Skyrim Special Edition

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Kevin Fitzgerald

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About this mod

Every permanent NPC follower in the base game and DLC gains unique abilities.

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Also available on for both PC and Xbox One.
Short version: Gives cool, unique abilities to every permanent NPC follower in the base game and DLC.

There are plenty of interesting followers who can join you on your journey. Many of these characters have great personalities when you talk with them, but they leave these behind as soon as combat starts and just fight like anyone else.

What if this didn't happen? What if followers had unique combat styles to match their unique personalities? What if each follower was specialized and worth using in different situations? I've done this. With this full Special Edition release, all 59 permanent NPC followers from the base game and all DLC have been given unique abilities.

Oh, and all of the new perks and spells are named after songs by Chevelle. Because I could. If that bothers you, don't worry about it because you'll see almost none of these in-game (just a few can appear in your active effects).

Quick note:
For reasons that should be obvious, this works best on new games. For current saved games, nearly all of these changes will apply immediately. Unfortunately, any NPCs you've already met will have their maximum levels baked into your save. A few followers already had no level cap, but the others will not be seeing that change (console commands on PC can't even fix this). This otherwise works fine with existing games (perks, spells, outfit, and combat AI update will update, and even class will upon level up).

Not many. Except for the NPC records, everything else this adds is new. This means it will only conflict with other mods that change those NPCs, in which case you should just place it lower in your load order. In fact, you should really always be keeping this very low in load order. Yes, this works just fine when used with follower overhaul mods like Awesome Follower Tweaks, Extensible Follower Framework, or other mods like them.

The following is a detailed list of every permanent NPC follower in the game, including their stats, spells, and perks. Unique spells and perks added by this mod are also fully explained. For some players, this section is going to be too much information, but I know that many of you will want all of these details. Modder's note: all new files added by this mod use the prefix _SEF_ to make them easier to search for in the Creation Kit.

  • All followers now have no level cap.
  • All followers have been given the Light Foot perk, so they don't trigger ground traps.
  • Followers have all been given appropriate combat AI settings. Some are more aggressive (like Uthgerd and Jenassa), some more defensive (like Farkas and Njada). Those with previous training usually fight a little smarter. Without going into too much detail, just know that they'll generally take good advantage of anything I've given them.
  • Followers who use AoE spells have special versions that will not harm allies. No longer are these dangerous.
  • Because normal critical hit damage is poor, any followers who have critical hit unique abilities also have bonus critical damage; I'm not giving people useless powers. If I spent the time making it, you can trust it will be useful. I use the terms severe, grim, devastating, and cataclysmic to let you know how strong these are.
  • Several followers have had items changed. Those using light or heavy armor will have that as part of their default outfit, and their weapons and inventory will match up to any specialty they might have. Some specifics: Mjoll no longer has an unenchanted ring, so she'll use whatever ring you give her; Roggi has several potions and poisons; Adelaisa comes with a few crafting supplies already; Ahtar has been given an executioner's axe.
  • Other strange issues, such as Beleval and Illia using templates (which can cause problems) have also been corrected.
  • All followers have their default faces and animations. Unlike the original mod, I do not change female housecarls to use female animations, nor have I edited anyone's appearance. You'll need to make a simple patch to use whatever appearance changers you might want. I've decided that wasn't really the point of this mod.

Adelaisa Vendicci___Health B, Magicka F, Stamina B___One-handed B, Block C, Heavy Armor B, Lockpicking B, Speech B

Fell Into Your Shoes
- Occasionally find bonus items.
Adelaisa has worked for the East Empire Company for a long time, and she's seen it all. Her line of work has left her no stranger to combat, and she's learned the value of anything. While traveling, Adelaisa will find all kinds of valuables, which she'll share with you.
  • Fell Into Your Shoes will activate every few game hours while Adelaisa is following you, getting faster as her Speech skill rises. The time it takes is randomized. It also has a 5% chance to add something to any enemy that Adelaisa kills. She mostly finds smithing supplies (gems, ores/ingots, leather) and coins. Sometimes though, she'll find rare drinks, including expensive alcohol and potions.
  • The time it takes between her finding things can range from 2.5 at 100 Speech and lucky rolls to 7 at low Speech and unlucky rolls. This is in game hours, so it's affected by Timescale.
  • Armsman 2, Juggernaut 2, Shield Wall 2, Extra Pockets

Aela the Huntress___Health B, Magicka F, Stamina C___Archery A, Light Armor B, One-Handed C, Sneak C

- Nearby animals are calmed.
- Transform into a werewolf. Lasts for 120 seconds, cooldown 6 minutes.
Aela is a master huntress at one with the wilds. Her beast blood gives her a unique kinship with animals that allows her to walk among them freely, or even to kill them without danger. She can also call upon her bestial nature when needed to transform herself. Hunter players or anyone who appreciates nature will want Aela as an ally.
  • Clones constantly calms all animals within 60 feet of Aela. Stay near her and you can travel without fear of animal attacks. In fact, you can even beat animals to death without much danger.
  • Humanoid triggers when attacked with low health. As a werewolf, Aela regenerates health rapidly. Her attacks in this form will hit everything in front of her and push back what she hits. Claw damage increases with her level.
  • In order to fix an error that arose when dying in transformation, Aela is now essential.
  • Critical Shot 2, Agile Defender 3, Hunter's Discipline, Ranger, Quick Shot

Agmaer___Health B, Magicka D, Stamina B___One-handed D, Archery C, Light Armor C, Sneak B, Restoration C

Take Out the Gunman
- Bonus to damage and stagger against archers. Enemy archers won't cause stagger.
Shot From a Cannon
- Crossbow attacks cause +25% damage and have a chance to send enemies flying.
Agmaer is a kindhearted farm boy who just wants to make the world a better place. Although inexperienced, he's shown surprising aptitude with a crossbow. His shots carry a lot of force, especially against other archers. He has always tried to stay out of fights, so he's also quite sneaky.
  • Take Out the Gunman increases damage and stagger against enemies who are using bows or crossbows. The value is 1% for every point of Archery skill, so doubled damage and stagger at maximum. Agmaer himself is also immune to stagger effects from enemy archers.
  • Shot From a Cannon gives each crossbow shot a 20% chance to knock the enemy over.
  • Regeneration, Stealth 3, Muffled Movement
  • Fast Healing, Heal Other

Ahtar___Health A, Magicka F, Stamina C___Heavy Armor B, Two-Handed B, Archery C, Block C, One-Handed D

Prove To You
- Melee strikes drain stamina. Rises with level.
Vitamin R
- Power attacks leave enemies temporarily slowed._____Ahtar is a master of crippling opponents. Every melee attack he makes will drain some stamina from targets, restoring his own energy. Power attacks he delivers will leave enemies temporarily slowed, reducing their ability to fight back. Ranged characters will especially appreciate Ahtar, whose crippling effects make enemies easy targets.
  • Prove to You drains 3 stamina for every five levels, maxing at 30 at level 50.
  • The slow effect halves target movement and attack speed for 15 seconds.
  • Devastating Blow, Juggernaut 1, Barbarian 2

