Netruk44/uesp-wiki-content huggingface dataset:
Tes5Mod:Mod File Format/TXST

TXST records contain information on texture sets.

The TX?? subrecords usually occur in ascending order, starting with TX00. However, there seems to be no need for consecutive numbering. For example, the sequence of subrecords can be TX00, TX01 and TX03, omitting TX02.
Skyrim:The White Phial

The White Phial may refer to three things:
The White Phial (place), a store in Windhelm
The White Phial (quest), a quest involving the search for a legendary artifact
The White Phial (item), the artifact itself
Skyrim:Souls

Every soul in Skyrim is one of six possible strengths: Petty, Lesser, Common, Greater, Grand, and Black. More powerful creatures have more powerful souls. Souls are trapped in soul gems by using a soul trap spell or effect. Trapped souls are used to enchant and recharge items.

Soul Strength
All NPCs, regardless of level, have black souls, which are the same magnitude as Grand souls but can only be captured in black soul gems or The Black Star. Dremora and ghosts are NPCs.

The soul strength captured from a creature depends on its level. Some enemies have static levels, like Alpha Wolf, which always appears as level 2. Other creatures' levels depend on your character's level, like Magic Anomaly, which is your character's level multiplied by 1.75, then rounded down to the nearest level. So if your character's level is 8, and encounters a Magic Anomaly, the Magic Anomaly will be at level 14 and have a soul strength of Lesser. When your character is level 18, a Magic Anomaly will be level 31 and have a soul strength of Greater.



Souls Alphabetically
This table provides soul strengths for the creatures in Skyrim. NPCs are not listed. Leveled souls are indicated. If they have a superscript (e.g.,  ), that's the level of the creature relative to yours, otherwise it's the same level as yours. So "2x" means the creature is twice your character's level, and "-1" means that the creature is your character's level minus one. Any fractional levels are rounded down after multiplying. Some leveled creatures don't level based on a formula (marked as "Special"). See their specific page for more details.
Skyrim:Atronach Forge Recipe 1

