Dead Thrall

Dead Thrall is a master-level Conjuration spell in .
==Characteristics==
Casting Dead Thrall raises the dead body of most humanoid beings (Men, Mer, and Beastfolk) whose level is 40 or under to "permanently" fight alongside the Dragonborn. The thrall follows and defends its master until banished, killed, or turned.
Occasionally, the thralls will vanish, even if within eyesight, or when entering certain areas they may not follow, but they may show up again later, even if on the other side of Skyrim.
Unlike other reanimation spells, thralls that die will not turn to ash and may be raised again if so desired. If the conjurer has the Dark Souls perk, the thrall will be raised with an extra 100 hit points; however, once these are spent they are not recoverable unless the thrall dies and is re-enthralled. If the Dragonborn has the Twin Souls perk, two Dead Thralls may be summoned at one time, or a Dead Thrall and an atronach or Dremora.
==Spell tome==
===Attributes===
*Weight: 1 
*Value: 1270 
*See Spell Tome for a complete table of spell tomes, their descriptions, and their values.
===Acquisition===
*Phinis Gestor sells this spell after the completion of the Conjuration Ritual Spell.
*After entering Apocrypha in , it is possible to find the tome at the table next to the Black Book.
==Equipment==
Upgrading the thrall's equipment may increase its effectiveness.
Thralls will use any weapon given to them as long as the weapon matches its proficiencies. For instance, mages will prefer to continue using their spells and wielding staves rather than equipping powerful melee weapons. Most thralls, regardless of proficiencies, will also use the shields given to them, provided they have a free hand available. However, thralls are much more picky about the armor/clothing they will wear.
*Thralls will equip whatever armor they die in. The armor given to them must be the specific item; it cannot be a duplicate (e.g. if a thrall spawned with an Iron Helmet, it will only wear that Iron Helmet and will not equip any other Iron Helmets found in the game). An exception is reanimated Forsworn, who will use any Forsworn Armor dropped by other Forsworn. If gear is given to the follower, then the follower is killed and enthralled, they will continue to wear whatever they had while alive, but fast-traveling will de-equip the gear, so this is of limited use.
*Thralls from Northwatch Keep may replace their Glass Armor with Elven Armor looted from other Northwatch Guards.
*Afflicted thralls may change their armor when moving to a different cell. They may equip lower level armor when moving to a new cell.
*Thrall equipment may be improved. To do so, loot the desired gear from the thrall's corpse. Modify the gear as desired through enchanting and smithing. Return the gear to the thrall's corpse, and reanimate it. The thrall will equip the gear upon leaving the current cell.
*Thrall gear may be reset by removing all the equipment, reanimating the thrall, then moving to a different cell. The thrall will generate a new set of equipment from the list of possible gear with which they can spawn. Note that this gear may be different from what they previously had. This trick may be used to re-enchant thrall equipment, obtain better versions of leveled gear a thrall may have equipped, or duplicate rare equipment.
*Thralls will not equip items in slots that were left empty when they generated their gear.
*Renaming thrall gear when enchanting it will simplify keeping track of unique equipment.
*Any enchantments on the armor or clothing will interfere with and negate the Dark Souls perk. Consider whether enchanting a thrall's equipment is worth the loss of the 100 health gained from that perk.
*If the thrall dies after the first time it has equipped enchanted gear, when it is reanimated the enchantments will not take effect even though the thrall still has the gear equipped. To remedy this, every time the thrall dies, loot the enchanted gear, and then give it back to them, allowing them to re-equip it.
*Replace the weapon into the inventory of any character that has dropped it and that will be the subject of the thrall spell, otherwise the character will not pick it up unless in battle.
*Dead thralls can benefit from the Fortify Carry Weight enchantment, but only if it is applied to currently equipped armor. It is not possible to enchant an item they did not wear in life and give it to them. The player can loot their worn armor, enchant it and then give it back to them. Corpses which had more armor slots in life will maximize the use of this enchantment.
