The Thieves Guild usually has the resources to bribe officials, establish a black market of stolen goods, and maintain a network of informants. For historical information, see the Lore article. Based in the city of Riften , the Thieves Guild's headquarters can be initially accessed through the Ratway , a network of tunnels that runs under the city.
To join the Thieves Guild, travel to Riften and come into contact with Brynjolf , who can be found at the market stalls during the day, or the Bee and Barb tavern during the night.
Brynjolf will approach you and question your wealth before inviting you to help him with a little plot. This begins the first quest, A Chance Arrangement , in which you must steal a ring and plant it on another person. If the quest is failed, Brynjolf will still give you the next quest.
Travel down to the canals and enter the Ratway. Defeat the bandits and follow the tunnels to the Ragged Flagon , headquarters of the Thieves Guild. Here, Brynjolf will give you the next quest, Taking Care of Business , tasking you with roughing up three business owners for debts he needs collected. You must pay 1, gold in reparations to rejoin. The primary Thieves Guild questline consists of twelve quests. Three achievements 50 points; 2 Bronze and 1 Silver are unlocked by the guild's quests.
Once you join the guild, you can speak to Delvin and Vex to receive radiant Thieves Guild quests. These jobs can be repeated indefinitely, and you can have one active job per quest-giver, but you must complete or quit your current job before you can receive another one from that particular quest-giver.
In addition to the monetary reward for completing these quests, they also count towards restoring the guild's status in Skyrim. In order to start the final Thieves Guild quest, Under New Management , you must complete five of these jobs in each of the other four main cities in Skyrim Markarth , Solitude , Whiterun , and Windhelm , at which point Delvin will give you a special "reputation" quest in that city.
Completing these reputation quests improves the condition of the Ragged Flagon, and allows you to bribe city guards to clear your bounty in that hold. Once you complete Taking Care of Business , you can bribe guards of the Rift.
The Thieves Guild is headquartered within the Ragged Flagon. This area is divided into a central chamber, featuring a tavern, and the Ragged Flagon - Cistern which is only open to members and serves as a living quarters.
If you join the Thieves Guild, you will receive a bed, end table, and chest reserved for your own use and located next to the entrance alcove. All containers in the cistern are safe for storage. The cistern also features an alchemy lab , archery ranges, kitchen, and locked chests that respawn for Lockpicking practice.
However, there are a few exceptions: The followers in the Companions questline will automatically dismiss your current follower, and Serana will require you to dismiss them in order for her to join you on a quest except for her first one.
In such cases, potential permanent followers will say that you already have a follower and be unable to join you, as the quest follower occupies the follower slot. The slot can be freed again simply by completing the quest so that your temporary quest follower leaves your service. You can interact with permanent followers by talking with them outside of combat. You will then be able to exchange items with them, or give a command, depending on their abilities. Also, followers can use a torch only one is needed, it will never deplete.
Temporary, quest-specific followers usually do not take orders; if they do, they will only take limited orders, like the "wait" command. If your follower is left to wait for 72 hours, a message will appear that the follower has grown tired of waiting and will start walking to their original location. You can trade items with some of your followers to equip them with better items or store excess loot.
Sometimes, they will refuse to equip the items you give them. Pickpocketing the items you wish them to replace with the improved items can help fix this. It can also allow you to do this with NPCs who will not trade their equipped items with you. However, it requires the Misdirection for weapons and Perfect Touch for armor perks to achieve this. Giving a non-essential follower any of your custom enchanted weapons or shields, letting them die, and then looting directly from their corpse is the only way to remove those enchantments on the given items.
This only works with weapons and shields that you have enchanted yourself- it will not remove the enchantment on artifacts or generic enchanted gear found or bought. Morality determines whether or not an NPC will commit various crimes, and controls whether or not a follower will agree to do certain requested actions. There are four possible values for morality:. However, nearly all followers have a morality of either 0 or 3, the only exception being Sven.
If you ask a follower with sufficient morality to perform an illegal activity, you may be held responsible for the crime , and your bounty will increase accordingly. If you are hidden , most crimes you command your follower to commit will go unnoticed. Most followers will not interact in any way with you while you are trespassing regardless of their morality ; your follower will simply say, "You're not supposed to be in here.
A follower levels up according to your level, up to the follower's maximum level which varies for each. This leveling occurs regardless if they are actively following you.
Prior to patch 1. Prior to the fixing of this failure of stats to update with patch 1. Players of the PC version could also use certain console commands to fix any follower's inability to update their stats with each level the player gains.
All permanent followers become protected NPCs while they are actively following you. When your follower would die due to an enemy attack or a trap, they will be incapacitated for some time and begin to recover their health , just like essential NPCs; enemies will stop attacking or targeting them during this time. However, if they lose all their health again during this period, they will die for good. Thus, you should try to move the fight away from them, so that they are not hit by a stray arrow or area-effect spell.
