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The Elder Scrolls V Skyrim Dead Thrall
The Elder Scrolls V Skyrim Dead Thrall
Most
information regarding thralls is sparse and split up between different web pages, sites, and people.
My goal is to gather as much information regarding the aspects of thralling, and contain it in one
simple guide. Many players, including myself, like thralling NPCs. As such, this generally entails
keeping multiple bodies in a certain area, like your house, or an indoor area (commonly referred to
as a 'cell'). The problem though, is most NPCs disappear after one day (as of patch 1.9 on the 360
and PS3) and provided that you are out of the area. This is where this guide comes in handy. There
are certain NPCs that will not disappear, even if you leave the cell for a month (in game time). This
guide will tell you where you can find these Permanent Thralls, and what you can expect from them
(generally not much). Also include are Unique Non-Permanent Thralls. These thralls may not be
permanent, but they offer something unique to the player, whether it be unique voice clips,
exceptionally strong powers, or whatever else.
Another notable difference is what happens to your Zombie after they die. With Dead Thrall, their
body will go lifeless and just fall to the ground. With any other spell (Raise Zombie, etc.) they will turn
into an ash pile after their time has expired. This prevents them from being raised again, whereas a
body can be resurrected an infinite amount of times with the Dead Thrall spell.
So, now you are saying to yourself, "There's no point to use anything other than Dead Thrall". And
you are right, to a degree. The unfortunate side to this is, you won't have access to the Dead Thrall
spell until you obtain at least 90 in your Conjuration skill. Where's the fun in having the best spell
from the start, right? But if you are looking for the quickest way to level up your Conjuration skill,
keep reading.
Leveling Conjuration
General Strategy and Tips
Conjuration is leveled depending on what spell you use. Generally, higher leveled spells will give you
more experience in Conjuration. Most spells require you to be near a hostile enemy to actually
receive experience, as casting the spell isn't enough. That means, repeatedly casting your Bound
Sword spell and the sheathing it, will NOT grant you any experience. However, if you are near an
enemy, you will gain experience every time you recast the spell. The same goes for Zombies and
thralls, you'll need to be near an enemy to receive the experience. You can however kill your
Zombies or thralls without being near an enemy, to receive experience. It is also important to note,
that you only receive experience the first time that you are near enemies per spell cast. That means
that if you cast Bound Bow and then clear out an entire room full of mages, you only get experience
for the first enemy that you were near. To maximize experience, you would need recast the spell
after defeating each enemy. This is unnecessary and is probably more trouble than it's worth, and
personally I wouldn't bother. It breaks the flow of the game and can force a low level player to do a
lot of waiting to regenerate magicka. It will level up fast enough just by naturally casting it when you
need to. But if you are looking to fast track your way through Conjuration, I've got some tips to make
it easier.
The fastest way to level Conjuration is to repeatedly cast Soul Trap on a dead corpse. If you have a
horse, like Frost or Shadowmere, you can cast Soul Trap on it as well if you don't have access to a
corpse. Either way is equally as fast. As of patch 1.9, this still works and I'd argue that it's by far the
fastest, albeit rather boring, way to level up your Conjuration Skill. You're first goal would be to get
the Soul Trap spell. It can be purchased usually from any of the hold's Castle Mages. The mages are
all found in the castle in each town or in the Mages Guild in Winterhold. For example: Farengar
Secret Fire (that's the Mage), in Dragonsreach (the castle), in Whiterun (the early town you go to,
center of the map), usually sells this spell.
Tip
If you don't see the spell or item that the vendor sells, a quick way to change their inventory
is to attack them. Save the game first. Attack the vendor until they become hostile. Reload your
save. That's all there is to it. Once the game reloads, the vendor will have different items. Repeat the
process if you don't see what you want (although you don't have to save it if you didn't buy anything).
Your next goal will vary, depending on how much work you want to do. If you are eager to just get
started, find a corpse or kill a hostile enemy (preferably in a secluded area so you won't be
interrupted). Now start casting Soul Trap on the dead body. You can also use a horse if you don't
want to use a dead body. This is more than likely an unintentional bug, but it works nonetheless. If
you are low level, you will probably only be able to cast one or two Soul Traps before you are out of
Magicka. So to replenish it, you will have to press the Wait button and wait for an hour. You can also
wait for about 30 seconds (actual time) for you magicka to fully recharge, but pressing the Wait
button and waiting for an hour is faster. If you want the spell to cost less magicka, you can do a little
bit of extra footwork before you start casting Soul Trap.
