 2011 (UTC)&lt;br /&gt;
::I don't know if this is also the case for the Xbox version but on the PC followers have items that are invisible in their inventory. For example Lydia has a huntersbow which she will always use instead of a bow I give to her. Same for the armor. In fact she will never use an enchanted or hardened steelarmor or weapon as long as it is of the same typ as her invisible outfit armor. So far Lydias enchanted frost mace is working as expected. --Lex 22:08, 19 November 2011 (UTC+1)&lt;br /&gt;
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the thing about followers I believe is, They will use whatever item has a higher value than what they are currently wearing. For weapons it is damage, for armor it is armor rating. This includes the &amp;quot;invisible&amp;quot; armor they are wearing. For instance, Uthgerd the Unbroken wears an invisible set of steel plate armor, and will not wear anything with a lower armor rating than it. Also, i've noted that the reason that some followers i've noted prefer light armor over heavy as well, is although the armor rating may appear higher on some heavy armor than light armor to you, your follower has different skill levels. EG, their light armor skills are higher than heavy which puts the light armor at a higher value than the heavy to them. I did some light testing, and found that if i increased my Aela's heavyarmor skills to 100 through console commands, she would actually prefer wearing her dragonplate armor (heavy armor) over her dragonscale armor (light armor), whereas if left untouched, her lightarmor skills would make the dragonscale armor have a higher armor rating value than the plate. &lt;br /&gt;
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:::Yes, it seems to be the same on 360 - these items only become visible when looting their body. I have a hell of a lot of trouble trying to make my follower equip more powerful arrows, but it seems that when we actually get into a fight he does start using them. --[[User:Chiliflamingo|Chiliflamingo]] 22:02, 19 November 2011 (UTC)&lt;br /&gt;
::::Also for your second question ... yes, armor enchantments are working for followers, too.&lt;br /&gt;
:::::That's good to know, thanks! --[[User:Chiliflamingo|Chiliflamingo]] 00:30, 20 November 2011 (UTC)&lt;br /&gt;
::::::I found that Lydia would happily use the equipment I gave her if it was better than her standard stuff, with the exception of the bow. My Lydia has a full set of dragonplate armor and an ebony mace, and she had no problems using it. But the elven bow (legendary) I gave her she never seems to equip when it comes time to shoot; she always comes out with this hunting bow. I switched to having Mjoll the Lioness tag along with me instead, and what a huge quality difference that was! --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 14:21, 21 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Currently the only good fix i have found to this bow issue, is to bring up the console command (pc), click on your follower, and then type, removeitem 10e2dd 1. Its actually super funky in that they get MULTIPLE hunters bows, so you might have to do it several times. (I had to do it 5 times) when you type it, it will give you a line that says &amp;quot;itemcount &amp;lt;number&amp;gt;&amp;quot; just keep doing it till the number reaches zero and you should be fine. Also, its important to note that apparently the hunters bow periodically respawns for them, so you'll have to do it again at some point, however this only happens like once a month for me, so it wasn't much of an issue.&lt;br /&gt;
:Just for the record, I'm pretty sure what Aela wears is Ancient Nord Armor, not Dragonscale Armor. [[Special:Contributions/89.189.38.226|89.189.38.226]] 14:45, 24 November 2011 (UTC)&lt;br /&gt;
Obviously, Both the dragonscale and dragonplate armor was given to her by me during the testing.&lt;br /&gt;
&lt;br /&gt;
:Uthgerd sometimes wear the stolen Orish Armor I gave her, but most of the time doesn't.&lt;br /&gt;
&lt;br /&gt;
== Marriage and Followers ==&lt;br /&gt;
&lt;br /&gt;
Ok, so i already have a follower with me, whom helps me on quests and dungeons and such. If I marry another person, can i still have this follower with me while my spouse is tending to the shop she created?&lt;br /&gt;
:Yep--[[User:Volkrov|Volkrov]] 07:24, 20 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
** yes, marriage and followers aren't mutually exclusive.  Marrying a follower doesnt mean you have to use them as such although the option remains open.--[[Special:Contributions/98.251.179.175|98.251.179.175]] 21:22, 20 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Werewolves and Potions ==&lt;br /&gt;
&lt;br /&gt;
Ok guys, here is a bunch of questions I wanted to ask. First of all, if you have werewolf follower (Farkas) will they use their beast form ability or not? Farkas has been my follower for a few days, and he still didn't use his Beast Form ability. And can they use any other powers like ancestor's wrath or Battlecry? Also, can they use potions you give them? I checked and my follower still had the same amount of potions after battle.&lt;br /&gt;
:Not that I've seen, no, and no. Companion AI isn't exactly stellar in this game.--[[User:Volkrov|Volkrov]] 07:24, 20 November 2011 (UTC)&lt;br /&gt;
::I've left food in my followers' inventory and noticed that it sometimes vanishes after particularly hard battles. I assumed they were eating it to heal, but I don't know? I've never tried it with potions, though.&lt;br /&gt;
::[[Special:Contributions/68.54.248.74|68.54.248.74]] 13:48, 20 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Are there any console commands to make them use their ability? It would be pretty helpful to have a werewolf rip apart yor foes...&lt;br /&gt;
:The only thing I can think of would be using &amp;quot;Equipspell &amp;lt;#&amp;gt;&amp;quot; but I don't know if that'd force them to use it or whatever after that. Come to think of it, the only time NPCs toggle beast form on and off are in scripted events. The spell might not work well with NPCs without mods.--[[User:Volkrov|Volkrov]] 13:03, 20 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
OK thanks. sorry for not signing, i was in a hurry.&lt;br /&gt;
[[User:Broxigar|Broxigar]] 18:23, 20 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
They should be using potions but may only use it at very low health values.  So far as turning werewolf they may just not want to, some had been trying to cure themselves before the player meets them and continue later on.   --[[Special:Contributions/98.251.179.175|98.251.179.175]] 21:31, 20 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Follower Description Aela the Huntress ==&lt;br /&gt;
&lt;br /&gt;
Health: 309  &lt;br /&gt;
&lt;br /&gt;
Stamina: 266  &lt;br /&gt;
&lt;br /&gt;
One handed: 47  &lt;br /&gt;
&lt;br /&gt;
Two handed: 25  &lt;br /&gt;
&lt;br /&gt;
Marksman: 68  &lt;br /&gt;
&lt;br /&gt;
Heavy armor: 15  &lt;br /&gt;
&lt;br /&gt;
Light armor: 55  &lt;br /&gt;
&lt;br /&gt;
Sneak: 60  &lt;br /&gt;
  &lt;br /&gt;
(Checked on a level 32 character)&lt;br /&gt;
&lt;br /&gt;
== Follower Description Vilkas ==&lt;br /&gt;
&lt;br /&gt;
Health: 131&lt;br /&gt;
&lt;br /&gt;
Stamina: 74&lt;br /&gt;
&lt;br /&gt;
One handed: 25&lt;br /&gt;
&lt;br /&gt;
Two handed: 47&lt;br /&gt;
&lt;br /&gt;
Marksman: 57&lt;br /&gt;
&lt;br /&gt;
Heavy armor: 31&lt;br /&gt;
&lt;br /&gt;
Light armor: 20&lt;br /&gt;
&lt;br /&gt;
Sneak: 15&lt;br /&gt;
&lt;br /&gt;
(Checked on a level 32 character)&lt;br /&gt;
&lt;br /&gt;
== Follower Description Farkas ==&lt;br /&gt;
&lt;br /&gt;
Health: 230&lt;br /&gt;
&lt;br /&gt;
Stamina: 190&lt;br /&gt;
&lt;br /&gt;
One handed: 32&lt;br /&gt;
&lt;br /&gt;
Two handed: 25&lt;br /&gt;
&lt;br /&gt;
Marksman: 15&lt;br /&gt;
&lt;br /&gt;
Heavy armor: 30&lt;br /&gt;
&lt;br /&gt;
Light armor: 20&lt;br /&gt;
&lt;br /&gt;
Sneak: 21&lt;br /&gt;
&lt;br /&gt;
(Checked on a level 32 character)&lt;br /&gt;
&lt;br /&gt;
== Follower Death. ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;During this phase your follower will become vulnerable to attacks of any variety and as such can potentially die should they be assaulted by any form of damage.&amp;quot;&lt;br /&gt;
Is this definitely correct? In my experience the follower is only ever killable directly by the player, even when knocked down. I have been assaulted by AOE attacks while being near my knocked down follower and they have never died. Only when I have accidentally hit them while they are on low health (even when not knocked down!) have I ever seen them die. [[User:Billw|Billw]] 14:56, 21 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Followers can die in two situations: 1. You do it.  2. They get poisoned strong enough to beat their natural regeneration.  I assume the poison issue is a bug, but I've had followers die due to poison dart traps and other people have had problems against Falmer. [[User:Webrunner|Webrunner]] 14:33, 21 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
-- I've had Lydia die when a dragon priest kept hitting us with an AoE fire spell. I'm sure i didn't kill her myself as I was too busy running away to save my own hide the first couple of times (we just killed off a dragon; didn't realize right away where the dragon priest was coming from).  [[User:Anonymous|Anonymous]] 01 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Followers aren't essential and can be killed at any time; the only reason they aren't usually is that enemies generally don't attack them when they go into their crouch position.  Apparently the rumour that they're invulnerable with the exception of the player was started by the game guide, but as a number of players have discovered, they aren't.  As far as I know, this has never been a feature in Bethesda games.  The only way of ensuring they don't die is to use the setessential command with their base ID as a reference.  It's rather unfortunate that the guide made such a gaffe as the rumour in question now seems rather widespread. --[[User:Vometia|Vometia]] 08:48, 1 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Odd then that I've had several followers kneeling in dragon's breath and yet surviving. Though any form of damage from me will kill them in this state. Just luck? --[[Special:Contributions/82.68.56.110|82.68.56.110]] 14:49, 6 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: as far as i know some quest follower is essential(farkas, aela in companion quest), but not all quest-related NPC is essential(the guy in quest to restore whiterun tree)--[[User:Archd|Archd]] 10:11, 3 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Icons ==&lt;br /&gt;
Might be of interest to create two specific icons for people pages - Potential Follower and Potential Marriage. Could help identify who is who from those large lists.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Insert non-formatted text here&amp;lt;/nowiki&amp;gt;== Scrolls &amp;amp; Spells ==&lt;br /&gt;
&lt;br /&gt;
Just wondering, will followers use scrolls if given? For example, if I give my follower a scroll of firebolt, will he use it randomly during battles? Or if not, at least will they use it through console commands? And a stupid question, just in case, will they use spell tomes and learn spells out of them by themselves or through console commands or not? Furthermore, if you have a vampire follower, (If that's even possible) will they use their Vampire abilities? [[User:Broxigar|Broxigar]] 07:50, 21 November 2011 (UTC)&lt;br /&gt;
:Can anyone confirm how spell learning mechanics work? I tried purchasing a bunch of tomes and pushing them onto Lydia, she didn't use the tomes whether she picked them up or I gave them to her. I tried raising her destruction to 100, raised magicka to 500 via setav and there seems to be no difference.&lt;br /&gt;
::I just forced the flame spell onto her with addspell and strip her of her weapons and she is using the spell against my enemys. Now we have to find a way to let her learn the spells without the console. Till now I haven't tried the werewolf and vampire abilities.--[[User:Lex|Lex]] 12:47, 21 November 2011 (UTC)&lt;br /&gt;
:::There are no vampire followers and the only times any NPCs transform to or from werewolves are scripted events. Guessing the ability doesn't work so well with NPCs.--[[User:Volkrov|Volkrov]] 13:14, 21 November 2011 (UTC)&lt;br /&gt;
::::Seems like followers generally don't use powers. Couldn't get Lydia to use anything besides spells.--[[User:Lex|Lex]] 12:47, 21 November 2011 (UTC)&lt;br /&gt;
:Followers do use some scrolls (and staves). I've had Jenassa fire off two fireball scrolls as well as two summon Storm Atronach scrolls. They're not very clever with them - she wasted both fireball scrolls against a single enemy mage, and summoned against a dragon (helpful) and a wolf (not so helpful). She's also used the Flame Atronach staff I gave her, and I think it used charges. I passed Marcurio a staff that fired Ice Spike, and he's used that too. Neither of them ever used the Blizzard scroll I gave them. --[[Special:Contributions/70.50.237.250|70.50.237.250]] 14:51, 23 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
So if you set your follower to be a vampire through console commands, (if possible) will they use the leech, invisibility reanimate, etc. and will they have weakness to fire + no regen in sun AND get attacked by guards? and I could go on and on.. [[User:Broxigar|Broxigar]] 10:11, 14 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Essential followers? ==&lt;br /&gt;
&lt;br /&gt;
After seeing [http://elderscrolls.wikia.com/wiki/Talk:Derkeethus this talk page on TESwiki] where someone described their inability to kill Derkeethus, I checked for myself on two separate characters and can confirm that he indeed seems to be fully essential from the moment you meet him. Unless this is anomaly unique to Derkeethus, it might be worth adding an &amp;quot;essential&amp;quot; column to the tables - especially since essential followers apparently do not work in Boethia's daedric quest.&lt;br /&gt;
[[Special:Contributions/68.54.248.74|68.54.248.74]] 14:21, 21 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Follower Description: Lydia and Mjoll  ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I am level 26 right now&lt;br /&gt;
I had Lydia follow me from very early and all her skills were in the 20s, a couple 30s&lt;br /&gt;
Recently completed the quest for Mjoll and recruited her, did the kill disable enable resurrect command on Mjoll while she was my follower&lt;br /&gt;
&lt;br /&gt;
here are her stats for lv 26  '''(i tried again with disable/enable on Mjoll after i told her to leave, her stats went up. &lt;br /&gt;
So remember to not have followers in your company when you update them.)'''&lt;br /&gt;
&lt;br /&gt;
btw she spawns with random items every time i enable her, including enchanted amulets rings etc...&lt;br /&gt;
got elven battle axe this time.&lt;br /&gt;
&lt;br /&gt;
Health 265 -&amp;gt; 486&lt;br /&gt;
&lt;br /&gt;
Stamina 90 -&amp;gt; 154&lt;br /&gt;
&lt;br /&gt;
Onehanded 43&lt;br /&gt;
&lt;br /&gt;
Twohanded 51 -&amp;gt; 92&lt;br /&gt;
&lt;br /&gt;
Lightarmor 20&lt;br /&gt;
&lt;br /&gt;
Heavyarmor 41 -&amp;gt; 83&lt;br /&gt;
&lt;br /&gt;
Block 65&lt;br /&gt;
&lt;br /&gt;
Marksman 60&lt;br /&gt;
&lt;br /&gt;
Speechcraft 20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After i did the same to Lydia to update her stats, and stripped her&lt;br /&gt;
&lt;br /&gt;
her stats are&lt;br /&gt;
&lt;br /&gt;
Health 368&lt;br /&gt;
&lt;br /&gt;
Stamina 127&lt;br /&gt;
&lt;br /&gt;
Onehanded 70&lt;br /&gt;
&lt;br /&gt;
Twohanded 42&lt;br /&gt;
&lt;br /&gt;
Lightarmor 20&lt;br /&gt;
&lt;br /&gt;
Heavyarmor 65&lt;br /&gt;
&lt;br /&gt;
Block 54&lt;br /&gt;
&lt;br /&gt;
Marksman 48&lt;br /&gt;
&lt;br /&gt;
Speechcraft 20&lt;br /&gt;
&lt;br /&gt;
:I think higher stats for Mjoll are the result of her initial higher starting level. She is always a few levels ahead of me. Lydia is always at the same level as PC. But this only works till her levelcap ... which is 40 for Mjoll and 50 for Lydia. --[[User:Lex|Lex]] 14:57, 21 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Wait Limit? ==&lt;br /&gt;
&lt;br /&gt;
Just wondering if there's a limit to how long you can get a follower to wait for - do they end up going home after a while? --[[User:Chiliflamingo|Chiliflamingo]] 18:55, 21 November 2011 (UTC)&lt;br /&gt;
: The follower will get tired of waiting and go home, I've seen this happen with Lydia, so I assume it's the same for others. --[[User:Cdevine|Cdevine]] 16:51, 23 November 2011 (UTC)&lt;br /&gt;
: From what I've seen the wait limit seems to be 3 days. --[[User:Hilford|Hilford]] 02:32, 10 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Is there a limit to the amount of followers you can have? ==&lt;br /&gt;
&lt;br /&gt;
I was wondering if there was a limit to how many people can follow you at once, seeing as you would eventually be able to have a small army once you got many of the followers on the page.&lt;br /&gt;
&lt;br /&gt;
The follower limit is one, I believe. I tried to have both a two-handed specialist and a mage, however after asking for one of them to follow me after having one with me, it had a dialogue show that was somewhere along the line of &amp;quot;It seems you already have someone with you.&amp;quot; Do note that if you have a quest-related follower with you, it does not apply. I've had a regular follower as well as the NPC of a quest with me. Hope this helps. ````&lt;br /&gt;
&lt;br /&gt;
:You can have a dog too. So basically two - one human and one dog. You can still summon an extra helper though. [[Special:Contributions/89.189.38.226|89.189.38.226]] 10:05, 23 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think if you have the right conjuration perks, you can kill anyone and reanimate him permanently (until he is killed). I'm not sure, but I read somewhere that you can have 2 at a time? They won't be as effective as regular followers, due to the fact that they have no dialoge/command options, but still can be helpful, maybe you can even store items inside their bodies before  reanimating, and they equip? So if this is true, with 2 zombies, 1 follower, a dog, and lets say a quest npc you CAN have a small army. [[Special:Contributions/219.88.64.227|219.88.64.227]] 10:43, 24 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Blade ==&lt;br /&gt;
&lt;br /&gt;
Will i be able to make all follower that wre able to join blade to join blade?([[User:Vvardfell|Vvardfell]] 13:42, 23 November 2011 (UTC))&lt;br /&gt;
&lt;br /&gt;
What does it mean to be able to join blade?&lt;br /&gt;
[[User:H3X|H3X]] 23:50, 23 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think he means join The Blades, in which case, it depends on the follower. --[[User:Rohndogg1|Rohndogg1]] 04:14, 25 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Page says Cosnach can't be a blade, but I just inducted him, so apparently he can. I'll change it.&lt;br /&gt;
&lt;br /&gt;
I mean are there any limit on how many follower i can send to sky heaven temple.([[User:Vvardfell|Vvardfell]] 12:32, 28 November 2011 (UTC))&lt;br /&gt;
&lt;br /&gt;
== Conclusions regarding skill leveling? ==&lt;br /&gt;
&lt;br /&gt;
Has any conclusion been reached regarding how followers' skills level, if at all? The discussion above got very large and confusing, and I can't tell if a consensus was reached. [[User:GenocideHeart|GenocideHeart]] 19:43, 23 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
TLDR; some followers level correctly and some require console commands to update their stats. tell your follower to get lost, open console, click follower, type disable, type enable, close console, talk to follower before he leaves, then take a piece of armor off him so he puts all his gear back on. --[[User:Beverage|Beverage]] 01:30, 24 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That works for PC, but for consoles, not so much, and I'm playing on PS3. It may be worth pointing out which followers DO scale, for console users- sake... just an idea. I really don't understand how Bethesda messed this one up though - the followers that DO scale don't even scale the RIGHT skills - Uthgerd should scale one-handed weapons, being her dominant skill, not archery. Instead 1H is stuck and doesn't level while Archery and Block both work as intended. Argh, my head hurts... [[User:GenocideHeart|GenocideHeart]] 01:39, 24 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
The only follower I have found to FULLY scale with you so far, are the dark brotherhood initiates. So you might want to look into grabbing one of them.&lt;br /&gt;
&lt;br /&gt;
:Could it be because the initiates are respawning NPCs? [[Special:Contributions/95.206.22.189|95.206.22.189]] 11:48, 3 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== console command ==&lt;br /&gt;
&lt;br /&gt;
how do I turn someone into a follower. All my wife does is stay at home, I want her to follow me.&lt;br /&gt;
&lt;br /&gt;
You do this by using the command setrelationshiprank player &amp;lt;Wifes ID&amp;gt; 3. That should make her follow you.&lt;br /&gt;
&lt;br /&gt;
== About dogs... ==&lt;br /&gt;
&lt;br /&gt;
I've received conflicting info about dog followers on this wiki. Meeko's page claims that he can die like all other followers if I am the one to kill him, but the Followers main page claims dogs die immediately when their health is depleted. Which is the right info? [[User:GenocideHeart|GenocideHeart]] 23:32, 23 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
From what i've experienced, the dogs work like followers for the most part. I've had my dog fight against dragons toe to toe, and not die. Once they reach low enough health, they'll go into that &amp;quot;hurt&amp;quot; mode that followers do, and the enemy seems to ignore them. The only time my dogs have died is when i whack em accidentally, or when they accidentally get hit during their &amp;quot;hurt&amp;quot; mode.&lt;br /&gt;
&lt;br /&gt;
== Dogs as followers ==&lt;br /&gt;
&lt;br /&gt;
Has anyone figured out the stats of the dog companions,do they get stronger or are they static to your level when you first find them?&lt;br /&gt;
&lt;br /&gt;
== Experimenting re. follower skill progression ==&lt;br /&gt;
I've been trying hard to decide which follower I want. I started reading this talk page because I wanted a better way to see what skills a follower has (rather than the rather incomplete information on the article page). &lt;br /&gt;
&lt;br /&gt;
After reading the stuff about skill progression, I did some experiments. This is with Lydia, using a save I have where I was level 3 and had just acquired Lydia. I dismissed Lydia, then used the following console commands:  &lt;br /&gt;
- &amp;quot;player.advskill skill exp&amp;quot; to level up. (player.advlevel command does NOT work. It seems it's the process of actually doing a level up, that causes followers to level up....)&lt;br /&gt;
- &amp;quot;getav skill&amp;quot; and &amp;quot;getlevel&amp;quot; on Lydia&lt;br /&gt;
- &amp;quot;disable&amp;quot; and &amp;quot;enable&amp;quot; to refresh Lydia. Without doing this, only getlevel shows changes, &amp;quot;getav skill&amp;quot; values stay the same&lt;br /&gt;
&lt;br /&gt;
So in table format:&lt;br /&gt;
&lt;br /&gt;
Player Level | Lydia Level | Archery | Block | Heavy Armor | One-Handed | Two-Handed | Magicka | Health | Stamina&lt;br /&gt;
&amp;lt;br&amp;gt;3 | 6 | 22 | 27 | 26 | 31 | 29 | 50 | 158 | 67&lt;br /&gt;
&amp;lt;br&amp;gt;6 | 6 | 22 | 27 | 26 | 31 | 29 | 50 | 158 | 67&lt;br /&gt;
&amp;lt;br&amp;gt;10 | 10 | 28 | 33 | 35 | 39 | 32 | 50 | 205 | 80&lt;br /&gt;
&amp;lt;br&amp;gt;20 | 20 | 43 | 48 | 56 | 61 | 39 | 50 | 321 | 114&lt;br /&gt;
&amp;lt;br&amp;gt;30 | 30 | 57 | 62 | 79 | 83 | 46 | 50 | 438 | 147&lt;br /&gt;
&amp;lt;br&amp;gt;40 | 40 | 73 | 78 | 100 | 100 | 54 | 50 | 555 | 180&lt;br /&gt;
&amp;lt;br&amp;gt;50 | 50 | 98 | 100 | 100 | 100 | 72 | 50 | 671 | 214&lt;br /&gt;
&amp;lt;br&amp;gt;61 | 50 | 98 | 100 | 100 | 100 | 72 | 50 | 671 | 214&lt;br /&gt;
&lt;br /&gt;
So the conclusions I'm drawing from this is:&lt;br /&gt;
- Followers have some minimum level, whereby if you are below that level, the follower is at the minimum level. Is this Lv6 for all followers or does it vary? (To test this properly for all followers, you'd probably need a console command to lose levels. Or start a play through where you never actually level up and try and find all the followers at low level. Note that the follower leveling up is triggered by you actually leveling up in the skills screen)&lt;br /&gt;
- Followers have some maximum level, after which they stop leveling up even if you do. Is this actually Lv50? Is it the same level for all characters? (Lv50 would make sense, as it's also considered the 'soft cap'. But to test this, we'd also need a console command to lose levels. Or have someone who is very patient and is willing to advance one level at a time...) &lt;br /&gt;
- All skills that a follower doesn't use (For Lydia, every thing not listed), is NEVER leveled (i.e. like Lydia's magicka value)&lt;br /&gt;
&lt;br /&gt;
I also tested it with a later save. I was on level 23, Lydia still had her Lv6 stats. Once I dismissed, then disabled/enabled, she got her Lv23 stats. &amp;quot;getav health&amp;quot; for Lydia reported 158 health at for Lv6!Lydia and 356 health for Lv23!Lydia. &lt;br /&gt;
&lt;br /&gt;
I threw some fireballs at her, and Lv23!Lydia had enough health to take more than twice as many fireballs as Lv6!Lydia. This leads to a tentative conclusion that the values reported by getav are accurate, and followers are in fact NOT leveling (i.e. it's not that followers are level and getting stronger, but somehow getav is simply reporting incorrect values until the follower is 'refreshed' with disable/enable). &lt;br /&gt;
&lt;br /&gt;
If, as reported here, some followers do level some skills, then I guess this is a bug. Alternatively, we could consider the followers who do level certain skills to be a bug. Instead, followers not leveling after they start being followers is a feature intended to encourage players to pursue different followers. This makes sense to me, as there seems to be a huge number of followers available who all have more or less the same combat skills. And since we can equip followers, and I assume followers all have the same AI, what's the point of having so many followers? It would make sense that as you level, followers get weaker, forcing you to keep changing to new followers as you progress through the game. &lt;br /&gt;
&lt;br /&gt;
Lastly, if all followers do have a maximum level, then we can very clearly divide follower skills into something like this:&lt;br /&gt;
- Major skills: skills that reach 100&lt;br /&gt;
- Minor skills: other skills that are leveled&lt;br /&gt;
- Other skills: skills that are never leveled&lt;br /&gt;
&lt;br /&gt;
So Lydia is Block/HeavyArmor/OneHanded as 'major skills', and Archery and Two Handed as 'minor skills'. &lt;br /&gt;
&lt;br /&gt;
Also, Lydia most most most certainly gains no points in sneak... &amp;quot;(It is interesting to note that although Lydia isn't listed as trained in sneak, at higher levels she seems to have the sneak abilities Light Foot and Silent Roll. (This may be a PC/Version specific bug.))&amp;quot; &amp;lt;-- is there video confirmation for this? --[[User:Saintmagician|Saintmagician]] 05:59, 24 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:There is a problem with your theory that it may be an intentional feature, and that problem is that while it does encourage you to switch followers, at the same time it majorly DISCOURAGES exploring the game world if it is indeed meant to be that way - and I don't need to tell you how asinine a 'feature' that makes you want to NOT explore until your level is extremely high in a wide open sandbox game like this one is, do I? It makes no sense and is extremely counterproductive to what Bethesda would want, which is for players to explore and make their own adventure. By setting it up like that, they instead make players like me deathly afraid to go ANYwhere, even Whiterun, at low levels, for fear of making a potentially awesome follower into a low level stinker. People who like to explore can hose themselves very, very badly simply by visiting every major city via carriage to check them out early and making nearly every follower worthless. It makes no sense in a game like this. Now if the level was set when they first JOIN you... [[Special:Contributions/89.189.38.226|89.189.38.226]] 10:06, 24 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Well it's just a theory. It makes enough sense. You aren't going to run around the whole world and explore all the major regions at once while not leveling up. Most people will do stuff while they explore, so by the time they've explored most areas, they have already leveled up quite a bit. For example, at the moment about a half of my map is explored, I haven't visited the rest of the places yet, simply because I haven't gotten around to it. I'm now mid level (around lv25, for soft cap of 50). Anyway, we have two behaviours, most likely one is intended and one is a bug. From a programming point of view, I'm more willing to believe that the anomoly (one follower, with two skills that seem to be leveling, vs. every other follower checked so far) is the bug and not the intended. --[[User:Saintmagician|Saintmagician]] 10:58, 24 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::That's a fair assumption, but checking the discussion above, you'll notice that there's another follower that levels - fully, no less - and that follower's the generic Dark Brotherhood Initiate, who updates everything as you level up - health, skills, stamina, the whole nine yards. Check it out. Such comprehensive leveling on the Initiate makes it hard to excuse the other followers not leveling as being intended. More importantly, that kind of leveling is in-line with followers in previous Bethesda titles all the way back to Oblivion where Dark Brotherhood Murderers and Ushnar's Skinned Hound leveled with you, and Bethesda knows that solution works. No reason to fix what isn't broken, right? [[Special:Contributions/89.189.38.226|89.189.38.226]] 10:40, 24 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Yes, that's a good point. I'm just not sure how someone would manage to introduce a bug that stuffs up all follower leveling except a few here and there. Anyway, I guess there isn't much point speculating on it. What I'm interested is, for someone to test the actual skills in practice like the way health has been tested, to confirm whether the followers are actually getting stronger / more skilled. The thing is, according to my results, while I'd played the game from lv3 to lv23, Lydia hasn't improved at all. Now, I can see her health hasn't increased by throwing fireballs at her... But I can't be sure about her skills. And she doesn't FEEL like she's getting weaker. Ideally someone should pick a follower that levels a skill which can be objectively tested in-game, then level themselves up, check how the follower performs and check again after a disable/enable reset. I can't think of any skills where this would be easy to test on a follower though... maybe counting how many times they need to whack something before it dies? --[[User:Saintmagician|Saintmagician]] 10:58, 24 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Well, Dogmeat and Sergeant RL-3 were bugged in this exact same way in the original Fallout 3, before Broken Steel - they didn't level at all, and while RL-3's level was hard-set at 9, Dogmeat would match the level you first found it at, and never improve afterwards, quickly becoming a liability. Bethesda fixed that with Broken Steel, so it's possible to both fudge up that bad and fix it... and given how they were sort of pushing for the 11.11.11 release date, the haste of meeting the deadline can do some nasty things. Just saying... as for your Lydia, do you keep her equipment up to date? Because a decent set of enchanted weapons can go a long way as far as attack power goes. Unfortunately, it does little for their durability... as you no doubt realized when checking her health. [[Special:Contributions/89.189.38.226|89.189.38.226]] 11:10, 24 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::Yeah I upgraded her weapons, bow and she had Dwarven armor at the end. --[[User:Saintmagician|Saintmagician]] 11:23, 24 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Follower stats set when you first meet them, really? ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A follower's stats are determined based on the level the player is at when he or she first enters the zone that the follower is in. Once generated, the follower's stats do not increase at all. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
Could someone please double check this? I tried out two new followers today (Jenassa &amp;amp; Belrand)&lt;br /&gt;
&lt;br /&gt;
In both cases, their stats seem determined based on my level when I first hire them, then the stats 'stick' until I do a disable/enable. Can someone confirm? Just save before you recruit them for the first time, check stats. Then reload and use advskill to level up. --[[User:Saintmagician|Saintmagician]] 16:08, 24 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Follower Carry Weight ==&lt;br /&gt;
&lt;br /&gt;
Some of you may already know this, but when you get a follower, your follower loses carry weight.&lt;br /&gt;
&lt;br /&gt;
In other words, if you&lt;br /&gt;
# Go get Lydia as your follower&lt;br /&gt;
# Tell Lydia to go home&lt;br /&gt;
# Re-employee Lydia as your follower&lt;br /&gt;
then Lydia's carry weight is decreased.&lt;br /&gt;
There is an [http://gaming.stackexchange.com/a/36734/29 excellent article] explaning this in detail.&lt;br /&gt;
You can check this by using ''getavinfo InventoryWeight'' console command as well.&lt;br /&gt;
&lt;br /&gt;
This is clearly a bug.&lt;br /&gt;
The developers wanted to make sure your followers always have default items on them to make sure none of them walk around naked.&lt;br /&gt;
You can see this is the case because Lydia has steel armour set and a bow on her even if you don't see them when you trade with her.&lt;br /&gt;
If you really want, use console command ''showinventory'' to see the hidden items.&lt;br /&gt;
&lt;br /&gt;
The problem is that there is a bug that adds the default weapons to the followers every time they get re-employeed by you.&lt;br /&gt;
In other words, when you re-employee Lydia, she will get another bow in her default, hidden-away inventory.&lt;br /&gt;
You cannot see this when you trade with her, but ''showinventory'' will show you the additional bow.&lt;br /&gt;
(This also explains why some Aela has multiple default bows.)&lt;br /&gt;
&lt;br /&gt;
The only way to solve this problem is to remove all items from your follower and re-enable him/her.&lt;br /&gt;
In other words, use following console commands in the given order:&lt;br /&gt;
# ''removeallitems''&lt;br /&gt;
# ''disable''&lt;br /&gt;
# ''enable''&lt;br /&gt;
&lt;br /&gt;
:You're kidding me, right? Argh, did Bethesda test followers AT ALL in this game? First they don't scale, now they reduce weight. Which, by the way, means even assuming they intentionally didn't scale followers to make you switch them often, then this new bug defeats the purpose, as followers will steadily lose carrying weight until no space is left if you DO switch them often. Nice job! Only solution I can think of for those on consoles is marry the follower if possible and see if you can buy their hidden items off them - anyone willing to test that and see what happens? I know that your followers, if married and left home, will sell misc stuff that includes what they have in inventory, at the very least. Got Uthgerd's steel armor set from her that way, but as I am on console, I cannot confirm this did in fact remove one copy from her hidden stash. Seriously, if Bethesda wanted to do this, they could have made a separate inventory for followers that can't be touched and doesn't add to weight, where they stored their stuff... [[Special:Contributions/89.189.38.226|89.189.38.226]] 10:48, 25 November 2011 (UTC)&lt;br /&gt;
:: How about Misdirection and Perfect Touch? Can you steal the equipped gear until there's nothing left to equip? [[Special:Contributions/81.233.217.129|81.233.217.129]] 09:23, 26 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: It will still regenerate armor.  I've been doing pickpocketing to get some extra Blades armor from the follower I recruited.  I found that occasionally I can &amp;quot;Perfect Touch&amp;quot; the armor off of them, but usually I have to ask them to follow me, give them better armor to equip, then release them from my service.  I wait until they are asleep and they will have Blades armor unequiped that I can take.  However, if i do take all of the Blades armor set- helmet, armor, gloves and boots - they will regenerate the equipment next time you come back to the sanctuary and have it all equipped, whether or not you ask them to become a follower again.  However, I've found that taking everything but the main armor will cause the follower not to regenerate new armor.  Interestingly enough, I've found that if you steal an item, enchant it and improve it at the smith- even rename it- then you can replant it in the NPC's inventory and he will reequip it once you reload the cell block.  I've managed to improve the default armor of one of my Blades recruits this way- he now has two sets of Blades armor but will wear the better set I stole from him and improved.  This might be exceptionally useful for dead thralls- steal their armor when they are alive, replant them after improving them and then kill them after reloading the cell block.  ~~bakon&lt;br /&gt;
::::WOW, thanks for this. What a stupid bug.  I thought something was wrong when all she could carry was armor I gave her! I knew something was up. I am going to see how many bows she has later when I get home.  I JUST checked and she has 22 Hunting Bows!!  Nice one Bethesda!  ALSO: before you guys use 'removeallitems' command, make sure to take from her what you want to keep! It looks like that command just deletes everything no questions asked.&lt;br /&gt;
&lt;br /&gt;
== Follower Causing Stolen Item Tag ==&lt;br /&gt;
&lt;br /&gt;
iv been storing huge amounts of armor weapons and whatever making my follower glitch her weight limit. it seems a lot of loot changed to stolen items even though most of it was from dungeons and normal bandits. anyone els have this problem. (I swear I didn't steal anything I'm innocent) no I did steal a few items but I also may have put the items in a container that I had to steal from to get them back. I'll be checking back Ty {{unsigned|98.250.226.236}}&lt;br /&gt;
&lt;br /&gt;
As far as the &amp;quot;non-stolen stolen items&amp;quot; glitch is concerned, I believe it is related to ordering a follower to loot items and then trading it from them.  I encountered this issue once before on a massive scale (many items from ruins of Mzulft) after learning it was possible to bypass weight limit by ordering them to pick up items.  In further testing, I was unable to reproduce the issue by ordering follower to loot from bodies or containers.  However, dropping an item from my inventory onto the ground, then ordering follower to pick it up, followed by trading it back from him, &amp;quot;successfully&amp;quot; added the stolen tag to the item.&lt;br /&gt;
&lt;br /&gt;
I can confirm this bug appears even if you only overload them by having them take from containers.  The containers I used were found within dungeons so their contents should not be flagged as stolen. --[[User:Ciinga|Ciinga]] 01:39, 5 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== important!!!!!!!!...clarifying the followers leveling ==&lt;br /&gt;
&lt;br /&gt;
If you keep followers with you they will not level at the rate you do, however, if you tell them to leave and then go and recruit them again their level will be updated and boosted to the level you are at. {{unsigned|24.65.67.138}}&lt;br /&gt;
&lt;br /&gt;
:Can anyone confirm this? If that's the case (as nonsensical as it'd be - they raise in levels while NOT adventuring and generally fighting? I'd expect the opposite...), then we may have found a workaround for console users, who lack the command prompt. [[Special:Contributions/89.189.38.226|89.189.38.226]] 11:31, 28 November 2011 (UTC)&lt;br /&gt;
:::I think its pretty obvious from reading this page that telling them to go and recruit them again is NOT enough to get them to update their stats.  You must tell them to go, then use the console to 'disable' then 'enable' them.  Then you recruit them again. And now I read that their inventory is filled with duplicate hidden base weapons every time you recruit them. (SEE ABOVE)&lt;br /&gt;
&lt;br /&gt;
== Followers fixed? ==&lt;br /&gt;
&lt;br /&gt;
Word is insistent on the net that the newly-released patch for X360 and PS3 fixed follower scaling. I know it's likely tedious, but anyone want to try and confirm? Be warned, the patch also broke bookshelves in homes. The Oghma trick for limitless leveling still works with chests though... [[User:GenocideHeart|GenocideHeart]] 01:32, 29 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure Something happened, because last time I checked by using fireballs he was not improving (just as expected) but now with the patch he seems to take 4 more. I make this test regularly, and until now (level 7 to 24) he didn't change. I'm not sure if this is 100% useful info, but he definetly survives more firebolts. EDIT: No he wasjust using the healing potions I gave him. So can anyone confirm that leveling is fixed?&lt;br /&gt;
[[Special:Contributions/219.88.64.227|219.88.64.227]] 09:12, 30 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I guess noone can clarify this?&lt;br /&gt;
&lt;br /&gt;
[[User:Broxigar|Broxigar]] 20:46, 8 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moving between cells ==&lt;br /&gt;
&lt;br /&gt;
I was having a heap of trouble getting quest related followers transitioning from an exterior cell to an interior cell.  During Clavicus Vile's quest, Barbas only entered an interior cell when he was leading the way but would not follow me into Rimerock Barrow.  Farkas will also not move from outside Dustman's Cairn to the interior of the cairn.  it only changed when I reverted the timescale to normal (I was using a reduced timescale at the time).  My input:  Companions need a timescale af at least 1 to transition from exterior to interior cells.  I had no problems going from interior to exterior cells. ([[Special:Contributions/76.0.42.190|76.0.42.190]] 13:55, 2 December 2011 (UTC))&lt;br /&gt;
&lt;br /&gt;
== Followers Blessing Themselves with Shrines ==&lt;br /&gt;
&lt;br /&gt;
I've been able to command J'zargo to do this before and decided to test it properly next time around. I had Marcurio activate a Shrine of Arkay himself and while the 'cure disease' line showed on my screen, the Rock Joint I had did not clear until I activated it myself. On top of that, his health had been 217 before doing so, and was now 242, showing that the blessing carries over on them as well. Seems a neat and easy way to buff any followers you have with you. [[Special:Contributions/24.102.203.72|24.102.203.72]] 23:23, 3 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: This is so useful I'm adding it to the main article (in the list of other things a follower can do). For Arkay, &amp;quot;getavinfo health&amp;quot; also confirms it; the blessing shows up in the 'Temp' category, value 25.00. [[Special:Contributions/99.46.140.140|99.46.140.140]] 23:27, 11 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== enable disable clarification ==&lt;br /&gt;
&lt;br /&gt;
Is it: 1. open the console? 2. click follower 3. type disable, then hit enter? 4.type enable then hit enter? 5. close console?&lt;br /&gt;
It is unclear how it is written.  Can you type disable and enable in the same line in the console?&lt;br /&gt;
&lt;br /&gt;
:: 1. Open the console (~ key).&lt;br /&gt;
:: 2. Click your follower.&lt;br /&gt;
:: 3. Type &amp;quot;disable&amp;quot;, then hit enter.&lt;br /&gt;
:: 4. Type &amp;quot;enable&amp;quot;, then hit enter.&lt;br /&gt;
:: 5. Close the console.&lt;br /&gt;
:: [[User:Drakenz|Drakenz]] 07:39, 4 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
It seems to be important that the person you want to update is NOT following you atm, also take his/her equipment before you do disable/enable [[Special:Contributions/31.36.53.121|31.36.53.121]] 14:30, 12 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pretty cool follower and thrall behaviors ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ive seen a vampire's thrall who had no weapon, go over to a table and pick one up then start using it in battle, all while my poor follower was being attacked.&lt;br /&gt;
&lt;br /&gt;
Also I think Ive seen Lydia use things she found on corpses.  &lt;br /&gt;
&lt;br /&gt;
I've seen a follower be disarmed in a dragon mage battle, and by luck I ran into her weapon on the groun and it made a noise.  It was an expensive Ebony greatsword I crafted,  so I picked it up and gave it back to her. :D {{Unsigned|67.164.33.239|23:43, 3 December 2011 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
I've found a glass sword in the ash pile of a reanimated corpse, which had been in an unlooted chest (noted prior to a reload). The corpse was reanimated in an earlier section of the dungeon, so had not had the chance to loot the item whilst alive.&lt;br /&gt;
&lt;br /&gt;
== Some Enchantments on followers don't work as expected. ==&lt;br /&gt;
&lt;br /&gt;
I outfitted J'zargo with &amp;quot;Destruction spells cost 25% less to cast&amp;quot; x4 (free spell casting, theoretically), and his behaviour goes as follows:&lt;br /&gt;
&lt;br /&gt;
:Casts 4-6 lightning bolts.&lt;br /&gt;
:Casts roughly 5-10 seconds of Sparks.&lt;br /&gt;
:Switches to melee.&lt;br /&gt;
&lt;br /&gt;
The only explanation I have for this behaviour is that his magicka pool runs empty, which should not be happening. Any ideas? [[User:Drakenz|Drakenz]] 07:46, 4 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Well, without testing, I would imagine that one of three things is happening:&lt;br /&gt;
::1. The 25% stacks (maybe due to a bug, or just to prevent costless spells), so that the equation ends up being &lt;br /&gt;
:::Cost(sub n)= Cost(sub n0)* % &lt;br /&gt;
:::Cost(sub n-1)= Cost(sub n)* %  &lt;br /&gt;
:::Cost(sub n-2)= Cost(sub n-1)* %  etc...&lt;br /&gt;
:: Esentially, the effect of the next item would work upon the remaining 75%, and so on, so that you get a smaller decrease each time, and never reach zero.&lt;br /&gt;
&lt;br /&gt;
::2. It's bugged. Once it reached 100, maybe the las effect stops working? This would only work on decrease effects, though, not effects such as  &amp;quot;increase magica regen by 150%.&lt;br /&gt;
&lt;br /&gt;
::3. Maybe J'zargo isn't out of magicka, but his AI is behaving like that, because he isn't using the magicka. It might somehow think that he used it all, just because he used as many spells as he normally would. This would mean that AI behaves without regard to enchantments upon them, whether theu are working or not. Thus, a follower may use a one-handed weapon because their one-handed skill is stronger than two-handed, even though you have used an enchantment so that their two-handed ability would be more effective.&lt;br /&gt;
This is all speculation, of course, but they all seem equally possible. -[[User:TheThirdWilliam|TheThirdWilliam]] 17:34, 4 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Follower Count Bug ==&lt;br /&gt;
&lt;br /&gt;
I've only ever had Lydia as a follower (aside from temporary quest ones). I left her at home while I went thieving and assassinating, and now a couple of levels later she won't rejoin me, saying I already have a follower. I don't.&lt;br /&gt;
Possible candidates MIGHT be:&lt;br /&gt;
* Barbas, who I picked up at some point (although instead of coming with me to Clavicus's Shrine like the journal says, he's teleported off somewhere).&lt;br /&gt;
* Farkas, who went off to the quest location on his own, which doesn't exactly count as &amp;quot;following&amp;quot;...&lt;br /&gt;
Those are the only two I can think of, and in either case it's pretty badly broken if it's counting them. I don't think I CAN do Barbas's quest (without spoilers, which I don't want), since the quest target just points at wherever I am, but I'll try Farkas's and see if that fixes it. [[User:Aliana|Aliana]] 13:33, 4 December 2011 (UTC)&lt;br /&gt;
: Okay, it's Farkas. Even though he isn't actually following you, he still takes up that slot. [[User:Aliana|Aliana]] 10:09, 5 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Some NPCs just will ''not'' follow you. ==&lt;br /&gt;
&lt;br /&gt;
Anyone have any idea what's up with some NPCS just refusing to be followers?  I recently married Elisif the Fair using console commands, but I cannot get her to follow me at all.  Are there some special commands I'm missing, or is there something about her that just makes it impossible?&lt;br /&gt;
&lt;br /&gt;
I had no problems with Ysolda. {{unsigned|Varus2319|11:10, 5 December 2011 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
Perhabs some characters are not scripted/don't have the dialogue options? [[Special:Contributions/219.88.64.227|219.88.64.227]] 09:51, 7 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Follower default Class and Items can be changed via console? ==&lt;br /&gt;
&lt;br /&gt;
I got an issue concerning the command &amp;quot;equipitem hexa #&amp;quot; when I selecte an NPC. After I leave the area, the targeted NPC will revert to the previously equiped item. I want my follower to use the better weapons so there is a way to make them have as default a better weapon/armor. Also I noticed on UESP that different followers have different class (barbarian,mage etc), how can we switch them via console?&lt;br /&gt;
&lt;br /&gt;
== Using the infinite carry glitch by telling a follower to pick something up ==&lt;br /&gt;
&lt;br /&gt;
Just a warning. That glitch is helpfull for when your out of space but when I bought the biggest house in Solitude I realized it would be easy as pie to get Lydia to take everything out of the cupboards of Breezehome so I could take it with me. BUT almost every single item she took, once I took it back, was marked as stolen. Even some things I smithed my self or quest rewards like Wuuthrad. This is obviously a pain. Don't know if it happens every time, but just so everyone knows. --[[User:Lyco499|Lyco499]] 02:15, 5 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== All you need to know about making your Follower a Spellsword/Nightblade Onehanded in one hand Magick in the other..... GUIDE ==&lt;br /&gt;
&lt;br /&gt;
This is work in progress, going to finish up when I get home lol&lt;br /&gt;
&lt;br /&gt;
Ok lets start by saying that this is pretty simple to do and in some cases leviates some of the problems you might be having with companions like their stats not leveling up with you.&lt;br /&gt;
First roadblock is to make sure your companion uses spells only in left hand, that makes him use his right hand eqipped weapon time which is totally awesome. We do this by adding special spells that are only left handed...&lt;br /&gt;
&lt;br /&gt;
You can find them by getting all spells with &amp;quot;psb&amp;quot; command, then use &amp;quot;help &amp;lt;spellname&amp;gt; 0&amp;quot; and find all spelld ID within &amp;quot;SPEL:&amp;quot; section (I will try and list most I could find)&lt;br /&gt;
You might notice that some of the left handed spells require much more mana than usuall counterparts, fear not... followers don't seem to be paying much attention to manacost, they cast spells at significant discount. I checked this with &amp;quot;getav magicka&amp;quot; before and after follower casts whatever he is casting.&lt;br /&gt;
&lt;br /&gt;
Another thing you will have to decide is whether you want your companion to sometimes block or just spam spells like a madman. I am using a mod for improved magic, the mod sets &amp;quot;magickarate&amp;quot; to 3 which is 3 times higher than normal I think. With &amp;quot;Magickarate 3&amp;quot; I found that setting magicka of your follower to 30 will ensure that he will not have enough magicka to spam spells for long time and will start using his sword for blocking(or shield if you wish, looks silly so I let him use sword... more badass!) after the mana runs out. Then since magickarate is set to 30 after a couple of swings and blocks he will use a spell or two again. You will have to tweak this to your liking for best results, I would assume that with standard &amp;quot;magickarate 1&amp;quot; the follower would spam shitlots of lightningbolts and then go silent for a long time and use weapon and block.&lt;br /&gt;
(remember, do not give your companion any + magicka or +magickaregen items... if you absolutely must then use &amp;quot;forceav magicka &amp;lt;actorvalue&amp;gt;&amp;quot; to override followers magicka.&lt;br /&gt;
&lt;br /&gt;
Class ID's and onehanded Spell ID's will be listed at the end of this guide...&lt;br /&gt;
&lt;br /&gt;
Open console, click on your follower. (you will get his ID on the screen)&lt;br /&gt;
&lt;br /&gt;
* 1. setclass &amp;lt;class ID&amp;gt; (you can use this instead of Enable/Disable to fix stats, its much more convinient just enter the command and stats will update... need to reset magicka attribute though)&lt;br /&gt;
* 2. addspell &amp;lt;spell ID&amp;gt;&lt;br /&gt;
* 3. setmagicka &amp;lt;actorvalue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(optional)&lt;br /&gt;
* 4. resetai&lt;br /&gt;
&lt;br /&gt;
(general follower console commands to make them use equipment we want them to use)&lt;br /&gt;
showinventory (lists all items in inventory)&lt;br /&gt;
removeitem &amp;lt;item ID&amp;gt; &amp;lt;amount&amp;gt; (removes item of choice and quantity)&lt;br /&gt;
&lt;br /&gt;
CLASS ID's&lt;br /&gt;
&lt;br /&gt;
Spellsword&lt;br /&gt;
Two versions of Spellswords can be found, Heavy armor and Light armor skill oriented.&lt;br /&gt;
* 00013177(Heavy armor, less HP)&lt;br /&gt;
* 0010F7F9(Light armor, more HP)&lt;br /&gt;
&lt;br /&gt;
Nightblade&lt;br /&gt;
There is only one Nightblade ID and it is Sneak oriented, so if you are a stealth character you might consider this as an option&lt;br /&gt;
&lt;br /&gt;
* 0001317c&lt;br /&gt;
&lt;br /&gt;
SPELL ID's for left hand&lt;br /&gt;
&lt;br /&gt;
* 0010ee3b(Lightning Bolt)&lt;br /&gt;
* 0007d98f(Fire Bolt)&lt;br /&gt;
* 00040000(Ice Spike)&lt;br /&gt;
* 0007231c(Fast Healing)&lt;br /&gt;
&lt;br /&gt;
SPELL ID's the rest can be found here&lt;br /&gt;
&lt;br /&gt;
http://www.uesp.net/wiki/Skyrim:Spells&lt;br /&gt;
&lt;br /&gt;
--[[User:Sukha|Sukha]] 15:58, 5 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== moved from article ==&lt;br /&gt;
&lt;br /&gt;
* Followers that use Archery are broken, as they will only use their starting (default) bow in combat. Giving a higher quality bow (i.e. a Daedric Bow) to a follower will cause them to equip it, but upon fast-travelling or entering combat, they switch back to their crappy starting weapon. It seems that using the console on PC to remove their starting bow is the only way to fix this.&lt;br /&gt;
:[Either fixed or simply untrue. Faendal will happily use a more powerful bow in combat when he is provided with one. (XBox)]&lt;br /&gt;
::Also untrue on PC with Lydia. [[User:Aliana|Aliana]] 15:59, 6 December 2011 (UTC)&lt;br /&gt;
::I've found that Lydia will randomly go back to using her original bow, so it would appear there there is an intermittent bug of some sort. --[[User:Vometia|Vometia]] 23:25, 7 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Using Jordis right now and she literally never uses the enchanted (and smithed) elven bow I gave her.  Still max charges.  I tried equipping and de-equipping her, but she only equips it when I give it to her initially. Once battle begins, she will switch to her default bow to attack with.  PC.  --[[User:Anon|Anon]] 23:25, 9 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I've been trying to figure out the bow thing for a while. I'm using Derkeethus, and the only bow he'll use is the translucent blue Drainspell bow. If it's removed from his inventory, he'll default to his unremovable hunting bow. I've heard other people say their followers only use the Forsworn bow, though I haven't tried giving him one of those myself.&lt;br /&gt;
::::Curiously, I found a forum thread (http://www.gamefaqs.com/boards/615803-/61212460) where someone says the Forsworn bow is (incorrectly) listed as being more powerful than any others, even if the others have higher stats. If this is accurate, and followers are set to use their most powerful weapons, it could explain the weird bow priorities.&lt;br /&gt;
&lt;br /&gt;
== followers max stats chart ==&lt;br /&gt;
&lt;br /&gt;
i compiled an excel chart for all the followers listed in this page.&lt;br /&gt;
info included: max lv, hp/mp/st, and all 18 skills. (a &amp;quot;-&amp;quot; mark means 15)&lt;br /&gt;
&lt;br /&gt;
those who are interested can download the file from http://www.mediafire.com/?g3755cpb3vw7pct&lt;br /&gt;
&lt;br /&gt;
some general conclusions after all these number inputting:&lt;br /&gt;
&lt;br /&gt;
- best melee/shield guy: any housecarl&lt;br /&gt;
&lt;br /&gt;
- best sneak/archer: aela or cicero&lt;br /&gt;
&lt;br /&gt;
- best caster: J'zargo at high lvs, marcurio or aranea otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- farkas got weird stats. despite being the master heavy armor trainer, he has no profiency in that skill (basic 15). instead, hes got expertise in pickpocketing (100).&lt;br /&gt;
&lt;br /&gt;
- i realized theres some discrepancy between my data and the section &amp;quot;follower description farkas&amp;quot;. could this be a pc/console difference? im pc&lt;br /&gt;
&lt;br /&gt;
- j'zargo apparently doesnt have a lv cap applied. so he can go all the way to 81 with players. making him the best follower under most circumstances. top hp and mp, and 100 profiency in 5 skills: destruction, illusion, restoration, onehanded, heavyarmor.&lt;br /&gt;
&lt;br /&gt;
- npcs get the same racial bonuses as players. so same starting resistances for each race. hence i didnt bother to write them out in the chart.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
on sheet2 of the table, i also did a level by level stats progression study on faendal.&lt;br /&gt;
he starts at lv 6 and goes to 30.&lt;br /&gt;
for this, i only tracked his 4 trained skills and hp, stamina growth.&lt;br /&gt;
theres an obvious linear growth to hp and stamina (his magicka stays at 50).&lt;br /&gt;
hp at a rate of 25/3 per lv, stamina at 10/3 per lv.&lt;br /&gt;
&lt;br /&gt;
skills however, are more complicated.&lt;br /&gt;
higher initial stats does not necessarily lead to faster growth.&lt;br /&gt;
hopefully somebody else could find a pattern to it.&lt;br /&gt;
:This is an exceptionally useful chart, thank you! Would you consider putting (and sharing) it on Google Docs? [[Special:Contributions/99.46.140.140|99.46.140.140]] 21:01, 11 December 2011 (UTC)&lt;br /&gt;
:: With apologies to the original anonymous contributor, I made a somewhat prettier version of the data, added a few things of my own, and put it on Google Docs here: https://docs.google.com/spreadsheet/ccc?key=0Aly8njaU3H1adGJYTlJaUnRxRUN2RnM5MkxPaU1mQkE.  It's publicly visible and editable, in case people want to add missing NPC location info &amp;amp; such.  All numerical data &amp;amp; completeness or lack thereof comes from the original table.  The second &amp;quot;sheet&amp;quot; has Faendal's stats and the exact formulas used to calculate his health &amp;amp; stamina.  Enjoy!  [[User:Perko|Perko]] 13 December 2011&lt;br /&gt;
&lt;br /&gt;
:::I dont know if somebody maybe screwed around with perko's google docs spreadsheet or what, but the stats are totally off compared to the original anonymous contributors chart. The first thing I noticed was Illia was listed as a fighter/assassin rather than a mage as she should be, so I fixed that, but then I noticed the max levels and stats are completely different from what the original chart said. I dont know which chart is accurate so I didn't try to fix any of the stats. [[Special:Contributions/71.181.58.185|71.181.58.185]] 02:31, 14 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::What may ultimately be more useful is a spreadsheet for the classes, not each individual follower. At least if my assumption is correct that followers are simply accruing stats based on class templates - all the housecarls being identical make a compelling case. This is potentially very easy to test with console &amp;quot;setlevel&amp;quot; and &amp;quot;setclass&amp;quot;. If true then the spreadsheet would additionally be useful in designing your own custom follower. [[Special:Contributions/99.46.140.140|99.46.140.140]] 09:50, 14 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::: Ok, looks like making it publicly editable was a mistake.  Somebody sorted it wrong and it was all out of whack as the above poster pointed out.  Also for some reason many of my profile entries were deleted. I'm sure there were some legit edits made also, and I apologize for having to reset it.  I re-uploaded the original version and restricted editing.  If anybody who knows what they're doing wants editing access, let me know.  I don't have the locations filled out, because I was only adding those for the ones I've personally met.  Re: The spreadsheet for classes - Good point, and I may at some point even look at doing that myself, but not anytime soon.&lt;br /&gt;
&lt;br /&gt;
== Blade Carry Weight Changes ==&lt;br /&gt;
&lt;br /&gt;
I've noticed that when I had Lydia join the Blades that her ability to carry the exact same weight of weapons and apparel seemed to decrease. I was wondering if there were any stat changes upon becoming a Blade? Has anyone noticed anything similar?&lt;br /&gt;
&lt;br /&gt;
By reading through the previous topics, I guess she may have somehow generated another hunting bow or set of armor or both, because of the bug that causes them to generate a new one of these items every time they are dismissed. Did she leave your service? [[User:Broxigar|Broxigar]] 11:13, 10 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Is there any chance that an injured follower (specifically Lydia) could die after being given the command to return home? I own Breezerun, and sent her home after a battle left her wounded. I gave her healing potions and cure disease potions, but she didn't seem to be using them. She limped away, presumably in the direction of Whiterun, but doesn't seem to have made it back. Is it possible it is just taking a REALLY long time for her to limp back to Whiterun, or should I assume she didn't make it? (When I issued the command, we were close to Morthal.)&lt;br /&gt;
:A lot of followers take a long time to return home, keep in mind that they move at walking speed. Wait another few days and check again.[[User:RIM|RIM]] 20:49, 10 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Follower Classes (and SetClass shortcut to catch them up to your level) ==&lt;br /&gt;
&lt;br /&gt;
Inspired by the Nightblade / Spellsword howto above I started digging through console commands to see if I could determine the current class of my follower - Jenassa at the moment. This information doesn't seem well publicized or at least it isn't all together in one place. This is what I've got so far:&lt;br /&gt;
&lt;br /&gt;
1. You need a list of the classes to start. This Wiki doesn't seem to have a list I can find (or could someone point it out?), Wikia does have this semi-helpful page: http://elderscrolls.wikia.com/wiki/Classes&lt;br /&gt;
&lt;br /&gt;
2. Here's the tricky part. You can &amp;quot;help &amp;lt;classname&amp;gt; 0&amp;quot; in the console to get Class ID's, but I have no idea if my reference above is a complete list, and there are multiple versions of some (different proficiencies, like the howto explains) that are difficult to distinguish, at least in the console. A table of Skyrim's follower classes with the class id's and variations would be handy here.&lt;br /&gt;
&lt;br /&gt;
3. Now the tedious part. Take your best guess or just go through the list. Use the console command &amp;quot;getisclass &amp;lt;classid&amp;gt;&amp;quot; to try to find a match. (You'll have to click or prid the follower first, of course.) I've looked at a few &amp;quot;complete&amp;quot; console command lists and there doesn't seem to be anything like a GetClass. :(&lt;br /&gt;
&lt;br /&gt;
Jenassa, by the way, is a Ranger. She sure talks like one. :p&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/99.46.140.140|99.46.140.140]] 21:22, 11 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Additionally, I can confirm that the setclass shortcut worked on Jenassa to catch her up to my current level. Ranger is 13181, so &amp;quot;setclass 13181&amp;quot; brought her up to par without duplicating any inventory and the additional hassle of dismiss/disable/enable/hire. Confirmed with getavinfo health / marksman. [[Special:Contributions/99.46.140.140|99.46.140.140]] 21:52, 11 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Lydia's class, Warrior, is 13176. Going to try setclass for a few levels and observe if any side-effects. [[Special:Contributions/99.46.140.140|99.46.140.140]] 22:54, 11 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've used the setclass shortcut on Lydia at least 10 times now, no side effects observed. If anything this almost makes her ''too'' powerful. [[Special:Contributions/99.46.140.140|99.46.140.140]] 17:47, 12 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thanks, very helpful!&lt;br /&gt;
&lt;br /&gt;
== Follower's Follow Distance is Too Close ==&lt;br /&gt;
&lt;br /&gt;
I don't expect the followers to perform flawlessly, but their AI leaves a lot to be desired. With a follower stealth is nearly impossible, they don't stay put if a fight breaks out even if they have been commanded to do so, they blunder into the same trap over and over, they often get stuck or will not follow you through rocky areas, etc. The biggest annoyance is that all followers stay way too close in a dungeon. When my character stops, the follower often keeps moving until they bump into me. I've been knocked off of a high ledge more than once because of this. Does anyone know a way of setting the AI to increase their follow distance?&lt;br /&gt;
&lt;br /&gt;
: Odd, my Lydia is often so far behind me in dungeons I have to go back and make sure she isn't taking a nap. More than a few times I've engaged with an enemy or group that's just a little over my head, and I keep waiting and waiting for her to show up. Inevitably I retreat and in some really bad pathing situations I had to &amp;quot;moveto player&amp;quot; in the console. :\ [[Special:Contributions/99.46.140.140|99.46.140.140]] 17:45, 12 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Marriageable ? ==&lt;br /&gt;
&lt;br /&gt;
Shouldn't it be &amp;quot;Marriable&amp;quot; instead of &amp;quot;Marriageable&amp;quot; ? [[User:Krag|Krag]] 21:46, 12 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I spell-checked it and Marriageable appears to be correct, as is. [[User:Eric Snowmane|&amp;lt;span style=&amp;quot;font-size:20px;font-family:daedric,oblivion,SMMacro&amp;quot;&amp;gt;Eric Snowmane&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Eric Snowmane|&amp;lt;font color=&amp;quot;Grey&amp;quot;&amp;gt;Questions?&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 21:48, 12 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:wow. Thanks for checking - I should have done more research.. [[User:Krag|Krag]] 02:49, 13 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Followers Difficulty Level ==&lt;br /&gt;
&lt;br /&gt;
Just wondering if anyone knew, do the followers have the difficulty penalty/benefit like the PC or are they just regular NPCs? (what about summons for that matter).  If they do not share your difficulty handicap, then on higher difficulties, followers would be very OP (doing 2x your dmg, taking 1/2 dmg).&lt;br /&gt;
My follower seems to be dishing out a LOT of damage compared to me..... using the same weapon. {{Unsigned|144.211.101.117|19:40, 14 December 2011 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
:Same here. I don't think they're effected by the difficulty change as you are. I vaguely remember reading that this was true for Oblivion, so this is likely so. --[[User:Alpha Kenny Buddy|AKB]] &amp;lt;sup&amp;gt;[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]&amp;lt;/sup&amp;gt; 19:40, 14 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::That's been my experience, especially if you keep your follower leveled with you (discussions above). Lydia (any housecarl) makes an excellent meat-shield in fights that would otherwise be near-impossible... like 2 random bandits along the road. :p  I'm on the fence on whether this compensates for the insanely difficult early-game (especially if you aren't Heavy or Conjur!) or trivializes it. A mod would probably be a good medium between insufficient challenge (w/follower) and stupidly repetitious combat (solo) on Master. [[Special:Contributions/99.46.140.140|99.46.140.140]] 02:33, 15 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>71.132.201.220</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:I_Done_Got_Thaned!&amp;diff=817449</id>
		<title>Skyrim talk:I Done Got Thaned!</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:I_Done_Got_Thaned!&amp;diff=817449"/>
		<updated>2011-12-15T07:56:52Z</updated>

