Semi Protection

Skyrim talk:Dead Thrall/Archive 1

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This is an archive of past Skyrim talk:Dead Thrall discussions. Do not edit the contents of this page, except for maintenance such as updating links.


Is this page necessary? All it does is illustrate a playstyle centered around a specific spell, and then goes into a few very specific mentions of NPC groups that could be used as targets for the spell, information that belongs on the NPC/group pages, if anywhere. I also question its necessity on the Hints page. --Velyanthe 18:42, 21 March 2012 (UTC)

I agree. This kind of thing belongs in user space, with maybe a short note on the hints page. We might need the page title for a redirect at some point, anyway. –Eshetalk 18:47, 21 March 2012 (UTC)
Until today this page was a redirect to the Conjuration Spells page. --Velyanthe 18:56, 21 March 2012 (UTC)
Well would you look at that...I could've sworn this was a new page. Shows you how well my brain works after lunch...geez. Anyway, I'll drop Acaveman a note and see what we can do from there. –Eshetalk 19:03, 21 March 2012 (UTC)
Thanks for the note. The idea was to write a guide/help spell page similar to the Soul Trap page - I am a big fan of that page; it is really helpful and answers a lot of questions about Soul Trap. I definitely don't have a flair for design, maybe someone can help with that, but I think something is needed... people seem to always have a lot of questions about this spell that aren't answered anywhere else (on this site anyway). --A CavemanTalk
I have another question... If we follow this full page for Dead Thrall, what of the rest of the Reanimate spells? I feel like some of the non-style-specific tips on this page could go there. As for how to get the spell, if we revert to the redirect, we would have that show up in the chart on the Conjuration page. --Velyanthe 15:27, 25 March 2012 (UTC)
The other reanimate spells are temporary, lasting 60 seconds. Being permanent makes this spell very different. For example; no one will go to the trouble of finding the perfect thrall, looting its corpse, improving its armor and weapons, replacing the items on to its corpse, and then reanimating it, only for 60 seconds before it becomes an ashpile. That would be a waste of time. But when the spell is permanent, it opens up whole new possibilities. Dead Thrall is distinct from other reanimation spells for this reason. --A CavemanTalk

() Rename the page 'Thralls' and include sections for the atronach thralls. The Silencer 18:21, 25 March 2012 (UTC)