If you have found or bought an item that reduces the Conjuration cost, you can enchant yourself four
pieces of armor (Five pieces if you use certain equipment, more on that in a second) that can greatly
reduce the amount of Magicka required to cast the spell. If you are having trouble finding an item,
you can use the trick from above to reload a vendor's inventory. The items that you can enchant with
Conjuration reductions are:
Helmet or Circlet
Armor
Ring
Necklace
Certain Helmets in addition to a Circlet
A Grand Soul gem filled with a Grand Soul is preferable, but these can be expensive or hard to get
at a low level. So just fill them with whatever you are comfortable with and proceed to enchant
yourself some Conjuration reduction equipment. If you are confused as to why I listed five pieces as
being able to worn at the same time, here's why: For whatever reason (a bug obviously and still
works as of patch 1.9), the game allows you to equip certain Helmets and a Circlet at the same time.
Normally, a Circlet or Helmet count as one piece of head gear. You can only have one equipped at a
time and if you equip another, the first one will be unequipped so the second one can be equipped.
Certain Helmets and Circlets, however, do not de-equip each other, so you can have two pieces of
head gear equipped at the same time. These Helmets that do not de-equip Circlets are:
Falmer Helmets
Pentius Oculatus Helmets
Just For Posterity's Sake
The Jagged Crown (received from the aptly named mission The Jagged Crown, which is an early
quest when siding with either the Imperials or Stormcloaks in the Civil War quest line) and an
Ancient Shrouded Cowl (which can be acquired from the quest Locate the Assassin of Old which
is part of the Dark Brotherhood quest line), can both be worn in addition to a Circlet. However, the
Jagged Crown will be removed from the player's inventory after completing the appropriate quest (it
also may not be able to be enchanted, not 100% sure), and the Ancient Shrouded Cowl already has
an enchantment on it, thus preventing the player from adding another one. So while they can both
be worn with a Circlet, they do not benefit us in any way as we are trying to lower the cost of
Conjuration.
A Falmer Helmet or Pentius Oculatus Helmet may be a bit out of the way to get, but if you want it,
your option is there. So, once you have at least 90 skill in Conjuration, you will be ready to undertake
the Conjuration Ritual Quest which will give you access to the Dead Thrall spell.
If you plan on saving your skill books, then DO NOT PICK UP ANY SKILL BOOKS. When you pick
up a skill book, it will first open up to the title page, at which point it will grant you a skill point. This is
what you are trying to avoid. So how do you acquire the book without interacting with it? The first
way would to hold off entirely on interacting with the book until you want the skill point. This will
require a little more backtracking when the player finally wants to use the skill book, but the option is
there.
An easier way to acquire a skill book without reading it is to have your follower pick the book up for
you. If you talk to your follower, and ask them to do something for you, a cursor will appear on the
screen. Now just point the cursor at the book and tell them to take it. When they do, it will be placed
into their inventory. You are now free to move the book to your inventory by trading items with them.
Just be careful not to press the attack buttons in the menu as that will allow you to read the book,
which you don't want to do.
There's also a neat little trick you can do to quickly ask your follower to do something. If you hold
down the Interact button on them (The "A" button for 360, the "X" button for PS3, etc.) it will
automatically go to the cursor allowing you to point at something for your follower to interact with.
This let's you bypass directly talking to them, and then having to cycle through dialog options. It's
sometimes finicky on when it decides to activate (at least on the 360 version), so I usually end up
looking at my follower's left foot or left arm to get it to activate. To me, it seems to vary by what type
of armor your follower is wearing. With no armor or leather armor, you can look just about anywhere
and get the prompt to show up. But when wearing Ebony armor, I can usually only get it to activate
when looking at the follower's left side of their body.
Just try different areas on their bodies until you get one that works reliably. Also note that if you hold
the activate button and it doesn't activate, and then if you release the activate button while still
having your cursor over your follower's body, you will just talk to them. To get around this, if holding
the button doesn't activate the quick "follower interact with" function, just look away from them and
release the activate button.
