Netruk44/uesp-wiki-content huggingface dataset:
Skyrim:Shrines

Shrines in the Skyrim:Temple of the Divines|Temple of the Divines|thumb|right
Skyrim is dotted with shrines dedicated to the   (including Talos). They are often accompanied by a large statue, although the shrines themselves are obelisks or sculptures small enough to fit on tabletops. They can be activated to receive a blessing, which will cure all   and grant a blessing from the specific deity while removing any existing blessing. They are found in the temples within various cities, inside some dungeons, and in unmarked locations throughout the wilderness. Daedric Shrines are listed separately.

There is a shrine to each of the Aedra in the Temple of the Divines in Solitude (except a shrine of Talos, which later becomes available if Solitude is taken by Stormcloak forces).
 

 

Furnishing Options
With the Hearthfire add-on installed, you can build each of these shrines in the cellar of your house. Note that the shrine to Auriel from the Dawnguard expansion is not available as an option.


Notes
For more information on Amulets of the Divines, see the Amulets of the Divines page.
For more information on the Blessings, see the Blessings page.
When Creation Club's Survival Mode is active, shrines outside of the player's home will cost gold to remove diseases.
Skyrim:Night Mother

thumbnail|left|The Night Mother's sarcophagus
The Night Mother is the Unholy Matron, bride of Sithis, and spiritual leader of the Dark Brotherhood. According to Dark Brotherhood beliefs, she is the wife of Sithis and bore five children. Despite being a relatively powerful spirit, her corpse is needed for communion with her. She receives prayers from people seeking to arrange assassinations via the Black Sacrament, and relays those desires to the Listener, the mortal leader of the Brotherhood. However, since the destruction of the Brotherhood in Cyrodiil, and the death of the Listener in a riot, the last remaining Skyrim Sanctuary has been cut off from contact with the Night Mother. Without a Listener to guide the Dark Brotherhood in the way that the Night Mother wishes, Astrid has taken complete control of the Brotherhood. They have eschewed the tenets and traditions of the Dark Brotherhood, and to many are considered no better than a group of mercenaries. Although the Night Mother is no longer respected as she once was, she has a plan to help change this and restore the Brotherhood to its former glory.

The Night Mother is being transported by Cicero to the Falkreath Sanctuary when his wagon wheel breaks and they are stranded together near Loreius Farm. Cicero and the Night Mother will make it to the Sanctuary with or without your help, and will live there until the destruction of the Falkreath Sanctuary. After the quest Hail Sithis!, she will be transported to the Dawnstar Sanctuary by Babette and Nazir, where she will remain indefinitely.
 

Notes
She is not technically an NPC. She is implemented as a talking activator, meaning she is just an inanimate object with some associated dialogue. Therefore, she does not have a race, health, magicka, FormID, or any other statistics normally associated with NPCs. However, she will shed red blood if her corpse husk is attacked within her coffin with a bladed weapon.
In Oblivion, the Night Mother's remains were merely a skeleton. However, 200 years later in Skyrim, she has a mummified look.
When she speaks to you her corpse will appear brighter than normal.

Related Quests







See Also
For historical information on the Night Mother, see the lore article.
Skyrim:Books by Subject

This article lists all of the books that have appeared in the Elder Scrolls game Skyrim by subject. For a complete list of books by subject, across all games, see here.

Biographies


Esoteric Texts
;Elder Scroll
;N'Gasta! Kvata! Kvakis!

Faction Books


Fiction


History & Lore


Instruction & Research


Journals & Logs


Notes & Letters


Plays, Poetry, & Riddles


Politics & Law


Religion & Prophecy


Travel
Skyrim:Dragon Bridge People

† May be killed in the Dark Brotherhood quest, Hail Sithis! 
‡ Gets killed in the Dark Brotherhood quest, Breaching Security
Skyrim:Ivarstead People

† Moves to Riften after The Book of Love. 
‡ May move to Riften after The Book of Love depending on your choices.
Skyrim:Stables

bottom This page lists the stables in Skyrim, where horses can be bought.
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Skyrim:Hired Thug

Hired Thugs are groups of three NPCs who may appear after you steal an item or kill another NPC (whether or not you get caught). They approach with weapons sheathed, declare their intention to teach you a lesson, then initiate combat; there is no way to yield to them.

