Skyrim:Reanimate
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| Reanimate | |
|---|---|
| School | Conjuration |
| Type | Other |
| Enchanting | |
| ID | 00065bd6 |
| Base Cost | 2 |
| Items | Weapons |
| Availability (Click on any item for details) |
|
| Spells Staves |
|
Enchanting description: Reanimate a weak dead body to fight for you for <dur> seconds.
Reanimate revives the corpse of a targeted NPC. The corpse comes back to life and fights for the caster for the duration of the spell. The advantage of reanimated enemies is that there is a variety of enemies to reanimate as opposed to conjured creatures who have to be unlocked or bought individually.
[edit] Enchanting
The following items use this effect, but cannot be disenchanted:
[edit] Spells
The following spells use the Reanimate group of effects. Following each spell is the specific variant of the effect that it uses:
- Raise Zombie: Reanimate (
00065bd6;ReanimateFFAimed0) - Reanimate Corpse: Reanimate (
00096d0b;ReanimateFFAimed25)- With the Dark Souls perk, instead uses: Dark Souls Reanimate Corpse (
000cab63;PerkDarkSoulsReanimateEffect)
- With the Dark Souls perk, instead uses: Dark Souls Reanimate Corpse (
- Revenant: Reanimate (
00096d0c;ReanimateFFAimed50) - Dread Zombie:
- Reanimate (
00016c3d;ReanimateFFTargetActor75) - Reanimate (
00096d0d;ReanimateFFAimed75)
- Reanimate (
- Dead Thrall: Reanimate Thrall (
0007e8e0;ReanimateThrallFFAimed)
[edit] Notes
- The average thrall groans while they are reanimated. Some NPCs with unique voice acting sets (such as Galmar Stone-Fist) do not groan at all in undead form.
- Anything that is reanimated turns into dust when killed or when the spell expires and cannot be reanimated a second time. The exceptions are creatures reanimated by Dead Thrall, The Ritual Stone power, or with staves, which leave normal corpses that can be reanimated again and again.
- The level cap of a reanimated Undead target can be raised by 25% with Restoration perk Necromage.
- Reanimation spells do not work on Giants (though The Ritual Stone's power will reanimate them). Dwarven sentinels do not appear to be able to be reanimated by any means.
- Decapitated enemies cannot be reanimated.
- Reanimated necromancers will not reanimate fallen enemies.
- NPCs with unique death quotes, when brought back by Dead Thrall, will sometimes repeat them when they die again—for instance, Amaund Motierre will repeat "But... we had a deal!"
- Conjuration XP gained by casting this spell is only attributed when the dead body is completely reanimated, and only when you and your thrall enter combat.
- Frequently, when you reanimate an enemy that uses a weapon such as a human or a Falmer, they will neglect to use said weapon in combat. To fix this, take the weapon from their dead body and place it back on them before reanimating. It seems that thralls will only use weapons that are nearby, and taking and replacing the weapon ensures that it is on their body rather than on the ground.
- You cannot access a reanimated NPC's inventory.
- With the Twin Souls perk, two NPCs may be reanimated at once.
- Casting cloak spells or transforming into a Vampire LordDG will dispel any thralls.
- Thralls may get lost. To remove the "Reanimate Thrall" active effect, get arrested, transform into a werewolf or vampire lord, or cast another temporary reanimation spell.
[edit] Bugs
- Generic NPCs reanimated with the Dead Thrall spell that are then taken to a different cell and killed can cause another of their NPC Type to spawn when the latter cell resets. ?
- Reanimated Corpses or Thralls may get stuck in some locations and may not go outside with the player. ?
To fix this, go back inside and find your thrall, open the Console, and target your thrall—you should see their RefID. Do not click on anything else. Close the console, go outside, and open the console again to issue the command moveto player. Your thrall should now stand next to you.
- If you kill an enemy with a frost spell when you have the Deep Freeze perk and try to reanimate them, they will reanimate but just walk in place and do nothing. ?
- Zombies and thralls raised by you will occasionally die when transitioning to another area, regardless of how much time is left. Additionally, when this happens, the ash pile created when they enter the cell tends to be inaccessible. They also follow you when fast traveling. ?
- Enemies that respawn in areas you have already encountered on the overworld (e.g., bandits or Forsworn residing on the walls of a fort) will not be reanimated by necromancy spells. This may have something to do with the way that NPC and Creature IDs are distributed amongst newly re-spawned enemies. ?
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