==Notable thralls==
The characters listed below are thralls that have been deemed exceptional in some way by the community. The first three sections deal with thralls of different class, and the final covers thralls that retain their vocal clips upon death. All thralls listed here are able to be thralled at any level unless otherwise noted. Some of the named characters listed have unique abilities, while others are effective and easy to find.
===Mages===
These thralls will use destruction spells and readily wield staves you give them. Some will even conjure allies using their own spells.
Name 	Acquisition 	Level* 	 	 	Stamina	Magic Resistance 	Enchantable Items	Notes
Arch-Curate Vyrthur	"Touching the Sky," after Auriel's Chapel 	15–75**
(PC x1.2)	 	 	 	 	3 	Does not moan.Corpse rarely resetsNecromage perk** allows use up to PC level 42.Casts frost and shock magic, Frost Atronach.Wears Ancient Falmer Armor.
Estormo 	"The Staff of Magnus" 	10–50 	 	 	 	 	2 	Uses powerful magic, like Flame Cloak and Lightning BoltCorpse does not resetGroans occasionallyCan conjure Flame Atronachs
Forsworn Ravager 	The Reach (on the ruins of Karthspire Camp) 	 	 	 	 	 	1 	Ice Princess rapidly shoots Icy Spears & conjures a Frost AtronachWears full set of Forsworn Armor
Haldyn 	Japhet's Folly (inside the tower) 	40 (max)	 	 	 	 	 	The leader of the Blood Horkers is a powerful mage who uses Lightning Bolt and Fast Healing, and wears a full set of Nordic Carved Armor without a helm
Hamelyn 	Honningbrew Meadery (basement) 	25 (max)	 	 	 	25% 	3 	The Rat King uses Lightning Bolt, Ice Spike and Mage Armor spellsDual casts Lightning Bolt, but does not have the Impact perkHas a natural 25% resistance to magic
Kornalus 	Harmugstahl 	40 (max)	500 	410 	50 	30% 	1 	120 armor
Lu'ah Al-Skaven 	Ansilvund Burial Chambers 	8–50
(PC x1)	150+(PC-1) ×8.3	150+(PC-1) ×6.7	25 	 	2–3 	Wears 2 boots and levelled Black mage robes,
Has a Staff of Familiar or Staff of Zombies. 
Uses a combination of Grand Healing, Greater Ward, Ironflesh, Close Wounds, Revenant, Dread Zombie, and Turn Greater Undead. May occasionally employ Ice Storm and Ice Spike.
Malkoran 	The Break of Dawn 	40 (max)	500 	460 	25 	55% 	1 	Shade spawns upon death120 armorDoes not moanBody may reset after quest is completeEvery time the shade dies it yields a bone meal and 250 gold
Malyn Varen 	"The Black Star" (inside Azura's Star) 	25 (max)	 	 	 	 	2 	Players must be careful that they do not knock his body off the platform.
Master Conjurer 	Hob's Fall Cave 	40+ 	500 	460 	 	30–55% 	1 	120 armorName may change to "Master Necromancer" upon reanimation
Master Vampires 	Broken Fang Cave, Shriekwind Bastion, etc. 	42** 	669 	414 	257 	50% frost resistance50% weaker to fire	1–2 	Affected by Necromage perk**Can keep vocal clips
Necromancer 	The Man Who Cried Wolf, at the tower in Wolfskull Ruins	
(PC x1.2)	 	 	 	 	 	The four located near the altar are unique characters, they do not reset.Casts frost and shock magic, Reanimate Corpse, OakfleshWears Necromancer Robes.
Orchendor 	The Only Cure 	40 (max)	625 	430 	205 	100% 	2 	Teleportation spellCorpse does not resetIdeal thrall; very strong and immune to most magic
Sebastian Lort 	A Daedra's Best Friend 	40 (max)	234 	231 	25 	25% 	1 	Conjures Storm AtronachCasts Chain Lightning and Lightning BoltHeals self with Close WoundsMay disappear upon completion of "A Daedra's Best Friend."
