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

Chitin armor can be crafted with the Elven Smithing perk and comes in light and heavy armor variants, with the Ghosts of the Tribunal Creation adding more. All items can be tempered using one piece of chitin plate, which can be gathered in Solstheim from ash hoppers and vendors. Morag Tong armor is a variant of chitin with more of a brown color.

Overview

Crafting material gathered from ash hoppers
One of the required materials for crafting chitin style armors
Can be bought from blacksmiths and general goods traders in Solstheim

Light Armor
Chitin Armor
Chitin light armor is between elven and scaled armor in terms of quality.
thumb|clear=none|A male Skyrim:Nord|Nord wearing chitin armor

 
 
 

The Redoran Watchman's Helmet is a variant helmet added by the Ghosts of the Tribunal Creation. It has a higher armor rating and value than the regular helmet.


 

Heavy Armor
Heavy Chitin Armor
Chitin heavy armor has the same armor rating as steel plate armor, but is lighter.
thumb|right|A female Skyrim:Imperial|Imperial wearing heavy chitin armor

 
 
 
Indoril Armor
Indoril Armor is a craftable heavy armor set added by the Ghosts of the Tribunal Creation. Every piece of the set requires a chitin plate to be improved. The set has its own material keyword for the Matching Set perk, which includes the Ordinator shield.

Its stats are identical to those of steel plate armor, save for the cuirass' value. It also comes with a matching shield.
thumb|right|A male Skyrim:Nord|Nord wearing Indoril armor

 
 
 
Her Hand Armor
Added by the Ghosts of the Tribunal Creation, Her Hand Armor Set is an equipment set worn by Almalexia's personal guardians. Although Almalexia is gone, the armor is still used by members of a cult dedicated to the Tribunal. As it was intended for the personal guards of a god, the set consists entirely of heavy armor. Every piece of the set requires a chitin plate to be improved. The set has its own material keyword for the Matching Set perk.

The armor can be crafted after killing the heretic during the Ghosts of the Tribunal quest. The total armor rating matches that of ebony armor, but this set is lighter and costs less. It also lacks a matching shield.
thumb|right|A female Skyrim:Imperial|Imperial wearing Her Hand armor
Skyrim:Beast Stone

thumb|right|The Thirsk warriors and the rieklings
Once cleansed, this stone gives you the power to summon a werebear to fight alongside you. Once you use this power it will disappear and the only way to get it again is to go back to the Beast Stone.

 
Related Quests
 

Beast Stone
Two rieklings can be found working here and sometimes bowing and grovelling to the stone, with a leveled cultist patrolling around the Stone monitoring their work. Wooden scaffolding has been built on the southeast side to aid construction. There are five nightshade plants and two blue mountain flowers growing around the stone. There are also steps heading west to the Temple of Miraak and a path that heads north-northeast towards the Wind Stone. To the southeast is a path that leads to Thirsk Mead Hall.

Notes
After cleansing the stone, the two Rieklings won't turn hostile to you immediately. They will stay near the stone for a short moment and then leave - however, if you linger around for too long they may eventually attack you. 
If Retaking Thirsk has been completed, the inhabitants of the mead hall will join the rieklings working on the shrine during the night.
The Beast Stone previously appeared in Bloodmoon.
The lurker that appears after using Bend Will on the stone may spawn on the hill behind it.
Skyrim:Earth Stone

right|thumb|The cleansed Earth Stone
Once cleansed, this stone gives you the Bones of the Earth power, which lets you ignore 80% physical damage for 30 seconds. Once you use this power, it disappears from the powers section and you have to go back to the Earth Stone to get it again.

 
Related Quests
 

Earth Stone
This is likely the first stone you are going to encounter due to its proximity to Raven Rock. It lies to the southwest of the city, near the end of a small peninsula. Bralsa Drel, Rirns Llervu and three Redoran Guards will be working here nonstop until the stone is cleansed, with more Raven Rock inhabitants joining them at night.  There are numerous scathecraw and a few trama root plants on along the path from Raven Rock and around the stone, while several nightshade and spiky grass plants can also be found around the stone. Along the shoreline, there are several clams and a couple of pearl oysters. Around the construction site are the normal pickaxes, shovels, hammers and carts.

