Netruk44/uesp-wiki-content huggingface dataset:
UESPWiki:Scripts/uesp-removeip-denyhosts

#!/bin/sh

DENYHOST_SERVICE="/etc/init.d/denyhosts"
DENYHOST_PATH="/usr/share/denyhosts"
HOSTS_DENY="/etc/hosts.deny"

function removeipfile() {
        file="$1"
        ipaddress="$2"

        if [ ! -f $file ]; then
                echo "Error: File '$file' does not exist!"
                return
        fi

        grep "$ipaddress" "$file"

        if  $? -ne 0 ; then
                echo "Warning: Address '$ipaddress' not found in file '$file'!"
                return
        fi

        sed -i "/$ipaddress/d" $file

        if  $? -ne 0 ; then
                echo "Warning: Failed to remove address '$ipaddress' from file '$file'!"
        fi

        echo "Removed address '$ipaddress' from '$file'..."
}

function removeip() {
        ipaddress="$1"

        if !  $ipaddress =~ ^[0-9]{1,3}\.[0-9]{1,3}\.[0-9]{1,3}\.[0-9]{1,3}$ ; then
                echo "Error: '$ipaddress' is not a valid IP address!"
                return
        fi

        removeipfile $HOSTS_DENY $ipaddress
        removeipfile "$DENYHOST_PATH/data/hosts" $ipaddress
        removeipfile "$DENYHOST_PATH/data/hosts-restricted" $ipaddress
        removeipfile "$DENYHOST_PATH/data/hosts-root" $ipaddress
        removeipfile "$DENYHOST_PATH/data/hosts-valid" $ipaddress
        removeipfile "$DENYHOST_PATH/data/users-hosts" $ipaddress

}

if  $# -le 0 ; then
        echo "Error: Missing one or more input IP addresses!"
        echo "       Command format: uesp-removeip-denyhost
Lore:Andorak Septim

Andorak Septim was the son of Emperor Uriel IV, and as such was the heir to the throne of the Third Empire. Andorak was disinherited after his father's death by vote of the  , and a cousin more closely related to the original   line was proclaimed   by the next year,  . For the first nine years of Cephorus II's reign, those loyal to Andorak battled the Imperial forces. In an act that the sage   called "Tiber Septim's heart beating no more", the Council granted Andorak the   kingdom of Shornhelm to end the war. Andorak's descendants still rule   as of the late  .  

Notes
Its unknown if the bloodline of Andorak managed to survive into the Fourth Era, as any known heirs to the Imperial throne who could relight the Dragonfires were assassinated by the Mythic Dawn and Martin was directly stated as being the last member of the Septim bloodine.   Its also unclear what effects the Warp in the West had on the kingdom of Shornhelm and what it meant for Andorak's descendants, the only major kingdoms of High Rock stated to have been spared from the Dragon Break are Northpoint and Evermore.  

References
Online:Templar

frameless|left
Templar is a class in Elder Scrolls Online. They wield the powers of light and the burning sun to smite the wicked, or to heal and support the wounded.
::In-Game Description: These traveling knights call upon the powers of light and the burning sun to deal massive damage to their enemies while restoring health, magicka, and stamina to their allies. 
 
Skills
Aedric Spear
Aedric Spear uses the power of light to deal damage at any range and protect the caster with a powerful shield.

Dawn's Wrath
Dawn's Wrath represents the power of the sun, using light and fire to damage enemies directly, assist allies with their damage, or reflecting enemy damage.

Restoring Light
Restoring Light is focused on defensive support and strong healing abilities.

Builds


Compatible Builds
It is possible to build a character which meets or mostly meets the recommendations of multiple builds simultaneously.  The chart below shows skill morphs which conflict between different builds.


The Templar actually allows for two triple-builds.  You can meet the requirements for Bastion of Light, Beacon of Hope, and either Templar Initiate or Gleaming Champion.  (Only one skill prevents you from doing all 4 four of these as a quadruple-build.)