They always carry a contract. If they intend to avenge a theft, the contract will identify the victim; if the crime is murder, it will come from a relative of the victim.

Hired thugs will always wear a set of leveled heavy armor, including the cuirass, a pair of boots, a 50% chance of a pair of gauntlets, and a 50% chance of a helmet (all up to steel plate in quality). They will always carry a leveled dagger (up to elven in quality), a leveled heavy shield (up to ebony in quality), and 50-250 gold, dependent on level. In addition, they will carry either a leveled two-handed weapon or a leveled one-handed weapon plus an additional leveled heavy shield (all up to ebony in quality).
 
Related Quests
 
 

Notes 
Hired thugs who witness you killing a dragon in or near a town will become non-hostile members of the admiring crowd. Once you leave their presence, however, they will resume their pursuit. If other enemies are present, they will fight them off, but will continue pursuing if you flee.
Hired thugs can find you even if you are in sneak mode. However, if you see the thugs before they have a chance to confront you and hit one of them with a ranged weapon, only the thug you hit will become hostile, allowing you to deal with them one at a time.
The three hired thugs used in Revenge, Hired Thugs all have the base ID  .
Steal, Thugs hunt player uses one hired thug of each base ID on this page.
The hired thug with the base ID   has the unique dialogue line: ''"This'll teach you not to take things that don't belong to you!" 
The hired thug with the base ID   has the unique dialogue line: "We're here to teach you a lesson."'' 
The thugs will follow you into buildings, such as stores, and they will follow you into walled cities or dungeons.  Alternatively, you can stay on horseback outside of walls, but once you get off of the horse they immediately become hostile and attack.
Skyrim:Gray-Mane

thumb|right|The Gray-Manes
The Gray-Manes are an old and influential clan in Whiterun. Before the Civil War, the Gray-Manes were friends with their equally venerable neighbors, clan Battle-Born. However, the Gray-Manes have become strong supporters of the Stormcloaks, as well as Ulfric Stormcloak. The Battle-Borns sided with the Empire, and so now the clans are feuding. New visitors to Whiterun will probably be caught off-guard by the question "Gray-Mane, or Battle-Born?" as the clans try to assess where you stand in the war.  As a side-note, answering this question with the side that the asker represents will make this person considered a "friend" and allow a bonus to be attained using the Ebony Blade.

Eorlund Gray-Mane is probably the clan's most renowned member, being the master smith at Whiterun's Skyforge.

House Gray-Mane can be found near the Temple of Kynareth in Whiterun.

The Family Tree for the Gray-Manes is as follows:
Skyrim:Darkwater Crossing People

* This person only appears after completing Extracting an Argonian.
Skyrim:Useful Potions

This article provides examples of useful potions you can create using the Alchemy skill.

Only a few single-effect potions are listed here. Any single effect can be obtained by combining two ingredients with the same effect listed on the Alchemy Effects page. The information provided here assumes that you don't have the Purity perk unless specified.
Useful Potions
Restorative Potions



Defense-Enhancing Potions


Rare Effects
The following effects are only available from a very small number of ingredients:


Discovering Ingredient Effects
See the tips section of the Alchemy page for a list of potions that can be brewed to discover all four effects of each ingredient in an efficient way.

Useful Poisons
Attacking Health


Other Uses


Multiple Effect Concoctions
Two-ingredient Multi-effect Potions
These ten potions and poisons require only two ingredients and produce three or more effects. The first seven only use ingredients that can be purchased from alchemy merchants and may be lucrative potions to create and sell:


Expensive Potions
These are the ten most profitable potions that can be brewed from ingredients that are sold by apothecary merchants. The profit is calculated by subtracting the base price of the ingredients from the value of the resulting potion with 100 Alchemy and no perks. The profit should be considered a relative measure, not an absolute amount. Potions made with Salmon Roe, such as Salmon Roe, Garlic, and Nordic Barnacle are also very valuable, but the ingredients are not sold by merchants.
With Giant's Toe


Without Giant's Toe


Four-effect Potions
There are nineteen possible four-effect potions:


Four-effect Poisons
There are six possible four-effect poisons:


Five-effect Potions


The Five-effect Poison
There is only one five-effect poison. It requires the unique Jarrin Root, so it can only be made once.


