Your followers can be divided into four categories:
Basic information
1) Normal followers - This group consists of people that after joining the team remain as its members for good and the only way to leave them is by ordering them to go away. People from this group can be given simple orders and they can also can receive items from the main character. More information on this group can be found below.
2) Temporary allies - This group consists of people that join the team for a limited period of time. This mostly occurs when completing quests and in these cases you can count on having an additional ally until the quest has ended (without being given a chance to ask that person to join the main character to take part in future journeys).
3) Animals - Dogs and horses are in this category. Horses don't take part in any battles and the only exception to that rule is a horse named Shadowmere (more information on that animal can be found in the Hints chapter). As for the dogs, they act in a similar way to normal follower, so they follow the main character wherever he goes and they take full part in battles. It's worth knowing that they're counted separately, so by adding a dog to your team you don't have to send away the human follower.
4) Allies summoned or resurrected using magic - This group consists mostly of atronachs and dremora summoned to the battlefield with the help of certain spells, however you can also add the undead to your team thanks to necromancy. The number and the strength of magical followers depends entirely on the main character and what spells he used, however it's worth knowing that you can have more than one ally and that some of the magical creatures you've summoned can remain on the battlefield for good.
I strongly recommend that you always work on improving the strength of your team and that you always try to have as many followers as possible. This is very important especially if you're playing as a thief and as a mage and can't handle yourself on your own. Having allies can make the game easier, because they often distract enemies from the main character.
As I've already mentioned, normal companions follow the main character wherever he goes and you can have a limited control over them. This is achieved by initiating a conversation with an ally and choosing a dialogue option from the list (screen above). Notice that you can order your follower to remain where they are, to do something (you must point the person to a place or to an object) and to take some of the carried equipment from you. The last element is very important, because you can use your followers to carry your things. Furthermore, your followers will automatically use all the items they receive based on their specializations. For example, if your ally is an archer and you give him a good ranged weapon, then he should automatically make an exchange for his current weapon.
You can send away a follower at any time by choosing the last dialogue option from the list. It usually doesn't mean that you won't see that person ever again, because a follower should return to the location where you've first met and this means you will be allowed to ask that person to join the team again in the future. There are a few exceptions to that rule and it's typically about hired mercenaries, because you're paying for their services and they don't join the team as volunteers. I would recommend switching followers from time to time, so that they're best suited for your current style of play. For example, if you want to play as an offensive warrior you should add a defensive mage to your team so that he can heal you and cast protection spells.
Remember that your followers aren't immortal. Once a follower has suffered severe injuries he should kneel down (screen above) and in most cases this results in opponents switching their attention to you (instead of dealing a final blow to get rid of your ally). Your follower should return to full health once the battle has ended, however you can also try healing him when you're still fighting enemy units. Watch out for your own attacks, because they can kill your follower (the same goes with using offensive area spells).
List of followers
Important - Make sure to consult the World Maps chapter of this guide for additional help with finding the locations where potential team members are stationed (you must first find the map of the correct sector and then the number mentioned in the text). Additional hints on how to convince someone to join you (for example - how to complete the companion's quests) can be found in the quest chapters of this guide.
Possible Duplicate:
Is the amount of followers limited?
I have one Mage follower right now, and he fights well and holds a lot. But can I have another companion?
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KnotHeatherKnotHeather
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marked as duplicate by galacticninja, user27134, kotekzot, Frank♦, John the GreenOct 1 '12 at 17:51
This question has been asked before and already has an answer. If those answers do not fully address your question, please ask a new question.
5 Answers
You can only have one follower at a time: if you want a different one, you need to dismiss the first one before you recruit them.
There is one exception to this: there are situations when you already have a follower when a person needs to join you for something quest-related. In this case, the quest-related follower might join you in addition to your current follower. However, there are situations where he or she will just replace your current one instead.
At any rate, this is temporary, and the second follower will leave when the quest is complete.
Followers can be found all over the world: it'll be hard to avoid finding followers. There are 45 in total:
In addition to a single follower, you can buy a wardog in Markarth Side for 500 gold, which acts as another member of your team. There are two dogs you can choose from: Vigilance and Meeko. You can also pick up a stray dog after a random encounter.
Finally, while they're not followers, the Conjuration school naturally gives you access to spells that summon the forces of Oblivion fight for you for a period of time (or permanently, at the higher levels).
user3389
You can have 3 as a baseline, with the extra's coming from abusing the conjuration skill.
Theoretically, you could get up to 14, which requires 2 Master Necromancer Thralls and your conjuration follower to raise their own conjuration-using zombies. Hell with chain raising, your party size is only limited by time and number of conjurer corpses you have available.
So in summary, 5 or 6 permanent followers, with an additional 4-to-infinity available temporarily in battle.
Note: In dungeon tunnels it gets very crowded. If you don't use a follower, you drop down by 2, but everyone in the party is expendable. Go Ice Storm happy ;)
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OneManWarbandOneManWarband
Here's a video showing how to have 3 human followers, a dog, and spirits with you:
Doozer Blake
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skyrimtankskyrimtank
Partially strange but currently in the game I have two followers, one mage that I had hired and Mercer since he was lazy and wouldn't open the darn cave door, so now I just wander the country side with them completing miscellaneous tasks for the time being. So I would say its possible to have more that one follower that is human.
Josh KnutsonJosh Knutson
I was somehow able to get two human followers (non-quest). One acts as a 'normal' follower, which in this case is my housecarl from Solitude, but the other which is Cicero is a regular follower with the strange exception of being one that ignores the fact that I already have one following me around. I know its Cicero and not the other one because when I try to add another follower he/she will refuse saying that I already have a follower UNLESS I dismiss my housecarl, which allows me to pick up a new one. Now, before you ask yes I finished the entire Dark Brotherhood questline and yes I can customize his equipment and give him orders. And no I haven't dismissed him yet to see if it would allow me to pick him up again.