		<summary type="html">&lt;p&gt;71.132.201.220: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Seems like this quest can get bugged and become uncompleteable if you clear Cragslan before you get the task to Disrupt the Skooma operation there.&lt;br /&gt;
&lt;br /&gt;
The quest has become bugged for me despite doing everything in the correct order. Bought the property, went to have a look at it before decorating it, after decorating spoke to the Jarl and she won't acknowledge that I've bought it. --[[User:Valadez|Valadez]] 17:01, 21 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
The same thing has happened to me.  She told me to talk to her again after I bought the house.  I bought it and all the decorations, but she doesn't have any talk options relating to it, and standing near her gets no response.&lt;br /&gt;
&lt;br /&gt;
For those getting stuck at the end, ''setstage FreeformRiftenThane 200'' seems to do the trick. &lt;br /&gt;
You become thane of Riften, get a levelled weapon and can now find Iona in Honeyside.&lt;br /&gt;
If others can confirm this works for them, please add the fix to the main page. - [[Special:Contributions/83.103.179.60|83.103.179.60]] 12:59, 23 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Yeah, seems to have done the trick [[Special:Contributions/69.133.198.165|69.133.198.165]] 18:30, 23 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Confirmed YA: Gets stuck on stage 15.  Setting to 200 completes the quest and completes all pending tasks as mentioned above.&lt;br /&gt;
&lt;br /&gt;
:In my case, getstage returns 20; setstage 200 works but setstage 30 doesn't (says stage not found). Also, if completed this way, I don't see the quest on the finished quest list. [[Special:Contributions/71.132.201.220|71.132.201.220]] 07:56, 15 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Im not recieving the quest, is it because i finished the Imperial Legion Questline and the Jarl is different? -Azurome&lt;br /&gt;
&lt;br /&gt;
Apparently, if you buy the house, then the decorations before talking to the Jarl, it will bug (as opposed to buying JUST the house, then talking to her). This seems to have happened to me. I'm going to try the above fix.&lt;br /&gt;
&lt;br /&gt;
==== Replication ====&lt;br /&gt;
&lt;br /&gt;
Was able to replicate bug. If you buy the house (Honeyside) from the Steward before you talk to the Jarl (when she tells you she is going to make you Thane), then the quest gets bugged and won't let you proceed with quest. This seems to be due to the intended sequence of the quest being 1. Talk to Jarl 2. Buy House from the Steward 3. Talk to Jarl where she makes you Thane. By completing step 2 before step 1, the Jarl will no longer have any speach options for step 1 or 3.&lt;br /&gt;
&lt;br /&gt;
The bug can also be replicated by, talking to the Jarl first (step 1), buying the house from the Steward (step 2), leaving and visiting the house, and returning to speak to the Jarl for step 3. She will be bugged this way as well. Decoration of house does not seem to affect this quest, rather it is the act of visiting the house that can trigger the bug. (Perhaps the main quest description should eliminate step 5 so as to not encourage the bug to happen. You do not need to visit the house to become Thane.)&lt;br /&gt;
&lt;br /&gt;
[[User:Oldbucsfan|Oldbucsfan]] 21:27, 1 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I suspect that what some interpret as decoration creating the bug is actually them visiting the house before completing the quest. I am guessing that they not only upgraded, but went to see their upgrades before talking to the Jarl the last time. I have tried (repeatedly) to get upgrading the house to cause the bug, but it will not for me. - [[User:Oldbucsfan|Oldbucsfan]] 21:59, 1 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==== Bug Avoidance ====&lt;br /&gt;
&lt;br /&gt;
Talk to Jarl first, immediately buy house from the Steward, and immediately talk to Jarl again. Do not visit the house before talking to the Jarl the second time or deviate from this order. - [[User:Oldbucsfan|Oldbucsfan]] 21:27, 1 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Never Even Got The Quest ==&lt;br /&gt;
&lt;br /&gt;
Did this a couple days ago but just stumbled onto this page today.  Looking through my quest list now and I never received this quest. Wish I could elaborate, but it is not fresh in my memory and I have no idea what I may have done to not get it.  I did everything for the quest and was still named Thane, in fact I just committed a crime to make sure and the dialogue option did pop up, so I'm definitely Thane.  Odd bug as a side effect though: didn't receive the Blade of the Rift for becoming Thane.  Got some enchanted Iron weapon, I thought she was just being cheap so I killed her sons. Whoops.--[[User:Affubalator|Affubalator]] 05:41, 4 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;thought she was just being cheap so I killed her sons. Whoops.&amp;quot; &amp;lt;---- (LMAO xD)&lt;br /&gt;
&lt;br /&gt;
I became Thane, but only received an enchanted iron weapon as well. In my case, I believe it was because I helped  the required number of people before actually being given the quest to become Thane. Hopefully someone else can verify this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reply: It is not a side quest, it is a miscellaneous quest and therefore won't show up in the completed quests section of your journal. You in fact get something called the &amp;quot;Blade of the Rift&amp;quot; when you complete the quest, but it is not named that in your inventory. Instead it is a random leveled weapon, so what you describe is not a bug, but just the way this quest works. - [[User:Oldbucsfan|Oldbucsfan]] 22:11, 5 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I saved the game and then realized I got the bug where Jarl wont speak to me :(&lt;br /&gt;
Is there a console command to fix this? &amp;quot;FreeformRiftenThane 30&amp;quot;? I'll try this....&lt;/div&gt;</summary>
		<author><name>71.132.201.220</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:I_Done_Got_Thaned!&amp;diff=817448</id>
		<title>Skyrim talk:I Done Got Thaned!</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:I_Done_Got_Thaned!&amp;diff=817448"/>
		<updated>2011-12-15T07:56:39Z</updated>