They are really not the same thing. Those are conjuration spells, not reanimation spells. Search "dead thrall" in google - it's interesting what the other wikis are doing. Maybe it's the kind of thing that you have to play to understand and appreciate the distinctiveness of this spell. This is a spell page, about a particular spell - if you don't want it, delete it. Or if you don't like it, improve it. But don't try to make it something that it's not; and it's not a temporary reanimation spell, and it's not a conjuration spell. It is what it is. Sorry if I sound snippy - it just is was it is. --A CavemanTalk
But that entire page is for reanimation spells--why should duration matter? You could make a quick note saying "You can add items to a Dead Thrall's inventory to make it stronger, considering that it is pretty much permanent" or something like that. Should a heal over time spell be on a different page than a heal at one time spell, despite having the same effect?
I also believe that this is the only spell on the entire wiki to have its own page. Glancing at the MW and OB spell lists, that appears to be the case. --Velyanthe 20:19, 25 March 2012 (UTC)
not all, but some spells, if typed into the search box by name, will not be redirected to a list: Detect Life, Waterbreathing, Paralyze, Soul Trap, Dead Thrall, Storm Thrall, Clairvoyance, Fear, Frenzy, Rally, Invisibility, Pacify, Turn Undead - the point is, 1) a person looking for information is going to type the name of the spell into the search box, and 2) these pages seems to suggest that it is not mandatory that the search results automatically redirect the user to a list when there is something more helpful to say. --A CavemanTalk 04:12, 26 March 2012 (UTC)
I am on my 8th playthrough estimated 500 hours. Thralls have the distinction of being permanent conjuration spells. If this is the only spell to have its own page then it needs removed or it opens up to each spell have its own page on how to use it. There is not enough distinct unique material here to warrant a seperate page. This is a reanimate spell and should be there. Forgive me having an opinion. The Silencer 20:35, 25 March 2012 (UTC)
This page has been a case of "scratch your own itch" for me. When I personally wanted to know more about "Dead Thrall" I typed those very words into the search box on this wiki (typing "reanimate" wouldn't have even occurred to me) and was redirected to the conjuration page. As I mentioned earlier, I was expecting something similar to the Soul Trap page, which has its own dedicated page, (so a spell page devoted to a single spell did not seem to be without precedent), nevertheless there was nothing like that here. Then I did a search on google and found that the other two wikis had devoted entire pages to it, going into great detail, which was really helpful to me, and I went about playing the game. After playing the game extensively with my twin thralls I felt that I had learned some things through personal experience and that I had something to add. Not wanting this wiki to be outdone by the other two, I set out to create the beginning of something here that I and others might add to. Honestly, the other wiki may have a better page on this topic at the moment, that's debatable, but what we have here now is a good start, certainly better than nothing, and it could grow. --A CavemanTalk 02:47, 26 March 2012 (UTC)
I humbly disagree. This is a very unique spell and there is a lot of information that one can learn about it. It's not a straightforward spell; it has a lot of potential, and there are a lot of subtleties to it that a player would like to learn about. Like you said, there are three options:
1. Give every spell its own page, which will lead to stubs for simple spells like Fireball. Consistent, but superfluous.
2. Do not give any spells their own page. Consistent, but this means that all of this information would be condensed into the Conjuration spell list, or some or all of it would be omitted.
3. Give this spell its own page. Sure, it might be the only spell to do this, which is slightly inconsistent, but all of the information here is helpful, accurate and well laid out. I think this is definitely deserving of its own page.
RAIDEN 22:59, 3 April 2012 (UTC)
Raiden, the fourth option is to have a page for each type of spell, which is what we've got--a page for all reanimation spells, for example. As said before, I also do not think the information on this page is very good at all... Different players will prefer to go after different types of NPCs (forsworn, vamps, etc.). The levels for those types should go on the type pages, as it's completely unnecessary here. Obtaining the spell is noted elsewhere. A couple of notes added to the Reanimate page would get out all the useful information from this page, in my opinion. --Velyanthe►Talk►Email 23:11, 3 April 2012 (UTC)

() This page is very helpful and refreshing, since the most frustrating thing about UESP is trying to find out more about something only to be redirected a list with the barest of info. 09:43, 17 April 2012 (UTC)

I'm glad this page exists and I'm pretty annoyed that the other spells only have one line descriptions for them. I can't seem to find any useful information on what Command Daedra does anywhere or how it works. I want to know everything about these spells, that is the whole point of an encyclopedia like knowledge base, so trimming this stuff down to one line isn't really helping anyone. The fact that some of you question the existence of this page puzzles me greatly. Lets assume you never used dead thrall. What's it hurting you to have this page here? 01:54, 18 April 2012 (UTC)
Command Daedra uses the Command spell effect, as said in its description--if the information is only on the Command page and not with the Command Daedra location, then all information regarding command spells can be located in one nice spot. As for this page, I feel that most of it is style-specific (explaining exactly what NPCs to reanimate, for example) and most of the useful information can be applied to the rest of the reanimate spells. If I attempted to clean up the page in order to remove specific NPCs from the list (thus making it not style-specific), I'd end up removing half the page. If I removed the information that applies to all reanimation spells, I'd end up with just a couple of notes remaining, plus some bugs--a very tiny amount of information. This kind of page looks a lot like it should be a hints subpage or something along those lines, as it explains ways to enjoy the game using a particular spell rather than what the spell does and what's notable or buggy about it. Vely►Talk►Email 02:06, 18 April 2012 (UTC)
explaining exactly what NPCs to reanimate, for example, does not apply to the rest of the reanimate spells. With the other spells you just reanimate whatever is available whenever you can 'cus the spell only lasts 60 seconds and the zombie turns to ash afterward. Why bother seek out a vampire cave for that? The bits about which NPCs to use is uniquely characteristic of this spell only. That info wouldnt make sense anywhere else, in my humble opinion. 03:11, 18 April 2012 (UTC)