Annekke Crag-Jumper___Health B, Magicka D, Stamina C___Archery B, Light Armor C, Lockpicking C, Sneak B, Restoration D

Choking Game
- Attacks with bows and crossbows have a chance to release choking fumes.
An Island
- Discovering or clearing a location temporarily increases damage, movement speed, and severe critical chance._____Annekke and her husband Verner were once fearless explorers, but they gave up that life to raise their daughter, Sylgja, who is now a grown woman. Annekke craves to go out and explore again. Bringing her with you or sharing tales with her will give her a rush. In combat, Annekke coats her arrows in a compound developed by her friend Derkeethus. He rejected it as "not enough boom," but if it strikes just right, it releases choking gases that can disable weakened enemies.
  • The chance for Choking Game to activate is (10+level/2), maxing at 35% at level 50. It causes 10 poison damage to stamina per second for five seconds. When an enemy's stamina is low, there's a chance to paralyze it briefly. This chance increases as stamina drops and as Annekke's level increases, and can reach 100%.
  • While Annekke is your current follower, An Island triggers whenever your Locations Discovered or Dungeons Cleared counter increases. This does mean it will immediately trigger the first time she follows you and again if you have her leave, do stuff without her, and then get her again. An Island's effect lasts for 10 minutes and gives +20% movement speed, +50% damage, and +20% critical chance. You'll see an orange energy rush effect on her skin when this is active (in some lighting conditions this is very difficult to see).
  • Agile Defender 2, Deft Movement, Overdraw 2, Ranger, Stealth 4
  • Fast Healing

Aranea Ienith___Health C, Magicka A, Stamina F___Destruction B, Restoration B, Alteration C, Conjuration C, Sneak D

Midnight To Midnight
- Foresight provides a 35% chance to automatically dodge hostile damage spells.
Sleep Apnea
- Immune to paralysis and stagger.
Aranea is blessed by Azura with visions of the future, letting her dodge some incoming spells. Her careful meditations have made her immune to disabling effects that might otherwise stop her from her goals. Aranea is a very powerful mage who's perfectly suited for killing other mages. Players who like Unrelenting Force and Paralysis spells can appreciate the safety of not accidentally applying these effects to Aranea.
  • Magic Resistance 1, Augmented Frost 1, Augmented Shock 1, Recovery 1, Regeneration, Mage Armor 3, Destruction Dual Casting, Summoner 1
  • Chain Lightning, Ice Storm, Close Wounds, Conjure Flame Atronach, Conjure Frost Atronach, Fast Healing, Ice Spike, Icy Spear, Lightning Bolt, Oakflesh, Stoneflesh, Thunderbolt, Steadfast Ward

Athis___Health A, Magicka F, Stamina C___One-handed B, Two-handed D, Archery C, Block C, Heavy Armor B

- Attacks with maces make spells and shouts very costly for enemies._____Athis is ambitious and dedicated to his craft. His craft is smashing faces. Athis doesn't like to repeat himself, and he doesn't like when others do either. If you think your enemies talk too much, take Athis with you. He'll shut them up.
  • Jawbreaker makes spells and shouts 50% more costly for 60 seconds. It stacks, so Athis can shut down enemy mages and even slow down a dragon's shouting.
  • Armsman 4, Juggernaut 1, Shield Wall 1, Fighting Stance, Bone Breaker 3
Beleval___Health B, Magicka D, Stamina B___One-handed C, Archery A, Heavy Armor B, Sneak D, Restoration C
Breach Birth - Attacks with bows or crossbows reduce enemy armor for a short time. Rises with level._____Beleval is skilled archer, even for a wood elf. She's lived most of her life as a hunter in the harsh lands of Skyrim. Her keen eyes can spot weak points in even the toughest of enemies. She may be an immigrant, but Beleval feels it's her duty to protect her home. With such precise strikes, she's quite the protector.
  • Breach Birth reduces enemy armor by 3 for every five levels, maxing at 30 at level 50. It stacks with itself and lasts for 60 seconds, so this can become pretty huge against a single target. Armor value can be negative, so this will leave any enemy vulnerable. There probably isn't a better follower to use when hunting dragons.
  • Overdraw 2, Juggernaut 2, Tower of Strength, Power Shot, Quick Shot, Ranger
  • Fast Healing

Belrand___Health C, Magicka C, Stamina C___Destruction B, Light Armor B, One-handed B, Restoration C

The Clincher
- Ice spells used on weakened opponents can freeze them solid. Waraxe attacks on frozen opponents cause devastating critical damage.
Roswell's Spell
- For 60 seconds, magicka is constantly damaged, but gain non-elemental magic damage on all attacks.
Belrand is an eccentric and ancient wizard who has spent several lifetimes becoming skilled with his craft. When his magicka runs low, he can use a mysterious power to channel the rest through his weapon, letting him cause magical damage with all weapon strikes. He's best when combining his talents in axes and ice together.
  • Roswell's Spell adds 20 magical damage to weapon attacks. After its duration runs out, magicka will be restored to full.
  • Hack and Slash 1, Custom Fit, Fighting Stance, Augmented Frost 1, Recovery 1, Regeneration
  • Ice Spike, Ice Storm, Conjure Familiar, Fast Healing, Oakflesh, Lesser Ward

Benor___Health B, Magicka F, Stamina B___One-handed B, Two-handed B, Archery C, Block C, Heavy Armor B, Sneak D

Emotional Drought
- Melee strikes drain magicka. Rises with level.
One Ocean
- When wounded or tired, automatically restores Health and Stamina from Magicka.
Benor is arrogant, but he really does care. With his city in trouble, he has volunteered to help out the local guard. Benor believes he's the toughest around, and with some cause. He doesn't use or trust magic, and gets a real rush when fighting those who do.
  • Emotional Drought drains 3 magicka for every five levels, maxing at 30 at level 50.
  • When under 90% health or 40% stamina, One Ocean restores 10 health and stamina for 10 magicka every second. Essentially, magicka is a single pool he can draw from for everything. Benor's magicka is low and doesn't rise with level, so he fights best against wizards or other enemies with plenty of magicka for him to absorb.
  • Juggernaut 3, Barbarian 3, Armsman 3, Overdraw 3, Shield Wall 3

Borgakh the Steel Heart___Health A, Magicka F, Stamina C___Block B, Light Armor B, One-Handed B, Archery C

- Damage increases as health drops, up to x2 damage when near death.
Well Enough Alone
- Constant health regeneration.
Borgakh is a blood boiler - an orc soldier trained to channel pain into power. The more wounds she has built up, the more damage she can cause. She shuns healing magic, preferring to rely on her own slow regeneration. This balance between needing pain and wanting to stay alive defines her battle presence.
  • Well Enough Alone restores 2 health every second.
  • Armsman 2, Fighting Stance, Critical Charge