They can die from a damage-over-time effect that is stronger than their health recovery; most commonly those are caused by poisons. If you strike your follower dead, on the other hand, there is no recovery. Attack carefully when your follower is low on health. If your follower's death is caused by you, even accidentally, it will count as a murder on your crimes list.
Many temporary followers are "essential", so they cannot be killed, only incapacitated for a while. Non-essential ones will die immediately when struck down, just as ordinary NPCs. It is also possible to heal damage and quickly return the follower into the fight by having traded to them some standard healing potions e.
Potion of Extreme Healing but not potions you made by alchemy. They will consume the standard potion, heal, and quickly rejoin the battle. Otherwise you may have to wait until all enemies in the area are removed before they recover. You may also use a restoration spell like Healing Hands , Heal Other or Grand Healing on your follower, which is beneficial to you as well since you will gain experience in Restoration.
It should be noted, however, that followers will not always drink healing potions if they have any in their inventory, even if they are kneeling and recovering health, so the best bet would be to have Healing Hands ready for use. Followers do not take Water Damage, and cannot drown.
However, they do not have infinite breath with the exception of Derkeethus, the only Argonian follower unless you give them a waterbreathing enchantment to wear see Follower Equipment below.
If they run out of air, they will abandon their post by your side and swim to the surface. To avoid near death experiences, followers should be traded better armor in the skill type they prefer either heavy or light armor. The DamageResist variable can be increased by tempering the armor and shield.
In addition, wearing armor pieces or shield awards a hidden 25 bonus points per item. The possible hidden points are not reflected in the DamageResist variable, but are counted in combat. Providing equipment with magic resistance enchantments ring, necklace, and shield increases their MagicResist variable.
The follower is less likely to be incapacitated if provided all of these enhancements. Should your follower be slain, their body should disappear in about three days. Their coffin with their belongings will most likely be found in the Hall of the Dead in or near their home town. Permanent followers have the ability to trade money and goods. This gives you free access to anything the follower is carrying, with the exception of certain default items that are hidden from you, and allows you to manage the follower's inventory.
There is no penalty for taking anything the follower has, including gold, jewels, and enchanted items. In addition to any other equipment they may have, followers will automatically receive a hunting bow and 12 iron arrows when they start following you. These are specially modified variants of the regular ones which do not appear in the follower's inventory. This can cause the bow and arrow usage bugs noted below. The bow and arrows will be removed when the follower leaves your service.
Followers will make their own decision however about which equipment they use, given the choices that they have in their inventory. If they have multiple items of the same type e. Sometimes this doesn't work as expected and inferior equipment gets used instead. This normally happens with different grades of the same item that have been improved through Smithing or Enchantment e. You cannot force a follower to use the "right" item other than by removing all the wrong ones that they prefer from their inventory.
The item must also be "better" than the default item the follower started with. Giving a follower who started with Steel Armor a set of Banded Iron Armor will have no effect because it isn't as "good" as the Steel. Normally, you cannot take a follower's default apparel - unless they are killed in battle. Then you can search their body, removing anything they were carrying, including their default items. You can also take their default equipment if you have the pickpocket perk Perfect Touch if they aren't currently following you.
There is one other exception to this rule: your spouse. After you get married, your follower spouse will open up a general goods store, in which your spouse will sell whatever items are not equipped in addition to what's in your spouse's merchant chest if you're at home.
If you get your spouse to wear something that isn't default apparel normally you do this by giving your spouse an improved piece of armor then the default apparel that isn't being worn will become available for sale.
You can then purchase it, and then give your spouse anything to wear in that slot and your spouse will wear it while following you. There are two caveats with this approach: one, if you purchase all of your spouse's default apparel, your spouse will respawn new default apparel, so you must leave at least one piece of default apparel in your spouse's inventory, and two, if your spouse is not following you, your spouse will not wear any custom apparel, but will only wear whatever default apparel is left in your spouse's inventory.
Enchantments on weapons work normally, but followers will only benefit from the following enchantment effects on their apparel and armor:.
Because followers choose which items to equip, verify that your follower equips the enchanted item s. All other enchantments on apparel and armor do not actually have an effect for followers, even if they should. Notably, this means:. Followers who are also trainers can train you for "free". They will still charge you, but leave profit from training in their inventory.
Simply request to see their inventory while they are an active follower, and take your gold back from any training sessions. Note that the follower's gold will reset to a low amount when you fast travel possibly change zone , so get your money back from them quickly. Once enrolled as a member of the College of Winterhold , you may recruit your fellow students to join you in your travels, if you have completed their personal quests. Simply talk to them and they'll tell you what you must do.