dremora wont fight

I have two dremora markynaz as thrall, one is mage and the other is warrior. I dont know why the warrior one suddenly tend to run away. He draw his weapon when enemy is near by, but he still run away. Any one know why (Vvardfell 04:24, 25 March 2012 (UTC))

Interesting... Did you get them from the Atronach Forge? Or somewhere else? I'm curious. --A CavemanTalk
No, he is from the dagon's quest and the mage is form Shalidor's Maze. I actually abandoned him and go to atronach forge and create a new one. And i abandoned both of them and instead using master necromancer as my thrall. All of these happen this morning. I also found out that using dremora as thrall have an advantage that they won't grone but they are really weak (Vvardfell 14:03, 25 March 2012 (UTC))
That happened to me too, if anyone has a solution, POST IT NOW! — Unsigned comment by (talk) at 12:44 on 4 May 2013

House carls

This isnt my area to edit but i have noticed that when I try to reanimate a dead housecarl of mine the message "So-and_so is too powerful for Dead Trall". And about this being necessary in my opinion its very informative on how to utilize this spell to the max, I think it should stay — Unsigned comment by J'ZhirrthePriest (talkcontribs) at 03:05 on 26 March 2012

It says in the followers section "they cannot be raised after level 40" Housecarls are Followers. (Eddie The Head 03:23, 26 March 2012 (UTC))
Yes it does, I completely missed that. Lol thanks — Unsigned comment by J'ZhirrthePriest (talkcontribs) at 03:30 on 26 March 2012
I thought Housecarls capped at level 40? As such woulnd they be eligible?Artemis Entreri 15:26, 26 July 2012 (UTC)


What exactly counts as "people" i.e. skeletons, draugr, dremora, atronachs, etc. — Unsigned comment by (talk) at 01:28 on 25 April 2012

People are NPCs. NPCs are the ten playable races plus Dremora. Demihumans (Giants, Hagravens), and "natural" undead like skeletons and Draugr are creatures and can't be thralled (or otherwise reanimated). --Darth l33t 04:58, 27 April 2012 (UTC)
With the restoration glitch, you can technically thrall any creature with your reanimation spells. However, they turn to ash once dead. Also, Arch-Curate Vyrthur, the Snow Elf from the Dawnguard DLC can be thralled if you're level 34 or under (without the necromage perk) 22:31, 30 July 2012 (UTC)
The restoration glitch only allows the stacking of Length, or Mana cost reduction, and has no effect on the type of creature re-animated. — Unsigned comment by D521 (talkcontribs) at 03:42 on 31 July 2012
Of course, but you're forgetting that the restoration glitch can increase the length of reanimation, not only thralling. Reanimation spells can reanimate any creature, not just npcs. For example, using dread zombie with the restoration glitch could allow for thrall-like reanimation length. 22:10, 31 July 2012 (UTC)
I guess. Although that would best be put in the Conjuration page, or perhaps the reanimation page as it's a glitch for Reanimating things, not a glitch for this spell in particular. Also, all Reanimation spells can re-animate teh same things, if Dread Zombie can raise it, Dead Thrall can as well. D521talk 07:46, 1 August 2012 (UTC)
Creatures (Draugr, animals, falmer) can't be dead thralled, so the restoration glitch in addition to dread zombie would be the only way to "thrall" them in a sense. 20:12, 1 August 2012 (UTC)


Fixed some information on this page that was incorrect, such as needed to have Conjuration at level 100. The requirement is Conjuration level 90. Updated some information to the "tips for leveling conj.". The G00D Job 12:55, 28 April 2012 (UTC)

Level Cap.