Brelyna Maryon___Health C, Magicka A, Stamina F___Restoration B, Alteration B, Destruction C, Sneak C, Conjuration D

- Increases armor rating by 80 points and negates up to 80 points of spell damage or effects for the entire party.
- Heals the party 30 health per second.
Breylna is a master of using magic for defense, both of herself and others. She's resilient and has spells that let her shield and heal allies regardless of their type. Players who often find themselves in dangerous situations will be glad to have Brelyna.
  • Because she uses Mage Armor, you'll want to leave her in her default outfit. To compensate, Brelyna's Warm Boots have 30% frost resistance and Brelyna's Robes have an enchantment that levels with her. At level 30 they reach full power, providing 25% magic resistance and +150% magicka regeneration.
  • Augmented Flames 1, Recovery 1, Regeneration, Atromancy, Mage Armor 2, Magic Resistance 3, Elemental Potency
  • Fireball, Conjure Flame Atronach, Ebonyflesh, Firebolt, Sparks, Heal Other
Celann___Health B, Magicka D, Stamina C___One-handed B, Archery D, Block C, Light Armor B, Restoration C
Enemies - Bonus combat damage against daedra and undead.
Hunter Eats Hunter
- Killing blows against daedra and undead will restore 25% of health, magicka, and stamina.
Celann is a former Vigilant of Stendarr who's come to work for the Dawnguard again. Whatever Isran thinks of the Vigilant, they trained Celann well. He gets a large damage increase when fighting evil creatures, and the rush of killing them keeps him going in battle. If you're planning to fight daedra or undead, there is no stronger follower to bring than Celann.
  • Enemies increases physical damage against all daedra and undead by 1% for every point of One-handed skill, up to doubled damage.
  • Custom Fit, Fighting Stance, Hack and Slash 1, Bladesman 1, Armsman 2
  • Sun Fire, Fast Healing

Cicero___Health C, Magicka D, Stamina B___One-Handed B, Sneak B, Archery C, Light Armor C, Alteration D

Glimpse Of The Con
- When attacked in melee combat, have a 15% chance to briefly turn ethereal.
Under the Knife
- Attacking from an ethereal state causes a cataclysmic critical hit._____Cicero is a master assassin who can use stealth in combat to get enemies to attack his last position, then open them up with deadly counter attacks. The man may be insane, but that doesn't make him any less effective of a killer.
  • Concentrated Poison, Dual Flurry 1, Dual Savagery

Cosnach___Health B, Magicka D, Stamina C___One-handed C, Archery D, Block C, Light Armor C, Sneak C, Restoration D

- Drinking with your buddy provides 100 temporary health.
Cosnach is a proud drunk. He's a man who knows how to have a good time, even right in the middle of combat. When you share a drink with Cosnach, you'll both be a little more resilient to damage. He's not much of a fighter, but the man has a strange luck that seems to keep him alive. Drink yourself healthy with Cosnach!
  • If Cosnach is nearby and is your follower, drinking any alcoholic drink applies 100 points of temporary health to both you and Cosnach, and lasts for the duration of the Damage Stamina Restoration effect of the alcohol. Unlike normal fortify health effects, when this temporary health effect wears off, you keep the extra health it provided, up to your normal maximum. This lets you use alcohol as cheap healing for both you and your drinking buddy. Drinking multiple alcoholic beverages will simply refresh the duration of this temporary health, not refill or increase it, so pace yourself.
  • Armsman 1, Agile Defender 1, Respite, Deft Movement, Atronach
  • Healing

Dark Brotherhood Initiates___Health C, Magicka D, Stamina B___One-handed B, Archery C, Light Armor C, Sneak B, Alteration D

- Generates uses of poison in combat.
The Dark Brotherhood's initiates dedicate their lives to bringing death to others. These servants of Sithis are masters of destroying the living. The unliving or non-living, not so much. Initiates get powerful poison to use in combat, but they won't be as useful against enemies who are immune.
  • Rivers causes attacks to do bonus poison damage (20 instantly, plus 4 per second for 15 seconds). This can stack with actual poisons used. Rivers will activate on the first hit in battle, and then recharges at a rate that speeds up as level rises (fastest is 3 every three seconds, at level 54+). Rivers will not activate on poison-immune enemies, instead banking those uses. All uses expire when combat ends.
  • Armsman 2, Deft Movement, Alteration Expert, Concentrated Poison
  • Paralyze

Derkeethus___Health B, Magicka D, Stamina C___Archery B, Light Armor C, Lockpicking C, Sneak B, Restoration D
Jars - Attacks with bows and crossbows have a chance to explode in fire.
- Walking in the rain, swimming, or wading in water provides temporary damage resistance.
Derkeethus the miner has spent a good deal of time testing different minerals and has come up with a compound that has the potential to explode. It doesn't always work, but when it does, his arrows will burst on impact, causing fire damage and staggering opponents. As an argononian, Derkeethus is most comfortable when he can coat his scales in water. Players who stay near water sources will find a very tough ally in Derkeethus.
  • The chance for Jars to activate is (10+level/2), maxing at 35% at level 50. It staggers and causes 40 fire damage, burning extra for 5 seconds. Jars can stagger anyone, but will only cause damage to hostiles.
  • Saferwaters causes Derkeethus to take 50% less magic damage and 10% less combat damage for ten minutes if he is exposed to water. Walking in the rain, wading through water, or swimming can all trigger this. You'll see a dripping water effect on his scales when this is active (in some lighting conditions this is very difficult to see).
  • Agile Defender 3, Overdraw 1, Power Shot, Stealth 2
  • Fast Healing

Durak___Health A, Magicka D, Stamina B___One-handed C, Archery B, Block C, Light Armor B, Speech B
The Meddler - Weakens nearby enemies to combat damage.
Durak is the unofficial recruiter for the Dawnguard, spreading their message and encouraging people to join. He's remarkably skilled with words, especially for an orc. In battle, this makes him good at distracting enemies, leaving them vulnerable to physical attacks. Durak is a great follower for players who use archery or melee combat.
  • The Meddler reduces the armor of hostile targets in 100 feet by Durak's Speech skill, so 100 at max. It can reduce armor to negative values, so you'll always see the full benefit.
  • Armsman 2, Overdraw 2, Critical Shot 2, Hack and Slash 2, Fighting Stance, Custom Fit
  • Healing

Eola___Health C, Magicka C, Stamina C___Sneak B, Destruction C, Conjuration C, One-Handed c, Alteration D, Light Armor D

