Netruk44/uesp-wiki-content huggingface dataset:
Skyrim:Ancient Frost Atronach

The Ancient Frost Atronach''' is a creature summoned by Arch-Curate Vyrthur during the end confrontation of the quest Touching the Sky. It is similar to a regular frost atronach, but significantly stronger.
 

Related Quests
 

Bugs
Skyrim:Arvak

Arvak is a horse that can be summoned from the Soul Cairn after completing Soul Cairn Horse Quest. He can be summoned with the apprentice level conjuration spell Summon Arvak. 

Arvak has several noteworthy advantages over other mounts: he can't be permanently killed, he costs no money, and you don't need to worry about losing him. Despite being a summoned horse, he can be kept indefinitely (until you dismount) as long as you are riding him when his summon time of 60 seconds expires. Additionally, Arvak is the only horse that can be used in Blackreach or on Solstheim.

 
Related Quests
 

Notes
Arvak can be seen running around the Soul Cairn once in a while before completing the quest. Approaching him will cause him to vanish. If you follow him at a distance he will lead you to a mysterious soul merchant.
Although Arvak appears to be undead, he is considered by the game to be a normal animal and is therefore not affected by undead-related spells.
Arvak is based on the flaming horse developed during the Game Jam.
The name Arvak is derived from Old Norse Árvakr (early awake), one of the horses pulling the chariot (or sun itself) of the sun god Sól.

Bugs
 
 
 
  
You can make Shadowmere your main horse again if you are able to find the last location you left him. Generally, he'll be waiting for you at Castle Volkihar main entrance. To take possession of him, mount his back, wait a few hours, then fast travel while still on his back. Next time you fast travel (even by walking), Shadowmere will follow you again. 
 If you are unable to find Shadowmere's location, you can return Shadowmere to you by using the console commands   followed by  .
Skyrim:Dawnguard (NPC)

Dawnguard are radiant members of the Dawnguard. They are randomly encountered in the wilderness and, if you are a member of Harkon's court, are hostile toward you.

They attack in groups of three and can appear upon fast traveling to a location. If you are a vampire, they will attack on sight. These assassins will continue to appear even if the Dawnguard questline has been completed. 

Two Dawnguard appear along with Durak to start the quest "Dawnguard".

Typically, they wear either a set of Dawnguard armor or heavy Dawnguard armor and are armed with a crossbow and a Dawnguard warhammer or a Dawnguard war axe. They may also carry small amounts of gold and minor random loot.
Skyrim:Dawnguard Novice Hakar

Dawnguard Novice Hakar is a Nord bandit and a novice vampire hunter who appears as a random encounter after completing either The Bloodstone Chalice for the Volkihar vampires or A New Order for the Dawnguard.

Hakar wears Dawnguard heavy armor, Dawnguard heavy boots, and an amulet of Stendarr, and he carries a simple iron dagger. The equipment he drops on the ground includes more Dawnguard heavy armor, as well as a key to Dawnguard caches and his orders. The orders state that his repeated failure as a member of the Dawnguard have demoted him to a courier and his final assignment is to refill the Dawnguard caches scattered around Whiterun.

Upon meeting him, two vampires will be attacking and he will be in distress, it will be up to you to save him, as he pleas to you during combat. If he survives the encounter, he will run up to you and say that he cannot handle the stresses of vampire hunting. He will drop all of his equipment on the ground before he runs away. He will run to Frostfruit Inn in Rorikstead if he isn't killed by some random encounter along the way. 
 
Dialogue
When first encountered:
:''"Gods, Vampires! I... I can't take this anymore! I'm not cut out for this!" 
During combat he will yell out:
:"Help me!"
If he survives he will say:
:"Look, take whatever you want. I'm getting out of here!"''
Skyrim:Dawnguard Scout

Dawnguard Scouts are bandits of any race that sometimes appear at the fast travel arrival point just outside the Castle Volkihar keep. They arrive in groups of three (one melee and two archers) and will attack immediately if you are allied to the Volkihar vampires and are a vampire lord. However, they don't appear at all if you are a member of the Dawnguard.

Dawnguard scouts each carry a war axe and crossbow. They may also have a small amount of gold on them. They wear full Dawnguard armor, although they may sometimes not include the helmet.
Skyrim:Dawnguard Vampire Hunter

The Dawnguard Vampire Hunter is an Imperial bandit who can be randomly encountered if you have accepted Lord Harkon's gift of vampirism and completed The Bloodstone Chalice. He carries orders to "exact justice" on you for being a vampire. 
 