2920, Hearth Fire, v9
This book is found in multiple locations. You only need to read one to get the skill point.
Found underneath the counter in the Mortar and Pestle in the town of Dawnstar
Found in Rimerock Burrow. The book is located in the dungeon near the end. It's on top of
small table in a bedroom. Head West on the road from Solitude until you get to the Statue to
Meridia. From the Statue to Meridia head directly North until you get to Wolfskull Cave.
From Wolfskull Cave, go directly West on the road until you get to Lost Echo Cave. Rimerock
Burrow is directly Northwest from Lost Echo Cave, but if you stay directly on the road at Lost Echo
Cave and continue to head West, it will take you Rimerock Burrow.
Received as a quest reward for completing the quest Hitting the Books. Hitting the
Books is received by talking to Urag gro-Shub at the College of Winterhold. He's usually found in
the Arcaneum. NOTE: The player will only receive this book if he or she has already read or
obtained The Doors of Oblivion.
Head to Angi's Camp. From there, go East along the road until you get to Bloodlet Throne.
From Bloodlet Throne go directly Southwest up a giant snow hill. Follow the hill up and to the West
until you see two Orichalcum Ore Veins in the ground a short distance from each other. They are
near a few trees and mixed in with a bunch of snow covered rocks. They will be easy to spot
because they are black with a green glow running through the rock. From the Orichalcum vein that is
most Northern, go directly West until you get a few feet from the edge of the cliff. Now if you look
back South - Southeast, you will see a small black area next to the cliff face. The book is laying on
the ground in-between two small candles.
2920, Frostfall, v10
This book is found in multiple locations. You only need to read one to get the skill point.
Belyn Hlaalu's House, which is Located in Windhelm. The book is located on the second
floor, behind the dresser that is next to the bed.
Start by heading to Evergreen Grove, which is Northwest of Falkreath. It's also just
Northwest of Falkreath Watchtower. From Evergreen Grove head southwest to the nearby Dragon
Burial Mound. From the Burial Mound, walk directly south until you see a cement slab that is used as
a sacrificial alter. The book is on the alter.
From Ivarstead, head East to Geirmund's Hall, which is located on a small island. From
this island, look directly South and notice the ridge above the road. There is a Necromancer on top
of this ridge that carries the book. *NEEDS TO BE VERIFIED*
Liminal Bridges
This book is found in multiple locations. You only need to read one to get the skill point.
Falkreath Watchtower, which is just Northwest of Falkreath. At the top of the watchtower
will be a Necromancer that has set up his home. Inside of his tent lays the book/
Broken Tower Redoubt which is just East of Karthwasten. At the top of the tower, the book
is in the Briarheart's room on a table.
This book is found in multiple locations. You only need to read one to get the skill point.
The Hall of the Dead in Falkreath. Found under a bed inside the Hall of the Dead,
Illinalta's Deep, which is directly North of The Lady Stone. The Lady Stone is directly West
of The Guardian Stones. The book is in Illinalta's Deluge which is the second area to this
dungeon. The book is in the Northwestern part of the first room in this area, on a table.
This book is found in multiple locations. You only need to read one to get the skill point.
Understone Keep in Markarth. The book is in the Jarl's Quarters, on a table near the bed.
Just Northeast of Ivarstead. If you follow the river North from Ivarstead until it splits off in
two directions, the river going East will dead end into a road that goes back Northwest. It's about 150
feet up along the road. There will be some concrete rubble and a broken down cast iron door. The
book will be sitting in a small alcove of the rubble on top of a basket.
Brittleshin Pass, which is located just Northwest of The Guardian Stones and North
of Lake Illinalta. The book will be in the main chamber near the Arcane Enchanter.
Stillborn Cave, which is located directly North of Windhelm, just off the road. The book can
be found behind the first Falmer tent, next to a trap.
The Path of Might - Which will increase your Combat skills by 5 (Archery, Block, Heavy
Armor, One-handed, Smithing, Two-handed).
The Path of Shadow - Which will increase your Stealth skills by 5 (Alchemy, Light Armor,
Lockpicking, Pickpocket, Sneak, Speech).