		<summary type="html">&lt;p&gt;71.132.201.220: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Seems like this quest can get bugged and become uncompleteable if you clear Cragslan before you get the task to Disrupt the Skooma operation there.&lt;br /&gt;
&lt;br /&gt;
The quest has become bugged for me despite doing everything in the correct order. Bought the property, went to have a look at it before decorating it, after decorating spoke to the Jarl and she won't acknowledge that I've bought it. --[[User:Valadez|Valadez]] 17:01, 21 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
The same thing has happened to me.  She told me to talk to her again after I bought the house.  I bought it and all the decorations, but she doesn't have any talk options relating to it, and standing near her gets no response.&lt;br /&gt;
&lt;br /&gt;
For those getting stuck at the end, ''setstage FreeformRiftenThane 200'' seems to do the trick. &lt;br /&gt;
You become thane of Riften, get a levelled weapon and can now find Iona in Honeyside.&lt;br /&gt;
If others can confirm this works for them, please add the fix to the main page. - [[Special:Contributions/83.103.179.60|83.103.179.60]] 12:59, 23 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Yeah, seems to have done the trick [[Special:Contributions/69.133.198.165|69.133.198.165]] 18:30, 23 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Confirmed YA: Gets stuck on stage 15.  Setting to 200 completes the quest and completes all pending tasks as mentioned above.&lt;br /&gt;
&lt;br /&gt;
:In my case, getstage returns 20; setstage 200 works but setstage 30 doesn't (says stage not found). Also, if completed this way, I don't see the quest on the finished quest list.&lt;br /&gt;
&lt;br /&gt;
Im not recieving the quest, is it because i finished the Imperial Legion Questline and the Jarl is different? -Azurome&lt;br /&gt;
&lt;br /&gt;
Apparently, if you buy the house, then the decorations before talking to the Jarl, it will bug (as opposed to buying JUST the house, then talking to her). This seems to have happened to me. I'm going to try the above fix.&lt;br /&gt;
&lt;br /&gt;
==== Replication ====&lt;br /&gt;
&lt;br /&gt;
Was able to replicate bug. If you buy the house (Honeyside) from the Steward before you talk to the Jarl (when she tells you she is going to make you Thane), then the quest gets bugged and won't let you proceed with quest. This seems to be due to the intended sequence of the quest being 1. Talk to Jarl 2. Buy House from the Steward 3. Talk to Jarl where she makes you Thane. By completing step 2 before step 1, the Jarl will no longer have any speach options for step 1 or 3.&lt;br /&gt;
&lt;br /&gt;
The bug can also be replicated by, talking to the Jarl first (step 1), buying the house from the Steward (step 2), leaving and visiting the house, and returning to speak to the Jarl for step 3. She will be bugged this way as well. Decoration of house does not seem to affect this quest, rather it is the act of visiting the house that can trigger the bug. (Perhaps the main quest description should eliminate step 5 so as to not encourage the bug to happen. You do not need to visit the house to become Thane.)&lt;br /&gt;
&lt;br /&gt;
[[User:Oldbucsfan|Oldbucsfan]] 21:27, 1 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I suspect that what some interpret as decoration creating the bug is actually them visiting the house before completing the quest. I am guessing that they not only upgraded, but went to see their upgrades before talking to the Jarl the last time. I have tried (repeatedly) to get upgrading the house to cause the bug, but it will not for me. - [[User:Oldbucsfan|Oldbucsfan]] 21:59, 1 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==== Bug Avoidance ====&lt;br /&gt;
&lt;br /&gt;
Talk to Jarl first, immediately buy house from the Steward, and immediately talk to Jarl again. Do not visit the house before talking to the Jarl the second time or deviate from this order. - [[User:Oldbucsfan|Oldbucsfan]] 21:27, 1 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Never Even Got The Quest ==&lt;br /&gt;
&lt;br /&gt;
Did this a couple days ago but just stumbled onto this page today.  Looking through my quest list now and I never received this quest. Wish I could elaborate, but it is not fresh in my memory and I have no idea what I may have done to not get it.  I did everything for the quest and was still named Thane, in fact I just committed a crime to make sure and the dialogue option did pop up, so I'm definitely Thane.  Odd bug as a side effect though: didn't receive the Blade of the Rift for becoming Thane.  Got some enchanted Iron weapon, I thought she was just being cheap so I killed her sons. Whoops.--[[User:Affubalator|Affubalator]] 05:41, 4 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;thought she was just being cheap so I killed her sons. Whoops.&amp;quot; &amp;lt;---- (LMAO xD)&lt;br /&gt;
&lt;br /&gt;
I became Thane, but only received an enchanted iron weapon as well. In my case, I believe it was because I helped  the required number of people before actually being given the quest to become Thane. Hopefully someone else can verify this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reply: It is not a side quest, it is a miscellaneous quest and therefore won't show up in the completed quests section of your journal. You in fact get something called the &amp;quot;Blade of the Rift&amp;quot; when you complete the quest, but it is not named that in your inventory. Instead it is a random leveled weapon, so what you describe is not a bug, but just the way this quest works. - [[User:Oldbucsfan|Oldbucsfan]] 22:11, 5 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I saved the game and then realized I got the bug where Jarl wont speak to me :(&lt;br /&gt;
Is there a console command to fix this? &amp;quot;FreeformRiftenThane 30&amp;quot;? I'll try this....&lt;/div&gt;</summary>
		<author><name>71.132.201.220</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=User_talk:Themendios&amp;diff=817329</id>
		<title>User talk:Themendios</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User_talk:Themendios&amp;diff=817329"/>
		<updated>2011-12-15T05:38:58Z</updated>