Dialogue
When he attacks you, he'll use three unique lines of dialogue in addition to standard combat dialogue:
:"Halt, vampire!"
:"Your end has come!"
:"Light take you!"
Skyrim:Dealer

The Dealer is a Wood Elf found behind a gated counter in Redwater Den, where she sells Redwater Skooma. 

She wears a set of barkeep clothes and shoes and carries a small amount of gold, as well as a Redwater Den Backrooms Key.
 
Related Quests
 
Dialogue
When you first arrive at Redwater Den and approach her, she can say:
:''"Ah, welcome, welcome! I don't believe we've seen you here before, have we? You can buy from me, then join any booth you'd like." 
:"You seem tense. Join a booth and relax a bit. Or did you need another fix?"

She can be asked questions when spoken to directly:
::What is this place?
::"Heh... wait, you're serious? This is the Redwater Den, purveyors of the best Skooma outside of Balmora."

::How about a sample? (Persuade)
::"Since it's your first time... sure. Find a booth and enjoy."

::What is so special about your skooma?
::"The secret is our mystic Redwater Spring. The magic in the waters opens the mind to experience Skooma in a way like never before."

If asked again:
:How about a sample? (Persuade)
:"Well... so long as you don't tell anyone. Here take it and slip into a booth before someone notices." (Sucess)

:"How about you pay for your habit like everybody else. We're not running a charity here."'' (Failure)

When you leave Redwater Den, she'll call out to you as you go:
:"Be sure to enjoy some of our Redwater Skooma before you leave."
:''"Don't leave, you'd have better dreams here..."
:"Fine, suit yourself."

Conversations
She can be overheard speaking to a vampire:
:Dealer: "That's the last of them. Poor sods can't resist after they get a taste of your dosed Skooma."
:Vampire: "The water from the spring makes the skooma so much more potent, we'll have all the thralls we'll ever need. Good thing the boss heard that old farmer running his mouth off in the tavern about finding this place."''
Skyrim:Feral Vampire

The Feral Vampire is a High Elf vampire encountered when exploring Castle Volkihar with Serana during the quest Chasing Echoes. After entering the secret entrance to the castle, you'll find her with some death hounds before you make it to the courtyard. She is instantly hostile to you whether you have sided with the Dawnguard or the vampires. She wears ragged trousers, footwraps, and a Ring of Minor Destruction, and wields an Elven Dagger of Fear. She also carries a journal fragment which gives a little insight as to why she's down there.
 
Related Quests
Skyrim:Frozen Chaurus

The Frozen Chaurus is one of the frozen creatures during the quest Touching the Sky. They cannot be attacked while frozen, but once they break out they are similar to regular chaurus, complete with poison spit. Upon death, they break up into ice shards and cannot be looted. They are only found in the temple, lining the path to Arch-Curate Vyrthur. During the end confrontation of Touching the Sky, several of them are released at once, which can lead to you being easily surrounded.
 
Related Quests
Skyrim:Gort

Gort is a Nord warrior who works as a ferryman in Windhelm.  He wears a set of farm clothes with a pair of boots and defends himself with an iron war axe. You can hire him to sail you to Dawnstar or Solitude for 50 gold, or Icewater Jetty for 500 gold.
 
Dialogue
He can greet you with:
:"Looking to hire a boat?"
:"I can take you to any port on the coast."
:"May not look like much, but my boat can get you there faster than walking."

When you first speak to him:
:"Where are you headed?"
:Dawnstar./Solitude.
:"Climb on in the boat and get comfortable." 

After you're seated, he'll say:
:"You just enjoy the fresh air and leave the rowing to me." 

When traveling to Dawnstar he can say:
:''"Dawnstar doesn't have much of a port, but the miners say its got rich ore veins."

When traveling to Solitude he can say:
:"Ah, Solitude. Best port in Skyrim. You should try the Spiced Mead while you're there."''

However, if you tell him you're interested in traveling to an island near the border to High Rock:
:An island near the border to Highrock.
:''"The one with the ruined castle? Don't you know that place is cursed? Even seasoned sailors steer far around that place."
:I need to go there anyway.
:"I'll take you as far as I can, but I'm not hanging around and it's gonna cost you extra." 
:Take me near the castle to the west.
:"Climb on in and let's get this over with."

When traveling to the island he can say:
:"They say anyone who steps foot on that island will meet an early death... hope you know what you're doing."''

If you don't have the gold he asks for, he'll be annoyed, and reply 
:''"You think I do this for my health? Come back when you've got the coin."''
 