Door to Door Cannibals
- Killing blows on living creatures restore 50% of your health.
- Nearby allied undead and daedra regenerate health in combat.
Eola is a lover of death. In combat, she constantly emanates an aura that heals non-living allies. When killing living targets, she'll consume some of them to immediately restore health. Eola is best for darker players who like summoning and necromancy, and her aura will heal the player too if you're a vampire.
  • Antisaint heals 3 health every second to undead and daedra allies within 50 feet.
  • Armsman 1, Magic Resistance 1, Recovery 1, Regeneration, Augmented Shock 1
  • Chain Lightning, Fireball, Thunderbolt, Close Wounds, Conjure Flame Atronach, Fast Healing, Firebolt, Incinerate, Lightning Bolt, Oakflesh, Raise Zombie, Reanimate Corpse, Stoneflesh, Steadfast Ward

Erandur___Health A, Magicka D, Stamina B___Block B, Heavy Armor B, Restoration B, One-Handed B, Destruction C
To Return - Attacks with melee weapons banish summoned creatures and destroy raised undead.
Family System
- Nearby allied living creatures regenerate health in combat.
Erandur knows how to deal with the unliving, and will remove any summoned or raised creatures he strikes. In battle, he radiates Mara's light to heal allies in combat, but this only affects the family of living creatures. Erandur is perfectly designed to fight conjurers and necromancers.
  • Family System heals 3 health every second to living allies within 50 feet.
  • Tower of Strength, Shield Wall 1, Armsman 1, Recovery 2, Respite, Regeneration, Ward Absorb, Novice Restoration, Apprentice Restoration, Adept Restoration
  • Fireball, Stendarr's Aura, Fast Healing, Firebolt, Flames, Heal Other, Lesser Ward, Steadfast Ward

Erik the Slayer___Health A, Magicka D, Stamina C___Heavy Armor B, Archery C, Block C, One-Handed C, Two-Handed C

- Gain a +50% learning bonus to damage when attacking an enemy using the same kind of weapon.
Still Running
- Revive immediately when falling in combat. Activation uses 60 magicka.
Erik is inexperienced, but skilled. His enthusiasm makes him hard to keep down, and he will rise time and again to meet his challenges. Erik is a quick learner, and will pick up tricks from his enemies in combat. He may be a bit green, but no one can match Erik's tenacity.
  • Peer activates based on weapon type, such as battleaxe, sword, dagger, bow, etc. Erik has Extra Pockets, so give him several weapons and watch him switch in combat.
  • Still Running recovers 100 health as soon as Erik falls to his knees. It uses 60 magicka for activation, which acts as something of a cooldown for it. Erik's base magicka grows very slowly, but magicka potions and enchantments can help him use this more frequently.
  • Extra Pockets, Armsman 1, Barbarian 1, Overdraw 1

Faendal___Health B, Magicka F, Stamina C___Archery A, Sneak A, Destruction B, Light Armor B, Conjuration D

- Attacks with bows and crossbows cause additional non-elemental magical damage based on Destruction skill.
Highland's Apparition - Summons infinite arrows for 60 seconds.
Faendal does not cast traditional spells, but is skilled in a different form of magic. He's trained to use ancient Bosmer powers that channel through his bow. Each arrow he fires carries a charge, and he can create magical arrows whenever he wills. He's a skilled hunter capable of silently sneaking up on unaware animals, but this works equally well on anything else. There aren't many followers who can rival Faendal's ranged damage output.
  • Long adds 1/5 of Destruction skill, rounded down, as bonus non-elemental damage (only magic resistance applies). The max is thus 20 damage at 100 skill.
  • Highland's Apparition provides arrows with the damage of daedric.
  • Critical Shot 2, Overdraw 4, Ranger, Stealth 1, Muffled Movement

Farkas___Health A, Magicka F, Stamina C___Archery D, Block B, Heavy Armor A, One-Handed D, Two-Handed B

Bend the Bracket
- Blocking with a two-handed weapon reduces damage taken by 50% from any source and direction.
Send the Pain Below
- For 30 seconds, regenerate health, take 25% less damage, and Bend the Bracket provides immunity while blocking. Cooldown 180 seconds.
Farkas uses calm defense to overcome enemies, and can wrap himself in protection when using two-handed weapons. When needed, he clears his mind to bring out his potential. He's not as strong as his brother Vilkas, but he can outlast nearly anything.
  • Send the Pain Below triggers when under 60% health and attacked in melee combat.
  • Shield Wall 1, Barbarian 1, Juggernaut 5, Tower of Strength

Frea___Health B, Magicka C, Stamina C___One-handed B, Archery D, Block C, Heavy Armor C, Alteration B, Restoration C

Paint the Seconds
- Dodges attacks in battle, leaving behind a brief shadow.
Frea is trained in the ways of the skaal shamans. Old martial styles and ancient magic blend when she fights. Frea uses twin axes to cause deadly damage, and can misdirect enemies in battle, leaping and leaving ghostly images behind.
  • When an enemy swings at Frea in melee combat, she has chance to instead teleport forward and leave behind a brief shadow to misdirect enemies. This shadow lasts for 5 seconds, and there's a 10 second cooldown before Frea can jump again.
  • Rarely, Frea will clip into and get stuck in a wall due to Paint the Seconds. If the next use doesn't get her out, just switch areas and she'll appear behind you again.
  • Fighting Stance, Hack and Slash 2, Dual Flurry 2, Savage Strike, Magic Resistance 2, Regeneration, Recovery 1
  • Close Wounds, Ebonyflesh, Fast Healing, Heal Other, Ironflesh

Ghorbash the Iron Hand___Health A+++, Magicka F, Stamina B___Archery B, Heavy Armor A+, Sneak A+
Punchline - Unarmed damage increases with level.
Ghorbash the Iron Hand will fight using his fists. A former legionnaire, he is skilled at using a bow at a range, but far prefers to get close and punch. His natural fist damage grows with level and rivals a well-smithed sword. He's extremely durable and makes a great follower for anyone who believes in a good, fair fight. Because of his naturally high defenses and lack of weapons, he doesn't really need you to give him any equipment.
  • Punchline increases unarmed damage by 8 every every four levels, maxing at +96 at level 48.
  • Magic Resistance 70, Juggernaut 5, Fists of Steel, Tower of Strength, Well Fitted, Matching Set

Golldir___Health A, Magicka F, Stamina C___Heavy Armor B, One-Handed B, Archery C, Block C, Two-Handed D

Panic Prone
- When struck with a charm, fear, or frenzy effect, recover immediately and instead gain doubled damage for 30 seconds.
Golldir is afraid, but he's not going to let that stop him from doing what he must. Any effects that might cloud his mind are shrugged off immediately, instead leaving him even more resolved. He's been trained to use any weapon effectively (with a preference for axes), but he also has one of the most reliable damage boosts of any follower. Pump him up with a spell and watch him wreck enemies.
  • Hack and Slash 2, Limbsplitter 2, Fighting Stance, Champion's Stance, Deflect Arrows, Tower of Strength, Well Fitted, Armsman 1, Barbarian 1, Overdraw 1, Shield Wall 1