MattMatt
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>Interesting NPCs >Followers >Super Followers
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The UESPWiki – Your source for The Elder Scrolls since 1995
< Skyrim: Quests(Redirected from Skyrim:Bring a follower to Delphine)
Quick Walkthrough[edit]
Detailed Walkthrough[edit]Help Wanted[edit]
Delphine inducting Lydia into the Blades
After completing Alduin's Wall, you may notice that the Blades' mission of ridding Skyrim of dragons may be rather daunting for just two people. Ask Delphine about her apparent staffing shortage and she will reply, 'The Thalmor hunted us down, remember? It wasn't exactly great for recruitment. But we have a headquarters of a sort now. We'll rebuild the Blades. Someday.' As you are the Dragonborn, and the Blades are sworn to protect you, you might be inclined to help Delphine find new recruits. When you offer, she will say, 'If you find anyone you think would make a good recruit, I can certainly take a look at them. Remember, though, being a Blade is a lifelong commitment. Their loyalty has to be with us once they're in.'
Recruiting[edit]
To recruit a follower into the Blades, simply bring your new recruit to Delphine in Sky Haven Temple for introductions. Since being a Blade is binding, Delphine will ask you for confirmation: 'Are you sure? I'll need to ask them to take an oath to leave their old life behind and stay here from now on.' Confirm your selection and Delphine will agree. She will then give the oath to your first recruit:
Happy Hunting[edit]
You can bring two more recruits to Delphine for the oath taking. After the third, she will say 'That's enough recruits for now. Ask Esbern about the dragon lairs he's been studying. We'll have the recruits do some hunting with you.' Speak to Esbern to complete the quest and begin the Dragon Hunting repeatable quest.
Notes[edit]
Bugs[edit]
Quest Stages[edit]
Notes
Retrieved from 'https://en.uesp.net/w/index.php?title=Skyrim:Rebuilding_the_Blades&oldid=1919503'
Sometimes traveling Skyrim by yourself can be lonely, but not every character would welcome human companionship – or maybe you don’t want to deal with the other aspects of the follower system like managing inventory and equipment. Maybe your character (or you!) is an animal lover. And sometimes you just need a furry friend because not having one at your side feels wrong. In this list, I’ve compiled a collection of the best animal and creature follower mods for both special edition and legendary (classic) edition I could find, taking into account variety and functionality.
Dogs & WolvesGarm the Husky Companion / (SSE)
A feature-rich dog/husky follower with many appearance options available, both lore-friendly and unique. Doesn’t trigger traps, has max stealth skill, and is overall a very well developed follower.
Meeko Reborn
While my criteria for most of these mods is that they add new animals rather than editing existing ones, this one was too good to pass up. Adds a variety of unique appearance options and features to vanilla dog follower Meeko, including a summon spell, enhanced stealth, and making him essential so you never have to worry about Meeko dying on you again.
Vigilance Reborn
Just like the above mod, adds a bunch of useful features to the vanilla dog companion Vigilance: unique appearances, cannot be killed, ability to call him to your side, and more.
Fenrir the Frost Wolf
An icy themed wolf follower, Fenrir has a unique appearance and the ability to cast several frost spells. Also comes with his own summoning spell.
Doge – The Husky Companion
A simple black and white husky companion with HD fur and eye textures. Has a few appearance varieties, such as with or without armor, and eye color options. Doesn’t set off traps or stealth meter.
Judah – Working Dog
A German Shepard Dog follower with enhanced attacking abilities and custom dialogue commands.
True Meeko
Several cute appearance options for vanilla dog Meeko. Also makes him essential and allows him to level with you.
Wolf Master
Adds a small dungeon that, one completed, allows you to recruit several wolf companions. Also includes options for allowing several wolves to follow you.
Doge Reborn – Shiba Inu companion
A cute Shiba Inu follower dog. Has optional black fur version.
Rex the German Shepherd Companion / (SSE)
Adds a family of German Shepard Dogs to Dragonsreach in Whiterun, with a couple different appearances.
Asky – almost like a real dog
A dog with many unique features, including its own blanket and food bowl, loyalty system, and feeding requirements.
Skyrim How Many FollowersDaruk The Fire Wolf
An essential, flaming wolf companion. For when you need a dog that’s also on fire all the time.
Black and White Dog
As the name implies, a dog with a custom textured black and white coat pattern. Also has a brown version of the same texture.
Amaterasu – The Great Spirit
A wolf with a very unique design and textures based on a Japanese deity. Comes with its own MCM menu for customization and a summoning shout.
Melpomene -The Spectral Warhound Follower
A unique looking spectral dog follower, with custom dialogue options.
Cats and Sabre CatsSabretooth – the loyal Sabrecat Companion / (SSE)
A feature-rich sabre cat follower with his own bonding/perks system, texture options with in-game selection, and custom commands.
Skyrim How Many Followers Can You Have At One Time
Adds all sorts of domestic and wild cats to many areas in the game, including purchasable/adoptable cats.
Jango
A rideable sabre cat with enhanced health regen, summoning spell, and item to enable/disable following or waiting in a specific location.
Loki the Panther Follower
A panther follower with custom appearance/meshes and craftable collars.
Tanback
Adds a sabrecat follower with custom sounds, textures, dialogue options, and is essential.
Guenhwyvar
A summonable panther follower with custom dialogue commands. Unfortunately only lasts for 6 hours per day, but can be resummoned daily or force-recruited with a follower mod like EFF to last permanently.
Charlie – A Cat Follower
A cute house cat follower with several color options.
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