Skyrim talk:Falmer

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Status as a Humanoid NPC[edit]

Are any interactable? They can be trapped in normal soul gems. Leans that the game is treating them as sentient creatures. — Unsigned comment by 70.63.86.17 (talk) at 11:44 on 23 November 2011 (GMT)

Citation Needed[edit]

I've removed the {{fact}} template from the statement about the blinding fungi. It is confirmed in The Falmer: A Study, which is linked to further down the page. --Legoless 23:57, 24 November 2011 (UTC)

Archers[edit]

Why are Falmer Archer's so deadly? I was wading through a pack of Falmer as a Werewolf and there was an archer in the distance who kept knocking my health down farther than any of the others, I think they might be overpowered. — Unsigned comment by SneakyPenguin77 (talkcontribs) at 08:35 on 25 November 2011 (GMT)

Falmer aren't overpowered, they're just tough enemies. I fight them on a regular basis and once you learn how to fight them their quite easy to kill. Also, you could have ran into a higher level Falmer, gloomlurker maybe. Regarding werewolves, I've noticed that the werewolves are usually significantly weaker than most enemies, especially archers who can hit them from a distance.--Ohnoitsmangofett 05:53, 9 December 2011 (UTC)
plus the archer most likely had orchish arrows. which i found is more and more common the higher level you are. — Unsigned comment by 96.32.29.2 (talk) at 21:15 on 22 May 2012

Blindness[edit]

Actually they may not be blind. They are potent archers who are shooting at great distances. And it is possible to sneak around them. If they were blind, they would have to rely upon their senses of smell and hearing in order to spot the sneaking player. But they act just like any other races and creatures which are not blind.

Of course, they do not have eyes, but they could have develop some kind of magical vision. So M'aiq is joking about their blindness, in such way as he is joking about their weakness to frost. Phoenix Neko 04:16, 5 December 2011 (UTC)

They do not react to light spells or torches though, but they do to sound.
So as far as game mechanics go, I guess they are blind.
77.249.235.60 23:33, 8 December 2011 (UTC)
They seem to work similarly to the Ancestor Moth Monks in Oblivion, they've got much higher sensitivity to sounds so if you bump something they'll notice but as long as you're muffled and move carefully they won't spot you. Lord Eydvar 20:09, 19 December 2011 (UTC)
I've been testing their blindness with Invisibility, Muffle (The spell and the enchantment effect) and Quiet Casting. The Falmer cannot sense me if all are active. If I'm only muffled (using the Quiet Casting/Muffle spell, while wearing muffled boots), they only sense me when I am in their forward cone of "vision," though the eye expands slowly. If I'm muffled?invisble but not sneaking, they sense me immediately. I would hazard to guess that they are extremely near sighted, but not actually blind. 71.201.39.119 23:40, 26 December 2011 (UTC)
Still, for blind people, they are ridiculously deadly archers. I don't think shooting a bow is even possible if you're blind; I know that hearing an smell usually develop a bit but seriously, there's no way you can shoot someone who's 100 meters from you like that. Elakyn 23:15, 6 January 2012 (UTC)

() I agree that the game mechanics seem to treat Falmer as if they are blind. However, as far as storyline goes, I believe there is evidence to show Falmer do have some kind of vision. Case in point: Gloomreach Cavern is a small cave that is a home to Falmer, but contains several lit lightsources: torches, lanterns, and braziers. It is likely that they were left by the previous occupants of the cave (who also left a smelter and a multitude of pickaxes) but the Falmer are so well established in the cave that I find it unlikely that these lightsources were lit before the Falmer arrived and simply haven't gone out yet; instead I believe they are being kept alight by the Falmer. They certainly seem at home in the dark, but this cave leads me to the conclusion that light benefits their sight somehow. The game has models for unlit versions of each of these lightsources, so it's not just a case of lazy development :) </over-analysis> --Reka 11:44, 19 January 2012 (UTC)