Housecarls (Except Valdimar)___Health A, Magicka F, Stamina C___Heavy Armor B, One-Handed B, Archery C, Block C, Two-Handed D

- Revives allies that fall below 20% health. Can be used on each ally once every ten minutes. Does not apply to the user.
Same Old Trip
- Bashing has a 30% chance to knock down targets. Chance is 100% when bashing with bows.
The Housecarls are all very competent fighters capable of disabling enemies. They are sworn protectors of their Thane, but they'll protect all nearby allies with their amazing ability to give a second chance to allies in combat. Players who summon or raise undead will especially appreciate this, but anyone can make use of the added safety.
  • The cooldown for Arise is on each individual. You'll see it in your active effects, so you can check how long before you can be arisen again.
  • Fighting Stance, Magic Resistance 1, Armsman 2, Barbarian 2, Shield Wall 2

Housecarl Valdimar___Health C, Magicka C, Stamina C___Heavy Armor C, One-Handed C, Alteration C, Destruction C, Restoration C

- Revives allies that fall below 20% health. Can be used on each ally once every ten minutes. Does not apply to the user.
Same Old Trip
- Bashing has a 30% chance to knock down targets. Chance is 100% when bashing with bows.
Valdimar is a Housecarl, but he's more focused on magic. He's still a good fighter and sworn protector. Players who want the Housecarl benefits, but with more magic than combat, should use Valdimar.
  • Augmented Frost 1, Recovery 1, Regeneration, Hack and Slash, Fighting Stance
  • Close Wounds, Fast Healing, Ice Spike, Ice Storm, Oakflesh, Stoneflesh, Turn Undead, Lesser Ward

Illia___Health B, Magicka A, Stamina F___Destruction B, Conjuration B, Alteration C, Sneak C, Restoration C
Interlewd - Transform into a swarm of stinging insects. Lasts for 45 seconds, cooldown 6 minutes.
Prima Donna
- Regenerate health slowly. Can cast using health when low on magicka.
Illia is a reformed witch. She was never a full hag, but she still knows much of their arcane lore. Forgotten powers allow her to pull from her own life to cast spells - a truly dangerous form of magic. In dire moments, she can transform into a swarm of stinging insects to drain life from nearby enemies. Illia is going to make up for past deeds, even if she has to use her forbidden magics to do it.
  • Prima Donna restores 1 health every second, except when transformed. When under 35% magicka and over 35% health, it drains health into magicka at a 2 to 1 ratio. This ability to efficiently use health for casting encourages giving her enchantments and potions that improve health.
  • Interlewd triggers when attacked with low health and magicka. While shifted, Illia is immune to all combat damage, but she has 100% weakness to fire and she can't cast spells. Her constant stinging poison attack drains 10 health per second from all nearby enemies to restore her. The range increases with her level.
  • In order to fix an error that arose when dying in transformation, Illia is now essential.
  • Because she uses Mage Armor, you'll want to leave her in her default outfit. To compensate, Illia's Resistant Boots have 30% shock resistance and Illia's Robes are a clothing version of Ancient Nord Armor that have an enchantment that levels with her. At level 30 they reach full power, providing 100 health and 100 armor.
  • Mage Armor 3, Magic Resistance 2, Necromancy, Dark Souls, Muffled Movement, Stealth 1, Novice Destruction
  • Ice Storm, Frostbite, Ice Spike, Raise Zombie, Reanimate Corpse, Revenant, Sparks, Stoneflesh, Lesser Ward

Ingjard___Health B, Magicka B, Stamina D___Two-handed C, Block D, Light Armor C, Sneak B, Conjuration C, Destruction A, Restoration C

Young Wicked
- Bonus magic damage against daedra and undead.
Last Days
- Nearby enemies lose any frost resistance.
Ingjard was a vampire's thrall since she was a little girl. She served for many years under a powerful cryomancer, from whom she learned a great deal. When her master was finally destroyed, Ingjard awoke from her nightmare with a new resolve. She never wants to see anyone else harmed by such vile creatures. She's more than delighted to use what she learned as a slave to kill her former masters. Anyone can use such a strong ally, but players who use frost magic will especially appreciate her insight.
  • Young Wicked increases magic damage (including weapon enchantments) against all daedra and undead by 1% for every point of Destruction skill, up to doubled damage.
  • Last Days reduces frost resistance to 0 for any enemies within 100 feet of Ingjard. Enemies don't lose frost weakness, just resistance. You can take full advantage of this with your own spells.
  • Augmented Frost 1, Deep Freeze, Destruction Dual Casting, Regeneration, Summoner 1, Champion's Stance, Stealth 1
  • Ice Spike, Freeze, Ice Storm, Conjure Frost Atronach, Fast Healing, Heal Other

J'zargo___Health C, Magicka B, Stamina D___Destruction B, Light Armor B, Restoration C, Sneak C, One-Handed D

- Take 30% less damage from fire, frost, and shock spells.
Wonder What's Next
- Three special versions of spells: Firebolt weakens enemies to frost, Ice Spike weakens enemies to shock, Lightning Bolt weakens enemies to fire.
J'zargo has trained in quick and efficient elemental strikes. Each spell temporarily weakens targets to his follow-up hits, making his spell combos better than the sum of their parts. He's very confident in his own abilities, but oddly, his doubt about the abilities of others actually leads them to perform more poorly when fighting him, making him resistant to enemy magic.
  • The weakness effect is 50% for 10 seconds. This stacks on other resistances and weaknesses (including itself) multiplicatively. Because it's weakening the enemy rather than empowering J'zargo, you can make use of his weakness effects on your attacks.
  • Recovery 2, Regeneration, Augmented Fire 1, Augmented Frost 1, Augmented Shock 1
  • Firebolt, Ice Spike, Lightning Bolt, Healing, Steadfast Ward

Jenassa___Health B, Magicka D, Stamina C___One-Handed B, Light Armor B, Sneak B, Illusion C, Archery D, Lockpicking D

- Dual wielding daggers provides a 30% chance of a severe critical hit with each weapon.
A New Momentum
- Repeated melee attacks increase in speed with each hit.
Letter From A Thief - Disappear to briefly escape combat and recover.
Jenassa is a nimble dual-weapon fighter. Though fragile, her incredible speed and precision make her very deadly. If she gets into trouble, she can disappear and escape from combat to recover. Her quick guerilla strikes make her a hard target to pin down. Jenassa also runs 20% faster than other followers. Enemies who block a lot will stop her quick attacks, but she'll shred anything else with her insane speed.
  • A New Momentum's speed boost is 15% for 4 seconds. It builds up with each hit she performs on either hand.
  • Armsman 2, Dual Savagery