Other Five-effect Potions
These four 'potions' have both positive and negative effects:



Purity Perk Potions
These are just a few of the useful potions that can be created only with the Purity perk.
Potions Excluding Poisons
These eleven potions can only be created with the Purity perk:


Poisons
These two poisons can only be created with the Purity perk:



Dragonborn Multi-effect Potions/Poisons
This poison can only be created with ingredients from the Dragonborn add-on.
Skyrim:Afflicted

The Afflicted are a collection of Bretons 'blessed' by Peryite with a wasting disease. For whatever reason the Daedric Prince chose to then isolate them in Bthardamz, where you are sent during the Daedric quest The Only Cure. They have unusually red skin and the ability to vomit poison at close range. When the quest is completed, various Afflicted Remnants may be found roaming Skyrim and they will attack you on sight. The Afflicted are weak adversaries at most levels, but can overwhelm in groups of casters.
 

Related Quests
 

Notes
Afflicted inside Bthardamz cannot respawn, since the interior of the ruin is set not to respawn. The ones outside, however, can respawn if you leave them long enough while The Only Cure is still active.
Skyrim:Penitus Oculatus

thumb|A typical Penitus Oculatus agent
The Penitus Oculatus is an Imperial organization serving as a personal security and espionage force for the Emperor. It gained great duties and prestige following the official dissolution of the Blades. Its agents perform infiltrations and counter-espionage against enemies of the Empire, and have been known to carry out assassinations as necessary for the Empire's security. As their primary concerns in protecting the Emperor lie in Cyrodiil, their only presence in Skyrim is a small outpost in Dragon Bridge.

For more information about the Penitus Oculatus, see the lore article.

 
Members


Related Quests





Notes
 
"Penitus Oculatus" is Latin for "seeing inward". However, Latin is a very contextual language, and would realistically mean something more like "inside watchers" or "internal security".
The Penitus Oculatus typically wear a Penitus Oculatus Helmet, Penitus Oculatus Armor, Penitus Oculatus Boots, and Penitus Oculatus Bracers.
Skyrim:Warlock

In Skyrim, "warlock" is a collective term for five types of NPC spellcasters. Dungeons containing warlocks will contain one or more of these mage types.  More details about each type can be found on their respective articles:
Fire Mages
Ice Mages
Storm Mages
Conjurers
Necromancers
Skyrim:Blessings

This page documents the blessings that you can receive, typically by activating altars in temples. These are short-term blessings which act separately from long-term Standing Stone effects, and do not overwrite or interact with them. Typically, you will want any blessings you come across, unless you are specifically trying to bolster one effect.

Shrine Blessings
Blessings are bestowed by praying at (activating) a shrine to the specified deity.
Locations of the shrines of the Eight (or Nine) Divines, including those for Auriel added by Dawnguard, are listed at Shrines.
The Shrine of Nocturnal is located inside the Ragged Flagon Cistern, once you are midway through the Thieves Guild quest line.
You can only have one shrine blessing at a time. If you choose to pray at a second shrine, it will overwrite the previous blessing. Shrine blessings are active for a period of time measured in real time, not in-game time. So a blessing lasting 12 hours will be active during 12 playing hours.


In addition, the Dragonborn expansion adds three Daedric blessings, all available from the temple in Raven Rock.



 
 

Other Blessings
These blessings will stack with each other and shrine blessings.


 

Notes
Even if you betrayed Azura during The Black Star, you will still be able to gain her blessing.

Bugs
Skyrim:Pantea's Flute

Quick Walkthrough
# Talk to Pantea at the Bards College.
# Travel to Hob's Fall Cave and find her missing  flute.
# Return to Pantea for your reward.