Human Heart

Black Soul Gem
Skyrim:Atronach Forge Recipe 3

Ebony Ingot

Daedra Heart

Silver Sword

Greater Soul Gem Filled
Skyrim:Atronach Forge Recipe 4

Ebony Ingot

Daedra Heart

Void Salts

Greater Soul Gem Filled
Skyrim:Atronach Forge Recipe 5

Ebony Bow

Daedra Heart

Black Soul Gem

Centurion Dynamo
Skyrim:Atronach Forge Recipe 2

Human Skull

Daedra Heart

Beastflesh

Beastflesh
Skyrim:Atronach Forge Recipe 6

Ebony Mace

Daedra Heart

Black Soul Gem

Centurion Dynamo
Skyrim:Atronach Forge Recipe 9

Ebony Sword

Daedra Heart

Black Soul Gem

Centurion Dynamo
Skyrim:Atronach Forge Recipe 7

Ebony Dagger

Daedra Heart

Black Soul Gem

Centurion Dynamo
Skyrim:Atronach Forge Recipe 8

Ebony Greatsword

Daedra Heart

Black Soul Gem

Centurion Dynamo
Skyrim:Atronach Forge Recipe 11

Ebony Waraxe

Daedra Heart

Black Soul Gem

Centurion Dynamo
Skyrim:Atronach Forge Recipe 18

Salt

Ruined Book

Soul Gem

Torchbug Thorax
Skyrim:Atronach Forge Recipe 19

Salt

Amethyst

Soul Gem
Skyrim:Atronach Forge Recipe 21

Salt

Ruby

Soul Gem
Skyrim:Atronach Forge Recipe 10

Ebony Warhammer

Daedra Heart

Black Soul Gem

Centurion Dynamo
Skyrim:Atronach Forge Recipe 12

Ebony Battleaxe

Daedra Heart

Black Soul Gem

Centurion Dynamo
Skyrim:Atronach Forge Recipe 13

Ebony Shield

Daedra Heart

Black Soul Gem

Centurion Dynamo
Skyrim:Atronach Forge Recipe 14

Ebony Boots

Daedra Heart

Black Soul Gem

Centurion Dynamo
Skyrim:Atronach Forge Recipe 16

Ebony Cuirass

Daedra Heart

Black Soul Gem

Centurion Dynamo
Skyrim:Atronach Forge Recipe 15

Ebony Gauntlets

Daedra Heart

Black Soul Gem

Centurion Dynamo
Skyrim:Atronach Forge Recipe 27

Frost Salts

Ruined Book

Frost Mirriam

Ice Wolf Pelt
Skyrim:Atronach Forge Recipe 17

Ebony Helm

Daedra Heart

Black Soul Gem

Centurion Dynamo
Skyrim:Atronach Forge Recipe 28

Fire Salts

Ruined Book

Dragon's Tongue Flower

Bear Pelt
Skyrim:Atronach Forge Recipe 20

Salt

Sapphire

Soul Gem
Skyrim:Atronach Forge Recipe 22

Empty Wine Bottle

Ectoplasm

Soul Gem
Skyrim:Atronach Forge Recipe 23

Void Salts

Charcoal

Paper Roll
Skyrim:Atronach Forge Recipe 24

Frost Salts

Charcoal

Paper Roll
Skyrim:Atronach Forge Recipe 25

Fire Salts

Charcoal

Paper Roll
Skyrim:Atronach Forge Recipe 26

Void Salts

Ruined Book

Deathbell

Mammoth Tusk
Skyrim:Atronach Forge Recipe 29

Void Salts

Greater Soul Gem

Broom
Skyrim:Atronach Forge Recipe 30

Frost Salts

Greater Soul Gem

Broom

Moonstone
Skyrim:Atronach Forge Recipe 31

Fire Salts

Greater Soul Gem

Broom

Corundum
Lore:Dunmer of Skyrim

unmer.

That is our name. Yet you deny us even this courtesy. You, the   of this godsforsaken frozen wilderness. To you Nords, we are the gray ones, the ashen-skinned, the "dark elves" of Morrowind who have as much place in your land as an infection in an open wound. 

Oh yes, we have read your great cultural work, " ," in which you extol the many virtues of your people and province, and invite any visitors to come experience your homeland for themselves. Well come we did, Nords, and the reception was less than was promised - but exactly what we expected.

So I,   Sarys, Dunmer and immigrant to Skyrim, have decided to answer your beloved book with a work of my own. And let all who read it know that Nords are not the only race to reside in this cold and inhospitable realm. For we dark elves have come, and little by little, shall claim Skyrim as our own.

But where, you may ask, have we taken up residence? Why none other than the ancient city of  , once the capital of the First Empire. Yes, Nords, in the shadow of your own  , where the Nord hero Ysgramor once held court, we now thrive. Oh yes. Your beloved   may have driven our ancestors from Skyrim, but that was then. This is now.

Indeed, one might be surprised as to just how well we've settled into Windhelm. The district once known as the Snow Quarter is thus named no more. Now, they call it the Gray Quarter, for such is the reality of the Dunmer occupation. The district is now populated entirely by my kind, a victory not lost on its residents. 

Oh, but the peaceful occupation goes even further. Thirsty? You'll find no Nord mead hall in the Gray Quarter. But the spirits flow well enough in the  . Seeking a respected family? You'll find no Gray-Manes within these walls. But perhaps you'd like to pay a visit to the home of  , descendant of one of the most noble houses in all of Morrowind. Ah, but no. You Nords don't come to the Gray Quarter, do you? You fear our streets as you fear our skin.

So now, "children of Skyrim," you have the truth of it. You may call this province home, but you can no sooner claim to own it than a   can claim to own its master's field. You are just another breed of domestic animal, grazing stupidly while higher beings plot your slaughter.
Skyrim:Resist Disease

Resist Disease decreases by  % your chances of contracting a disease. 

Enchanting
The following items use this effect.  You can learn how to enchant custom items with Resist Disease if you find one of the following items and disenchant it:
Necklace of Disease Immunity
Necklace of Disease Resistance
Artifacts and unique items that use the effect but cannot be disenchanted include:
Hevnoraak

Powers
Argonian and Bosmer both have a constant Resist Disease 50% ability.
Skyrim:Resist Poison

Resist Poison increases the target's resistance to poisons. A target with 50% Resist Poison will effectively halve any poison damage it takes. Resist Poison is capped at 85%, i.e. you cannot gain poison immunity.  The resist poison effect must be applied before poison damage begins.