When you cleanse the stone, a leveled Lurker will appear from the water around the stone and attack you and the workers. The Redoran Guards will initially aid in the fight, but are likely to flee with the inhabitants of Raven Rock. Once this leveled Lurker has been dealt with, a second lower level Lurker emerges from the sea to the west.

Notes
The power granted by this shrine is essentially identical to the master level Alteration spell Dragonhide, though without the casting delay, high magicka cost, or skill requirement.
The Earth Stone first appeared in Bloodmoon, when it was northwest of Raven Rock, not southwest.
Skyrim:Sun Stone

Once cleansed, it gives you the power to cause a Sun Flare, a fiery explosion that deals up to 100 points of fire damage around you. The closer the enemy, the more damage it deals. Once you use it the power disappears from the powers menu and the only way to get it again is to go back to the Sun Stone.  
 

Related Quests
 

Sun Stone
This stone, like the others, is having stonework built around it by a band of unique reavers and people living at Tel Mithryn, who are being controlled and are chanting and bowing to the stone. There are many pickaxes, buckets containing hammers, and shovels around the construction. There are many plants and fungi growing in the vicinity including nightshade and trama root plants, as well as fly amanita, white cap and bleeding crown fungi.

When you cleanse the stone a leveled Lurker will appear from the water around the stone and attack you and the other workers. Once defeated you are able to talk to both the people from Tel Mithryn and the reavers, who do not become hostile, but they are all confused and angry at whoever did this to them. Don't forget to activate the stone once it is cleansed to add the power to your menu.

Notes
The Sun Stone previously appeared in Bloodmoon
Skyrim:Water Stone

Once cleansed, this stone gives you the power to heal everybody around you for 200 points. Once you use this power, it disappears from the Powers section and you must go back to the Water Stone to get it again.
 

Residents


Related Quests
 

Water Stone
thumb|right|Cleaned StoneApproaching the Water Stone will cause the cultist to attack you. Like most of these stones the workers have built wooden scaffolding to enable the stonework to be built around the actual stone. The Water Stone inside is stood in the middle of a perfectly circular, shallow pool of water. Around the area are five blue mountain flowers and six nightshade plants. Also around the area are six pickaxes, various crates, barrels and carts. Once you use the Bend Will shout on the Water Stone to cleanse it the surrounding stonework will explode outwards and disappear and a leveled lurker will rise from the water and attack. Once freed, the named sailors and their ship just off shore will be removed from the game as soon as you leave the area.

Notes
The Water Stone previously appeared in Bloodmoon.

Bugs
Skyrim:Wind Stone

Once cleansed, this stone gives you the power to cast an area spell that deals 20 points of frost damage for 10 seconds. Once you use this power, it disappears from the Powers section and you must go back to the Wind Stone to get it.
 

Related Quests
 

Wind Stone
The stonework around this stone is nearly complete, the wooden scaffolding has been knocked down and is partially covered in snow. There are seven nightshade plants and two snowberry bushes around the immediate area. Tharstan, Edla, Wulf Wild-Blood, Fanari Strong-Voice, Morwen, Baldor Iron-Shaper and Deor Woodcutter from the Skaal village are all here working, bowing and grovelling to the stone.

When you cleanse the stone a leveled Lurker will appear from the water around the stone and attack you and the Skaal villagers. right|thumb|Lurker attacking

Dialogue
After you free the citizens of Skaal Village from the Stone successfully, they will thank you for saving them from the confusing nightmare. Then they will go back to their village. 
Baldor: ''"I... I don't know how I got here." 
Baldor: "Is this a dream? No, it is a nightmare, surely." 
Deor: "A fever must have taken me. What else could explain this?" 
Deor: "Thank you, my friend. You have set us free." 
Edla: "This... this is some dark magic. It has to be." 
Edla: "Who are you? What am I doing here?" 
Fanari: "The whole village is here! What sorcery is this?" 
Fanari: "All-Maker bless you! You have saved us!" 
Morwen: "Why was I building a temple?" 
Morwen: "I must be going mad. But then, so must everyone else." 
Tharstan: "What in Mundus am I doing out here at this hour?" 
Tharstan: "This is both fascinating and terrifying." 
Wulf: "I pray to the All-Maker that whatever this was, it doesn't happen again." 
Wulf: "I don't know what spell you freed us from, outsider, but I thank you." 