Sild the Warlock 	Rannveig's Fast 	40 (max)	 	 	 	 	1 	Uses extremely powerful magicVery high healthCorpse does not reset
Silus Vesuius 	Pieces of the Past 	40 (max)	 	 	 	 	 	Corpse does not resetSummon Familiar in battleUses moderately powerful magic
Silvia 	Darklight Tower 	7-51 	103-620 	86-350 	50 	Unknown 	2-3 	Wears Necromancer robes and 2 boots.
Has a Staff of Hag's Wrath and levelled dagger
Employs destruction magic and her staff in fights. Might also summon something from Oblivion.
Sulla Trebatius 	Alftand Cathedral (near the end with Umana) 	10–30 	391 	222 	197 	0 	3 	Uses mostly fire magicComes with enchanted Imperial SwordWears Imperial armor, boots, and bracersHas many perks (Agumented Flames, Bladesman, Fighting Stance, Recovery, Regeneration, Respite, Tower of Strength)Heals himself
Traveler 	Random Encounters after siding with the Dawnguard 	1–60** 	 	 	 	50% frost resistance50% weaker to fire	3 	Uses a spell to summon Gargoyle.
Volkihar Vampire 	Broken Fang Cave, Haemar's Shame, etc. 	48** 	843 	413 	294 	50% frost resistance50% weaker to fire	1–2 	Affected by Necromage perk**
===Melee===
These thralls generally have good armor and use melee weapons effectively. They will also use ranged weapons given them when fighting at a distance.
Name 	Location or Quest 	Level* 	 	 	Stamina	Magic Resistance	Enchantable Items	Notes
Bandit Chief 	Dungeons, Camps, etc. 	28 (max)	497 	25 	258 	0 	4/5 	Equips full set of Steel Plate armor whether they were killed without a helmet, gauntlet, etc.
Champion of Boethiah	Boethiah's Calling 	38 (max)	533 	198	174 	10%
50% fire resistance	3 	Equips Ebony Mail (136)Level 38 when PC level less than 58Is more skilled in Light Armor rather than Heavy Armor. 50% Fire resistance
Chief Yamarz 	The Cursed Tribe 	20 (max)	1271	114	50 	0 	4 	Equips full set of Orcish armor (228)Over 1,200 health if the player kills the Giant.
Dremora Markynaz 	Atronach Forge 	36 (max)	435 	50 	190 	0 	None 	Retains vocal clips170 armor
Forsworn Ravager 	The Reach 	34 (max)	447 	116	182 	35% 	4 	Equips full set of Forsworn armorWill dual wield (most of the time), meaning that it will never stop attacking because it will be unable to block.Sprints to get in range of targets.Has the Savage Strike perk.
Krev the Skinner 	Gallows Rock, in "The Silver Hand" quest.	28 (max)	497 	40 	258 	 	4 	Gender is radiant can be male or femaleBetter in heavy armor
Redoran Guard 	Old Attius Farm 	50
(max)	 	 	 	0 	5 	Does not moan.Equips full set of Bonemold Pauldron Armor, including shield.Body does not reset. (Only the corpse found at Old Attius Farm)
Northwatch Guard 	Northwatch Keep 	36 (max)	565 	170	190 	0 	4 	Equips full set of Glass armor (169)
Thalmor Soldier 	Diplomatic Immunity 	36 (max)	565 	120	190 	0 	4/5 	Equips full set of Elven/Glass armorCorpse does not reset (Only those found during Diplomatic Immunity)
===Archer===
These thralls use ranged weapons more effectively. They will switch to melee weapons in close quarters.
Name 	Location or Quest 	Level* 	 	 	Stamina	Magic Resistance	Enchantable Items	Notes
Forsworn Ravager 	The Reach 	34 	447	116	182 	45% 	4 	Equips full set of Forsworn armorArchery (87)Has Power Shot, Ranger, and Quick Shot perks.
