Skyrim talk:Draugr

The UESPWiki – Your source for The Elder Scrolls since 1995
Jump to: navigation, search

Combat Strategy Section Weak[edit]

To my eye, this section remains somewhat weak as of this comment. Is it clear that focusing on weaker draugr in a crowd is generally the best combat strategy? Sounds plausible, but I'd like to see something indicating that this is more than speculation or that it's likely to be of use to readers. How accurate is the current statement about sneak levels? It fails to take into account the many factors involving detection rather than level, which can become relatively unimportant with perks and enchantments. Is there evidence that bringing a melee follower is superior to a "mage" follower? I'm going to enjoy the luxury of criticizing without doing anything to improve it, just in hopes someone takes an interest in developing it with a bit more sophistication. --JR (talk) 16:12, 27 January 2013 (GMT)

Well, first of all, it might not seem obvious to some people but yes, taking down the weaker enemies first is a good strategy for a simple reason: they die faster, therefore you won't have to deal with their damage input, it will be harder for them to surround you. More importantly, even lower-level enemies can stagger you with a power attack and put you in a delicate situation, so it might save you. There are exceptions to this, namely Vampires and Necromancers, but overall it works well be it against Mages, Bandits, Draugrs or Falmers. As for follower choice, I'm not sure; obviously, a frost-mage will make a pretty bad ally. I think the main problem with mage followers when fighting melee opponents is that they are extremely vulnerable at close distance, even given a good armor they are barely able to defend themselves, the same way a Warrior or Barbarian will struggle against a dozen fireballs. Choosing a Nightblade or a Sorcerer over a pure mage might be a wise choice.
Now that I think about it, I'm wondering where that kind of info would fit on the site. The "Followers" page? I fear what would happen. Elakyn (talk) 17:37, 27 January 2013 (GMT)
If you write like this, that is, with some sensible explanations, it shows that some of the advice makes sense. You can definitely improve the section on this page a bit if you want. You could add info/advice that makes sense onto the combat page, and see if it looks like it fits somewhere on the follower page, too. Don't fear. If someone doesn't like it, they can remove it or change it. At that point, it can be let go, or a discussion can be started. --JR (talk) 03:59, 28 January 2013 (GMT)
I think the sneak at 75 is good but 90 isn't enough for lords etc section should be removed. there are too much variations in sneaking like perks, muffled boots, light levels, line of sight etc for it to be meaningful. Also the playstyle specific 'strategies' such as "use ranged attacks" or "bring melee followers" should be removed Dawn (talk) 06:35, 3 March 2013 (GMT)
also on a side note, personally i think it is a sound idea to kill the weaker foes first Dawn (talk) 06:35, 3 March 2013 (GMT)
Wow, I completely forgot about this. Okay so I rewrote the section, it's not perfect (far from it) but I think it's better than before. Elakyn (talk) 11:57, 3 March 2013 (GMT)
Elakyn and Dawn: I think you have both done great work improving that section. I don't know what you will think of my revisions, but I did them with appreciation for what you gave me to work with. Some of my changes are probably not better, or subjective, while I can probably make a good case for others. Feel free to respond either by editing or raising issues here for discussion. --JR (talk) 14:11, 3 March 2013 (GMT)
Yeah I thought it was a tad lengthy and added some more or less generic infos anyway, but it looks better now. You got rid of many repetitions that way too, so it looks more UESP worthy. Elakyn (talk) 14:37, 3 March 2013 (GMT)

Information on Level Which Draugr Appear[edit]

The information currently listed in the article for each type of Draugr, specifically at what level they start to appear, is inconsistent. Does anyone else have stronger information, specifically for the Draugr Overlord, Wight, Wight Lord, Scourge Lord, and Draugr Death Lord? Ideally the info should match the other entries, unified to say something such as "They begin to appear at level xyz". --GodRaine (talk) 21:52, 3 March 2013 (GMT)

Well, the level at which they appear is listed in the "level" column, I don't think it's necessary to add it in the introduction too. You claim consistency with other articles, but checking both creatures and NPCs pages I found very few instances of sentences like "they start to appaear at level xx", it's mostly used when articles are in progress and level is not included in the tables. 92.134.250.196 07:19, 4 March 2013 (GMT)
I didn't notice that the level column actually reflected the player level that the creature starts appearing at. I initially understood that column to mean the level the actual creature is. Problem solved - thanks. GodRaine | Talk 16:39, 4 March 2013 (GMT)
Actually, 92... was incorrect. Those are the creature levels, not the levels the player has to be for the creatures appear. This information was on the page before the information for draugr was moved from Skyrim:Undead to this page, but for some reason was lost when the change was made. So it does need to be re-added (preferably after being rechecked). — ABCface 19:42, 4 March 2013 (GMT)

Kudos[edit]

My applause to all who have contributed to this page; it looks great! If the were verification on whatever needed verifying at the end of the 2nd paragraph, I would definitely say that this article is FA worthy (in my opinion).--WoahBro (talk) 03:28, 5 May 2013 (GMT)

Removed vn tag so if you think it qualifies for FA, feel free to nominate it. --Ad intellige (talk) 03:35, 5 May 2013 (GMT)

Draugr not waking up.[edit]