		<summary type="html">&lt;p&gt;71.132.201.220: /* Follower Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Welcome + bit of advice ==&lt;br /&gt;
&lt;br /&gt;
Hello and welcome to UESPWiki! Thanks for your interest in the wiki; however, you seem to have been making multiple edits to a page by not using the [[Help:Show Preview|show preview]] button, clogging up the [[Special:Recentchanges|Recent Changes]] in the process. We appreciate your enthusiasm, but keep in mind that each edit needs to be [[UESPWiki:Patrollers|patrolled]], so multiple consecutive edits create an unnecessary hassle on those who patrol. So please utilize this feature! You may also want to look over our [[UESPWiki:Style_Guide|style guide]] and [[UESPWiki:Getting Started|Getting Started guide]]. Feel free to [[UESPWiki:Contact|ask]] if you have any questions. --[[User:Krusty|Krusty]] 01:01, 30 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just incrementally updating the list of essential NPCs since I intend to mod them.  Only way I know how other than keeping a million tabs open, sorry for any inconvenience but I think it's adding a lot --tm&lt;br /&gt;
&lt;br /&gt;
== Stubs ==&lt;br /&gt;
&lt;br /&gt;
Hello again. Please do not remove stub-tags from nearly empty NPC pages. If there's more info to add (background story, quest info, inventory and so on), the article is still a stub. Also, only add essential/respawn-info if the answer is yes. When it is 'no' it is standard procedure not to mention it. --[[User:Krusty|Krusty]] 00:21, 10 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Aela ==&lt;br /&gt;
&lt;br /&gt;
Can you read the notes before removing them? Some of them aren't obvious, like this one ----&amp;gt;'' Like Farkas and Vilkas, if married Aela is for some reason removed from the essential list.''&lt;br /&gt;
You just removed it, didn't re-write it or add it as a bug. Please think about you reverts, I could see what was wrong with the spacing before, the only problem was the first note wanted cutting down. --&amp;lt;span style=&amp;quot;font-size:large&amp;quot;&amp;gt;[[User:Kiz|&amp;lt;span style=&amp;quot;color:#B8860B&amp;quot;&amp;gt;Kiz&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;sup&amp;gt;&amp;lt;span style=&amp;quot;font-size:x-small&amp;quot;&amp;gt; ·•· [[User_Talk:Kiz|Talk]] ·•· [[Special:Contributions/Kiz|Contribs]] ·•· [[Special:EmailUser/Kiz|Mail]] ·•·&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt; 19:43, 12 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Follower Bugs ==&lt;br /&gt;
&lt;br /&gt;
http://www.uesp.net/w/index.php?title=Skyrim%3AFollowers&amp;amp;diff=817266&amp;amp;oldid=817264&lt;br /&gt;
&lt;br /&gt;
Note 2 that you removed is not the same as note 1. Note 1 is about stack of items appearing as &amp;quot;single item (count)&amp;quot; and replacing previous ones, thus permanently lost; note 2 is about not seeing items temporarily because they match default hidden gear of the follower. Yes they both involve stack of stuff but the behaviors and the bugs are different.&lt;br /&gt;
Note 3 is debatable, because sometimes it's obvious that the follower can reach the item and even collides (pushes) the item away a bit, but just won't pick it up. [[Special:Contributions/71.132.201.220|71.132.201.220]] 05:38, 15 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>71.132.201.220</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=User_talk:Themendios&amp;diff=817328</id>
		<title>User talk:Themendios</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User_talk:Themendios&amp;diff=817328"/>
		<updated>2011-12-15T05:38:46Z</updated>