Notes
He is one of the few named NPCs in Skyrim who is set to respawn.
Skyrim:Harlaug

thumb|right|Harlaug on SR:Giant's Tooth|Giant's Tooth  

Harlaug is a Nord warrior and the ferryman for Dawnstar.  He wears farm clothes, a pair of boots, and carries an iron war axe. You can hire him to sail you to Solitude or Windhelm for 50 gold, or Icewater Jetty for 500 gold.

During the quest A Dying Wish , Harlaug is the only ferryman who will agree to bring you to Giant's Tooth. He will venture with you to the island and will wait on the shore to bring you back to Dawnstar. He will thereafter offer to take you back to Giant's Tooth as often as you like, 50 gold each time.
 
Related Quests
 

Dialogue
He can greet you with:
:"Looking to hire a boat?"
:"I can take you to any port on the coast."
:"May not look like much, but my boat can get you there faster than walking."

When you first speak to him:
:"Where are you headed?"
:Windhelm./Solitude.
:"Climb on in the boat and get comfortable." 

After you're seated, he'll say:
:"You just enjoy the fresh air and leave the rowing to me." 

When traveling to Windhelm he can say:
:"Windhelm eh? City of kings, they say. Hope you packed warm though."

When traveling to Solitude he can say:
:''"Ah, Solitude. Best port in Skyrim. You should try the Spiced Mead while you're there."''

However, if you tell him you're interested in traveling to an island near the border to High Rock:
:An island near the border to Highrock.
:''"The one with the ruined castle? Don't you know that place is cursed? Even seasoned sailors steer far around that place."
:I need to go there anyway.
:"I'll take you as far as I can, but I'm not hanging around and it's gonna cost you extra." 
:Take me near the castle to the west.
:"Climb on in and let's get this over with."

When traveling to the island he can say:
:"They say anyone who steps foot on that island will meet an early death... hope you know what you're doing."''

If you don't have the gold he asks for, he'll be annoyed, and reply 
:''"You think I do this for my health? Come back when you've got the coin."''

Quest-Related Events
A Dying Wish
You can try speaking to the other two ferrymen when looking to book passage to Giant's Tooth, but only Harlaug will be willing to bring you. He will offer to bring you back and forth as many times as you like, even after the related quest:
:'''I need safe passage to Giant's Tooth. (50 gold) / I want to go back to Giant's Tooth. (50 gold)
:"I understand."
:"Climb on in and let's get this over with."''

When you arrive on the island, Harlaug will wait for you on the shore while you face the island's dangers. He will offer to bring you back to Dawnstar:

:'''I'm ready to go back to Dawnstar.
:"I understand."
:"Climb on in the boat and get comfortable."''

Notes
The version of Harlaug you see at Giant's Tooth is essential and is actually a different NPC (BaseID:  ).
Skyrim:Imperial Deserter

The Imperial Deserter is an Imperial soldier found in Redwater Den in one of the booths set up for enjoying Redwater Skooma. He wears a set of light Imperial soldier armor with no helmet, and carries an Imperial shield and belted tunic.  

After the Bloodstone Chalice is filled during the quest of the same name, he along with the other addicts will be found dead when exiting the caverns.
 
Dialogue
If you approach him, he'll recognize you from Helgen and try to justify his actions:
:''"Wha- who... you're that one from Helgen. Barely made it out of there myself. I hurt my back and I- I just need something for the pain."

If spoken to again:
:"I ain't in the mood to talk. Ohhhh..."''
Skyrim:Lynoit

Lynoit is a Nord Dawnguard member whose body can be randomly encountered after completing either The Bloodstone Chalice for the vampires or A New Order for the Dawnguard. He carries a key to Dawnguard caches and his orders.

He is found with the remains of three vampires around him. He wears Dawnguard armor, boots and gauntlets, with a 75% chance of wearing a helmet, any of which can be the light or heavy versions. He wields either a Dawnguard war axe or warhammer.

 
Notes
There are three caches spread around Haafingar and The Reach:
:: On the small island south of Solitude Sawmill.
:: Due east of the entrance to the ruin Volskygge.
:: On the east side of Karthwasten Bridge.
Lynoit is a member of the bandit class, which determines the level of his skills.
Skyrim:Mist Man

Mist Men are unused creatures added by the Dawnguard add-on. They are armed with a leveled weapon commonly used by draugr. Unlike the other undead creatures of Soul Cairn, mist men will taunt you with a ghostly voice, and drop ectoplasm upon death.
Skyrim:Saliah

Saliah is a Redguard bandit who is randomly encountered after completing either The Bloodstone Chalice for the Volkihar vampires or A New Order for the Dawnguard. If you approach her, she'll say she has no time to talk as she is on urgent business for the Dawnguard, and she'll demand that you stand aside. She carries a key to Dawnguard caches and her orders from the Dawnguard. If you have sided with Harkon and the vampires, she will be hostile toward you.
 