See Also
Online:Dragonknight

frameless|left

Dragonknight is a class in Elder Scrolls Online. It is geared primarily towards tanking characters, but also utilizing fire to deal magic damage.

::In-Game Description: These skillful masters-at-arms use the ancient Akaviri martial arts tradition of battle-spirit, and wield fearsome magic that pounds, shatters and physically alters the world around them.
 
Skills
Ardent Flame
Ardent Flame is geared towards fire damage.

Draconic Power
Draconic Power is geared mainly towards self-preservation and tanking.

Earthen Heart
Earthen Heart is a mix of self-defense and support abilities.

Builds


Compatible Builds
It is possible to build a character which meets or mostly meets the recommendations of multiple builds simultaneously.  The chart below shows skill morphs which conflict between different builds.


The Dragonknight does not allow any triple-builds with fewer than three conflicting morphs.  The two triple combinations with the least conflicts are Stoneskin Dragon, Elder Dragon, and either Inferno Dragon or Venomous Dragon.

See Also
Dragon Knights

Books






Notes
The Dragonknight class icon is known as 'Dragonguard' in the game file, suggesting it may have been an earlier name for the class.
Online:Classes

In Elder Scrolls Online, every character must choose a class at the start of the game. Each of the six classes are open to customization, although some may be more suited to certain roles than others. All weapons and armor are available, no matter your chosen class or race. Every class comes with three unique skill lines.

Playable Classes
:  Dragonknight
:  Nightblade
:  Sorcerer
:  Templar
:  Warden   
:  Necromancer   
 
 

NPC Classes


Notes
The Warden class was planned during the beta but was scrapped before being added again in Update 14. A sixth class, the Battlemage, was also originally planned.
Lore:Bone Hawk

Bone Hawks are undead birds, similar in appearance to a regular hawk but with black feathers and an exposed skull.  They are sometimes hunted and used to create rings and amulets. 

Bone Hawks are associated with vampires, and can be found circling Castle Volkihar.  
 

Gallery
 

References
Lore:Whale

Whales are gigantic aquatic creatures found in the Abecean Sea and in the Sea of Ghosts.   They are known to eat razorfish.  They have great swimming fins on their underside,   and expel geysers of sea-mist through their blowhole.  The ancient Nords revered the whale as a deity in their traditional animal worship.  

Hunters
Whalers are known to operate in the Abecean Sea where they use hook-poles on the job.  Whalebones are known to be carved into whistles by the Redguards of Stros M'Kai. Whale bones are also known to be made into toothpicks, and dice cups.   Whale oil is known to be used to make belt buckle wax. 

Sea Giants hunt whales that lurk below the ice in the Sea of Ghosts, they use harpoons made from wood and bone, but don't kill the whale with this harpoon, it is speculated that the Sea Giants' sturdy frame, enormous strength, and resistance to cold would make them adept at leaping into the frigid waters and wrestling with their quarry, with it being suspected that it would take half a dozen or more Giants to incapacitate an adult whale. It is unknown how the Sea Giants draw the whales from the depths of the icy waters.  The Sea Giants utilize whales for their meat and their bones, with the bones known to be used for armor. 

In ancient folk-lore, the Seamount Clan of Orcs were known to tame killer whales in the Abecean Sea and train them as war mounts. Riders would utilize harpoons and then use the whales' strength to pull down ships and steer them. These harpoons were later used as siege weapons that later built Stonetooth Fortress on the island of Betnikh. 

Culture
Stuhn is represented through the whale in the totemic religion of the Ancient Nords. He is known as the "Whale God of Ransom."  Some Nords perform a "rite of the Whale" before fishing.  The legendary Whalebone Bridge of Sovngarde is made from the spine of a whale. 