		<summary type="html">&lt;p&gt;71.132.201.220: /* Follower Bugs */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Welcome + bit of advice ==&lt;br /&gt;
&lt;br /&gt;
Hello and welcome to UESPWiki! Thanks for your interest in the wiki; however, you seem to have been making multiple edits to a page by not using the [[Help:Show Preview|show preview]] button, clogging up the [[Special:Recentchanges|Recent Changes]] in the process. We appreciate your enthusiasm, but keep in mind that each edit needs to be [[UESPWiki:Patrollers|patrolled]], so multiple consecutive edits create an unnecessary hassle on those who patrol. So please utilize this feature! You may also want to look over our [[UESPWiki:Style_Guide|style guide]] and [[UESPWiki:Getting Started|Getting Started guide]]. Feel free to [[UESPWiki:Contact|ask]] if you have any questions. --[[User:Krusty|Krusty]] 01:01, 30 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just incrementally updating the list of essential NPCs since I intend to mod them.  Only way I know how other than keeping a million tabs open, sorry for any inconvenience but I think it's adding a lot --tm&lt;br /&gt;
&lt;br /&gt;
== Stubs ==&lt;br /&gt;
&lt;br /&gt;
Hello again. Please do not remove stub-tags from nearly empty NPC pages. If there's more info to add (background story, quest info, inventory and so on), the article is still a stub. Also, only add essential/respawn-info if the answer is yes. When it is 'no' it is standard procedure not to mention it. --[[User:Krusty|Krusty]] 00:21, 10 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Aela ==&lt;br /&gt;
&lt;br /&gt;
Can you read the notes before removing them? Some of them aren't obvious, like this one ----&amp;gt;'' Like Farkas and Vilkas, if married Aela is for some reason removed from the essential list.''&lt;br /&gt;
You just removed it, didn't re-write it or add it as a bug. Please think about you reverts, I could see what was wrong with the spacing before, the only problem was the first note wanted cutting down. --&amp;lt;span style=&amp;quot;font-size:large&amp;quot;&amp;gt;[[User:Kiz|&amp;lt;span style=&amp;quot;color:#B8860B&amp;quot;&amp;gt;Kiz&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;sup&amp;gt;&amp;lt;span style=&amp;quot;font-size:x-small&amp;quot;&amp;gt; ·•· [[User_Talk:Kiz|Talk]] ·•· [[Special:Contributions/Kiz|Contribs]] ·•· [[Special:EmailUser/Kiz|Mail]] ·•·&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt; 19:43, 12 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Follower Bugs ==&lt;br /&gt;
&lt;br /&gt;
http://www.uesp.net/w/index.php?title=Skyrim%3AFollowers&amp;amp;diff=817266&amp;amp;oldid=817264&lt;br /&gt;
&lt;br /&gt;
Note 2 that you removed is not the same as note 1. Note 1 is about stack of items appearing as &amp;quot;single item (count)&amp;quot; and replacing previous ones, thus permanently lost; note 2 is about not seeing items temporarily because they match default hidden gear of the follower. Yes they both involve stack of stuff but the behaviors and the bugs are different.&lt;br /&gt;
Note 3 is debatable, because sometimes it's obvious that the follower can reach the item and even collides (pushes) the item away a bit, but just won't pick it up.&lt;/div&gt;</summary>
		<author><name>71.132.201.220</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Orc_Hunter&amp;diff=816268</id>
		<title>Skyrim talk:Orc Hunter</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Orc_Hunter&amp;diff=816268"/>
		<updated>2011-12-14T07:39:50Z</updated>