Northwatch Archer	Northwatch Keep 	36 	565	170	190 	0 	4 	Equips full set of Glass armor (169)Archery (100)Does not have Power Shot, Ranger, nor Quick Shot perks.
Thalmor Soldier 	Diplomatic Immunity	36 (max)	565	120	190 	 	4 	Equips full set of Elven or Glass armorCorpse does not reset (only those found in the quest Diplomatic Immunity)
===Retain vocal clips===
These thralls do not switch to the standard moans and groans of reanimated corpses. They instead continue to use the unique vocal clips they had in life.
Name 	Location or Quest 	Level* 	 	 	Stamina	Magic Resistance	Enchantable Items 	Notes
Ancano 	The Eye of Magnus 	10–50 	 	 	 	 	2 	Corpse does resetUses very powerful spells, such as Thunderbolt and Chain LightningCan conjure Atronachs into battle
Arondil 	Yngvild 	40 (max) 	 	 	 	 	 	Does moan, though may use unique dialogue if he is killed by his ghosts and reanimated afterwards
Astrid 	Destroy the Dark Brotherhood! 	PC×1.2 	 	 	 	 	None 	Corpse does not reset
Cicero 	The Cure for Madness 	10–50 	375 	115 	245 	0 	None 	Will dual wieldDances randomly
Elenwen 	Thalmor Embassy 	30 (max) 	 	 	 	 	2 	Killable after Season Unending
Erj 	Nchuand-Zel Armory 	 	 	 	 	 	 	
Galmar Stone-Fist 	Palace of the Kings 	10–50 	 	 	 	 	4 	2H
General Tullius 	Castle Dour 	10–50 	 	 	 	 	3 	46 armor
Hefid the Deaf 	The Ratway Warrens 	3 	50 	50 	50 	 	2 (Iron Dagger and Ragged Robes)	She will only moan if run into, otherwise she will repeat dialogue if alive.
Krag 	Nchuand-Zel 	 	 	 	 	 	 	
Legate Rikke 	Castle Dour 	10–50 	 	 	 	 	 	Corpse does resetDoes moan
Master Conjurer 	Hob's Fall Cave 	40 	500 	460 	 	30–55% 	1 	120 armorName may change to "Master Necromancer" upon reanimation
Reaver Lord 	Brodir Grove, Haknir's Shoal, Nchardak, Wreck of the Strident Squall, Damphall Mine, Bloodskal Barrow	28 	 	 	 	 	4 	Wears full Nordic Carved Armor
Septimus Signus 	Septimus Signus' Outpost 	1 	50 	50 	50 	 	1 (Boots) 	
Skjor 	The Silver Hand 	10–50 	 	 	 	 	2 	Does moan
Staubin 	Nchuand-Zel Control 	 	 	 	 	 	 	
Stromm 	Nchuand-Zel Living Quarters 	 	 	 	 	 	 	
Ulfric Stormcloak 	Palace of the Kings 	10–50 	 	 	 	 	3 	Will use shoutsOnly 6 armor
Velehk Sain 	The Midden Dark 	4 	 	 	 	 	2 	Body does not reset
Wyndelius Gatharian	Shroud Hearth Barrow 	Radiant (1–25)	35–441	100–294	50–150 	 	2 	Looks like a ghostCorpse resets
*Levels with (max) mean the thrall will scale with the Dragonborn up to a maximum of that level. Levels without (max) mean the thrall is set at that level.
**Vampires can be thralled above the level 40 cap of Dead Thrall if the Dragonborn has taken the Necromage perk found in the Restoration tree. This perk affects all spells that target vampires including Dead Thrall. With this perk all versions of vampires found in the game are thrallable except Volkihar Master Vampires (level 53). Of note are Volkihar Vampires (level 48) and Master Vampires (level 42), the two highest level natural candidates for thralls in the game.