Alchemy
The following alchemy ingredients can be used to create a potion of Resist Poison:
Beehive Husk ( ×Magnitude, ×Value) (1st effect)
Charred Skeever Hide
Falmer Ear
Garlic (1st effect)
Grass Pod (1st effect)
Minotaur Horn  ( ×Magnitude, ×Value) (1st effect)
Mudcrab Chitin
Ogre's Teeth  ( ×Magnitude, ×Value)
Slaughterfish Egg (1st effect)
Thistle Branch ( ×Magnitude, ×22px|Duration, ×Value)
Troll Fat (1st effect)
Wild Grass Pod  (1st effect)
Yellow Mountain Flower  (1st effect)

Enchanting
The following items use this effect.  You can learn how to enchant custom items with Resist Poison if you find one of the following items and disenchant it:
Necklace of Poison Immunity
Necklace of Poison Resistance

Artifacts and unique items that use the effect but cannot be disenchanted include:
Ancient Shrouded Armor
Hevnoraak
Savior's Hide
Shrouded Armor

Powers
Bosmer and Redguards are 50% resistant to poisons.
Becoming a Vampire gives you 100% poison resistance.
The Snakeblood perk confers a 50% resistance to poison.

Notes
Unlike in previous games, Argonians are not immune to poison.
The poison gas room in Calcelmo's Laboratory in Markarth ignores poison resistance; it is not possible to immunize yourself from the gas by wearing Hevnoraak's mask or being a vampire.
Different sources of poison resistance (from race, perks, and enchantments) stack. However, Resist Poison is capped at 85%, i.e. you cannot gain poison immunity.
After level 20 it is no longer possible to find the Necklace of Poison Immunity and the Necklace of Poison Resistance as random loot, in NPCs' pockets, or at normal merchants. However, if you get married both necklaces will randomly appear in your spouse's merchant inventory at any level.  This is the only way to acquire the Resist Poison enchanting effect after level 20.
Lore:Scourge of the Gray Quarter

he tragedies befalling Morrowind do bring forth pity from even the stoutest  ic heart. The   deserve our condolences, but thus far they do not show themselves deserving of the simplest acts of charity. There are very different approaches to how to deal with the imminent problem of Morrowind, and I offer two options as seen in practice in Skyrim. One should serve as an exemplar, the other a cautionary tale. 

Consider  , which shares a border with the ruined province. A number of the dark elves have made their homes there, but they are expected to earn their livelihoods as is any other citizen of the great city. They ply trades as merchants, work in the temple, and serve in the keep. Honest labor, to be admired from a race that was so recently in such dire straits as to even warrant this discussion. Today the city still has its share of problems, but they are not traceable to any influx of outsiders in their presence. In short, the dark elves have properly assimilated themselves into the Skyrim way of life, to be expected from any newcomer to these lands. 

For an alternative approach, we only have to look at the once-proud city of   to see what can happen when our arms are cast too wide open in welcome. To think that the city of  , whose very name was made in driving out the elves from our sacred home, would open itself as a welcome destination for any refugee from the smoking sulphur, is a disgrace to the very idea of being a Nord. 

And what has become of this? Predictably, the lazy, discontented rabble has descended into squalor in an area now delicately referred to as "the Gray Quarter" of the city. They were not expected to contribute and so have not. That they attempt to make over a proud Nord city into a little pocket of Morrowind is insulting enough, but the amount of unrest they have provoked even within the proper city walls should give any other   reason to fear. 

The Nords I talk to in the city speak of constant strife and crime coming from the Gray Quarter, with no respite in sight. The city guard barely patrol there, leaving the dark elves to mete out whatever passes for justice in their native customs. The respectable families of the city, the   and  , speak with an almost parental affection of the  s in their employ, but the dark elves have made no effort to ingratiate or assimilate themselves to the proper city-dwellers. 

There is cause for optimism, though, as   is not nearly so tolerant of these substandard beings as his fathers were. Indeed, the soft hand of Hoag can be seen in the   Argonian population as well; the fish-men, at least, have learned how to best contribute to their new home. They have proven themselves as models, toiling at the docks with utmost efficiency and bright smiles. It would do the dark elves well to pay heed to their scaly cousins. I would expect in due course that they will find themselves either contributing more directly or once again wandering the land in search of roof and warmth.
Skyrim:Resist Magic

Resist Magic gives the target  % reduction in the damage inflicted by offensive spells.  For example, if you have 50% Resist Magic with no other resistances and are hit by a spell dealing 30 points of magical damage, you only receive half the points of damage (15) instead of the full 30. It also reduces the duration of the Paralyze spell.