		<summary type="html">&lt;p&gt;71.132.201.220: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Are Orc Hunters always hostile? I came across a group and they attacked me.&lt;br /&gt;
:I saw two and they attacked each other; kinda hilarious. No, they were not hostile to me. [[Special:Contributions/71.132.201.220|71.132.201.220]] 07:39, 14 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>71.132.201.220</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Fort_Amol&amp;diff=814636</id>
		<title>Skyrim talk:Fort Amol</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Fort_Amol&amp;diff=814636"/>
		<updated>2011-12-13T09:09:40Z</updated>

		<summary type="html">&lt;p&gt;71.132.201.220: /* Mages Respawn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stormcloaks return==&lt;br /&gt;
When I cleared this fort, it was taken over by Stormcloaks when I returned a few days later. [[User:Sakkura|Sakkura]] 23:34, 21 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mages Respawn==&lt;br /&gt;
Unlike Sakkura, I've accidentally returned to Fort Amol a long time after clearing it (saw it by the road and though it was an unexplored one). The mages had respawned, and so did the loot, even the armour on the Stormcloak corpses.&lt;br /&gt;
&lt;br /&gt;
:I cleared it the first time but it wasn't marked as Cleared on the map. I just cleared it a second time (some loot respawned; some didn't) and still it's not marked as so on the map. [[Special:Contributions/71.132.201.220|71.132.201.220]] 09:09, 13 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Nearby Mill==&lt;br /&gt;
Mixwater Mill, a lumbermill, is located directly across the river from Fort Amol.  [[Special:Contributions/68.127.231.210|68.127.231.210]] 01:51, 28 November 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>71.132.201.220</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Followers&amp;diff=814536</id>
		<title>Skyrim:Followers</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Followers&amp;diff=814536"/>
		<updated>2011-12-13T07:08:22Z</updated>