Baldor: "I can't speak now, friend. I must return home." 
Deor: "I don't mean to be rude outsider, but I must get back to the village." 
Edla: "I have no time to speak now, outsider. I'm on my way home." 
Fanari: "I must get back to the village. As leader of the Skaal, I'm needed there." 
Morwen: "Sorry friend, but I'm on the road home. Find me there and perhaps we can talk." 
Wulf: "My road takes me home, outsider. Hunt well."'' 

Notes
Before being cleansed, the shrine at this stone is being worked on by members of the Skaal.
The Wind Stone previously appeared in Bloodmoon.
Skyrim:Skaal Village

Skaal Village Residents
 

Related Quests
Quests Starting Here
Dragonborn
 
 

Side Quests
 
 
 

Miscellaneous Quests
 

Notes
A dead horker can be found hanging next to the village cooking pot.
There is a bedroll in the middle of the village next to the spit. However, it is not usable. The closest place to get some sleep is a camp down the coast to the south or Thirsk Mead Hall to the southwest, depending on how you have progressed the related quests.

Bugs
Skyrim:Hrothmund's Barrow

It contains the axe belonging to Hrothmund.
During the Retaking Thirsk quest you are sent here to witness a ritual that confirms the leadership of the Nords living in Thirsk Mead Hall after you have helped clear it of rieklings.
 

Related Quests
 
Walkthrough
Exterior
right|thumb|Hrothmund's Bane
To the right of the entrance is an unlit brazier. In the open area in front of the entrance there appears to be a path marked out with large square stones leading to Benkongerike and to the northwest from here. They may have been pillars at one point. There are two sapphire geodes to the northwest of the barrow with a frost troll nearby. There is a second frost troll to the northeast between here and Benkongerike.

 
Hrothmund's Barrow
left|thumb|The main chamber, submergedright|thumb|Hrothmund's AxeThe entrance leads into a natural cave with three patches of fly amanita fungus, one on the right, a second in front of a gold ore vein, and a third to the left of a flight of stone stairs leading up in front of you. At the top of the stairs on the right is a lit brazier and beyond that is a concealed door with the chain to open it on the left. Through this there is a tunnel that twists and turns and in places has shallow water. At the other end is a second concealed door with a chain on the right. Through this door is a shallowly flooded room and on your immediate left as you enter is a silver ore vein. Opposite the door is an unlocked chest with a burial urn to the left and in front of this is a large coin purse, three loose coins, a flawless garnet, an amethyst, and a flawless emerald.

Back in the antechamber and through the unlocked double iron doors is a room with a flight of stairs leading down into a flooded room. As you move down the stairs the water will drain from the room revealing two paths, one to either side of a large stone carving with two lit braziers lighting the room. The paths rejoin and lead to the far end of the room, up a flight of stairs to a raised section containing a stone with Hrothmund's Axe stuck in it. In front and to either side are two unlocked chests.
 

Notes
There is a leveled chest with a random sword next to it above a waterfall accessible from the northwest of the barrow. From the second sapphire geode, move due north to find it.
There is a silver ore vein, a corundum ore vein, and two sapphire geodes southeast of the barrow.
This location also appeared in the Bloodmoon expansion for Morrowind.
Hrothmund's Axe is not an actual weapon and cannot be obtained by any means.
Skyrim:Glacial Cave

Related Quests
 
 

Walkthrough
Exterior
On either side of the entrance are barrels and crates, including a fish barrel and a food barrel. On the left, partially buried in the snow between two crates, is an expert-locked East Empire Company strongbox containing an East Empire pendant and other loot. Along the cliff face to the right is a malachite ore vein and six spiky grass plants yielding ashen grass pods, while a nirnroot plant and two pearl oysters are along the shore. Two horkers are found just northeast of the entrance.

Glacial Cave
left|thumb|Entrance corridorthumb|left|Karstaag's Skullright|thumb|The caveUpon entering, an icy tunnel descends to the southeast, with rocks and fencing made from rieklings spears on either side. By the second set of fencing is a pickaxe on top of a crate. The tunnel bears to the south, then turns back to the southeast by two barrels. The passage soon opens into a cavern, with a riekling tent on the far side, and barrels and crates along the walls at the end of the tunnel and in the cavern.