So I'm going through a Draugr tomb on a quest and I past by quite a few draugr and notice that they aren't waking up. I can't figure out why this is. Is it a glitch or bug? I'm not trying to sneak, just regular walking around in heavy armor so they should be detecting me. I don't have any perks that help me be undetected or go unnoticed and the only time they seem to awaken is when I hit them which makes fighting them rather easy. I'm sure there are more in the sarcophagi but they aren't waking up either. I run around and activate every trap, door, and object I can think of to trigger some kind of event to get them to rise and still nothing. I'm also playing on the PS3, so I can't have any mods that could be interfering. Anyone else having this issue? Should it be included somewhere on the wiki? I can't exactly clear a dungeon or crypt if I don't kill all the enemies, right? It's kind of annoying and I don't like my dungeon diving being this easy with almost no one attacking me. 71.171.112.74 09:47, 18 July 2013 (GMT)

Do they wake up if you jump near them or hit their coffins with a weapon? You can see them all through walls with Detect Dead or Aura Whisper. ~HellRider talk mail 15:13, 18 July 2013 (GMT)
*sighs* Okay I thought I was clear enough, but apparently I need a more specific example. I am going through Dustman's Cairn while on the quest Proving Honor. There is a U shaped area where there are about 6 or 7 draugr that I can see sleeping inside spaces in the wall, and I know they are suppose to attack me because they have clothes and weapons. The ones that don't attack are either naked or wrapped in linen wrap. There is also a Silver Hand guy there. After I kill the guy only one draugr wakes up, the rest still sleep inside the wall. I've been just about everywhere else in the dungeon and still they only get up if I hit them, and I'm not sneaking and I don't have any mods, just normal running around in heavy armor. So why is this happening? I am worried there is something wrong with the game and this will keep happening if I go to other draugr dungeons as well. 71.171.112.74 02:03, 19 July 2013 (GMT)
Some do that, like in Bleak Falls Barrow, just after the first Draugr area (past the swinging wall-like trap thing) there is a higher-level draugr (Restless at lower levels) that doesn't automatically wake up. I don't know why but to me there seems to be a mix of detecting ones and non-detecting ones. 86.157.147.7 13:28, 17 May 2014 (GMT)
I have the same issue in the PC game. I was thinking it had something to do with PERKS. I have my sneak perks maxed out and maybe the script to wake them up takes that into account. Not sure but it is also just as annoying as the original poster mentioned. Tiger8u2 (talk) 01:55, 19 November 2014 (GMT)

Draugr are not decomposing, but dried / mummified.[edit]

There are even Embalming tools in a lot of -if not all- Draugr ruins. Embalming is done to prevent decomposition, and thus allow the corpse to dry out completely, or in other words: to mummify. The shape of the embalming tools also suggests this, as the slender hook-implement is certainly meant to be used too remove organs through small incisions, and the short, bladed one would be suited to make those incisions. The shears are probably used to cut these organs free.

Pretty gruesome, but I think that's what Draugr are. Wrath of the Dunmer (talk) 04:31, 25 August 2013 (GMT)

So...I assume that the purpose of this post is to protest the use of the term "decomposing" in the article? One definition of decompose is "to rot, decay or putrefy", which covers a pretty broad range of terms to describe the breakdown of the draugr's tissue. Even dried/mummified tissues will break down, or "decompose", albeit at a greatly reduced rate. I think the article's wording is fine as it stands. --Xyzzy Talk 05:50, 26 August 2013 (GMT)
I agree with Wrath of the Dunmer. Rotting, decaying, putrefying are all things that aren't happening to the draugr (or any mummies, by definition); their skin is completely intact, for example, and if any part of them has been breaking down, it would have disappeared after the thousands of years they are old. --Ethruvisil (talk) 00:45, 22 November 2019 (GMT)

Console Commands[edit]

Can anybody give me the code for the Draugr Deathlord Archer? I haven't seen them used in YouTube for battles and I assume its because they don't know the code. This would be much appreciated. — Unsigned comment by 76.98.139.102 (talk) at 22:14 on 27 August 2013

It should be 0003BE23, I think. — ABCface 22:25, 27 August 2013 (GMT)

Unable to backstab while invisible[edit]

I am going through Volskygge with my rogue character, and I have a pretty good system of Invsibility>Dagger>Backstab. This seemed to work fine with the Bandits, but whe I got to the draugr I wasn't getting the 30x sneak bonus. Then one time I forgot to use Invisibility and suddenly it was working fine. Does the act of "breaking" invisibilty by attacking alert them enough that the sneak attack doesn't work? I noticed that the sneak attack while invisible also seemed to wake up surrounding draugr but regular sneak attacks did not. — Unsigned comment by 66.249.85.230 (talk) at 21:48 on 19 February 2014‎

Dialogue[edit]

Nine of the current 10 phrases can be found under the draugr voicetype, CrDraugrVoice (1f1cd), but Daanik Ah Dov is not there. In fact it is not listed in the CS as far as I can see, with the only usage of Daanik found in Dragon Language: Myth no More and the other phrase Daanik Kendov. Can anyone find it? Silence is GoldenBreak the Silence 00:43, 12 April 2017 (UTC)

I checked the dialogue in the CS as well and found the same result. One of them had incorrect capitalization, which must mean the person who added these probably got them in-game. The best explanation I can think of is that the draugr started with "Daanik Kendov" but got interrupted and said something else that sounded like "Ah Dov". I removed that line from the dialogue section because there is no evidence that it exists in the game at all. —Dillonn241 (talk) 23:17, 12 April 2017 (UTC)