Why is there a level cap? It doesn't make sense to me that at 100 conjuration you are limited with who you can raise. -grelaria — Unsigned comment by (talk) at 04:07 on 20 May 2012

I can only speculate, but I would guess it's for game balance so that you don't raise something insanely powerful. There are only a handful of NPCs in the game that are greater than level 50 anyway. Robin Hoodtalk 19:45, 10 June 2012 (UTC)

More bugs and new information to add

I think it is worth adding that Dead thralls can't regenerate their health and are immune to healing spells. That means they can't be healed and they also seem to not use any healing potion given to them. Also, there is a serious levelling bug. Some thralls will not level up with the player and are stuck at the level they were first encountered by the player. However, I'm not sure if this bug affects NPCs above level 09:49, 18 June 2012 (UTC)

Correction: Dead thralls do use healing and other potions, though do it randomly, the AI is bad and thralls usually think to long before healing themselves with a potion. The levelling bug occurs only on very specific thralls, those who has their level fixed at 1. These are usually generic NPC, dead bodies etc. Not really a bug 05:31, 20 June 2012 (UTC)
I'm testing this out myself, but it seems the two healing spells added by Dawnguard (Heal Undead & Necromantic Healing) seem to heal your thralls. Might be a useful way to keep them alive.
Also, there seems to be a Master Vampire added by the DLC (DG Faction he's a Dunmer, Volkihar he is a Nord) that keeps all of his vocals after reanimating him (no "Uhhhhh.") 23:02, 8 July 2012 (UTC)
Yes, Dawnguard pretty much fixes the issue. Though there is one more question. I'm still testing and the answer is still not clear. it is possible to enchant a weapon with the "Absorb Health" ability. By definition, it absorbs the health of your enemy AND restores your own. Does it work on thralls? I.e., can they restore their health using those weapons? 05:51, 11 July 2012 (UTC)
Confirmed - "Absorb Health" ability restores thralls' health. 06:45, 13 July 2012 (UTC)

() Is Orchendor affected by these new spells when thralled? Or does he still retain his immunity to magic? — Unsigned comment by Spiegel1 (talkcontribs) at 23:20 on 13 July 2012

As far as new information goes, Arch Curate Vyrhur is strange when thralled. He does not groan or make any noise at all. He just goes mute AzureKing 23:05, 13 July 2012 (UTC)
Can you loot multiple sets of Ancient Falmer Armor from him in the same manner as looting multiple sets of Ebony Mail from the Champion of Boethiah? Also wondering if he's truly "undead" and can be thralled at level 50? May be best to ask on his discussion page, but I thought anyone coming here would like to know as well. Number 51 12:33, 23 July 2012 (UTC)

Leveling while "alive"?

When the article states "Dead thralls will level with the player", does this mean that the thralls' level will increase while they are alive and following? Or do they have to be killed off and then thralled again? -Addition, do they level when they change zones? Like with how they regain their armor. AzureKing 03:25, 13 July 2012 (UTC)

I think they will level whenever your character levels. Either being dead or alive. But be aware of the zombies with fixed levels and low level-caps. 06:43, 13 July 2012 (UTC)
That's cool, I'm going to try and confirm/deny this through the xbox somehow, but if someone on the PC can do a quick check by thralling a leveled boss(like orchendor) and leveling then checking his stats that's be great. That could make all the difference for some of the boss thralls like Ulfric who rise over the level cap. AzureKing 16:07, 13 July 2012 (UTC)
Okay, so after the limited testing I can do. It does seem you are correct. Thralls appear to level with you while they are alive and following. Tested by thralling Arch Curate Vyrthur at level 19. Here he would use Ice storm and either lightning bolt or thunder bolt(hard to tell the difference). Then I oghma infinium glitched to level 65(just enough to make him his max level) and he began using Ice spear and what is most certainly Thunder Bolt, and had what seemed to be about 2x his previous health. And this was done without him ever dying or being re-thralled. Though I did change zones. AzureKing 23:36, 13 July 2012 (UTC)

Clarification and elaboration needed

It says followers, upon entering a new area, will not wear the armor they died in.