Kharjo___Health A, Magicka F, Stamina C___Heavy Armor B, One-Handed B, Sneak B, Lockpicking B, Archery D, Block D
One Lonely Visitor - Invisible while sneaking.
The Gist
- Can sense nearby creatures when sneaking.
Kharjo is a capable warrior, but he understands the value of stealth. His soft fur lets him move silently even in bulky armor, and he can keep himself hidden well; in fact, Kharjo will be completely undetected while sneaking. His strong sense of smell lets him locate targets to let allies know their positions. Players who strongly value stealth will find no better ally than Kharjo.
  • The Gist gives you constant detection of all creatures out to 180 feet when you are within 50 feet of Kharjo. You must be sneaking for it to to be active.
  • Silence, Stealth 1, Armsman 1, Bladesman 1, Hack and Slash 1, Bone Breaker 1

Lob___Health A, Magicka F, Stamina B___One-handed C, Two-handed C, Block B, Smithing A, Heavy Armor B

I Get It
- While current follower, increase player's smithing.
Lob, like his mother, comes from generations of orc smiths. He has been working with metals since before he can remember. His mother has imparted a remarkable smithing talent to him, and growing up in the stronghold has given him plenty of experience using weapons and armor. Lob is happy to share his knowledge, but only with those he respects.
  • I Get It makes your weapon and armor improvement better by a percentage equal to however much higher Lob's Smithing skill is than yours. Its minimum is 20, so it will always increase your smithing ability. Skill values are checked each time Lob levels, not each time your skill changes.
  • Juggernaut 5, Armsman 3, Barbarian 3, Shield Wall 3

Marcurio___Health C, Magicka A, Stamina F___Destruction B, Restoration B, Alteration C, Sneak C, Conjuration D

Face to the Floor
- Shock spells have a 5% chance to briefly paralyze.
Another Know It All
- Provides a 20% chance to absorb hostile spells.
Blank Earth
- Throws a windstorm forward that causes light shock damage.
Marcurio is forceful mage. His lightning has a chance to knock enemies down, and he can generate powerful gusts of wind that can stagger enemies. Whether he's just confident or arrogant, he's certainly justified. He'll occasionally overpower enemy mages and absorb hostile spells. Few can match the raw power that Marcurio wields, and that's probably a good thing for the rest of us.
  • Magic Resistance 1, Recovery 2, Regeneration, Respite, Augmented Shock 1, Mage Armor 1
  • Lightning Bolt, Chain Lightning, Close Wounds, Fast Healing, Stoneflesh, Turn Undead, Steadfast Ward

Mjoll the Lioness___Health A, Magicka F, Stamina C___Heavy Armor B, Two-Handed B, Block B, Speech B

Until You're Reformed
- All weapon attacks have a 5% chance to cause Calm for 10 seconds.
A Miracle
- In combat, nearby allies gain health, magicka, and stamina regeneration.
Mjoll is on a mission to purge the world of evil. Her attacks have a chance to briefly break targets out of combat, and her crusading spirit empowers all allies around her. Her ability to break up groups makes Mjoll good when outnumbered, and her empowering skill helps as many allies as there are near her. This makes Mjoll the best ally to bring along if you're going to war.
  • A Miracle's bonus for all three regeneration rates is equal to half of Mjoll's Speech skill.
  • Deep Wounds 3, Skullcrusher 3, Limbsplitter 3, Great Critical Charge, Champion's Stance, Tower of Strength

Njada Stonearm___Health B, Magicka D, Stamina C___One-handed B, Block B, Light Armor B, Sneak D, Restoration C

The Fad
- While blocking, creates a ward that protects against spells.
Njada's incredible knack for blocking enemy attacks has led to her nickname Stonearm. She's incredibly good at the movement and timing needed to block a hit - so good, in fact, that it's said even a spell can't get by her shield. Players who prefer to fight from afar will appreciate having Njada holding the line for them.
  • The Fad basically turns any shield into Spellbreaker, except the ward is actually stronger (150 points). It'll stack with Spellbreaker if you give her that.
  • Shield Wall 5, Elemental Protection, Deflect Arrows, Block Runner, Respite
  • Healing

Ogol___Health B, Magicka B, Stamina C___One-handed B, Light Armor C, Sneak B, Alteration D, Conjuration B, Restoration D

- Damages stamina over time and has a chance to paralyze as stamina decreases.
The Damned
- Light damage over time. If the target dies while under the effect, it comes back as a zombie.
Ogol is an old orc who has learned a little orc magic in his lifetime. He can't directly raise dead bodies, but he can curse the living to come back. He also can't directly paralyze, but he can cause wracking pain that will eventually have that effect. Ogol is also pretty decent in melee combat, which he'll use alongside spells, often preferring a bound sword.
  • Twinge causes light poison damage to stamina for 20 seconds. When an enemy's stamina is low, there's a chance to paralyze it briefly. This chance increases as stamina drops and as Ogol's level increases, and can reach 100%.
  • The Damned lasts for 30 seconds. If an enemy dies with this effect, it is raised as a zombie serving Ogol, regardless of its level, for 1 minute.
  • Due to a game engine bug, raising enemies who were paralyzed when they died causes them to just stand or walk in place. I cannot fix this, so be aware that Ogol, who has both paralysis and zombie magic, will cause this sometimes.
  • Armsman 1, Fighting Stance, Twin Souls, Soul Stealer, Oblivion Binding
  • Fast Healing, Stoneflesh, Bound Sword (special version)

Onmund___Health A, Magicka C, Stamina F___Destruction B, Heavy Armor B, Restoration C, One-Handed D, Block D

- All spells are 75% stronger while using a staff.
Onmund is a brilliant student. While he lacks the talent and experience to cast powerful spells himself, he still has a good understanding of the mechanics of magic. When using a staff, he can channel power through it, not only enabling him to cast spells he doesn't otherwise know, but empowering everything he does. Onmund's unique scholarly pursuits make him excellent for players who can afford to provide him the supplies he needs. Onmund is also remarkably muscular for a scholar, making him quite resilient.
  • Brainiac makes all spells that Onmund casts (including those he casts with a staff) have +75% magnitude and/or duration.
  • Regeneration, Tower of Strength, Juggernaut 3, Magic Resistance 2
  • Fast Healing, Flames, Frostbite, Sparks, Lesser Ward

Ralis Sedarys___Health C, Magicka A, Stamina D___One-handed C, Heavy Armor C, Conjuration C, Destruction B, Restoration D