Alchemy
The following alchemy ingredients can be used to create a potion of Resist Magic:
Aster Bloom Core  ( ×Magnitude, ×Value) (1st effect)
Bleeding Crown
Bungler's Bane  ( ×Magnitude, ×Value)
Chicken's Egg (1st effect)
Crimson Nirnroot
Felsaad Tern Feathers 
Gleamblossom  (1st effect)
Hagraven Claw (1st effect)
Hawk's Egg  (1st effect)
Hypha Facia  ( ×Magnitude, ×Value)
Lavender (1st effect)
Nirnroot
Tundra Cotton (1st effect)
Void Salts
Wisp Wrappings

Enchanting
The following items use this effect, allowing the player to disenchant them and create custom enchanted items:
All varieties of Necklaces, Rings, and Shields of Dwindling Magic, of Resist Magic, of Waning Magic, of Magic Abatement, of Magic Suppression, and of Nullification.
A second version of the effect is available from one item (see Bugs below for details):
Shield of Solitude
Artifacts and unique items that use the effect but cannot be disenchanted include:
Savior's Hide
Shield of Ysgramor

Blessings and Powers
Bretons have an inherent +25% resistance to magic.
The Lord Stone gives +25% Resist Magic.
The Agent of Mara power gives +15% Resist Magic.
The Magic Resistance perk gives +10% Resist Magic per rank, for a maximum of +30% at rank 3.
The Vampiric Blood Rested  bonus gives +10% Resist Magic.
The Blessing of Azura  provides +10% Resist Magic.

Notes
Resist Magic is capped at 85%, meaning you cannot gain magic immunity through Resist Magic alone.
Resist Magic is factored independently of Resist Fire, Resist Frost, and Resist Shock effects, meaning elemental resistance is factored after Magic Resistance has been applied. A 100-point Fire spell would deal only 15 damage with full Magic Resistance, and Fire Resistance can reduce that 15 points by 85%, down to 2.25 points for 97.75% total resistance.
Spell Absorption is also very powerful when combined with magic resistance, completely negating magic a certain percentage of the time, with magic resistance reducing it the rest of the time. With The Atronach Stone and the Atronach perk, a character can relatively easily gain 80% spell absorption. Combined with resist magic, this grants an effective 97% resistance to magic, or a 99.55% resistance with the appropriate elemental resistance. It should be noted that this requires a character to level up their Alteration skill to 100 first, with the easiest methods explained here.

Bugs
Lore:An Accounting of the Scrolls

fter the supposed theft of an   from our  , I endeavored to find any sort of index or catalogue of the   in our possession so that such situations may be avoided (or at least properly verified) in the future. To my dismay, I discovered that the Moth Priests are notoriously inexact when it comes to the actual physical manifestations of the Scrolls, and had no idea how many they held, or how they were organized. Merely asking the question evoked chuckles, as if a child was asking why dogs cannot talk. 

I will confess, my jealousy of the ones who can read the Scrolls grows, but I am not yet willing to sacrifice my sight to alleged knowledge. The older Moth Priests I attempt to engage in conversation seem as batty as any other elder who has lost their mind, so I fail to see what wisdom is imparted from the reading. 

In any case, I set out to create my own index of the Elder Scrolls, in cooperation with the monks. Day by day, we went through the tower halls, with them telling me the general nature of each Elder Scroll so that I might record its location. Always careful never to glimpse the writings myself, I had only their word to go on. I meticulously drew out a map of the chambers, where Scrolls relating to various specific prophecies were located, where particular periods of history were housed. In all, it took nearly a year of plodding, but at last I had rough notes on the entirety of the library to begin my collation. 

It was here that things began to go amiss. In studying my notes, I found many areas of overlap and outright contradiction. In some cases different monks would claim the same scroll to be at opposite ends of the tower. I know they have no taste for jesting, or else I would suspect I was being made the fool in some game of theirs. 

I spoke to one of the older monks to relate my concerns, and he hung his head in sorrow for my wasted time. "Did I not tell you," he coughed, "when you started this that all efforts would be futile? The Scrolls do not exist in countable form."

"I had thought you meant there were too many to be counted."

"There are, but that is not the least of their complexities. Turn to the repository behind you, and tell me how many Scrolls are locked therein."

I ran my fingers over the metal casings, tallying each rounded edge that they encountered. I turned  ourteen," I said. 

"Hand me the eighth one," he said, reaching out his hand. 