Detailed Walkthrough
Talking to Pantea
When the Fire Festival marks the end of the Tending the Flames quest, talking to Pantea will bring up the topic of a flute: "That damn fool! I should   her neck!" When asked to elaborate she will explain about a foolish student, Larina, who stole Pantea's flute and sold it to a necromancer, who believed in Larina's story about the flute being able to make the dead dance. Pantea is understandably upset as the flute has been passed down through seventeen generations, so she asks you to retrieve it for her – right away.

Hob's Fall Cave
A map marker will now point you towards Hob's Fall Cave, a necromancer den northeast of Frostflow Lighthouse in the Winterhold region. While the cave itself seems straightforward, it has quite a few secrets worth exploring, so enter and take a look around. The ledge overlooking the first room is where you will return after a successful trek, so locate the icy path to the left and make your way through the tunnels and fight the hostile necromancers guarding the desk with a soul gem and a treasure chest. Proceed forward until you reach a suspension bridge. Look over the edge and notice the necromancer camp deep down below, with an alchemy lab and several bedrolls. Use the ledges to jump down for a surprise attack, then loot the camp for a rare unusual gem and a copy of the Restoration skill book The Exodus.

Finding the Flute
Head back up, using the path to get back on track, and then fight the necromancers guarding the next room. Examine the arcane enchanter for a copy of the Enchanting skill book ''Enchanter's Primer'', then activate the pull chain and either dodge or destroy the spellcaster traps. The final room is guarded by three necromancers and contains the chest with the flute, a black soul gem, and a locked cage containing a dead body. After taking the flute, jump down from the ledge and exit the cave the way you came in. 

Back in the Bards College, Pantea will be overwhelmed with joy and will teach you a few tricks she learned while playing for the Winterhold wizards, specifically a one-point boost to all your Magic skills, including Alteration, Conjuration, Destruction, Enchanting, Illusion, and Restoration.

Notes
There is a copy of Boethiah's Proving on a bookshelf in the back of the room with the arcane enchanter. This book starts the Boethiah's Calling quest (Level 30 required).
Isabelle Rolaine's corpse is found at the entrance of the cave for the quest Drowned Sorrows.
Possible location for Helm of Winterhold from the quest Dungeon Delving will be in the same chest as the flute.

Bugs
 
 PC players can use this console command to advance the quest:  
 
 PC players can remove the quest item using the following console code:  
 
 

Quest Stages
Skyrim:Orc Strongholds

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Skyrim:Udefrykte

The Udefrykte is a unique frost troll found in the ice cave portion of Dawnstar Sanctuary during the Dark Brotherhood quest The Cure for Madness.

The Udefrykte has a set level of 22; therefore, it may be advisable for lower-level characters to sneak past it. If the player plans on taking on the Udefrykte, strong fire spells, scrolls, or a weapon with a strong fire enchantment are recommended. Like all other trolls, it has the ability to regenerate health over time, so it is better to kill it as quickly as possible without giving it a chance to heal significantly.
 
Related Quests


Notes
Other creatures similar in concept and spelling include the Udyrfrykte from Bloodmoon, and the Uderfrykte Matron from Oblivion.
Skyrim:Castles

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Skyrim:Caves

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Skyrim:Daedric Shrines

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Skyrim:Dragon Lairs

left This page lists all the dragon lairs in Skyrim. All of the dragon lairs also contain word walls. Stationary dragons can commonly be found at dragon lairs making them a good place to go when looking for dragon souls, words for shouts, bones, and scales.
  

Notes
If you visit a dragon lair prior to Dragon Rising, it will only be inhabited by generic enemies, often enabling you to learn its word with minimal effort. More details can be found on the individual pages.
The dragons found at dragon lairs will always respawn, no matter how many times they are killed. This is an excellent way for any player with the skill to kill them to earn valuable experience and items and to test their combat prowess. It is especially helpful for lower to intermediate level players.
An easy way to have some dragon lairs marked on your map is by talking to guards. They will occasionally point one out. An example is Shearpoint.

Bugs
Skyrim:Giant Camps

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Skyrim:Ruins

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Skyrim:Ships

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Skyrim:Towers

bottom Imperial Towers
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Skyrim:Military Camps

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Skyrim:Camps

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Tes5Mod:Mod File Format/WEAP

WEAP records hold information about Weapons.