Nordic folklore tells of snow-whales over the skies of Skyrim and sand-whales over the deserts of Hammerfell and Elsweyr, seen only through the use of special concoctions.  These snow-whales are described as living at the tops of the highest mountains, singing in magic tones, jumping from peak to cloud and back again, spreading their joy-snow in a horn-like triumph from their blowholes. The Nords used to hunt them, with their best climbers braving the rocks and ice-sheets, carrying rope and hooked spears. The snow-whales are described as having had much meat, and blubber, and fluids that made paint and rosewater. The Nords stopped hunting them however due to the joy-snow that the snow-whales emitted as it would reduce hunter's mental states into that of children. 
Gallery
 
See Also
Books
 
 
 

References
Online:Armor

thumb|right|Three styles of Heavy Armor (High Elf, Nord, Breton)
Armor comes in many shapes and sizes. There are three types of armor available; light, medium, and heavy. Light armor is geared towards mages, medium armor is geared towards stamina users, and heavy armor is the most protective type of armor, and it is geared towards frontline warriors. There are no limits to what armor you can wear, you can wear any armor or equip any weapon regardless of race, class or alliance. 

In a switch back to the older gameplay of Oblivion and Morrowind, armor will degrade in combat and other circumstances (such as dying and respawning). There are repair kits that you can carry around to make repairs in the field, or you can pay any merchant to do the work for you. Previously, a single piece of armor's rating would gradually decrease as it degraded. As of patch 2.1.5, a single piece of armor's rating stays the same until it is fully damaged, after which its rating will be zero until repaired.

Armor is split into seven body sections, with different types for Light, Medium, and Heavy armors: hats, helmets, and helms for the head; epaulets, arm cops, and pauldrons for the shoulders; robes (or jerkins), jacks, and cuirasses for the torso; gloves, bracers, and gauntlets for the hands; sashes, belts, and girdles for the waist; breeches, guards, and greaves for the legs; and shoes, boots, and sabatons for the feet. In addition, there are four more equipment slots for a disguise/costume, two rings, and a necklace, as well as two hand slots. A shield can be equipped in one of the hands to add to the armor rating and allow the use of One Hand and Shield skills.
 

Armor Materials
30 materials appear in Online:


Styles
:Main article: Styles 

Traits
   
Enchantments
The following enchantments (all additive) can be added to armor:
 : Glyph of Stamina - Increases  
 : Glyph of Prismatic Defense - Increases Maximum  ,  , and  
 : Glyph of Magicka - Increases  
 : Glyph of Health - Increases  

Gallery
Online:Weapons

thumb|right|A selection of weapons
Weapons in Online fall into five categories. They are:
Bows, used by the Bow skill
Destruction Staves, (Inferno, Ice, and Lightning Staves) used by the Destruction Staff skill
One handed weapons, including Daggers, Swords, Axes, and Maces, which may either be combined with a Shield for the One Hand and Shield skill, or used with one in each hand for the Dual Wield skill. All one-handed weapons can be wielded in either hand.
Two handed weapons, including Greatswords, Battle Axes, and Mauls, used by the Two Handed skill
Restoration Staves, used by the Restoration Staff skill

Weapons are not class or race locked, they can be used by any player character.

Unlocking Skill Lines

Equipping a weapon from any class and killing a target will unlock an associated skill line. To use unlocked abilities from skill lines you must have that type of weapon equipped (e.g. to use Grand Healing from the Restoration staff skill a Restoration Staff must be equipped).

Differences Between Weapons

For the most part there is no functional difference between weapons in the same category, so a dagger and an axe with the same damage rating will have exactly the same effect. The only exceptions are: 
The different types of staves do different elemental damage (Ice, Fire, Lightning).
Two passive skills give different bonuses depending on which weapon you have equipped:
Heavy Weapons (Two Handed) add extra damage for Greatswords, damage over time for Battle Axes and armor penetration for Mauls.
Twin Blade and Blunt (Dual Wield) adds extra damage over time for Axes, armor penetration for Maces, increased damage for Swords and increased critical ratings for Daggers.