As you enter the cavern, you are at the top of some shallow ledges above the cavern floor. There are three rieklings waiting to ambush you beneath the snow. Use of the Aura Whisper dragon shout will reveal them to you. As you move forward, they will burst from the snow and attack. On your right is an ice pillar with a riekling hut behind it. Against the northeast wall on the ground is a malachite ore vein. To the right of the vein is the tent seen from the tunnel, with an open crate containing a goblet inside. At the back of the cave, wedged into a crack on the wall, is Karstaag's skull.
Skyrim:Brodir Grove

Related Quests
 
 

Brodir Grove
thumb|left|The center of the camp with the lean-to to the right
The grove is centered around five large standing stones, with the reaver camp within the perimeter of the stones. There are ropes strung between four of the stones, with bone chimes hanging from the ropes. To the right of the stone to the south is a lean-to shelter with a bed roll underneath. Two large crates and two trama root plants are behind the lean-to, and a scathecraw plant is beside it. To the left of the lean-to are three barrels, three crates, and four sacks stacked together. Following the perimeter counter-clockwise, there are more crates and barrels stacked between the first and second stones, with bone chimes between the stones, and stacks of even more barrels and crates around the second stone, with an adept-locked chest beside the stone. Continuing around, another stack of barrels and crates and more bone chimes are between the second and third stones, with two bear traps on the ground between the stack and the third stone. 
thumb|right|The bone chimes at the grove
A post by the third stone has two garlic braids and two rabbits hanging from it. There are two crates, two barrels, and a pile of firewood around the third stone as well, with an expert-locked East Empire Company strongbox on one of the crates. More bone chimes hang between the third and fourth stones, and another crate and two barrels are by the fourth stone. In front of the fourth stone is an unlocked chest, and to the left of the stone is a heart stone deposit. No rope or bone chimes are between the fourth and fifth stones. There are two scathecraw plants near the fifth stone, and just outside the perimeter are two more heart stone deposits. By the fifth stone is yet another crate with three sacks stacked on top, a grindstone, and an unlocked boss chest with another bear trap in front of it. There is also no rope or bone chimes between the fifth and first stones; only a couple ash yam plants are found here. On the back of the fifth stone is a set of three weapon racks, one of which holds a leveled battle axe. In the center of the camp is a large split log acting as a bench, with a fire pit in front with a spit and a cooking pot hanging over it.

Notes
This location also appeared in the Bloodmoon expansion for Morrowind.
Since the reaver lord respawns, you can obtain Stormfang multiple times.
Skyrim:Horker Island

It is inhabited by horkers, and has the entrance to Gyldenhul Barrow on the northwest shore.
 
Related Quests
 
 
 

Horker Island
The horkers are mainly located on the eastern and northern shores. There are numerous spiky grass plants found on the island, and an ebony ore vein on the eastern shore against a large rock. For an easy approach, either the southern or northwestern beaches offer the shortest distance over water. The island has a rocky spine limiting access from north to south or east to west. There are several Felsaad terns flying over the island at any time, no matter the weather.

The beach to the south has an overturned rowboat with several barrels around it, two of which are fish barrels. Saden's Journal lies on top of a crate. Traveling counter-clockwise around the island to the eastern shore, there are several horkers including a named horker, Lord Tusk, a total of four dead reavers along the beach, the gory remains of more humans amid blood splatters, and the broken remains of a larger boat, with the front half wedged up on the rocks at the shoreline and other half under the water. Just below the visible portion of the boat underwater is an unlocked chest beside an expert-locked East Empire Company strongbox and a clam. There are three Nordic barnacle clusters and a patch of slaugherfish eggs on the other half of the boat, either on the deck or the hull.

Heading inland due west from the boat will lead you to the corpse of Saden and a unique mace, Horksbane, which as the name suggests does increased damage to horkers. Continuing up the rise from the corpse will bring you to an area covered in human skulls and bones, with an unlocked chest, a random enchanted weapon, and a pair of random boots. Farther along the shore to the north is the mast of another sunken ship sticking out of the water. There is another Nordic barnacle cluster on the hull below the mast, while farther north on the beach is a master-locked wooden chest.