I'm not convinced that Falmer are actually blind, which explains an awful lot of inconsistent / unexpected behavior that's been reported over the months. It turns out they have an AV of 80 for Blindness, which is so high for an on/off setting that the only sensible conclusion is that it's a percentage value instead. This fits with 71.201.39.119's comments above, but also with the reports of very-high-level Falmer somehow detecting utterly-silent characters in situations where they absolutely shouldn't. "Extremely near-sighted" seems closer to the truth there. Liar's Retreat is a good example of one of the very few "fully lit" places that has Falmer, and the ones there often home in on you from miles away, even if you're not moving, unless you have really high Sneak. The problem with this theory of course is that there are just as many examples where they do act as if they're completely blind, and you can sneak right in front of them with a Candlelight spell active. It's very odd. Aliana 08:47, 15 March 2012 (UTC)
From a game mechanics perspective the Falmer clearly have vision, but from a lore and role playing perspective the Falmer are blind:
"The Dwemer forced their Falmer guests to consume a type of toxic fungus found growing deep underground which rendered them blind. The Falmer became servants of the Dwemer, and then their slaves. The Dwemer made the fungus an essential part of their diet, ensuring that all future generations would be as powerless as their current slaves."
Even without knowing the lore, common sense dictates that from a role playing perspective the Falmer are blind as they have no eyes and their helmets completely occlude vision. From a game mechanics perspective if a player is not in Sneak mode the Falmer can detect the player as if they were not blind. In Sneak mode their ability to see a player is severely impaired because, as noted above, their Blindness Actor Value is 80 which translates into an 80% reduction in their ability to detect the player in Sneak mode. Contrary to what someone posted above, the Falmer do react to light. In the darkness of Blackreach, with 100 Sneak skill and boots enchanted with Muffle, I can sneak right up to a Falmer's face and remain undetected. If I approach with a torch or Candlelight the Falmer can detect me as I get close to it.--DagmarH 01:36, 14 April 2012 (UTC)
Blind people can do a good many things. I presume the author of the above stated is not familiar with the history of Zen bind archery, blind swordsmen, martial artists, etc. Blind humans still function, they just function differently. The Falmer have EXTREMELY low visual acuity, and would likely be considered legally blind even if they are not 100% blind.
A note on sneaking: I believe that it is safe to presume that if you are in sneak mode you are making less noise, even if you are wearing heavy armor, have no perks in it and a low skill level you will be making less noise than if you were just walking, running and generally stomping around. it is after all a "sneak" mode and not merely a crouch position.
also, light sources make noise. Pre-existing light sources in the environment (whether ambient or braziers) will be sound the falmer are already hearing, expecting and won't alert them. Adding new sound to the environment can.
Further, many if not most of the falmer encountered in game thus far have been living amid Dwemwer ruins and their various death traps for the past 3000 years or so. they are bound to have pick up some handy survival traits from the ruins of a people who seemed to think no room is really complete without spinning blades or jutting spikes98.150.205.91 17:36, 16 July 2012 (UTC)

Similarity to The Descent[edit]

I don't think this warrants inclusion. Especially since I do not really see too many similarities (compare the pictures at imdb with the Falmer). --Ulkomaalainen 18:25, 6 December 2011 (UTC)

Ya, I was actually going to remove that. If anyone objects say so now.--Ohnoitsmangofett 05:46, 9 December 2011 (UTC)
i actually though that while i was playing, the looks and the living style, the fact that theyre blind means they (realistically) would have to hunt by sound, it seems similar to me. (Eddie The Head 13:04, 9 December 2011 (UTC))
Though even if it were true, wouldn't this have to go on the Easter Eggs page instead of here? --Ulkomaalainen 08:15, 11 December 2011 (UTC)
I am going to remove it. It has been discussed on the "Easter Egg" page already here, where it was pointed out that the Falmer in TES games predate The Descent, so if it were a reference, it would be a nod by the movie to Bloodmoon. --Ulkomaalainen 06:54, 14 December 2011 (UTC) PS: Apparently Mango Fett already removed it.
but there blindness and looks were only incorperated into skyrim, im not to sure about the blindness but the looks defiantly were. (Eddie The Head 06:57, 14 December 2011 (UTC))
I have to rely on other people's expertise here, never having played Morrowind myself (though I picked it up some day, I did not get around to do so - yet). Anyway, the correct page for this inclusion would be the general Easter Eggs page. --07:23, 14 December 2011 (UTC) — Unsigned comment by Ulkomaalainen (talkcontribs)

History[edit]

I've removed the "History" section of the page, as that sort of information belongs in lorespace. Some of it may be worth integrating into the current lore article, although I only skimmed through it myself. --Legoless 23:41, 16 December 2011 (UTC)

Walking dead[edit]