The Path of Magic - Which will increase your Magic skills by 5 (Alteration, Conjuration,
Destruction, Enchanting, Illusion, Restoration)
Saving all of these skill increases until you hit 79 in Conjuration will put you exactly at 90
Conjuration. This can save a lot of time and money as levels take more casts to level up the higher
in skill you are, and trainers require more gold the higher level you are training in
Conjuration. HOWEVER, saving these books will likely only save time if you aren't grinding your
Conjuration skill on a corpse or a horse. If you already have it set up to where you're casting Soul
Trap on your horse, then the extra footwork spent obtaining these books will likely take you a lot
more time to get your Conjuration to the same point.
Conjuration Trainers
These NPCs can increase your skill in Conjuration. But it doesn't come cheap. They ask for gold for
each skill increase, and it only gets more expensive the higher your skill is. An important caveat to
remember is you can only use a trainer to increase your skill five time per level. This means that if
you are at level 10, and you purchase five skill increases from a trainer, you won't be able to
purchase anymore skill increases until you reach level 11. This goes for all skills too. So if you use a
trainer to purchase three skill increases to Archery, you can only purchase two skill increases in
Conjuration, until you level up, at which point it resets to zero. It's a bit interesting how this works
regarding the player, as at low levels, your skill tends to increase fairly quickly. But the skill increases
from a trainer are also relatively cheap. At higher levels, it takes a lot more time to increase your
skill, but trainers cost a lot more money. So do you try to get all the levels you can early on for
cheap? Or do you try to save your gold and purchase skill increases when it gets harder to level up?
Honestly, I can't say if one is better than the other, since I think there is no right or wrong way to play
and it really just depends on the players preference.
Take note of the box when you purchase a level in a skill. When you purchase a skill increase, the
bar fills up, the skill increases by one, and the bar then resets at the beginning. It's a bit deceiving,
because it looks like you just gain enough experience to level up to the next point. This however is
not the case. You actually gain an entire level, meaning if you're bar is halfway filled with experience,
purchasing a skill increase will start you at the same part in the experience bar on the next level. You
wouldn't actually notice it unless you were to back out of the menu and then talk to the trainer again,
as when the second time you talk to the trainer it will have your accurately listed experience for your
skill. You could also take note of how far along you have progress in the current level in the Skills
menu, use a trainer, and then go back into your Skills menu. It will show that you've retained your
experience and receive a full levels worth of experience from the trainer.
It's important to note that each trainer can only level up to a certain level. Common trainers can level
your skill from 1 - 50. Expert trainers can level your skill from 1 - 75. Master trainers can level your
skill from 1 - 90. Also be aware that each trainer costs the same amount for that level. So a Master
trainer, who can train you to a higher level, will not charge you more gold than a Common trainer
will. So if you always want to use a Master Trainer, you won't have to pay any more gold than if you
used a Common Trainer.
Common Trainer
Runil
A Priest in Falkreath, usually in the Hall of the Dead
Expert Trainer
Phinis Gestor
College of Winterhold, usually in the Hall of Countenance
Master Trainer
Falion
Falion's House in Morthal
Quick Walkthrough
When you have 90 Conjuration, talk to Phinis Gestor (at the College of Winterhold) about
learning more about Conjuration.
Go to the top of the College and cast the Summon Unbound Dremora spell that you
received from Phinis.
Return to Phinis
So what are some perks of having a dead thrall? First and foremost, you now have a friend. And
that's the most important thing of all. Okay, just kidding. Besides the most obvious answer of "Now
you have more people to help you beat up other people", I'd say dead thralls are invaluable to the
type of player that will horde items. Dead thralls give new meaning to the phrase "Pack Mule", since
they can hold (theoretically) an infinite amount of items. They have no encumbrance, so you can just
load them up with all of your heaviest stuff, and the most you'll get out of them is an,
"UUUUHHHHHHHHHH" every once in a while. The only problem with this is, you are going to have
to kill them or spawn in another conjuration so that you can loot their body. After you put all of your
precious loot on their corpse, you are free to re-raise them and continue on your way. Pretty handy if
you take "clearing out a dungeon" literally. Just be sure to take extra care managing your saves
before loading them up with your most valuable loot. The phrase, "Don't put all of your eggs in one
basket" comes to mind here. It would be a shame to lose a hour or more of time because you can no
longer find your thrall, or they just happened to die to a bear when you weren't looking.