==Uses==
*If the player gets caught trespassing with a thrall, paying off the fine will cause the player to be teleported out of the cell. The thrall will then advance to the next tier of its character type, provided it has one (e.g. a level 42 Master Vampire will become a level 53 Volkihar Master Vampire). This can only be performed once per thrall, and thralls that advance beyond the Dead Thrall level cap cannot be reanimated if they die.
*The player may use a Dead Thrall as storage for an unlimited amount of items. To do this, one must simply kill the thrall, and when searching their body, fill it with the items that are to be carried. To retrieve the items, one must bring the thrall back to life and kill him again to unpack the items. A single torch placed in their inventory provides a handy light source as they will light up when out of combat situations.
*Since Dead Thralls can summon creatures using a staff in the their inventory, the player can have a larger group of allies to aid them in battle.
*Just like other followers, a single high quality arrow placed in the Dead Thrall's inventory allows them to fire an unlimited number of arrows of that type, increasing their archery effectiveness, and allowing the player to recover the arrows.
*Unlike followers, Dead Thralls will level-scale with the world. This means that it is possible to re-animate a dead thrall, and then they level up to 40, and when they die, it is not possible to re-animate them. However, many potential candidates are level-capped and will not scale past 40.
*If, for whatever reason, a follower dies, it is possible to raise them as long as their level is not greater than 40. After zoning, they will not wear the apparel that was given them before their death; however, if they are a Blade, their default spawn apparel will be the Blades full armor set, which may be upgraded and enchanted. Of note is the fact that these Blades' bodies do not reset.
*With a Dead Thrall following, most other characters, from kids to traders, will make negative comments regarding the spell by giving warnings to stay away or about using a dangerous spell. These comments/warnings do not appear to affect any quest or trading dialogs.
*Vampiric players will find that they can choose to skip the process of equipping their thralls with better armor or weapons entirely by using the following techniques. These tricks will function effectively even on the Master difficulty setting. This is useful as Dead Thralls can be very unreliable when transitioning from location to location, furthermore the process of equipping them with enchanted items is unreliable as well.
**Illusion spells (Call to Arms, etc.) will be 25% stronger if the player is a vampire, greatly improving thralls. The player must have the Illusion school perk Master of the Mind to use the beneficial illusion spells on their Dead Thralls.
**The Restoration school perk Necromage will not only improve the players active effects by 25%, but it also augments beneficial illusion spells by another 25% (50% total) when used on Dead Thralls.
**Potions which improve Illusion spells improve the power of the spells, and not the duration. An Elixir of Illusion will add an additional 100% power to beneficial illusion spells, whereas player created potions can be even stronger. When used to cast Call to Arms, thralls become powerful enough to survive against the majority of enemies in the game.
*In some ways, it is inferior to temporary reanimating spells, in as much as it will only reanimate humans, elves, and beastfolk, (excluding Falmer, as they are classified as creatures) whereas Revenant, for example, works on not only Falmer, but many animals too.
==Trivia==
* According to Creation Kit, what makes the thralls not turn into Ash Pile is the lack of "ReanimateAshPile" script from the "ReanimateSecondaryEffect" Magic Effect, Removing ReanimateAshPile script from ReanimateSecondaryEffect Magic Effect via Creation Kit will prevent corpses from becoming ash piles regardless the type of Reanimation spells.
*Sometimes when a mage reanimated by the player is attacked, it will summon an atronach. The atronach will register as an enemy, causing it to attack the summoner. Once it kills the corpse, it will disappear, having effectively killed itself.
*This can be cast on Ulfric Stormcloak after he is killed at the end of the Civil War missions. It is also possible to get General Tullius and Legate Rikke as thralls. Just make sure to complete the Civil War questline before reaching level 40.
*Dead Thralls, either one's own or raised by enemies, often moan "Thank you.," "Freedom." etc. when being destroyed. This also applies to other lower-level spells of the same type. Rarely, Dead Thralls will beg "Free... me." after being used for some time.