Continuing northwest along the isle's edge past a short section without a beach, with only rocks disappearing into the water, you will reach the western shore. There is a quicksilver ore vein against the rocks near two rowboats pulled up onshore. Behind several tall rocks standing upright along the shore is the entrance to Gyldenhul Barrow. There is also a snowberry bush just to the left of the entrance. Two leveled reavers guard the barrow entrance, which is master-locked. Once you have found and emptied all four chests during the relevant quest, you will receive a key that will open this door.
Skyrim:Stalhrim Source

Related Quests
 
Stalhrim Source
left|thumb|Stalhrim SourceThe only even approach is from the east through a gap in the mountain peaks, reached by going south or west from White Ridge Barrow and following a slope to the right, though you may also approach by climbing down from other directions. There is a stone fence around the top, and a tall stone to the right of the gap in the fence that allows access to the curved stairs. Heading down the staircase reveals multiple draugr coffins that are open, but are frozen over with stalhrim. There are ten sarcophagi in all: three sarcophagi to the north, three to the south, two to the west partially buried in snow, and two in the center. The sarcophagi are all upright, except the two in the middle, which lie flat. After you've mined the stalhrim from each of the sarcophagi, you can loot each of the dead draugr for a selection of coins, gems, weapons, and armor.
 

Notes
The map marker for this location does not appear until after you have read the Stalhrim Source Map from the quest A New Source of Stalhrim.
If you do not read the map before returning it to Baldor, the map marker will be added on completion of the quest.
Bugs
 
Leaving the cell by fast traveling away and then returning will enable the deposits, allowing you to mine them normally.
 On PSVR, you may need to do the above, as well as strike/pick more often, a few dozen times per ore.
Skyrim:Broken Tusk Mine

It is reached either from the north or by descending the mountainside from Stalhrim Source.
 
Related Quests
 

Walkthrough

Exterior
Above the entrance to the mine proper is a multi-tiered riekling camp built upon the mountain. The camp features a pair of bridges, the second of which spans the gap leading to the entrance. At the far end of the bridges is a tent, with a food sack inside and two food sacks outside. The path continues to the northeast, leading to the uppermost level, where there is a second tent containing an unlocked chest, and a second unlocked chest under a lookout platform to the right. Also under the platform on top of a crate is an expert-locked East Empire Company strongbox. There are four rieklings, including a mounted riekling charger, guarding the camp and mine entrance.

Broken Tusk Mine
right|thumb|Broken Tusk mineThe entrance descends to a wooden platform with a ramp leading down to the cavern floor. The interior of the mine consists of a single large cavern with several riekling tents. The right section of the platform appears newer than the rest, and seems to have been built by the rieklings. Just below this section of the platform, you will find some collapsed and broken timbers, with a lootable skeleton lying on top. There is a riekling on the platform to the left of the ramp, in front of an empty tent. Another riekling is by a campfire next to the south wall, and the third riekling is next to a riekling hut to the west. 

Under the wooden platform, to the right as you descend the ramps, is a crate with two gold ingots, two small coin purses, two gold necklaces, two silver necklaces, a gold ring, two silver rings, a silver garnet ring, two garnets, and six loose septims all on top, and two more gold ingots on the ground in front of it. To the north is a heart stone deposit, with an unlocked wooden chest to the left flanked by two barrels containing ingredients. Farther to the left is a pen containing a second heart stone deposit and a campfire. To the west is the riekling hut, with a riekling barrel to the left that will burst open to reveal another riekling. Behind the barrel is another unlocked chest, with a short tunnel to the left heading southwest containing a dead reaver and a lootable skeleton.

Notes
To the left of the empty tent on the platform is a patch on the wall that looks like a depleted ore vein.
Skyrim:Kolbjorn Barrow

thumb|right|The excavation camp
For historical information about Kolbjorn Barrow, see the lore article.
 

Related Quests
 
 
 
 

Walkthrough


Notes
Do not leave anything stored in the camp prior to entering the barrow after receiving the fourth letter. When you return, the entire camp will have been packed away, and will disappear if you leave Ralis alive.
This location also appeared in the Bloodmoon expansion for Morrowind.
You can use Telekinesis to grab the ring and other pieces of the armor set through the door.

Bugs