Has anyone else noticed Falmer walking on the spot after they've been killed ? They are the only race i've seen do this so far (over 100 hours played)62.49.72.185 13:37, 3 January 2012 (UTC)

Sneaking around them[edit]

Is it possible to sneak around them using Shrouded Boots or Jester's Boots? Even though it says they have excellent hearing, the boots muffle the player and move silently. I haven't tested this because I am at a low level and didn't want to risk it. Lucien LachanceDB 04:00, 11 January 2012 (UTC)

Well, I used the ebony mail which muffles (i think) and i find it extrememly easy to sneak, easier than with most as long as i dont bump into them (Eddie The Head 04:51, 11 January 2012 (UTC))

Similarity to Wells' Morlocks?[edit]

Something about a near-blind, subterranean race living amongst the machinery of a lost civilisation, I can't help but think of Morlocks. It might not be enough for a direct nod, but I definitely think there was some inspiration there. --Admos 12:54, 19 January 2012 (UTC)

Resist Shock?[edit]

I've been playing as a storm mage quite a bit and it seems to me that all Falmer resist shock quite a bit. Is this correct? Lord EydvarTalk 19:18, 19 April 2012 (UTC)

I did some brief checking around, and it doesn't look like they have any kind of resist shock ablity. eshetalk 14:44, 17 May 2012 (UTC)

Dawnguard Snow Elves[edit]

Should this page include a reference to the last two "humanoid" Falmer found in the Dawnguard expansion? Vladashram 02:58, 1 July 2012 (UTC)

I personally think that is a good idea. It just hasn't been gotten to yet, because the game is still brand new. If you want to add it, then go for it. ES(talkemail) 03:01, 1 July 2012 (UTC)
I think distinction should be made between Snow Elf and Falmer. Even if it'd a small page with all of two NPC Snow Elves, and they all have the same origin, there's really no similarities between the Falmer and the Snow Elves.--DaedalusMachina 11:43, 28 July 2012 (UTC)
If nothing else, some race data on the Snow Elves would be interesting. Now that Dawnguard's available on the PC, they can be put with the other non-playable sentient races like Dremora, elders, and children. Oblivion has a non-playable races page, Skyrim probably should too.Black jack king (talk) 09:12, 8 October 2012 (GMT)
Actually, as far as I can tell, there is no Snow Elf race in the actual data. All the NPCs that are called Snow Elves (listed in this category) are actually members of the High Elf race (though the editor ID does say SnowElfRace). It's identical to the High Elves except that High Elves are playable, look a little different, and apparently have slightly different attacks. Given that, I think discussing them on a bit on this page would be sufficient. eshetalk 14:13, 17 October 2012 (GMT)

Dual Wielding Pickaxe[edit]

Early today I encountered a Falmer in the Alftand Animonculory. I noticed that he was dual-wielding a Falmer Sword and a Pickaxe, but was not attacking. I circled him for several minutes and remained unharmed. After killing him, I noted that he held a Malachite Ore, but his pickaxe was absent from his inventory (though still able to be picked up off of the ground). Is it a possible bug, as it could not attack, that Falmer in applicable areas (those with ore sites) if encountered while mining (can they do that?) will equip their Falmer weapon in addition to an already equipped pickaxe? MethodicMockingbird 01:56, 16 July 2012 (UTC)

Anything that dual wields and is killed actually loses their off-hand weapon and is removed from their inventory. This is seen most often with encountered Assassins. As to why it was non-hostile, I have no idea. --DaedalusMachina 11:44, 28 July 2012 (UTC)

Thieving Frozen Falmer[edit]

I recall on my initial play through of Touching the Sky that the Frozen Falmer and their pets posed quite an issue. The rooms they occupy have some fairly nice loot, but anything they can equip will be stolen by these annoying pests. I say stolen because you cannot access their inventories when they die. Thus, in order for me to make sure they didn't take anything I wanted once they woke up, I had to reload several times as I figured which ones I could take things from before one woke up. Then, I had to make sure the rooms were thoroughly emptied of loot that they might steal, then proceed to carefully remove the items they were holding, making sure to take from the more sensitive ones last in a mad dash before they were all running around. Should it be noted with more emphasis here or on the quest article that the Frozen Falmer will do this? I witnessed one wake up, then toddle across the room just to take a shield from a still-dormant one. I think this wouldn't be so annoying if they had been designed to just shatter and not melt. Then it would be no different than rifling through storm atronach remains. --Playerseekingbugs (talk) 23:59, 19 November 2012 (GMT)