Thralls are also handy for keeping the attention off of yourself. This is useful to all characters, but
probably more so to a Ranged character or a Mage. If your thrall is a Melee type character, they will
generally hold the enemy's attention while you can unleash you attacks from afar. This may also
make it a bit easy, but a change in the games difficultly can put some challenge back in the game.
Another perk of having a thrall is, it fills everyone�s dream of commanding a small army.
What? Everyone doesn't have that dream? Anyway, once you have 100 in Conjuration, you can take
the Twin Souls perk which lets you have two raised thralls (or Atronachs) at a time. Now, if you give
these thralls staffs that conjure Flame Atronachs, Frost Atronachs, Dremora Lords, etc., they each
can raise one to fight with them. Now that bunny rabbit that was looking at you funny has to deal with
you, your follower, two thralls, and three pets. 7 vs. 1 is pretty fair now, isn't it rabbit? That'll teach
you to hop away from me...
Now, let's talk about some problems that you will face. Probably the biggest problem is the AI
(Artificial Intelligence). You may have noticed it with one of your followers already. You're wandering
Skyrim and decide that you'll check on your follower, only to notice that they are nowhere to be
found. With a thrall, that problem seems to only be exacerbated. The NPCs are programmed with
poor pathing AI, so that means anytime you jump over a rock, they will have to find a way around.
Anytime you cross a stream, they will have to find a bridge to cross. Thralls constantly get stuck on
small objects too. So when you are in a dungeon, you may have to wait a while for your thralls to
catch up so you can jump the enemies in the next room. Luckily, pressing the wait button and
waiting for an hour or two usually puts them back with you. They also almost always (as of 1.9) will
teleport to you when you enter your house, so it's just a "little annoying" sometimes rather than being
"not worth your time". It's also worth noting that thralls are given the same teleportation parameters
as horses. Yep, horses. When you teleport to a city, they get teleported to the stables. Most cities
are close enough to the stables that your thralls will actively try to find you, and usually do so within
a few minutes. I guess Bethesda really does consider them pack mules. *nudge* Huh. Huh. See
what I did there?
In rare cases, they can disappear entirely from your game (possibly falling through the stage or
getting stuck where you can't see them). Thankfully, this really is rare (I've yet to experience it and
there are rarely topics regarding it) and you more than likely won't experience it, especially if you
have the latest patch. By far the biggest flaw overall is just their random behavior. Sometimes they
do a good job of following you (especially if you stick to roads). Other times, their pathing makes
them run in the opposite direction. I've literally passed my thrall on a road, only to stop and watch it
continue to run the opposite way past me. They have trouble crossing rivers, and even sometimes,
they will not zone through some doors that lead into dungeons. You'll enjoy it more if you don't keep
constant tabs on your thrall, and just let them wander around like the inept, brain-dead zombies they
are.
It's important to note, however, that your thrall generates their gear from a table, commonly referred
to as a loot table or gear table. That's why you could thrall a Bandit and see him or her spawn in
Leather gear or Fur gear. So, if you don't like what gear your thrall has, just take all of its gear and
then go through a loading zone. You can do this an infinite amount of times, but don't expect a whole
lot of difference between their gear. You won't find a bandit that normally generates Leather Armor
now generating Ebony gear. It will generally be pretty close to what they already have. Mages, for
example, almost always spawn in robes. Some, however, might equip a set of Leather gear. You
can just keep playing around with it for a little while to see what they spawn in.
Once you have found a set of armor that you like, you can now enchant it. Remember, that if you
want your thrall to wear it, they have to spawn with it and it has to be that exact piece. If you took
multiple sets of gear from your thrall, trying to get something different, you can enchant any of those
pieces and give it back to them. It just has to come directly off of their body. Naming equipment is a
good way of helping you keep track of it too. Your thralls can make use of a decent amount of
enchantments on their armor. Assuming that they work just like followers, the only enchantments
that will affect your thrall are:
Fortify Health
Fortify Heavy Armor
Fortify Light Armor
Fortify Magicka
Fortify Stamina
Fortify Unarmed
Muffle
Resist Fire
Resist Frost
Resist Magic
Resist Poison
Resist Shock
Waterbreathing
Weapons are a lot less restrictive than armor. Your thralls will equip any weapon that you give them
and also make full use out of it. You can upgrade these weapons by using a grindstone and then you
can enchant them too. It doesn't matter what you do to them, your thrall will still use these weapons.