		<summary type="html">&lt;p&gt;71.132.201.220: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|NPCs}}&lt;br /&gt;
Various NPCs and creatures can '''follow''' you while you're playing the game and be your ally. These followers can fight at your side; some can also carry your equipment and perform other tasks. Followers can be divided into those who follow you permanently (until they die or are dismissed), and those who follow you temporarily.&lt;br /&gt;
&lt;br /&gt;
'''Permanent followers''' usually become available after you complete a [[Skyrim:Quests|quest]] of some kind. Most players will meet [[Skyrim:Lydia|Lydia]] as their first follower, after completing the main story quest [[Skyrim:Dragon Rising|Dragon Rising]], but there are also many others. You can also find mercenaries for hire in the cities and recruit certain [[#Dogs|dogs]] in the game.  You can have at most one permanent NPC follower and one dog follower at any time.&lt;br /&gt;
&lt;br /&gt;
Some NPCs follow you '''temporarily''' for the duration of a quest.  If you avoid completing the quest and go somewhere else, they may follow you around.  As many of these NPCs are unkillable, and you can have several followers at the same time, you can use them to fight difficult enemies in a different questline.&lt;br /&gt;
&lt;br /&gt;
You can interact with permanent followers by talking with them (outside of combat).  You will then be able to exchange items with them, or give a command, depending on their abilities:&lt;br /&gt;
* Attack another NPC or creature;&lt;br /&gt;
* Wait at a given location;&lt;br /&gt;
* Use an object, such as a lever or a chair;&lt;br /&gt;
* Activate a [[Skyrim:Shrines|Shrine]] for its [[Skyrim:Blessings|blessing]];&lt;br /&gt;
* [[Skyrim:Lockpicking|Open]] a locked door or container;&lt;br /&gt;
* Pick up items;&lt;br /&gt;
* Sleep in a bed (useful for [[Skyrim:Vampirism|Vampires]]);&lt;br /&gt;
* Leave your service (and return to a certain place).&lt;br /&gt;
&lt;br /&gt;
You cannot give most of these commands to temporary followers.&lt;br /&gt;
&lt;br /&gt;
Additionally, holding down the Activate button allows you to enter Command Mode, at which point activating another object will &amp;quot;command&amp;quot; the follower to do something or go somewhere.&lt;br /&gt;
&lt;br /&gt;
If you ask a follower to perform an illegal activity, you will be held responsible for the [[Skyrim:Crime|crime]], and your bounty will increase accordingly. If you are [[Skyrim:Sneak|hidden]] though, most crimes you command your follower to commit will go unnoticed. &lt;br /&gt;
&lt;br /&gt;
If your follower is left to wait for a long time, a message will appear that the follower has grown tired of waiting and will start walking to their originating location.&lt;br /&gt;
&lt;br /&gt;
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 replace with the improved items can help fix this. It can also allow you to do this with NPCs who will not trade their equipped items with you. However, it requires the Misdirection (for weapons) and Perfect touch (for armor) perks to achieve this. &lt;br /&gt;
&lt;br /&gt;
Giving a non-essential Follower any of your custom enchanted weapons or shields, letting them die, then looting directly from their corpse, is the only way to remove those enchantments on the items. Only works with weapons and shields, that are customly enchanted. Will not remove the enchantment on the Nightingale Blade, for example.&lt;br /&gt;
&lt;br /&gt;
== Follower Stats ==&lt;br /&gt;
&lt;br /&gt;
A follower's stats are determined based on the level the player is at when he or she first enters the zone that the follower is in. Once generated, the follower's stats do not increase at all. For example, [[Skyrim:Lydia|Lydia]] is usually one of the first followers players will have access to, and most players receive her at a lower level. As such, most players' Lydias will have low stats for the entire game.&lt;br /&gt;
&lt;br /&gt;
If you have an attachment to a certain follower and wish to continue to use him or her after he or she has become obsolete, you can update his or her stats by dismissing the companion, then opening the [[Skyrim:console|console]], clicking the follower in question, typing &amp;quot;disable&amp;quot; and then typing &amp;quot;enable&amp;quot; without the quotation marks, then ask them to rejoin. The follower's inventory will remain unaffected, but his or her stats will all be updated to match the player's current level.&lt;br /&gt;
&lt;br /&gt;
== Follower Death ==&lt;br /&gt;
&lt;br /&gt;
The game treats permanent (non-canon) followers in a similar way to &amp;quot;essential&amp;quot; NPCs, but still allowing the possibility of their death.  When your follower would die to an enemy attack or a trap, they will be incapacitated for some time and begin to recover their [[Skyrim:Health|health]], just like essential NPCs; enemies will stop attacking or targeting them during this time.  However, if they lose all their health again during this period, they will die for good.  Thus, you should try to move the fight away from them, so that they are not hit by a stray arrow or area-effect spell.  They can also die if hit with a damage-over-time poison that is stronger than their health recovery. They can also die from enemy power-attacks.&lt;br /&gt;
&lt;br /&gt;
If you strike your follower dead, on the other hand, there is no recovery.  Attack carefully when your follower is low on health. Follower death by yourself, even accidentally, counts as murder on your crimes list.&lt;br /&gt;
&lt;br /&gt;
Many temporary followers are &amp;quot;essential&amp;quot;, so they cannot be killed, only incapacitated for a while.  Non-essential ones will die immediately when struck down, just as ordinary NPCs.&lt;br /&gt;
&lt;br /&gt;
To ensure follower healing, make sure you give them healing potions and food to carry in their inventory. This way, once a follower is &amp;quot;wounded&amp;quot; they may heal almost immediately and return to the battle. If a follower isn't carrying any healing items, you may have to wait until all enemies in the area are removed before they will heal themselves.&lt;br /&gt;
&lt;br /&gt;
== Follower Trainers ==&lt;br /&gt;
&lt;br /&gt;
Followers who are also trainers will leave money paid for training in their inventory. Simply request to see their inventory and take your gold back for free training.  The follower trainers are:  [[Skyrim:Aela_the_Huntress|Aela the Huntress]] (Archery - up to 75), [[Skyrim:Faendal|Faendal]] (Archery - up to 50), [[Skyrim:Farkas|Farkas]] (Heavy Armor), [[Skyrim:Njada_Stonearm|Njada Stonearm]] (Block - up to 75), [[Skyrim:Vilkas|Vilkas]] (Two-handed), and [[Skyrim:Athis|Athis]] (One-handed - up to 75). After completing a mission for her, [[Skyrim:Annekke_Crag-Jumper|Annekke Crag-Jumper]] becomes a follower, and will also grant you one skill level in Light Armor for completing the mission.&lt;br /&gt;
&lt;br /&gt;
==Permanent Followers==&lt;br /&gt;
=== Hirelings ===&lt;br /&gt;
Hirelings are mercenaries; you’ll need to hire them for a set price of 500 gold and are usually found in taverns. They’ll stick around until they’re dismissed, at which point they'll return to their starting location and you’ll need to pay the fee again to get them back unless they're particularly fond of you, in which case they join free of charge, or if you only dismissed them a short time ago they will join you for free also. Hirelings also use armor and weapons you give them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!Recruitment&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Marriageable&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Can Join Blades&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Belrand|Belrand]]||A male Nord Spellsword found in Solitude. This unique mercenary is a Spellsword, trained in one-handed weapons, light armor, and destruction and restoration.||[[Image:Check.png]] ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Erik the Slayer|Erik the Slayer]]||A male Nord Barbarian found in Rorikstead. Complete a short quest line for him and he will be available at The Frostfruit Inn for hire. He is trained in two-handed weapons, light armor, archery, and block.||[[Image:Check.png]]||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Jenassa|Jenassa]]||A female Dunmer Ranger found inside the Drunken Huntsman in Whiterun. If you are an elf, then you only need to pay her the first time. After that she will join you for free. She is a ranger with specialty in archery and a criminal disposition.||[[Image:Check.png]] ||[[image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Marcurio|Marcurio]]||A male Imperial Destruction Mage found in Riften. A Mage with one unique skill; he’s trained in Destruction, Restoration, Alteration, and Conjuration. He also has some sneak skill.||[[Image:Check.png]] ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Stenvar|Stenvar]]||A male Nord Warrior found in Windhelm. He’s a standard knight, trained in two-handed combat, heavy armor, block, and archery.||[[Image:Check.png]] ||[[image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Vorstag|Vorstag]]||A male Nord Warrior found in Markarth. He’s trained in one-handed weapons, block, archery, and heavy armor.||[[Image:Check.png]] ||[[Image:Check.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Housecarls ===&lt;br /&gt;
Housecarls are bodyguards of noblemen. After completing a quest for each Jarl of a Hold, they will proclaim you a Thane of their land and give you a personal housecarl. All player personal Housecarls are trained in heavy armor, one-handed weapons, block and archery. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!Description&lt;br /&gt;
!Prerequisite quest&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Marriageable&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Can Join Blades&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Argis the Bulwark|Argis the Bulwark]]||A male Nord Warrior found in Markarth. He is trained in heavy armor, one-handed weapons, archery, and block.|| ||[[Image:Check.png]] || [[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Calder|Calder]]||A male Nord Warrior found in Windhelm. He is trained in one-handed weapons, heavy armor, block, and archery.|| ||[[Image:Check.png]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Iona|Iona]]||A female Nord Warrior found in Riften. She is trained in one-handed weapons, heavy armor, and archery.|| ||[[Image:Check.png]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Jordis the Sword-Maiden|Jordis the Sword-Maiden]]||A female Nord Warrior found in Solitude. She is trained in heavy armor, one-handed weapons, archery, and block.||Purchase [[Skyrim:Proudspire Manor|Proudspire Manor]]||[[Image:Check.png]] ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Lydia|Lydia]]||A female Nord Warrior found in Whiterun. She is trained in heavy armor, one-handed weapons, archery, and block. (It is interesting to note that although Lydia isn't listed as trained in sneak, at higher levels she seems to have the sneak abilities Light Foot and Silent Roll.)||[[Skyrim:Dragon Rising|Dragon Rising]]||[[Image:Check.png]]||[[Image:Check.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Companions Followers ===&lt;br /&gt;
All of these followers can be located at [[Skyrim:Jorrvaskr|Jorrvaskr]], the [[Skyrim:Companions|Companions]] faction headquarters in Whiterun. You must join the companions and once the quest line is completed, they will be recruitable as followers. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!Recruitment&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Marriageable&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Can Join Blades&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Aela the Huntress|Aela the Huntress]]||A female Nord Ranger trained in archery, sneak, one-handed, speech and light armor. She is an expert archery trainer.||[[Image:Check.png]]||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Athis|Athis]]||A male Dunmer Warrior trained in one-handed, block, and light armor, he’s also an expert trainer with one-handed weapons.||[[Image:Check.png]]||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Farkas|Farkas]]||A male Nord Warrior trained in one-handed weapons and heavy armor. He is also a master heavy armor trainer.||[[Image:Check.png]] || [[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Njada Stonearm|Njada Stonearm]]||A female Nord Warrior trained in speech, block, and one-handed weapons. She is an expert block trainer.||[[Image:Check.png]] || [[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Ria|Ria]]||A female Imperial Warrior trained in one-handed weapons, archery, block, and heavy armor.||[[Image:Check.png]]||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Torvar|Torvar]]||A male Nord Warrior trained in one-handed weapons, heavy armor, archery, and block.||[[Image:Check.png]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Vilkas|Vilkas]]||A male Nord Knight trained in two-handed weapons and heavy armor. He’s a master two-handed weapons trainer.||[[Image:Check.png]]||[[image:check.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== College of Winterhold Followers ===&lt;br /&gt;
Once enrolled as a member of the [[Skyrim:College of Winterhold|College of Winterhold]], your fellow students can join you, but you must first complete their specific quest. Simply talk to them and they’ll tell you what you must do.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!Recruitment&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Marriageable&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Can Join Blades&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Brelyna Maryon|Brelyna Maryon]]||A female Dunmer Mystic trained in conjuration, alteration, illusion and sneak.||[[Image:Check.png]] ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:J'zargo|J'zargo]]||A male Khajiit Sorcerer trained in destruction, illusion, one-handed, and heavy armor. || ||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Onmund|Onmund]]||A male Nord Sorcerer trained in destruction, illusion, one-handed, and heavy armor.||[[Image:Check.png]] ||[[image:check.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dark Brotherhood Followers ===&lt;br /&gt;
Complete all the quests for the Dark Brotherhood to allow these followers to join you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!Recruitment&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Marriageable&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Can Join Blades&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Cicero|Cicero]]||A male Imperial Assassin found at the Dawnstar Sanctuary, he is trained in sneak, one-handed, light armor, and archery.||||&lt;br /&gt;
|-&lt;br /&gt;
|Dark Brotherhood Initiate||Found at the Dawnstar Sanctuary. They are trained in one-handed weapons, sneak, light armor, and archery. This follower is currently not able to be completely killed, possibly a bug.||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dungeon Followers ===&lt;br /&gt;
You will have to complete the quest associated with each follower in order for them to join you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!Recruitment&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Marriageable&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Can Join Blades&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Erandur|Erandur]]||A male Dunmer priest found in [[Skyrim:Dawnstar|Dawnstar]]. Accept the quest to rid the town of its nightmares and help him clear Nightcaller temple. If he survives, he will join you. He is trained in conjuration and restoration.||||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Golldir|Golldir]]||A male Nord warrior found in [[Skyrim:Hillgrund's Tomb|Hillgrund’s Tomb]]. Help him defeat the warlock Vals Veran, and he can be recruited once he returns to the outside the dungeon. Golldir specializes in one-handed weapons and heavy armor. Also skilled with archery and block. All he longs for is to lay his ancestors to rest.|| ||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Illia|Illia]]||A female Imperial mage found in [[Skyrim:Darklight Tower|Darklight Tower]]. Allow her to explore the dungeon with you, and if she survives she will join you as a follower. Illia is trained in destruction, restoration, conjuration, and alteration.||||[[image:check.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Followers ===&lt;br /&gt;
To convince these followers to join you, you’ll need to complete their short quests.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!Recruitment&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Marriageable&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Can Join Blades&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Ahtar|Ahtar]]||A male Redguard Warrior who is found in Solitude at the Castle Dour Dungeon, on the streets, at the Winking Skeever, or in Jala's house. Ahtar will request for you to kill a bandit leader and give you the location of the camp. Travel there and kill the bandit, then return to Ahtar to recruit him. Ahtar is trained in two-handed weapons and heavy armor.|| ||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Annekke Crag-Jumper|Annekke Crag-Jumper]]||A female Nord Ranger found in Darkwater Crossing.  After completing her quest, she will join you. Seems to be trained in light armor, archery, block, and one-handed weapons.|| ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Aranea Ienith|Aranea Ienith]]||A female Dunmer Conjuration Mage found at shrine of Azura. After completing the Black Star quest, she can join you. Trained in destruction, restoration, alteration, and conjuration.|| ||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Benor|Benor]]||A male Nord Warrior found in Morthal. Beat him in a brawl, and he will join you. He is trained in two-handed weapons and heavy armor.||[[image:check.png]] ||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Borgakh the Steel Heart|Borgakh the Steel Heart]]||A female Orc Warrior found in [[Skyrim:Mor_Khazgur|Mor Khazgur]]. Pay her dowry or pass a persuade check and she'll join you. She is an orc warrior and proficient in one-handed weapons, archery and heavy armor.||[[Image:Check.png]] ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Cosnach|Cosnach]]||A male Breton Warrior found in Markarth. He wishes to challenge you to a fight; prove your strength to get on his good side. Alternately, give him plenty of alcohol. He is warrior, trained in one-handed weapons, heavy armor, and block.||[[Image:Check.png]] ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Derkeethus|Derkeethus]]||A male Argonian Ranger found in Darkwater Pass. Trapped by Falmer, if you help him escape he will return to Darkwater Crossing. Find him there and he will join you. He is trained in light armor and one-handed weapons.||[[Image:Check.png]]||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Eola|Eola]]||A female Nord Warlock found in Markarth's Hall of the Dead. After completing [[Skyrim:The Taste of Death|The Taste of Death]] and obtaining the [[Skyrim:Ring of Namira|Ring of Namira]] she will follow you. She is trained in one-handed weapons, Conjuration and light armor.|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Faendal|Faendal]]||A male Bosmer Ranger found in Riverwood. Faendal is involved in a love triangle with Sven and Camilla Valerius. Faendal's and Sven's roles in their quests are interchangeable. Complete the quest in Faendal's favor and he will become a follower. Faendal is an archer and can train you in archery. Faendal will refuse to commit crimes, and will attack you if you are caught committing crimes. Faendal will also attack the player any time that the player is an aggressor, even if the player is ambushing bandits or other villainous characters.|| ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Ghorbash the Iron Hand|Ghorbash the Iron Hand]]||A male Orc Ranger found in Dushnikh Yal. Talk to him and complete his task and he’ll join you. Ghorbash is trained in archery and light armor.|| [[Image:Check.png]]||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Kharjo|Kharjo]]||A male Khajiit Warrior found in a Khajiit caravan traveling between cities.  After completing his quest to return him his Moon Amulet amulet, he can be recruited.  He specializes in one-handed weapons, heavy armor, archery and block, and have a good rank in sneak .|| ||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Mjoll the Lioness|Mjoll the Lioness]]||A female Nord Warrior found in Riften. When you talk to her, she will eventually ask you to retrieve her sword from a Dwemer ruin. Do so and she will ask to join you. She specializes in two-handed weapons, heavy armor, archery, and block. She is also proficient in one-handed weapons, though her two-handed skill is higher.||[[Image:Check.png]] ||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Ogol|Ogol]]||A male Orc Warrior found in Largashbur. He will join after completing Malacath's Daedric quest &amp;quot;The Cursed Tribe&amp;quot;.|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Roggi Knot-Beard|Roggi Knot-Beard]]||A male Nord Warrior found in Kynesgrove (Steamscorch Mine, usually).  After retrieving his ancestral shield in Ansilvund, he will join you. (The shield will not be there if you go before getting his quest).||[[Image:Check.png]] ||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Sven|Sven]]||A male Nord Bard found in Riverwood. Sven is good at smithing, alchemy, enchanting, and archery. Faendal's and Sven's roles in their quests are interchangeable. Complete the quest in Sven's favor and he will become a follower. Sven can be found in the Sleeping Giant Inn most of the time.|| ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Uthgerd the Unbroken|Uthgerd the Unbroken]]||A female Nord Warrior found in the Bannered Mare Tavern in Whiterun. She is trained in heavy armor, one-handed weapons, block and archery. To recruit her, you’ll need to talk to her and agree to brawl. If you defeat her, she’ll join you as a follower. Uthgerd owns a house in Whiterun. If you recruit her, you can find the key in her inventory.||[[Image:Check.png]] ||[[Image:Check.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dogs===&lt;br /&gt;
In addition to NPC followers, war dogs are also recruitable.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!Recruitment&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Meeko|Meeko]]||Can be found at [[Skyrim:Meeko's Shack|Meeko's Shack]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Vigilance|Vigilance]]||Can be purchased from [[Skyrim:Banning|Banning]] at the Markarth stables for 500 septims. As with the hirelings, if you dismiss Vigilance, he will return to Banning and you must pay the 500 septims again to get him back.&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Stray Dog|Stray Dog]]||Can be found in a random encounter in the wilderness fighting 2 wolves. If you kill the wolves and talk to him he can be made a follower.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quest Followers ==&lt;br /&gt;
{{incomplete}}&lt;br /&gt;
Some NPCs follow you until a quest is completed or an event occurs.  Quest followers will not give you access to their inventory.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Quest(s)&lt;br /&gt;
!Notes&lt;br /&gt;
!Essential&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Hadvar|Hadvar]]||[[Skyrim:Unbound|Unbound]]||Accompanies you if you chose him during the opening sequence in [[Skyrim:Helgen|Helgen]]||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Ralof|Ralof]]||[[Skyrim:Unbound|Unbound]]||Accompanies you if you chose him during the opening sequence in [[Skyrim:Helgen|Helgen]]||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Esbern|Esbern]]||[[Skyrim:A Cornered Rat|A Cornered Rat]]&amp;lt;br&amp;gt;[[Skyrim:Alduin's_Wall|Alduin's Wall]]|| ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Delphine|Delphine]]||[[Skyrim:Alduin's_Wall|Alduin's Wall]]|| ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Barbas|Barbas]]||[[Skyrim:A Daedra's Best Friend|A Daedra's Best Friend]]||Barbas is the only ''temporary'' dog follower in the game. He also barks, whines, and pushes you incessantly if you drag him away from his quest.||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Avulstein_Gray-Mane|Avulstein Grey-Mane]]||[[Skyrim:Missing_In_Action|Missing in Action]]||When downed in combat, he will kneel just like a regular Follower.||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Thorald_Gray-Mane|Thorald Grey-Mane]]||[[Skyrim:Missing_In_Action|Missing in Action]]||If he dies, you will fail the quest.  Avulstein Grey-Mane, Geirlund, and Vidrald will also stop following you.||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Geirlund|Geirlund]]||[[Skyrim:Missing_In_Action|Missing in Action]]||He meets up with you when you meet Avulstein Grey-Mane outside of [[Skyrim:Northwatch_Keep|Northwatch Keep]] (if you agreed to have him along to help you).||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Vidrald|Vidrald]]||[[Skyrim:Missing_In_Action|Missing in Action]]||He meets up with you when you meet Avulstein Grey-Mane outside of Northwatch Keep (if you agreed to have him along to help you).||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Sinding|Sinding]]||[[Skyrim:Ill_Met_By_Moonlight|Ill Met By Moonlight]]||Briefly follows you for the duration of the quest, if you choose to spare him and turn the tables on the hunters. He will be in [[Skyrim:Werewolf|Werewolf]] form, and is capable of flinging opponents across distances much like a player Werewolf, although his throw attack is not fatal.||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Thonnir|Thonnir]]||[[Skyrim:Laid_to_Rest|Laid to Rest]]|| ||[[Image:Check.png]]&lt;br /&gt;
|}&lt;br /&gt;
Anska from high gate ruins will follow you anywhere.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Through use of the console, it's possible to ask anyone to follow you. The option of asking people to follow you is triggered by them being part of the Follower faction. Targeting anyone and using &amp;lt;code&amp;gt;addtofaction 0005C84D&amp;lt;code&amp;gt; will give them the dialogue option needed to follow you. You may also have to improve their relationship with you using &amp;lt;code&amp;gt;setrelationshiprank&amp;lt;/code&amp;gt; before the dialogue option will show up.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* If you give a follower a single arrow of any type (for example daedric) they will continue to fire arrows without ever using up the ones in their inventory.  Their misses and kills still show up on the ground and in the loot window and can be picked up, essentially making them an unlimited source of arrows.&lt;br /&gt;
** This is only applicable to followers that start with a bow and the standard 15 arrows, it appears to skip decrementing the arrow stack even if not using the built-in arrows.  Followers that do not start with a bow (like mages) will consume arrows normally.&lt;br /&gt;
&lt;br /&gt;
* Followers can and will attack your horse, summons, thralls, and other temporary companions.  If they are hit by any of these enough they will go hostile.  This is a common problem when escorting a temporary mage companion or with Atronachs.&lt;br /&gt;
&lt;br /&gt;
* Followers do not actually have a carry limit and are not affected by weight encumbrance (though still appear to be affected by armor encumbrance).  The limit that occurs during trading is only a limitation in the trading HUD.  If you command them to pick up items off the ground they can carry an infinite amount of items.&lt;br /&gt;
** Note 1: You may lose items this way. One example is Dwemer Cog. If you have 6 or more Dwemer Cogs and drop them for your follower, then only 1 item named &amp;quot;Dwemer Cog (6)&amp;quot; will be dropped to be picked up. If you later find more cogs and dropped to your follower, then the latter cogs will replace -- not add to -- the existing cogs. Not sure if it's caused by the number dropped (&amp;lt;6 or 6+) or if a follower-command-pickup is needed to duplicate the bug.&lt;br /&gt;
** Note 2: You may lose access to items temporarily. If your follower starts with say Steel Plate Armor, then that item will not be shown in the trade window. Asking the follower to pick up another Steel Plate Armor will cause both items not shown in the trade window. One way to get it back is stop following then steal.&lt;br /&gt;
** Note 3: Due to possible path finding issue, follower may not be able to pick up your dropped items. Try a bigger open space.&lt;br /&gt;
&lt;br /&gt;
* Followers choose equipment by the base item and do not account for enchantments and user smithing enchancement.  As a result, they will always equip an ebony armor piece over an orcish one, even if the orcish one has been double-enchanted and has twice the armor rating from smithing.&lt;br /&gt;
&lt;br /&gt;
* Pathfinding can make followers difficult to manage.  They cannot jump up or across anything, they will jump down if there is no other path.  If you jump up a small hill be prepared to see your follower take an extremely long path around.  Quite often a follower will get stuck with no path to you.  In these circumstances it appears they are supposed to simply teleport near you, however this can take a very long time to trigger if it triggers at all.  The only known guaranteed way to get them to appear is to fast-travel (anywhere), they will appear next to you no matter where they were (It is also possible to rest for an hour or more to force a teleport from your follower).&lt;br /&gt;
&lt;br /&gt;
* It can still be quite easy to outpace most followers and lose track of them.  (i.e. light armor wearers with heavy armor companions, or Khajiit players, who run faster naturally than other races.)&lt;/div&gt;</summary>
		<author><name>71.132.201.220</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Shroud_Hearth_Barrow&amp;diff=811182</id>
		<title>Skyrim talk:Shroud Hearth Barrow</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Shroud_Hearth_Barrow&amp;diff=811182"/>
		<updated>2011-12-11T02:08:44Z</updated>