The skill influencing the weapon damage and receiving xp is found in DNAM.Skill .

The use cost for staves (per use or per second) and enchanted weapons is the enchantment_cost. It is modified by the skills found in the effects of the enchantment (DATA.Skill), which may be none.

For unenchanted weapons the gold value is found in DATA.Value - called base_value in the following. For enchanted weapons the CK shows only the base_value, but that's not what's used ingame:

  gold_value = base_value + [0.12*EAMT + 8*enchantment_cost]

A missing EAMT field is treated as 0.

The following game settings can be changed to modify that formula: 
fEnchantmentPointsMult = 0.12 
fEnchantmentEffectPointsMult = 8

Notes
What skill governs a weapon is set separately (under Weapon Data: 4C: Skill) from its Anim Type (Weapon Data: 00: Anim Type) which is separate from its ETYP which is separate from its keywords, such as "WeapTypeBattleaxe".
Skill determines what skill governs the weapon.
Perks, magic effects, etc can check whatever they want to in general to apply to something, but they usually check keywords.
ETYP is purely how many hands the weapon needs; for example, the unpatched Ebony Blade and Headsman's Axe were both one-handed weapons with an ETYP of both hands.
Keywords can also specify the weapon material (e.g., "WeapMaterialIron"), which is primarily used for smithing and matching set purposes, and whether the weapon is sold by merchants ("VendorItemWeapon").
Tes5Mod:Mod File Format/COBJ

COBJ records describe Constructible OBJects recipes, such as those used for Cooking, Smelters, Forges, Grindstones, and Workbenches. Constructible objects are used for both recipes that create new items, and recipes that improve existing items. The difference lies purely in the workbench keyword: different workbenches open different menus, and the menus will in turn handle the recipes differently.

It appears that COBJ records are keyed by Editor Id rather than Form Id, as the game will gladly load any number of records with a Form Id of 0x00000000.
UESPWiki:Server Setup/Squid2 Nov2011

:* Ran uesp-setup-common
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::* No issues
:* yum install squid
::* No issues
:* Copy Squid configuration from squid1 to /etc/squid
::* Change host name in config from squid1 to squid2.
:* /usr/sbin/squid -z
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:* Install PHP via yum
:* Edit /etc/zabbix/commands/send_squid_stats.php
::* Change host name from squid1 to squid2.
::* Change from internal to external IP for content3.
Skyrim:Hagraven

Hagravens are a horrific cross between an old crone and a bird. They are extremely dangerous and equally hostile up close or when casting various Destruction spells from afar, usually preferring area-of-effect spells such as Fireball. They can often be found in the company of the Forsworn, or dwelling in secret groves and lairs in the wilderness with other witches and hags. The Forsworn revere hagravens as their matriarchs and leaders, and it is hagravens who create Forsworn Briarhearts, as seen at Lost Valley Redoubt.

Hagravens were once witches that have undergone a ritual, as seen in the quest Repentance. According to Herbalist's Guide to Skyrim'', these creatures have traded in their humanity for access to powerful magics, and the transformations they undergo infuse their entire beings with some element of that power.

Hagravens will tend to appear either individually or in groups of three.

You'll find yourself engaged to one after drinking too much in the wrong company.

A unique hagraven encounter is located at Hag's End.

 
Tips
Heavily armored warriors may find it easier to charge in fight toe-to-toe, because your armor will better protect you against their claws than their Destruction spells. Characters with more elemental resistance might wish to hang back and fight from a distance for similar reasons.

It's also worth noting that a hagraven's claw attack is rather slow and easy to dodge. It is entirely possible, and somewhat easy, for even a low level character to defeat one just by moving back slightly after every time you take a swing at them.

Named Hagravens
Drascua
Esmerelda (mentioned during the quest A Night To Remember but not seen in game)
Ettiene 
Fallaise 
Isobel 
Lucerne
Melka
Moira
Petra

Hearthfire
With the installation of the Hearthfire add-on, you have the ability to create a hagraven statue on a small base in the trophy room addition of any homestead, should you choose to build it. The materials needed are:

Occupied Areas