Got Burned
- Nearby enemies lose any fire resistance.
Straight Jacket Fashion
- Bonus for equipping Ahzidal's items. If magicka runs out, will calm for 10 seconds. Magicka recovers fully when this ends.
Ralis Sedarys is... changed. He's no longer under the control of the dragon priest, but he's also clearly not the man he was before. Not previously a fighter, Ralis has now become a shockingly powerful pyromancer. He has a strange fascination with the artifacts left by the dragon priest who once possessed him. When his mental energy runs low, Ralis will be dazed temporarily, but that couldn't mean anything. Ahzidal is defeated, right? Players who love fire as much as Ralis will appreciate his company.
  • Got Burned reduces fire resistance to 0 for any enemies within 100 feet of Ralis. Enemies don't lose fire weakness, just resistance. You can take full advantage of this with your own spells.
  • There are seven Ahzidal items (boots, gauntlets, helm, cuirass, mask, two rings); five could be equipped at any time. Ralis gains +50 Health for each one worn. If five pieces are worn, Ralis will become undead (his appearance doesn't change). While undead he is immune to poison, disease, staggering, and paralysis.
  • Straight Jacket Fashion makes Ralis immune to everything while he's dazed, so you can't hit him to break it early. The duration drops by 1 second for each Ahzidal item he wears.
  • Fighting Stance, Destruction Dual Casting, Magic Resistance 30, Regeneration, Augmented Flames 1, Intense Flames, Twin Souls
  • Ignite, Flame Cloak, Incinerate, Greater Ward, Close Wounds, Dread Zombie, Revenant

Ria___Health A, Magicka F, Stamina C___Block B, Light Armor B, One-Handed B, Archery C

- When combat starts, gain 60% movement, damage, and damage resistance. These values drop by 20% every 20 seconds.
Ria is young and full of energy. Before you, she was the newest member of the Companions, and she's still very eager to prove herself. In battle, Ria is a whirlwind, but she hasn't learned yet how to pace herself. She tires easily, needing a moment to catch her breath before she can rush again. Her youthful resolve is endearing, and frighteningly powerful while it lasts.
  • Open makes Ria very powerful at the start of combat, but it wears off quickly and won't trigger again until the next fight.
  • Armsman 2, Overdraw 2, Agile Defender 1, Shield Wall 1

Roggi Knot-Beard___Health B, Magicka F, Stamina A___One-handed C, Light Armor C, Sneak 3, Alchemy A, Lockpicking D
In Debt to Earth - While current follower, increase player's alchemy.
It's well-known that the miner Roggi Knot-Beard is a mead connoisseur. What's not as well-known is his remarkable skill in alchemy. His access to a wide variety of minerals and reagents has combined well with drunken creativity over the years. He's actually made quite a few alchemical discoveries, and he's always willing to share advice. He's accustomed to darkness and likes to play light pranks, which has also led to him being fairly good at sneaking.
  • In Debt to Earth makes potions and poisons you mix stronger by a percentage equal to however much higher Roggi's Alchemy skill is than yours. Its minimum is 20, so it will always increase your alchemical ability. Skill values are checked each time Roggi levels, not each time your skill changes.
  • Agile Defender 1, Armsman 1, Wind Walker, Concentrated Poison, Stealth 3

Serana___Health C, Magicka A, Stamina C___One-handed C, Light Armor C, Sneak B, Conjuration C, Destruction A, Restoration D

An Evening With El Diablo
- If vampire, melee strikes drain health. Rises with level. If human, melee strikes empower spells.
Serana is an ancient vampire. Awakened after centuries of sleeping, she has a great deal to learn about the world as it is now. While she is a vampire, you'll find her to be remarkably tough and deadly. If she decides to be cured, her new clarity of mind reveals even stronger magic.
  • If Serana is still a vampire, An Evening With El Diablo drains 3 health for every five levels, maxing at 30 at level 50. If she is human, it instead empowers her spells by 15% for 30 seconds (doesn't increase with level), and can stack with itself. Empowering means increasing damage or duration, depending on the magic school.
  • Serana levels differently from other followers, using a script to learn new spells. I've included an edited version of that script. The spells below include the level at which she learns them, and whether she must be vampire or human.
  • Serana's Drain Life spell grows over time from absorbing 8 health, to absorbing 20 health/stamina/magicka per second. This spell is unchanged by this mod; I just thought you'd want to know about it.
  • Fighting Stance, Custom Fit, Magic Resistance 1, Augmented Frost 1, Necromancy, Novice/Apprentice/Adept Restoration, Regeneration
  • Start: Drain Life (vampire only, grows at 20/28/38/48), Raise Zombie, Ice Spike, Reanimate Corpse; 20: Lightning Bolt, Fast Healing (human only); 28: Ice Storm, Revenant, Heal Other (human only); 38: Chain Lightning, Close Wounds (human only)

Stenvar___Health A, Magicka D, Stamina C___Heavy Armor B, Archery C, Block C, One-Handed C, Two-Handed C

- Heightened pain tolerance provides 25% reduction to all damage taken.
- Battle training gives all weapons a +20% chance to cause a grim critical hit.
_____Stenvar has seen plenty of combat, and has become accustomed to pain. In his long years of battle he's learned how to use just about anything as a weapon. He doesn't particularly care what it is as long as it kills things. He doesn't use fancy tricks to win battles. This well-honed killing machine just fights harder than his enemies, and that's always been enough.
  • Juggernaut 2, Overdraw 2, Armsman 2, Barbarian 2, Shield Wall 2
  • Fast Healing

Sven___Health B, Magicka F, Stamina B___Illusion B, Speech B, Light Armor C, One-Handed C, Block D

- All weapon attacks have a 5% chance to cause Fear for 3 seconds.
Comfortable Liar
- Adds one third of Speech skill to the maximum level of all Illusion spells.
- Calm enemies within 40 feet up to level 10.
Shameful Metaphors
- Causes mental damage and fury in 15 feet, up to level 10.
Sven is a braggart and a liar, and I wanted this to show with abilities that mess with his enemies' minds. He can convince targets their wounds are more dangerous than they really are, slip out of battle when wounded, or even turn his enemies against each other by throwing his voice with nasty comments. Sven is extremely useful when fighting enemies receptive to Illusion magic.
  • Maxed out, Sven's spells will work on enemies up to level 43, which covers the vast majority of things.
  • Agile Defender 1, Wind Walker, Recovery 1, Armsman 1

Talvas Fathyron___Health C, Magicka A, Stamina F___Alteration C, Conjuration A, Destruction C, Restoration B, Enchanting A, Sneak D

Ouija Board
- While current follower, increase player's enchanting.
Talvas is the apprentice to the master wizard Neloth, from whom he has learned to be highly skilled at imbuing magical items. He's also a gifted conjuror. Talvas wants to someday take on an apprentice himself, but for now he's happy to share his knowledge with friends.
  • Ouija Board makes enchantments you create stronger by a percentage equal to however much higher Talvas's Enchanting skill is than yours. Its minimum is 20, so it will always increase your enchanting ability. Skill values are checked each time Talvas levels, not each time your skill changes.
  • Atromancy, Regeneration, Necromage, Ward Absorb, Recovery 2, Muffled Movement, Stability, Augmented Flames 1, Summoner 1, Mage Armor 2, Magic Resistance 2
  • Conjure Flame Atronach, Conjure Frost Atronach, Fast Healing, Fireball, Firebolt, Ice Storm, Ironflesh, Steadfast Ward, Elemental Potency