That is a pretty vague statement. Instead of stating what DOESN'T happen, should we state what DOES happen? Do they just strip down their undies or something?

The article needs to be a bit more affirmative.Dstebbins 21:59, 18 July 2012 (UTC)

You're right, I'll add a note. RIM 22:11, 18 July 2012 (UTC)
I've only recently started a new character who will primarily be a summoner, but I believe what is meant is that normally a follower will wear the best armor you give them. However, after their death and subsequent enthralling they will revert to their default armor, after loading into a new zone, rather then wear whatever armor they died in (in contradiction to the "Thralls will only use the exact armor that they died in..." statement). Number 51 18:25, 24 July 2012 (UTC)
OK, I added a specific guide to how Thralls use armor. The formatting might be a bit off, so if someone could go over be much obliged - just wanted to put in an actually guide on how it all works, rather than just having people take vague statements and try to figure them out. D521talk 22:37, 29 July 2012 (UTC)

TAI to preserve corpses?

The wiki page had mentioned this before I removed it, and a quick Google brings up at least one other mention of this "storage option" from a forum. But after trying it out quite a number of times with quite a number of generic NPCs (Bandits, Forsworn, Warlocks, Dremora), it just doesn't seem to work at all. Either I'm doing it wrong (and it's pretty hard to screw up typing "tai"), the location I'm storing them in respawns (it shouldn't; it's Lakeview Manor from the Hearthfire DLC), or the person who added that tip in was testing it out with permanent bodies like Orchender, Silus, etc. Can someone shed more light on this? -- 06:08, 20 October 2012 (GMT)

Active Effects still shows Dead Thrall effective, even after it has been killed off

I do not have the Twin Souls perk unlocked, and I killed my Ancient Vampire that I had thralled. I used Conjure Familiar to do this so that I could stroll through Solitude without freaking NPCs out. Everyone's still telling me to douse the magic, and my Active Effects shows the spell still in effect. Is this a bug? — Unsigned comment by Crayolamanic (talkcontribs) at 07:26 on 14 November 2012‎

No it's a funky thing that reanimation spells sometimes do. You'll notice it most often when you use one of the lesser reanimation spells and then change cells. Sometimes the zombie turns to dust but if you look in your Active Effects Reanimate with still be listed until its timer counts down. Same thing is happening here it just is permanent until you raise another Thrall. Lord Eydvar Talk|Contribs 08:15, 1November 2012 (
I fast traveled out of Solitude, leaving the body there, and when I got to the Solitude Sawmill, the thrall I had "lost" (she disappeared) and replaced with the now-dead-in-Solitude thrall was following me again (wth?!) So I summoned familiar, she dropped like a rock, and when I immediately checked my Active Effects, everything was back to normal. Glad kids won't be running away anymore, that's a long 47,000+ hours to be a pariah. Thanks for the info! Crayolamanic (talk) 10:03, 14 November 2012 (GMT)
"Doing your time" in a jail cell will reset your list of active effects, hence shutting everyone up. Eclecnec (talk) 08:02, 30 December 2012 (GMT)
I had the same effect "please dose the magic" even after the reanimated thrall had die. I changed the mage standing stone to the thief stone, and the affects had been removed — Unsigned comment by Achilles316 (talkcontribs) at 15:34 on 17 August 2013

trespassing glitch dawnguard upgrade

can i up grade my vampire into nightmaster vampire if dawnguard is installed and my level is high enough? (Vvardfell (talk) 05:31, 9 December 2012 (GMT))

Making Named Corpses Permanent with Mirmulnir's guard armor loot

So, I wanted to have a lot of bodies stored in my basement... err... in-game... but they disappear after some (they say 3 days). Also there are so-called "permanent corpses". But their number diminishes with every patch. Like with 1.8 and latest USKP Orchendor and Ulfric are not permanent... A shame.