These followers wear robes as their default apparel, so they will accept any armor given to them; however, they will not equip any other robes, since all robes have an armor rating of "0". They will accept weapons and shields, but they will immediately switch back to dual-wielding spells when an enemy is encountered. Once their Magicka runs out, they will resort to using their bare hands until it recharges. All of these followers can be located at Jorrvaskr , the Companions faction headquarters in Whiterun.
You must join the Companions and complete the quest line before they can be recruited as followers. Complete all the quests for the Dark Brotherhood to allow these followers to join you.
Cicero must be spared in The Cure for Madness if you want him as a companion. These NPCs are added by the Dawnguard add-on.
They become available after completing Prophet only by siding with the Dawnguard , except for Serana, who becomes available during Prophet both sides.
These NPCs are added by Dragonborn. Hirelings are mercenaries; you'll need to hire them for a set price of gold. They are usually found in taverns. They'll stick around until they're dismissed, at which point they'll return to their starting location and you'll need to pay the fee again to get them back. If they're particularly fond of you or you only dismissed them a short time ago, they may rejoin your service free of charge. Thieves Guild Skyrim.
Edit source History Talk Do you like this video? Play Sound. This article contains video content produced by Fandom with some or no input from editors of The Elder Scrolls Wiki, and may not properly represent the scope of the written article below. Statements and footage within the video may be inaccurate, outdated, incomplete, or otherwise misleading to viewers. Before adding a bug to this list, consider the following: Please reload an old save to confirm if the bug is still happening.
Cancel Save. Universal Conquest Wiki. Unlocks Niranye as a fence if she did not act aggressive and was not killed when talked to during the quest. One new merchant's stall. Unlocks Endon as a fence. Khajiit Caravans will offer a fence as well as a small gold reward from Tonilia. Fletcher and Blacksmith. Alchemist and Enchanter. The Ragged Flagon , Riften. Upon completion of Taking Care of Business. Upon completion of Dampened Spirits. The Winking Skeever , Solitude. Upon completion of Scoundrel's Folly.
Hall of Attainment , College of Winterhold. Windhelm Marketplace , Windhelm. Upon completion of Summerset Shadows. Silver-Blood Inn , Markarth. If the Dragonborn does not have the full set of basic Thieves Guild armor whether sold, lost, etc.
The Dragonborn will be unable to fence anything with her. This means that she will upgrade it, which gives her new dialogue, allows here to start fencing again. This allows the Dragonborn to complete the Thieves Guild quest line.
This secondary set of armor does respawn. Alternatively, this could be circumvented by using the console to spawn replacement gear. As there are three different sets of Thieves Guild Armor that can be spawned through the console, the codes to spawn the starter set pieces are as follows: player. PC PS3 Any guild members in the Lockpicking training room will say to the Dragonborn, "You're really not supposed to be here," after a failed attempt.
There is no known cause, except for not being in the Guild. Paying to get back in fixes this. PC PS3 Sometimes, if an unmarked quest is completed to rebuild the Guild before completing the main quest line, the Guildmasters chest may not spawn random gems and gold. PS3 If the quest "Trinity Restored" is started and the Dragonborn does not follow Brynjolf and Karliah immediately, they will go to the Nightingale Hall by themselves and then go back to Riften.
This causes them to become normal objects, not quest objects, and Delvin will not offer to purchase any of them. PS3 This bug is fixed after patch 1. PS3 Even after completing the entire Thieves Guild quest line unlocking all cities, caravans, and becoming Guildmaster , it is possible that the fences in the other four cities will refuse to open dialogue with the Dragonborn. Possible fix is to do , which also earns the Dragonborn a safe.
PS3 After completing a special job for Delvin and saving and quitting, upon returning to the game later, the quest can be turned in again and the Dragonborn rewarded again. This can be done every time the game is restarted, but it requires exiting to the PlayStation menu and reloading the game. PC If after getting a small job from Vex or Delvin, the Dragonborn quickly speaks to someone else, the quest may not activate.
This can be fixed by accepting the job again. This makes it possible to accept multiple jobs. However, if a second or third, or fourth job is accepted, the dialogue for Delvin and Vex becomes stuck on "I'm ready for some extra work" whenever a job is handed in, preventing the other open jobs from being completed. A new job can be accepted, and then an older one immediately handed in, but there will always be extra jobs in the quest list. PS3 After "The Burglary Job" is accepted, if the Dragonborn enters the house, gets caught and then decides to quit the job, the Dragonborn just has to get out of the house and retry to steal the object without being noticed.
However, when a similar mission that takes place in the same house is started, the Dragonborn will be able to take the item for the new job, but the object left there from the previous quest will still be in the same place, and cannot be taken.
The game presents a "steal" option, but nothing happens.
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