It may take a loading screen before they equip it, though. Your thrall will equip a weapon based on
its material rather than it damage. So if you've smithed an Elven Dagger to a very high amount of
damage, but you just gave your thrall a un-smithed Ebony Dagger to hold on to, your thrall will equip
the Ebony Dagger that does less damage. Patch 1.9 was supposed to change this for followers so
that now they will equip whatever does the highest amount of damage given their current skills, so
I'm assuming that it would affect thralls as well. I haven't tested it yet, so take it for what you will.
Giving your thralls multiple weapon types will allow them to switch between them freely. This means
they can use a Bow for long ranged attacks and then a Sword when the enemy gets close. Just
remember to give them at least one arrow so they can use the bow. That's right, you only need to
give them one arrow and from that point on, your thrall will have an infinite supply. And just like your
followers, they'll constantly choose staves over weapons, so if you have Staves on your thrall, be
mindful of that. It seems that they tend to choose Staves >>> Ranged >>> Melee. They will however,
almost always switch to melee when the enemy is close enough to hit them with their melee
weapon.
Now onto the even better news. Your thralls will make use out of shields and dual wielding. They will
equip any shield that you give them, regardless of enchantments or material. They'll equip higher
grade materials first, even if it provides a lower armor rating (might be fixed with 1.9). Now, about
dual wielding: The most important thing about dual wielding is, the left hand weapon needs to be a
Forsworn weapon. A Forsworn Axe or Sword will both work. Your thrall will use the Forsworn
weapon in their offhand provided that you give them a weapon made of Steel or better for their right
hand weapon. Anything lower and your thrall will use the Forsworn weapon in their main hand and
refuse to dual wield. Dual wielding puts out by far the most damage per second. Giving your thrall a
shield can help keep them alive longer as they make pretty good use out of the shield.
I saved the worst for last. After testing, equipping your thrall with any piece of enchanted gear does
in fact negate the bonus from the perk Dark Souls, which increases your thralls health by 100. There
is a workaround however. After giving your thrall their enchanted gear, you'll need to thrall them and
then go through a long loading screen to get them to equip it (the loading screen where it shows a
person or object, or a loading screen in or out of your house). Once on the other side, the bug will be
in effect. Now your thrall is not receiving the health bonus. If you kill your thrall and then re-thrall it, it
will now receive the proper bonus from Dark Souls. The enchanted armor will now be in effect too.
The problem is, whenever you go through a long loading screen, the bug takes over once again.
Meaning, you will have to kill and re-thrall your thrall each time you enter a new area. Annoying, to
say the least. It basically comes down to whether or not you care about the extra health points over
enchanted armor. This bug also affects mages that come with enchanted robes already equipped. If
you want the health bonus from Dark Souls, then you'll need to either kill them and re-thrall them
each time you enter in a new area or take their robes away and let them run around in boots only.
In this section, I'll go over any problems that one might face when keeping thralls with regards to
bugs, glitches, or the like. So far, the most noticeable problem with keeping thralls is having them
disappear. The first thing to check, is their permanency. You can test this by dropping your thrall off
at your house, fast traveling to somewhere that is (preferably) far away, and then waiting 24 hours. If
you thrall is still there once you get back, there is a really good chance that your thrall is permanent.
I say that your thralls have a really good chance of being permanent because it appears that not all
thralls are permanent, but at the same time, they will stay longer than 24 hours. This means that if
you test your thrall, and they are still there after 24 hours, you might assume that the thrall is
permanent, but if you stay away awhile, for whatever reason, the thrall might not be there when you
get back. So how do you know for sure?