*Hold Guards may attack the Dragonborn if they see him/her using this spell in a city.
*Dead Thralls cannot regenerate their health and are immune to healing spells. That means they cannot be healed by the player and the only way for them to restore their health is to use healing potion given to them.
**Another way to help thralls regain health is to give them weapons enchanted with "Absorb Health" ability.
**If the Dragonborn decides to side with the vampires during the Dawnguard questline, they may purchase two spells which allow the healing of undead, Heal Undead and Necromantic Healing from a vampire in Castle Volkihar. Necromantic Healing can also be found in Dimhollow Crypt if is installed.
*Dead Thralls can be used as "walking trunks" and torch bearers. Putting a torch in their inventory will cause them to light it up under low light conditions whenever not in a combat situation, which also acts as something of an early warning system.
*Dremora Caitiffs and Churls found at the Shrine of Mehrunes Dagon can be made into thralls.
*If Dawnguard is installed, and the Dragonborn sides with the vampires during the Dawnguard questline, if the Vampire Cattle in Castle Volkihar are killed and reanimated, they can be fed on anywhere. However, feeding in a city will get the Dragonborn a bounty.
*The effect actually lasts for 47951 hours, or 999 days according to Creation Kit, the equivalent of 5 1/2 years. So unless you ran the game continuously for 5 1/2 years, the effect is truly permanent.
*Thralls do not enter sneak mode as followers do when the player sneaks, so they will likely be noticed first by enemies.
*If the Thalmor Soldiers and Thalmor Wizards in The Ratway during "A Cornered Rat," and possibly "Alduin's Wall," are killed and Dead Thrall is cast upon them, they will keep some of their unique dialogue when in combat, such as referring to the Thalmor and Esbern.
*Dremora that are killed and Dead Thralled do not groan, and will continue to use their unique dialogue they had in life.
* With the addition of Gallows Hall it is possible to legitimately thrall vampires above the previous level cap of 50 by using the Bloodworm Helm.
*Using Dead Thrall on a character that was being escorted by another in a convoy (Ondolemar, Thalmor Justiciars, Khajiit caravan leaders, Hunters, Vigilants of Stendarr, Farmers, Stormcloak Soldiers, Imperial Soldiers, etc.) will cause the escorts to follow the thrall.
*As with the other Master-level Conjuration spells, it takes two hands to cast the spell.
==Bugs==
Click to show bugs encountered
*Transforming into a Werewolf will immediately kill the player's Dead Thralls.
*Casting Dead Thrall will result in a 24,000 hour active effect called: "Reanimate Thrall," which may not be removed if the thrall is lost when it is killed or replaced. The only known way to remove this effect is by casting an elemental cloak spell such as Frost Cloak or by being arrested and serving the jail time, or when using the Elder Scroll in the main quest. Sometimes the aforementioned spells do not work, but can still be fixed by using Beast Form.
**While this "ghost thrall" effect is active, characters will comment as if the Dragonborn has a charged spell.
** The Console command dispelallspells will fix the long active effect issue. The player must select themselves before using the command. In order to do this, sometimes the player has to use their ID (or use the mouse to select themselves) in order for that code to work. This may remove other useful effects.
*Loading certain areas may cause persistent and repeatable crashes to the desktop due to poor Dead Thrall pathing. If this happens when loading a new area, try summoning a short-term summons, wait until it expires, then try loading again.
* Casting any of the elemental cloaks on oneself may immediately kill any active thralls.
* While fast traveling, thralls may disappear. This may be fixed by loading a quick save and retrying. Sometimes if they disappear they will reappear much later when fast traveling.
**This can also happen when not fast traveling, such as if the thralls get bugged under the level. Summoning temporary creatures, such as the Dremora Lord, does not seem to free disappeared thralls as it would have if they were present. When one has no creatures summoned, the thralls will eventually return.