I guided the cylinder into his palm, and he gave a slight nod to acknowledge it. "Now, count again." 

Humoring him, I again passed my hands over the Scrolls, but could not believe what I was feeling. 

"No  now there are eighteen!" I gasped. 

The old monk chuckled, his cheeks pushing up his blindfold until it folded over itself. "And in fact," he said, "there always were."

It was then that I enrolled as the oldest novice ever accepted into the Cult of the Ancestor Moth.
Lore:Boethiah's Proving

: The following account is true. May it serve as a warning to those with ears to hear and hearts to know. 

On a certain day, at a certain time, the faithful gathered to perform certain rituals, hoping to gain a glimpse of their master. The day was correct, the summoning true.

Slashing a smoking tear through the Veil, She, her-very-self, appeared before them, terrible and resplendent. She came arrayed in ebony darker than a moonless night, wielding a blade burning hotter than the surface of the sun. And though she wore the guise of a   warrior-queen, she towered above them like a statue carved from the   itself.

"Why have you disturbed me?" 
Surprised, the first among them prayed: "O  , Prince of Plots, Deceiver of Nations, Queen of Shadows, Goddess of Destruction, we come to worship thee!" 
She looked down upon her followers, gathered to bear witness. Frowning she asked the first:

"Tell me, you who profess to know me, how shall I know you?" 
Afeared he exclaimed: "Each night I pray to thee, each night I call out thy wondrous names. Surely thou must recognize the sound of my voice? Thy most devoted of believers?" 
She frowned and let out a long sigh, and then of a sudden he was gone, the air from her lungs dispersing him. 
Turning to the second she asked:

"And you? How shall I measure the worth of your existence?" 
Stunned by the power of her voice, he bowed before her darkening visage. 
She clapped her hands, and he too was gone. 
To the third:

"And you, tell me, how shall I know you apart from such as were they, of whom there is no trace?" 
Shaken and speechless from the nullifications of his brethren, he whispered: "Have mercy upon us!" 
She blinked twice. Once, he was in agony. Twice, he was destroyed. 
She cast a withering glance across those remaining and said:

"I do not grant mercy." 
And so it was with the others. She putting them to proof, they offering none. 
Finally she came to me, eyes aglow with anger, tongue wet with hate, and said:

"Of all my believers, but two remain. Tell me, second-to-last, with what shall you prove your existence?" 
Without hesitation I drew forth my blade and buried it in the chest of the other who stood beside me, and without fear replied: "Ask him whose blood now sp outs from my blade if I exist." 
She smiled. And the gates of Oblivion opened between her teeth. Then she said:

"Tell me, now-last of my followers, wherefore do you remain where the others do not?" 
I retrieved my blade, and offered it up saying: "I am alive because that one is dead. I exist because I have the will to do so. And I shall remain as long as there are signs of my handwork, such as the blood dripping from this blade." 
Accepting my gift, she nodded and said:

"Indeed."

 If in the reading, your blood boils in your veins, and your mind blazons with fire, then Boethiah calls you. It is then most wise to heed her call.  Find her on the mount which overlooks  . Meet us there and be tested.
Skyrim:Quest Items

Quest items are objects needed to complete a specific quest. Usually they have to be given up when the quest has been completed, although some may be kept as a reward or part of a reward. They are often identical in appearance to a generic version of the item, and are only distinguishable from generic items by their name, the fact that they will not stack in your inventory with generic items, or because they have an enchantment. This list does not include items given as rewards for completing a quest, although some items may be kept as rewards after some quests. See Unique Items, Leveled Items and Artifacts for unique quest rewards.

Quest items have no weight, even if they state otherwise in the menu. Some quest items will have no weight even before the apparent start of the quest. This can occur when the quest is running in the background, but has no journal entries yet.

Items that can be improved have the necessary material provided in the table. If improvement will benefit from a perk, that is also given. Improving enchanted items always requires the Arcane Blacksmith perk.

Quest Weapons

 

Quest Apparel


Dragon Claws
Dragon claws are used to open circular puzzle doors in Nordic ruins. Tundra Homestead , Hendraheim , and Shadowfoot Sanctum  each contain a special holder for all ten dragon claws.


Other Quest Items


Notes
You can remove quest weapons from your inventory by placing them on weapon racks. If you obtain a quest-related weapon before starting a quest, start the quest, then remove/take the weapon from a rack, the quest will proceed normally.