Teldryn Sero___Health C, Magicka C, Stamina C___One-handed B, Light Armor B, Conjuration C, Destruction B, Restoration D

Don't Fake This
- Summons illusory images of the caster for 60 seconds.
A proud dark elf, Telydrn Sero studied fire magic and swordplay in equal measure, but also made time to learn some rare spirit magic. In combat, Telydryn can channel spirits, which oddly take his form. Even as they fall, these spirits insist on comforting him. He's never been sure, but he believes the spirits he summons might be his ancestors.
  • Don't Fake This summons one ghostly aspect of Teldryn for every ten levels, up to 5 images at level 50 or above. These summons have flaming weapons, but cause very little combat damage. They resist combat and fire damage, but have low health. They are extremely fast and love to shield bash enemies, making them excellent distractions. Whenever an aspect dies, Telydrn will recover 10% of his health, stamina, and magicka.
  • Apprentice Destruction, Novice Destruction, Adept Destruction, Armsman 3, Bladesman 1, Agile Defender 3, Custom Fit, Fighting Stance
  • Fast Healing, Fireball, Firebolt, Flames, Steadfast Ward

Torvar___Health B, Magicka F, Stamina B___One-handed C, Archery D, Light Armor C, Pickpocket B, Lockpicking B, Sneak B

Get Some
- Melee attacks steal gold from enemies. Will spend 100 gold to cause a devastating critical hit.
_____Torvar has a checkered past, which led to him joining the Companions for money, not honor. He has surprisingly underhanded skills for a Companion. In battle, he can steal gold from enemies, and his strikes can be devastating. Torvar absolutely loves money. While he's willing to fight for free, players who can afford to pay Torvar will find no stronger ally.
  • If Torvar has at least 100 gold when he melee attacks, he'll lose 100 gold and that strike will be a devastating critical hit. Enemies glow gold briefly when this occurs.
  • Get Some's gold earning is randomized. It steals 1/3 to all of the target's gold on hit, plus adds 1/20 to 1/2 of Torvar's Pickpocket skill in gold. This makes Torvar stronger against enemies carrying gold, but he'll always be making some gold, especially at higher levels.
  • Get Some does mean that Torvar will be stealing and using the gold enemies carry, and gold used for his criticals disappears forever. You may take his remaining gold after combat, or give him gold to use.
  • Armsman 2, Stealth 4, Muffled Movement, Dual Flurry 1

Ugor___Health A, Magicka D, Stamina C___One-handed B, Archery B, Light Armor B, Sneak C, Restoration D

- Blows back enemies. For 60 seconds, take halved damage and do doubled damage. Cooldown 3 minutes.
This Circus - Firing an arrow at a far target will teleport you to it.
Ugor doesn't need your help, and she's certainly not going to wait for it. She's very aggressive and will fly into combat, often literally. If Ugor strikes a far enemy with an arrow, she'll teleport behind them. Ugor is a self-sufficient ally who charges into battle ahead of you.
  • Envy triggers when under 60% health and attacked in melee combat. It throws nearby enemies and triggers a 60-second effect identical to Berserker Rage.
  • Rarely, Ugor will clip into and get stuck in a wall due to This Circus. Just switch areas and she'll appear behind you again.
  • Armsman 1, Overdraw 1, Deft Movement, Dual Flurry 1, Dual Savagery
  • Fast Healing

Uthgerd the Unbroken___Health A, Magicka F, Stamina C___Two-handed B, Archery D, Block C, Heavy Armor B

Joyride (Omen)
- Damage increases the longer you spend in combat, up to x3 at 3 minutes, at which point will Frenzy.
Uthgerd got kicked out of the Companions for accidentally killing a guy. Her wild, uncontrollable strength sometimes gets out-of-hand. She loves battle, seemingly getting stronger instead of tiring. She's not disloyal, but can be dangerous. In a full battle frenzy, Uthgerd will wildly attack anything around her. She is a devastating whirlwind of death that cannot be contained. If she counts you among her friends, be glad. Also be wary.
  • For every 9 seconds Uthgerd remains in constant combat, she will gain 10% damage. If she reaches 3 minutes (+200% damage), however, she will frenzy for 30 seconds, wildly attacking anything nearby. Uthgerd has the highest potential damage of any follower, but she's a risk to be using.
  • Joyride's damage bonus does not affect you, but she will tear up other allies. She's not the best follower if you rely on summoning.
  • If you spend too long in the initial brawl to earn her friendship, Omen will trigger and she'll frenzy. I intentionally allowed this. Uthgerd is wild, plus this makes earning her a bigger challenge.
  • Champion's Stance, Barbarian 2, Sweep, Devastating Blow, Great Critical Charge

Vilkas___Health A, Magicka F, Stamina C___Archery C, Block C, Heavy Armor B, One-Handed D, Two-Handed A

- When struck in melee combat, instantly counter attack 20% of damage taken.
The Red
- For 30 seconds, regenerate health, cause 25% more damage, and Revenge power rises to 100%. Cooldown 180 seconds.
Vilkas uses his anger in battle, and automatically counter attacks every melee attack that hits him. When needed, he unleashes his rage, focusing his mind on nothing beyond the kill. He isn't as tough as his brother Farkas, but he'll end battles quickly, win or lose.
  • The Red triggers when under 60% health and attacked in melee combat.
  • Shield Wall 1, Barbarian 3, Juggernaut 1, Champion's Stance, Devastating Blow

Vorstag___Health B, Magicka F, Stamina B___One-Handed A, Block A, Archery C, Sneak B

Hats Off to the Bull
- When unarmored, gain 20 points of armor for every 5 levels of Block skill. Light and Heavy armor provide no protection.
Grab Thy Hand
- When blocking with a One-Handed weapon, gain a 30% chance to stop incoming combat damage. Shields provide no protection.
Point #1
- When using a One-Handed weapon and an open left hand, gain +10% chance of causing devastating critical damage.
Vorstag is an incredibly talented duelist. Rather than use fancy things like spells or even armor, the man fights with nothing but a single weapon. He is a master of using unfettered movement to defend and attack, making him surprisingly hard to kill. Vorstag actually doesn't gain armor value from any armor or shields; all he needs is a good weapon. Players who want an ally as deadly as he is durable will appreciate Vorstag.
  • At 100 Block skill, Hats Off to the Bull provides 400 armor value.
  • Because he needs to remain unarmored, you should leave him in his default outfit. To compensate, Vorstag's Thick Boots have 15% magic resistance and Vorstag's Clothes have an enchantment that levels with him. At level 30 they reach full power, providing 100% poison resistance and +150% stamina regeneration rate.
  • Armsman 3, Shield Wall 5, Fighting Stance, Deadly Bash, Power Bash, Disarming Bash, Stealth 3