The general theory right now is that there are three stages of thralls. First on the list are corpses that
disappear after 24 hours (as in you need to be gone for at least 25 hours. If it's less, they will still be
there). Almost all NPCs in Skyrim fall into this category. The overwhelming majority of generic NPCs
(i.e. nameless bandits) will disappear shortly after you kill them, as well as the majority of named
NPCs. There is nothing you can do to extend this, it's just they way that they are programmed. This
isn't necessarily bad, because if the thrall is actually thralled, they will not disappear after any
amount of time (unless you happen to play the game for over 20,000 hours with the same thrall).
This allows players to use any NPC that is dead, provided that the thrall is at a level low enough to
be thralled. On the flip side, this poses a predicament for the player that wants to keep multiple
thralls, as leaving a thrall unattended for just a short period of time will see in their total departure
from the game.
The second most common category is, thralls that are permanent. "Most common" is a bit of a
fallacy here because these permanent corpses are anything but common, but at the same time, the
player will see this category or a thrall from the category above, while rarely seeing an NPC in the
last category (which is detailed in the next paragraph). So far, there are a handful of permanent
corpses, but it is very possible that there are much more permanent thralls than anyone anticipates
(again, thanks to masterpug53 for grave robbing). Currently, I have listed in the sections below, all of
the thralls that I know are permanent. However, it should not be assumed that just because there are
so little thralls mentioned, with regards to the amount of actual NPCs in Skyrim, that there are not
many more thralls that are permanent. Just because there are only handfuls of information here or
there, doesn't mean that there could potentially be many more thralls than the community has
perceived. It requires time dedicated to it and testing. But I digress. This category remarked as
"permanent", means just that. You can leave them in your house without fear of you showing back
up one day only to find them gone.
The final category deals with thralls that last longer than 24 hours but are not entirely permanent.
Each one is different (although I'm sure some can be the same) and can last anywhere from 7 - 29
days before finally disappearing. For example, Deekus will disappear after 10 days or so, which is
the amount of time required to reset the location Hela's Folly, which Deekus is resident of. Ghunzul
(P) will be permanent until the quest associated with him is completed, at which point he change to a
24 hour corpse. Havjarr Iron-Hand (P) will disappear entirely from the game if he is not visited inside
of 30 days. Overall, this category is very small, and I could only give you a few more examples that I
know of outside of the ones already listed. As such, most NPCs do not fall into this category and will
more than likely be in one of the first two.
Now that you know how to categorize dead NPCs, you will know what to look for. Generally, if you
want to test if a corpse is permanent, you'll have to wait a full 30 days to be 100% sure. But when
waiting 30 days, you'll find that there can be some strange behavior from your dead thralls. There
are certain corpses that will reanimate themselves, meaning when you show back up to your house,
you could potentially be greeted by a few angry bandits. These corpses usually tend to be ones that
were initially hostile towards the player when they were alive and they even behave in one of two
ways. First, they will stay inside of your house, always hostile, and wait for you. That in and of itself
is incredibly creepy, especially if the player doesn't know that this can happen. I had to change my
britches the first time I saw this because I had zero armor on since I had been smithing stuff
(weaning smithing gear), and I had no weapons equipped. As soon as I walked into my house, I was
mauled by a Bandit Chief and a Bandit Marauder. Before I even had time to understand that there
were enemies inside of my house attacking me, I was decapitated. Frightening and awesome at the
same time.
The second way an NPC can potentially behave is, the NPC won't be hostile towards the player,
even if they were normally hostile towards the player while they were alive. I've witnessed a
Forsworn Briarheart walking down the street from my house, friendly to everyone. But if you interact
with these enemies, they will immediately turn hostile. Waiting 30 days can even trigger the
respawning of 24 hour corpses that you left in your house. I've only witnessed these hostile corpses
respawning, and the aforementioned Briarheart was the one that this happened to. I wanted to test
him out and see if he was permanent. He was not and subsequently disappeared from my game
after I left the area for 24 hours. Many hours later after I collected quite a few more permanent
NPCs, and I decided I would test them for a full 30 days just to make sure. After the 30 days passed
and I proceed back to my house, and then passed by said Briarheart, casually walking down the
street of Windhelm.