Falmer books translated by Calcelmo?[edit]

The notes on the Falmer books say they were translated by Calcelmo. The quest to get them translated has you give them to Urag gro-Shub. I don't remember him mentioning anything about working with Calcelmo, and I'm pretty sure Calcelmo's interest in the Falmer is just a byproduct of his research into the Dwemer. Unless there's something I'm missing here, I think the notes need to be changed. --Darth l33t (talk) 20:55, 14 December 2012 (GMT)

Nothing might said or mentioned, but it's written in the books. Silence is GoldenBreak the Silence 03:27, 15 December 2012 (GMT)

Screenshot of a well-looking Snow Elve from Dawnguard[edit]

y u no post it? — Unsigned comment by Νικόλαος (talkcontribs) at 23:31 on 5 June 2013

We might, but it's worth noting that Bethesda, in loading screens and in the game data itself, seems to have struck an in-game division in Skyrim between "Falmer" and "Snow Elf": they use "Falmer" as the name for the monsters, the "Betrayed", even though it had once described the race as a whole. They use "Snow Elf" to refer to the uncorrupted survivors. We're talking about recognizing this split in the lore section, though there's an even better case for making that distinction in the Skyrim gamespace. Minor EditsThreatsEvidence 23:41, 5 June 2013 (GMT)

Heavy Armor Bug[edit]

All falmer that are wearing their heavy armor aren't visibly wearing it. -How do I fix this?72.67.69.56 08:03, 2 July 2013 (GMT)

Is this a recurring bug or just a one-time thing? I have no idea if it would work, but two uses of the console code sexchange can be used to correct errors on the player's appearance. Might be worth a shot. --Xyzzy Talk 04:16, 3 July 2013 (GMT)

Falmer Heavy Boots and Gauntlets[edit]

(PS3 user) Either something's up with the math concerning these items, or the description needs to be worded a bit differently. As currently phrased, the article implies that a Falmer Warmonger has a 25% chance of wearing the "hardened" version of the boots, or, a 25% chance of wearing the "heavy" version of the boots. But in my game, after scores of dead warmongers, it's more like 10 to 1 that the boots, if found, will be the hardened variety. Heavy boots are scarce! The gauntlets also seem skewed toward the hardened versions, but not to the same extreme extent. BTW, I'm playing a level 81 character. MrC (talk) 15:00, 30 January 2014 (GMT)

It is a 25% chance to get any boots. Looking at the game data it's "hardened" boots, but at level 30 or above either "hardened" or "heavy" at an equal chance. Now to the best of my knowledge nobody has really tested what the level 30 refers to. It may be the player level, the player level adjusted to dungeon min/max level conditions, the creature level or something like that. Your observations seem to hint that it is not plain player level. --Alfwyn (talk) 16:24, 30 January 2014 (GMT)
After a bit of testing, it is the minimum level of the creature and the player that controls the leveled list of creature inventory. But the real problem here is, that lists like LCharFalmerMelee have the "all levels <= PC's level" flag set. That is, even at high levels, there is only a 2/5 chance of getting a falmer level 30 or above. If it is, there is a 75% chance to get no boots at all. If it is boots, there is still a 50% chance to get hardened boots, because that list has "all levels" set too. So at player level 48 or above, it is only a 5% chance to get "heavy" boots, at level 20-47 a 2.5% chance, below no chance. --Alfwyn (talk) 23:14, 20 February 2014 (GMT)
Thanks for looking into this and doing the testing. I'm glad my game's "drop rates" were verified. MrC (talk) 02:04, 28 February 2014 (GMT)

Warmonger from Dawnguard[edit]

On the PS3 Legendary edition, I found a warmonger shaman at level 31 in Darkfall Pass, not at 48 like the page states. She used Sparks and a healing spell, and carried an iron dagger and a shaman's key, probably used to unlock the boss chest but I had picked the lock already.--66.102.8.183 04:29, 3 August 2015 (UTC)

about the warmonger, it seems that they cannot be soul trapped, (probably a bug). At least in my game (and when playing vanilla+ patch french unofficial patch. If it happen to other people, maybe add it as a bug ? — Unsigned comment by 2.7.91.160 (talk) at 21:46 on 12 February 2021 (UTC)