I wanted to make corpses permanent Oblivion-like way where they equip some quest weapon. But then I understood I have strange persistent items, which do not leave merchant's inventory when it resets. And I tried putting those items into Orchendor's inventory...

  1. Put Orchendor and a nameless necromancer near Ritual Stone. Left for 10 days - both gone (well, necromancer actually respawned).
  2. Put Orchendor and a sabre cat near Ritual Stone, but put my special items into their inventories. Left for 10 days. Orchendor is here, the cat disappeared.

So, I believe, this works, my special items have some kind of "persistent" flag on them. You ask - what items are these? They are guard gauntlets, guard boots, Whiterun guard shields, Whiterun guard cuirasses, Whiterun guard helmets which I looted from Mirmulnir. Yes. These specific items from him seem special. I had them being persistent in my first walkthrough, and I have them persistent now, and I started a new game and sprinted in god mode just to check if Mirmulnir again has some special guard stuff inside his belly - and he does.

Now, can someone else check this? Just kill him, sell guard stuff from him to Adrianne (outside) in Whiterun, then go inside her shop - merchant inventory inside should change, but the guard stuff - if it will be here - that's a discovery... Sergio Morozov (talk) 16:46, 21 January 2013 (GMT)

Although I can't say anything about it making corpse permanent, it's true that I still find the cuirasses, shields and boots even though it's been at least 1 in-game month that I sold them. I always thought it was odd, but I didn't know that it wasn't mentioned anywhere. I could have saved you some time. Elakyn (talk) 22:23, 21 January 2013 (GMT)
Ahh, so this is not specific to my PC! Then the people must know of this. Sergio Morozov (talk) 12:36, 22 January 2013 (GMT)
I have also noticed this property of the guard armor. I usually sell the guard armor I looted off the corpses (Mirmulnir as well as the two burned corpses near the tower) and one set remains in both Ulfberth and Adrianne's inventories from then on. There is one other item I've found that acts the same way: the Ironhand Gauntlets. These may also work. Quillan (talk) 17:51, 23 January 2013 (GMT)
Great, I checked the Ironhand gauntlets, and they indeed are persistent. Thanks for pointing them out! Also looks like Aetherial Crown and Ebony blade are persistent too, but not Spellbreaker. Well, I can understand Ebony Blade and Aetherial crown - they have scripts attached to them. But other items are a mystery to me. Sergio Morozov (talk) 12:11, 24 January 2013 (GMT)
I'm speculating here but if items with scripts are permanent, then the Skull of Corruption should work and possibly soul gems - filled ones in particular - as well as Azura's Star. A simpler way to see which items are permanent would be to sell every artifact, unique items etc.. and see what happens. If it works, of course. That would almost be too good to be true. Elakyn (talk) 13:19, 24 January 2013 (GMT)
That was my thought too. So I sold all my hoard of books, and a lot other stuff. And checked what items have scripts on them with SkyEdit. Turns out, not every item that has a script attached is "persistent" (e.g. The Legend Of The Red Eagle and Silver Swords are not), and there are items without scripts, which are "persistent" (e.g. Ironhand Gauntlets). However, there seems to be two types of "persistent items":
  • those which keep their persistent property and refID number when dropped into the world - and these are Aetherial Crown and Ebony Blade.
  • those which lose their "persistent" property and change their refID when dropped into the world - these are Mirmulnir's guard loot and Aetherial Wars, Habd's Journal, Red Eagle's Rite (and some other) books (although I am not sure if books are persistent in every playthrough, because I also found some random items having such property).
Maybe I will conduct further tests on this.Sergio Morozov (talk) 13:36, 24 January 2013 (GMT)