Another bug that one may experience is one's thralls arms or legs becoming stuck in the floor. This
prevents you from moving your corpses around by dragging their bodies, but it is easily remedied by
casting the Dead Thrall spell. They will have a little trouble standing up at first, but after a few
seconds they will figure it out. Outside of pathing issues generally accompanied with thralls, these
are the bugs that I've experienced. There is the ever rare, "thrall going completely missing" that was
mentioned in an earlier part in this FAQ, but as also mentioned before, I've never experienced this
nor have I seen many accounts of this. It is possible it was addressed in one of the patches, as now,
most thralls teleport to you when you enter your house.
Summary
The highest level that you can thrall an NPC is 40. That means any NPC over level 40
cannot be thralled. The exception to this is Vampires. Taking the Necromage perk in the Restoration
tree will allow you to thrall level 48 vampires. By exploiting a glitch, you can thrall a level 42 Master
Vampire and then commit a crime to be sent to jail. Once you return from jail, your thrall will turn into
a level 53 Volkihar Master Vampire. If you level 53 Vampire dies though, you will be unable to re-
thrall him.
Some stats listed below have a tilde ( ~ ) next to the number. This is used to denote that I
don't know the exact number and the value is somewhere near the number that I have listed. For
example, if I said, "The Flame Thrall has ~240 health...", it means the Flame Thrall has around 240
health but probably not exactly 240.
Savage Strike in the One-handed skill tree and Devastating Blow in the Two-handed skill
tree are counterintuitive to Conjuration. They have a chance to decapitate enemies. Enemies that
are decapitated CANNOT be raised. You may want to rethink taking these perks if you plan on doing
a lot of raising, or you will have to get creative and kill them at range. Alternatively, you could reload
and earlier save until you do not trigger the decapitating animation.
Kill your Thrall before interacting with The Statue to Meridia, otherwise they may disappear.
Permanently. You'll see why when you activate the beacon.
Keep your Thralls far, far away from Broken Oar Grotto. This place will eat your thralls and
if you're lucky, you will spend a long time trying to get them out. If you're not lucky, they'll probably
stay there forever.
Thralls will not and cannot Sneak or be told to Wait. If you are playing a stealthy character, a
thrall can get you caught. Or serve as a distraction. The only way to make them wait is by swinging a
hard object really fast at them until they fall over.
Thralls level up with you as you level up, up to their maximum level. If you are level 20, and
your thrall is able to be at level 20, it will be. Each NPC also has a specific rate at which they level up
compared to your character's level. So NPCs are set to be at a slightly lower level than you. Some
are set to be higher.
Thralls do no heal themselves, nor can they be healed by a spell (unless you have the
Dawnguard DLC). They will however fully restore their health after the last enemy in battle has been
killed.
Non-permanent corpses placed in non-resetting cells (Non-resetting like your house) still
disappear after 24 hours.
You don't necessarily have to keep your corpses in your house. Any cell that does not reset
can be used to store thralls, items, and equipment. Don't just take anyone's advice: Be sure to save
before checking if a cell is safe. Most cells reset after 10 or 30 days, depending on how it was
programmed. To check if a cell is safe:
Clear the cell of hostiles (if there are any).
Put a few worthless items in different containers.
Go somewhere far away and wait 30 in game days.
Return to the cell. If all of the stuff looks the same, and your items in the containers
are still there, the cell is then considered "safe".
The easiest way to kill off your Thralls is to cast Conjure Familiar or any other spell that
summons a minion. Any type of Cloak spell also works. As do Maces. Be aware that if you have
Dawnguard installed, you can no longer kill your thralls by casting a Cloak spell.
If you currently don't have a Thrall, but people keep commenting on your dangerous looking
magic, cast two summon spells (Conjure Familair). Flame cloak or any other type of Cloak will also
work (provided you don't have Dawnguard installed), as well as going to jail.
If you are having trouble keeping your thrall alive, consider changing the difficulty to a higher
setting. Wait, what? A higher setting? That's right. The reason being, the setting affects a global
damage modifier. On Master difficulty, you deal half as much damage as you do on Adept. This also
applies to every NPC in the game, meaning, your thrall will do half as much damage as they
normally would to any enemy, but an enemy will also do half as much damage to your thrall. The
reason enemies do so much damage to you is because a different global modifier affects the
damage the player receives, and it more than likely just overwrites the previous global damage
modifier. Cool, huh?