Dialogue
:"Forgive me, but I am on urgent business for the Dawnguard. Stand aside!"
Notes
Below are maps showing the relative locations of the Dawnguard caches.  Saliah is usually encountered near one of these locations, or en route between them.
 
The Winterhold cache is described as being "under the great arch".  This is a Nordic arch visible to the west as you head south on the road out of Winterhold, in a mountain pass just north of Azura's Shrine.  If you reach the Whistling Mine, you've gone too far.
Skyrim:Taron Dreth

Taron Dreth is a Dark Elf elemental mage who claims to be the "world's foremost expert" in Dwemer metallurgy and forging techniques. He is supposedly the author of The Aetherium Wars, but reading Katria's journal in Arkngthamz will reveal otherwise. After finishing Lost to the Ages, you may meet him on the road, traveling with three mercenaries. He may also appear with his three mercenaries in the Silver-Blood Inn in Markarth.

If you have sold the Aetherium item or are otherwise no longer in possession of it, you will not be able to engage in a dialogue. You can however still initiate combat by attacking him without incurring a murder charge.

He wears unique robes and a standard pair of boots. He is equipped with a leveled dagger which can be up to glass quality, and has a chance of carrying various other items, including potions, ingredients, a leveled staff, and three pieces of Dwarven scraps. 

 
Dialogue
When spoken to if you don't have the Aetherium on you:
:Who are you?
:''"Taron Dreth, the world's foremost expert in Dwemer metallurgy. Not that you would know anything about that." 
:What are you doing here?
:"I'm on my way to Markarth to confer with my colleague, Calcelmo. I've no time to stop and chat."

If you are wearing or carrying the Aetherium item you made, he will walk up to you and say: 
:"Your crown/shield/staff... gods, it's made of Aetherium! Pure Aetherium! Where did you find it? Tell me!" 

::I made it.
::"What? You... you found the Forge? The Aetherium Forge?"

::Who are you?
::"Taron Dreth. The world's foremost expert on Dwemer forging techniques. Now answer my question!"

::No I don't think so.
::"Then I'll take it from your corpse! Kill him/her!"

The first two options will lead to:
:I had some help. From Katria.
:"Katria? No, no that's not possible! You... you know too much. I can't afford to let you live. Guards! Kill him!"

You can also walk away without telling him anything, though he will also turn hostile: 
:"No answer? Then I'll take it from your corpse!"''

 

Spells
Taron Dreth knows the following spells:
;Alteration: Ironflesh
;Conjuration: Bound Bow, Bound Sword, Raise Zombie, Reanimate Corpse 
;Destruction: Fireball, Firebolt, Flame Cloak
;Restoration: Close Wounds, Fast Healing, Steadfast Ward

Bugs
Skyrim:The Forgemaster

The Forgemaster is a powerful Dwarven Centurion that guards the Aetherium Forge. The Forgemaster is slightly larger in size than normal Centurions, still appearing partially molten due to its long slumber in the lava, and breathes a gout of fire instead of steam. It has a minimum level of 24, so lower level characters will want to take extra care - though this is quite hard with both its ranged and melee attack being quite strong. The fire it breathes will also linger on the ground for some time, causing low-medium fire damage. If you have a follower with you, it is highly advisable to allow them to attack first - as the difficulty in killing The Forgemaster is much lower if its attention is elsewhere.  

 
Related Quests
 

Notes 
If you have a melee follower, they may rush The Forgemaster before it leaves the lava - killing your follower almost instantly.
If you have a high Archery skill, it is possible to sneak attack The Forgemaster before it steps out of the lava, causing it to fall backwards into the lava.
Skyrim:Traveler

The Traveler is a Nord vampire you may randomly encounter in cities or settlements throughout Skyrim if you have joined the Dawnguard. He wears hooded black robes, vampire boots (armor version), and vampire gauntlets. When he dies, he drops vampire dust, as well as some various potions. He is initially unaggressive when you encounter him, but says "Die Dawnguard!" and turns hostile when you get close. If you became a vampire during "Chasing Echoes", he will eventually say "Your blood won't save you!" when turning hostile. He attacks using various magic spells, including Summon Gargoyle.
 

  

Bugs
Skyrim:Vampire Assassin

The Vampire Assassin is a female vampire that can be randomly encountered if you have completed the quest A New Order for the Dawnguard. She carries the assassin's writ and drops vampire dust and some random potions when she dies.
Skyrim:Vampire Cattle

Vampire Cattle are NPCs found in Volkihar Keep. They are used to feed the vampires within the castle. They wear roughspun tunics and footwraps. They frequently moan in pain and ask to be freed, but there is no way to help them.