		<summary type="html">&lt;p&gt;71.132.201.220: /* Pressure plate and the 4 stones */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The walkthrough only mentions the master locked door. Has anybody found the key? What's the reward for getting the door open?&lt;br /&gt;
^There is a common soul gem and an expert chest inside.&lt;br /&gt;
&lt;br /&gt;
As far as I know there isn't a key, but play around with the locks, you'll get them eventually. Btw, the loot inside is well worth however many lockpicks you break getting to it. [[User:Kremlin16|Kremlin16]] 05:51, 27 November 2011 (UTC) &lt;br /&gt;
&lt;br /&gt;
== For the sword left to the wall. ==&lt;br /&gt;
&lt;br /&gt;
At the point I explored the tomb I had not the proper shout available to cross the broken bridge. So I tried unrelenting force shout, fireball, even hitting the sword with arrows. All of them moved the sword but that wasn't enougoh. What was succsesfull? I placed a frost rune at the side of the broken bridge and trigered it. Splash! Then the annoying part... Trying to find the sword (elven one-handed) in the water that you cannon fully sink!&lt;br /&gt;
&lt;br /&gt;
: I'm moving this to the main page. Thanks for the tip! [[User:Krag|Krag]] 16:41, 19 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Any diplomatic way to deal with Windelius? ==&lt;br /&gt;
&lt;br /&gt;
I  snuck through and out without fighting him, but considering his journal I was wondering if he has any non-hostile interactions.&lt;br /&gt;
&lt;br /&gt;
No. But I recently came up with a good way to fight him if your an archer like myself. after he becomes hostile to you run and close the door to his room. Then run back through the spike-trapped gate and close it. Then just sit back and fire arrows through the gate. [[User:Kremlin16|Kremlin16]] 05:37, 27 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Quest not advancing ==&lt;br /&gt;
&lt;br /&gt;
Has anyone had problems taking the journal to advance the quest.  I killed Windelius but am unable to take the journal back to Welheim to advance the quest to the second part/??? [[Special:Contributions/70.115.160.53|70.115.160.53]] 22:38, 1 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pressure plate and the 4 stones ==&lt;br /&gt;
&lt;br /&gt;
Even if you have the right combination, if the Draugr body is on the pressure plate, then stepping on it may not lower the bridge. Simply move away the dead body and try again.&lt;/div&gt;</summary>
		<author><name>71.132.201.220</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Fort_Amol&amp;diff=811018</id>
		<title>Skyrim talk:Fort Amol</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Fort_Amol&amp;diff=811018"/>
		<updated>2011-12-11T00:11:21Z</updated>

		<summary type="html">&lt;p&gt;71.132.201.220: /* Mages Respawn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stormcloaks return==&lt;br /&gt;
When I cleared this fort, it was taken over by Stormcloaks when I returned a few days later. [[User:Sakkura|Sakkura]] 23:34, 21 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mages Respawn==&lt;br /&gt;
Unlike Sakkura, I've accidentally returned to Fort Amol a long time after clearing it (saw it by the road and though it was an unexplored one). The mages had respawned, and so did the loot, even the armour on the Stormcloak corpses.&lt;br /&gt;
&lt;br /&gt;
:I cleared it the first time but it wasn't marked as Cleared on the map. I just cleared it a second time (some loot respawned; some didn't) and still it's not marked as so on the map.&lt;br /&gt;
&lt;br /&gt;
==Nearby Mill==&lt;br /&gt;
Mixwater Mill, a lumbermill, is located directly across the river from Fort Amol.  [[Special:Contributions/68.127.231.210|68.127.231.210]] 01:51, 28 November 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>71.132.201.220</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Lucky_Lorenz&amp;diff=810984</id>
		<title>Skyrim talk:Lucky Lorenz</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Lucky_Lorenz&amp;diff=810984"/>
		<updated>2011-12-10T23:48:11Z</updated>

		<summary type="html">&lt;p&gt;71.132.201.220: Created page with 'I don't think the location is fixed. I found him dead outside Fort Amol.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I don't think the location is fixed. I found him dead outside Fort Amol.&lt;/div&gt;</summary>
		<author><name>71.132.201.220</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Mila_Valentia&amp;diff=810087</id>
		<title>Skyrim talk:Mila Valentia</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Mila_Valentia&amp;diff=810087"/>
		<updated>2011-12-10T09:17:04Z</updated>

		<summary type="html">&lt;p&gt;71.132.201.220: Created page with 'Is it only me that Mila is standing farther and farther from her mother every time I see her?'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is it only me that Mila is standing farther and farther from her mother every time I see her?&lt;/div&gt;</summary>
		<author><name>71.132.201.220</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:In_My_Time_Of_Need&amp;diff=809906</id>
		<title>Skyrim talk:In My Time Of Need</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:In_My_Time_Of_Need&amp;diff=809906"/>
		<updated>2011-12-10T07:12:47Z</updated>

		<summary type="html">&lt;p&gt;71.132.201.220: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Who's telling the truth? As a High Elf, i want to support the Aldmeri Dominion. However, i can't tell if Saadia is lying (in which case I'd help her) or if the mercenary warriors are lying(in which case I'd help them)[[Special:Contributions/70.44.49.241|70.44.49.241]] 19:40, 13 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Hmm. Being a Nord and not really caring about the Aldmeri Dominion, I'd see a Saadia as a traitor to her city and possibly dangerous. However, that still doesn't solve the question of who to trust. As I see it, there are a few factors to consider:&lt;br /&gt;
&lt;br /&gt;
:'''Saadia telling the truth'''&lt;br /&gt;
:1. The first time the Alik'r came to Whiterun, one of them was thrown in jail. This immediately casts doubt on their lawfulness - but then, it could be a case of overzealous or corrupt guards (they certainly seem mean and lazy, judging by the jailer's fecklessness about letting the guy go when you pay his bail).&amp;lt;br&amp;gt;2. The Alik'r are sharing a cave with some bandits who are ostensibly getting paid to guard them. Does their choice of guards cast suspicion on their nature? Having said that, from dialogue between the bandits, it seems that they do not trust each other and keep separate anyway. It could just be that the bandits were cheap.&lt;br /&gt;
&lt;br /&gt;
:'''Kematu telling the truth'''&lt;br /&gt;
:1. The first time you talk to Saadia, she pulls a knife on you. While this may seem like an act of desperate defiance, it may hint at a violent and unpredictable personality.&amp;lt;br&amp;gt;2. Saadia seems hesitant to explain the full situation, while Kematu elaborates on it fully. Is Saadia's reticence due to her guilt?&amp;lt;br&amp;gt;3. The man you can free from jail seems strangely honourable, saying he has shamed his companions and wants to begin anew.&amp;lt;br&amp;gt;4. If Kematu really was an assassin, why paralyse her at the end of the quest - why not just stab her and be done with it? He also mentions justice, and taking her into custody, and implies that Saadia will face a trial back in Hammerfell rather than swift execution. All this points to him and his warriors being enforcers rather than assassins.&amp;lt;br&amp;gt;5. Kematu's opening line - &amp;quot;We can avoid any more bloodshed.&amp;quot; And his closing lines which infer that Saadia is known for her manipulation of people.&lt;br /&gt;
&lt;br /&gt;
:I eventually sided with Kematu. The above factors swung it for me, and also he seemed somehow more eloquent and trustworthy. As he says, &amp;quot;Don't allow yourself to be fooled by a pretty face - you're better than that!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:I hope my analysis helps others make their own minds up - and please, if you sided with Saadia instead, post your thoughts on the matter and what swayed your opinions. I think it's an interesting quest as there's no clearly defined right or wrong option, and since you'll never really see the final resolution, you can never be sure that you did the right thing...&lt;br /&gt;
&lt;br /&gt;
:Another note: purely in terms of loot, I think siding with Saadia is the best option. Scimitars and the cool Hammerfall Garb can be looted from the Alik'r, and Kematu has a fair bit of gold on him too. I don't know if this is the only chance you'll have to get the Hammerfall garb, so if you're a completionist, you may wish to take Saadia's word for it. [[User:Chiliflamingo|Chiliflamingo]] 22:56, 14 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It's possible to sneak attack one of the Alik'r to take the clothing and weaponry if that is all you're after and want to side with the Alik'r during the quest.&lt;br /&gt;
            &lt;br /&gt;
::Good points...I agree and followed the same path in my play-through.  Because the &amp;quot;correct result&amp;quot; is so ambiguous I was thinking this quest will probably come back later in the game with whichever side you choose affecting the story somehow.[[Special:Contributions/178.239.51.80|178.239.51.80]] 00:06, 15 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::btw, i just found out that you can also buy the hammerfall garb from the clothes shop in solitude too --[[User:Chiliflamingo|Chiliflamingo]] 22:46, 19 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: I firmly believe that Kematu is telling the truth for one reason, although it may be a case of my lack of knowledge of Elder Scrolls Lore. The in game book &amp;quot;The Great War&amp;quot; http://www.uesp.net/wiki/Skyrim:The_Great_War refers to Alik'r warriors harassing the Aldermi Dominion forces as they retreated. This would make the dominion hiring them most strange. It is then important to consider this: Is hiring Redgaurd assassins the style of the Dominion? They have a certain level of free reign within the Empire. Why would they need to hire human assassins to kill someone? It is also important to consider that Hammerfell, upon seperating from the Empire, defeated the Aldermi Dominion and drove them from the country. How is speaking against a defeated enemy dangerous? This is akin to a British person speaking against the Third Reich after WWII and running out of fear. Finally I consider this: If she is a Noble in Hammerfell, a nation that, as previously mentioned, has defeated the Aldermi Dominion and Driven them from the country, how can they threaten her? Hammerfell has not accepted the White-Gold Concordat so the dominion does not have free reign to walk around arresting people (To be honest, I assume that the Second Treaty of Stros M'kai was in Hammerfell's favour. And how exactly is a noble better protected in a foreign country, under the proverbial thumb of their enemy who has free reign to roam the country and arrest undesirables. In said country without any guards I might add. How is this safer than in your homeland surrounded by, I assume family guards and supporters (as you are speaking out against a defeated enemy)&lt;br /&gt;
&lt;br /&gt;
In short, her story does not add up for me. So I side with Kematu. -- Tom&lt;br /&gt;
&lt;br /&gt;
:::::Good job, I knew none of that! That reminds me, there's a book (Sands of the Alik'r?) that might add further light on the culture. I'm going to try and find it... --[[User:Chiliflamingo|Chiliflamingo]] 18:59, 25 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I sided with Saadia because I like to be fooled by a pretty face :P [[Special:Contributions/71.132.201.220|71.132.201.220]] 07:12, 10 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Can get the quest from wandering redguards ==&lt;br /&gt;
&lt;br /&gt;
I got this quest by bumping into a redguard who asked me if I had seen a redguard woman around town.  He then told me to meet him at another town if I found her.  I then searched the town for redguard women and met relevant NPC, and then the quest went on as already described.  I would assume I could have turned her in directly to the men without going to the dungeon, but that will require testing.&lt;br /&gt;
&lt;br /&gt;
== Pay fine, nothing happens ==&lt;br /&gt;
&lt;br /&gt;
After paying the fine nothing appears to happen, the prisoner remains locked up and just repeats the request when spoken to. I've tried paying all three guards and waiting three hours. It's probably not a bug and it will eventually resolve but the delay should be mentioned in the walkthrough if it always happens. [[User:Bwilderbeast|Bwilderbeast]] 23:58, 14 November 2011 (UTC)&lt;br /&gt;
:If you've paid the fine and you're not getting an immediate dialog option on the guy, its a bug.  They never let him out of that cell, and you should talk to him through the bars immediately after paying the fine.  The bug may have something to do with waiting after paying the fine. --[[User:Affubalator|Affubalator]] 03:17, 8 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stealth Option to defeat Kematu ==&lt;br /&gt;
&lt;br /&gt;
If you are a stealthy, bow-oriented character, you can defeat Kematu and the Alik'r this way:&lt;br /&gt;
&lt;br /&gt;
1. Do the quest normally until you get to the end of Swindler's Den...&lt;br /&gt;
2. When Kematu speaks with you, neither say you'll help him nor that you'll kill him, just exit the conversation menu&lt;br /&gt;
3. Walk through the shortcut to the exit of Swindler's Den, it's to the right from the waterfall where you enter the area Kematu is&lt;br /&gt;
4. From here, you can use this as a vantage point, I killed all the Alik'r warriors with a single arrow each, being level 8 or so&lt;br /&gt;
5. For Kematu just walk up to him, say you'll kill him, and do it, I used dual swords with power-moves but I'm sure you can do it from afar, I just felt it'd be more epic this way.&lt;br /&gt;
&lt;br /&gt;
== Bug? ==&lt;br /&gt;
&lt;br /&gt;
I handed Saadia to Kematu, completing the quest, but the Alik'r are still in Swindler's Den.&lt;br /&gt;
&lt;br /&gt;
There are no conversations options with Kematu anymore.&lt;br /&gt;
&lt;br /&gt;
I've killed them, but it seems the dungeon is never &amp;quot;cleared&amp;quot;. Am I missing something?&lt;br /&gt;
&lt;br /&gt;
==Bug killing Kematu==&lt;br /&gt;
&lt;br /&gt;
If you dispose of Kematu through some means that doesn't involve personally killing him, like using Fury to turn his guards against him, the quest doesn't advance and the objective marker stays on Kematu's dead body. I didn't talk to him first, so I'm not sure whether that affects the outcome.&lt;br /&gt;
:Even if you do kill him personally, but a poison or enchantment effect does the killing damage, you'll be stuck with the marker on his corpse, but you'll also get the marker to return to Saadia. [[Special:Contributions/24.156.216.144|24.156.216.144]] 16:23, 20 November 2011 (UTC)&lt;br /&gt;
:: I used a Fury scroll on the group and they slaughtered each other, including Kematu, and I have the same problem with the quest not advancing. I spoke to Kematu first, so it doesn't matter whether you talk to him or not. [[User:TheMagician|TheMagician]] 22:51, 20 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
On the xbox version/PC version, when you've finished the quest, you may still see random Alik'r warriors looking for a redguard woman, and two alik'r warriors will stay forever in the entrance of whiterun.&lt;br /&gt;
&lt;br /&gt;
==Redguards still in Rorikstead==&lt;br /&gt;
I finished the quest by killing Kematu and his henchmen in the Swindler's Caves and got my reward from Sasdia, but afterwards when I traveled to Rorikstead I found some of the Reguards there, and on talking with them the option to lure Saadia to the stables came up again. In another save they started appearing in Whiterun itself with the same conversation option![[Special:Contributions/59.95.163.239|59.95.163.239]] 04:15, 21 November 2011 (UTC)&lt;br /&gt;
:Did you, by chance kill Kematu without speaking to him?&lt;/div&gt;</summary>
		<author><name>71.132.201.220</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Reveler&amp;diff=809849</id>
		<title>Skyrim talk:Reveler</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Reveler&amp;diff=809849"/>
		<updated>2011-12-10T05:53:46Z</updated>

		<summary type="html">&lt;p&gt;71.132.201.220: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I bumped into 3 of them near Hillgrund's Tomb, they offered me Honningbrew Mead and then walked away.&lt;br /&gt;
&lt;br /&gt;
Saw two revelers with several Alik'r warriors. Didn't ask/give me anything. And I'm sure the location is random.&lt;/div&gt;</summary>
		<author><name>71.132.201.220</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Lynly_Star-Sung&amp;diff=804031</id>
		<title>Skyrim talk:Lynly Star-Sung</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Lynly_Star-Sung&amp;diff=804031"/>
		<updated>2011-12-06T07:50:35Z</updated>

		<summary type="html">&lt;p&gt;71.132.201.220: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can you marry this gal?&lt;br /&gt;
&lt;br /&gt;
:No [[Special:Contributions/71.132.201.220|71.132.201.220]] 07:50, 6 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>71.132.201.220</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:The_Heart_of_Dibella&amp;diff=787990</id>
		<title>Skyrim talk:The Heart of Dibella</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:The_Heart_of_Dibella&amp;diff=787990"/>
		<updated>2011-11-29T08:07:10Z</updated>

		<summary type="html">&lt;p&gt;71.132.201.220: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I think the Degaine theft quest and the Dibella quest are completely unrelated. Yes, you have to break into the temple to Hamal to get the Dibella quest. And yes, Degaine asks you to break into the temple. If you encounter Hamal while you have the stolen statue, she probably won't let you accept the quest without returning the statue.&lt;br /&gt;
&lt;br /&gt;
I broke in and took the statue without encountering Hamal, gave the statue to Degaine and returned to the temple to talk to Hamal. She gave me the quest and I'm seeking the Sybil now.&lt;br /&gt;
:I did this too, and for some reason my 'Agent of Mara' buff disappeared around this time. :C --[[User:Bonabopn|Bonabopn]] 22:37, 25 November 2011 (UTC)&lt;br /&gt;
::You can alert Hamal before getting the statue, and IIRC you'll still have the statue dialog option. I wonder if stealing it after being given the Sybil quest works? [[Special:Contributions/71.132.201.220|71.132.201.220]] 08:07, 29 November 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>71.132.201.220</name></author>
		
	</entry>
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