() Okay so, as luck have it I'm a more-or-less compulsive hoarder so I happen to have like 5000+ lbs. of unique, rare and quest-related items. Yesterday, I took everything, sold it, left and came back 11 days later. Here is the (impressively long) list of items that I found are seemingly permanent:

- Weapons: The Skull of Corruption, the Rueful Axe, the Blade of Woe, Ghostblade, Okin (but not Eduj) and the Poacher's Axe
- Clothing: The Gauldur Amulet, Calcelmo's Ring and Fjola's Wedding Band
- Books and Notes: Aicantar's Lab Journal, Alva's Journal, all four of Arondil's Journals, Butcher's Jounral n°2 (not the two others), Cicero's Journal - Final Volume, Daynas Valen's Journal, Habd's Journal, Hajvarr's Journal, Krag's Journal, Kyr's Log, Skorm Snow-Strider's Journal, Staubin's Diary, Stromm's Diary, Erj's Notes, Heddic's Volunruud Notes, Bandit's Journal (Fort Neugrad), Bandit's Journal (Orotheim), The Dreamstride, Isabelle's Letter, Mani's Letter, Roras's Letter, Letter from Quintus Navale, Letter to Beem-Ja, Letter to Salma, Ysolda's Message, Note to Rodulf, Alethius's Notes, Mysterious Note (Delphine), Mysterious Note (Dark Brotherhood), Note (corpse), Small Note, Valmir's Orders, Frost's Identity Papers, Kyr's Bounty and Thalmor Orders
- Other items: The White Phial, Stallion's Potion, the Essence Extractor, the Glenmoril Witches Heads, Klimmek's Supplies, both Eyes of the Falmer, Torygg's War Horn, all Treasure Maps (including the Fort Neugrad one but not Velehk Sain's), the Ebony, Iron, Glass, Ruby, Saphirre and Emerald Dragon Claws (not the others), the Torsten and Saerek's Skull Keys.

I'm guessing other delivery items like the Nightsahde Extract or Sylgja's Satchel also work, as well as the other Litany of Larceny items. I also noticed that no part of the Nightingale Armor can be sold, so it might be permanent too. I think that's it for the moment, I'm gonna test items that I don't have with this character and I'll see if the list grows bigger. Elakyn (talk) 11:06, 25 January 2013 (GMT)

Ugh, the damn thing won't let me play more than half an hour but I noticed I forgot some notes on my list, namely Gaius Maro's Schedule, Beware the Butcher!, Ancien Edict, Goldenglow Bill of Sale from Gulum-Ei as well as Malyn Varen's Grimoire. Elakyn (talk) 13:51, 25 January 2013 (GMT)
And here I am (again) with my final results! I won't be able to help any further since I tested absolutely every item I have, plus some more that I stole back from their owner. Now for the list: Halldir's Staff, the Helm of Winterhold, Ogmund's Amulet of Talos, Balmora Blue, Nightshade Extract, Dragon's Breath Mead, Balbus's Fork and the Wedding Ring (found on Moira during A Night to Remember). As for the books and notes: Merchant's Journal, Oghma Infinium, Ruminations on the Elder Scrolls, Repair Supplies, Torn Note and Corpse Note. I also found out that, just like the Nightingale Armor, The Bond of Matrimony can't be sold. Oh and I don't know why, but this time the Golden Claw stayed in the merchant's inventory, even though I sold it to the same person. Well that's nearly a hundred items here, hope it's gonna help. Elakyn (talk) 17:34, 25 January 2013 (GMT)
Thanks! I am sure future generations of Skyrim Necromancers will appreciate your extensive input into the science of corpse preservation with persistent items! Also, this might be of interest to you:
Sergio Morozov (talk) 11:31, 26 January 2013 (GMT)

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