Lord Harkon tells you, once you agree to become a vampire, that he can provide all the feeding you will require. There are usually two vampires feeding on a cattle each in the lobby. These cattle are impossible to feed on; however, you may feed on others in another area of the Castle Volkihar Keep. You may feed more than once if you would like to. It is not possible to kill them by feeding on them.
Skyrim:Vampire Scout

The Vampire Scout is a radiant vampire enemy found sneaking around the outskirts of Fort Dawnguard. They are always hostile and will attack in groups of two or three. Vampire Scouts will only appear if you have joined the Dawnguard.

 
Notes
Since the Vampire Scouts appear near the entrance of Dayspring Canyon, you won't see them if you fast travel to Fort Dawnguard.

Bugs
 
This is because they belong to Whiterun's crime faction.
Skyrim:Vigilant Adalvald

Vigilant Adalvald is a Nord Vigilant of Stendarr, first mentioned by Vigilant Tolan during the first Dawnguard quest. He is later found in Dimhollow Crypt on your first mission as a member of the Dawnguard. When you find him, he is being interrogated by the vampire Lokil, but dies without revealing anything. By his corpse you can find a segment of his notes on the crypt, detailing its connection with Skyrim's ancient vampiric clans.

He wears ragged trousers, either steel cuffed boots or steel plate boots, and an Amulet of Stendarr. His hands are tied with prisoner's cuffs. He also carries a random book. He knows the spells Oakflesh, Healing, and Lesser Ward.

Upon death, Adalvald will say, "Peace at last..."

 
Related Quests
 

Notes
His death is scripted and there is no way to save him.
Skyrim:Visiting Advisor

The Visiting Advisor wears a vampire hood, robes, gloves, and boots, and carries an enchanted ring and an enchanted dagger. He must be killed to complete the quests associated with him.
 
Related Quests
Skyrim:Volk

Volk is a Nord Vigilant of Stendarr found in Ruunvald. He came there to help with the excavation after Moric Sidrey requested more assistance. From the information found in his journal, he may have been the last member of the Vigilants left unaffected by the warlock Minorne's charms. Like the rest of the charmed vigilants, he will be hostile and cannot be spoken to.
 
Related Quests
Skyrim:Watchman

The Watchman is an elderly doorman found at Castle Volkihar, guarding the entrance to Volkihar Keep. He wears leather armor and boots, and carries an iron sword. Unlike the rest of Castle Volkihar's inhabitants, the Watchman is not a vampire.
 
Related Quests
 
Quest-Related Events
When you first visit the castle, he'll stop you, saying:
:''"Begone! You're not welcome here!"'' 

Then, upon seeing Serana with you, he'll be shocked and say:
:''"Lady Serana's back! Open the gate!" 
He will then lead you both into the castle. 

He has several other lines of dialogue when idling:
:"Lord Harkon's a great man. Best show him the proper respect."
:"I watch the gate. Ain't much else to tell."
:"After all these years, Lady Serana's back. Now that's something."
:"Way I hear it, Lady Serana's been gone a real long time."
Dialogue
If interacted with before Bloodline:
:"Go on, get out of here!"
:"You're not welcome here."
:"Go away! We don't suffer trespassers!"''
Notes
The watchman will disappear from the game once you complete Bloodline.
Skyrim:Chaurus Hunter Antennae

Chaurus Hunter Antennae are an alchemy ingredient dropped by chaurus hunters and chaurus hunter fledglings, along with 1 chaurus chitin, a 25% chance of 1 chaurus egg sample, and minor loot. There are no guaranteed samples of antennae, however they can be looted at almost any location featuring the Falmer and their chaurus pets. 

Combinations
In terms of combinations of two ingredients, Chaurus Hunter Antennae can be combined with 41 other ingredients.

4 Effects


2 Effects


1 Effect


Notes
All four alchemical properties are shared with blue butterfly wings and ancestor moth wings. Combining chaurus hunter antennae with either of the two ingredients will therefore result in all four effects being discovered at once.
Skyrim:Gleamblossom

Gleamblossom is harvested from the flower of the same name.

Combinations
In terms of combinations of two ingredients, Gleamblossom can be combined with 55 other ingredients.
2 Effects


1 Effect


Ingredients
2 guaranteed samples can be found in the following location:
2 in the Inner Sanctum of the Forgotten Vale

Plants
66 gleamblossom plants can be found in 2 different locations:
34 inside Darkfall Passage
32 inside Forgotten Vale