**The thralls may also simply become stuck in a cell, and not transition with the player rather than disappearing. They will not follow the player out of these areas if it occurs, forcing the player to kill them or seek new thralls. Unrelenting Force may be able to push them out of these stuck locations, if still alive.
**Another possibility is that the missing thrall had just died without reason in the cell that was left. Go back to that cell and there will be the dead body of the thrall that can be resurrected again. Sometimes the body may be under the cell itself (this is the most common case that makes some players think their thralls has disappeared entirely), thus only console commands like "player.moveto <Thrall's refID>" or "tcl" can help to reach it.
**Waiting may sometimes cause missing thralls to reappear.
*The Statue to Meridia may cause thralls to disappear unless the player kills them before placing her beacon at the shrine.
*If a player has two Dead Thralls that are of the same type (such as two Bandit Chiefs), one will be lost when the player travels between areas.
*Thralls will lose the graphical reanimation aura upon leaving the cell in which they were reanimated.
*Thralling bodies from the civil war is possible as long as the spell is cast quickly enough; however, it is almost certain that they will disappear but still be in the active effects list.
*Sometimes killing a thrall inside a location, then leaving and returning to the location, the thrall that was killed may be alive and hostile.
*Thralls that have died will sometimes remain with the Dragonborn, appearing as living characters whenever they fast travel. They can be spoken to, pickpocketed, or killed, but otherwise have no interaction with the Dragonborn.
* Some thralls will not level up with the player and are stuck at the level they were first encountered by the player. However, this bug will only affect characters that have their level fixed at a certain level.
* Thralling a character who has died from fall damage causes them to walk in place, unkillable and untouchable.
* Dead Thralls might disappear from the last saved game if one dies before reloading it – no fix found as of yet apart from reloading earlier save. Further research shows this mostly tends to affect quicksaves.
* Also noticed that while they might disappear from the game in above bug, or if they get stuck, the player can summon new thralls, and they will reappear later.
* Unlimited Glass Armor and/or Elven Armor can be obtained if a Northwatch Guard is looted, reanimated, and moved through a loading screen. In the new area, they will respawn their default armor. With Thrall, this can be repeated. This can also be done with practically any member of the Thalmor, from archers, wizards, footsolders, even some named characters.
*Sometimes when a body is raised, they will say a standard phrase immediately after casting Dead Thrall on them. E.g. A Hired Thug may say "We've come to teach you a lesson." but it will not act on its words.
*Some quests in require the player to leave their thralls behind and go through the quest alone. However, thralls do not die and simply walk back to the places they belonged to when were alive, or where their bodies were first found (if thralls started dead in game). If one remembers those places, go there after the quest and the thrall will rejoin the player. But if the place the thrall is traveling to is far enough, only console commands like player.moveto <refID> can help find them.
* When transitioning between zones, Dead Thralls who are vampires will turn hostile and need to be re-killed and re-thralled in order to restore their loyalty.
*Enthralled then killed Dremora may come back to life with their original hostility in the new location if you leave and fast travel back.
*Thralls such as hired mercenaries that transfer a letter of inheritance and gold when killed can be repeatedly killed to gain multiple amounts of gold.
* If the Dragonborn dies in a cave and then reloads their save to when they entered the cave, the thrall(s) will be stuck outside the cave, this can be fixed by exiting and they re-entering the cave.
* If you load an auto save containing thralls, they will not be loaded and the spell will not be registered, in other words, the thralls are lost permanently under this condition.
* During the quest "Alduin's Bane," reading the Elder Scroll will cause any Dead Thralls to die and glitch through the ground, often beyond reach. If they remain within reach, they may not wear any clothing when you finish reading the Scroll. If you reanimate them again, they will refuse to wear any clothing, even after moving to a different cell.
* During the quest "Bound Until Death," Vittoria Vici can be raised, but upon fast-travel she may die and become an ash pile.
==Appearances==
*
de:Totendiener
es:Esclavo muerto
it:Servo Non-morto
ru:Мертвый трэлл