Weapon Materials
There are currently 20 materials that appear in The Elder Scrolls Online.


Styles
 

Traits
Lore:Jorunn the Skald-King

Joruun the Skald-King may refer to:
Jorunn, High King of Skyrim and leader of the Ebonheart Pact
Jorunn the Skald-King (book), a book about Jorunn the Skald-King
Online:Companions (faction)

The Companions are a legendary group of Nord heroes, and have been part of Nord culture since Ysgramor's arrival on the shores of Skyrim before the First Era. They are encountered in the Rift, where they will aid the Ebonheart Pact in fighting back against the Reachmen and Worm Cult invaders. They're based at Fallowstone Hall. 

For historical information see the lore article.

Members


Locations
 
 
 
 
 

Quests
Online:Places

Placesthumb|right|Tamriel divided into regions colored by Online:Alliance War|alliance 
There are a large variety of places in The Elder Scrolls Online spread across Tamriel and beyond. This page lists the most important places sorted by type, as well as a list of zones. See Maps for an overview of the icons used for different types of places, and for other available maps in the game.

Place List
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Places by Gameplay
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Alliance War and Battlegrounds
 
 
 
 
 
 
 
 
 

Minor Locations
 
 
 
 
 

Zones
Skyrim:Build Your Own Home

Quick Walkthrough
#Obtain permission to purchase land from the steward/jarl of Hjaalmarch, Falkreath Hold, or the Pale.
#Purchase the land from the steward.
#Visit your new property, and use the drafting table to begin building your house.
#Use the carpenter's workbench to build the foundation of your house. Continue building your home to your liking.

Detailed Walkthrough
thumb|right|Laying the foundations
Once you've obtained the favor of the Jarl of Falkreath Hold, Hjaalmarch, or the Pale, usually by doing quests for them, you will be given the right to purchase a piece of land in the hold. In Morthal, you will need to see the steward about obtaining permission; in Falkreath and Dawnstar, it is the jarl who grants permission. After receiving permission, you may purchase the land from the relevant steward for 5,000 gold. The plot will then be marked on your map.

Upon arriving at your new property, you will be instructed to use the drafting table to begin building your house. Your only option will be the Small House Layout. After selecting the plans, you will be instructed to use the carpenter's workbench to build the foundation of your house. This requires one sawn log and ten quarried stone. There will be a stone quarry somewhere on the site, so you won't need to go far to find some.

Having done this, the quest concludes. However, there are many more construction and furnishing options to choose from. See the construction article for more information.

Achievements
Two achievements are unlocked while completing the three versions of this quest:
 
 

Notes
If you reach level 9, and have not yet started the quest, one of the jarls will send you a letter by courier. If you're friends with the jarl of Falkreath or Hjaalmarch, the steward will send you this letter; for the Pale, it will instead be this letter, straight from the jarl. If you haven't made friends with any of them yet, this letter will be sent to you from the current Jarl of Falkreath. Regardless of who sends which letter, reading it will give you the objective to speak to the jarl and advance the quest.
If not yet friends with any jarl, and Rare Gifts is still in your journal when the courier sets out to find you, it will be failed and removed from your journal in favor of this quest.
It is advisable to purchase the land for Lakeview Manor in Falkreath hold before completing Contract: Kill Helvard, as you may not be able to regain Siddgeir's favor afterwards.
  If you use the console, you can click on Siddgeir and use   to fix this.
Alternatively if you side with the Stormcloaks and take Falkreath, Dengeir of Stuhn replaces Siddgeir as the Jarl, bypassing this issue.

Bugs
 
  Once you are level 9 or above and are certain that the courier isn't coming, enter Siddgier's Longhouse and then use the following console commands. This should start the bandit quest, allowing this quest to proceed normally afterwards.    
 
 
  After (but also possibly before) becoming thane the quest can be force started with:  
 

Quest Stages
Skyrim:Letter from Jarl (Jarl's Name) of (Jarl's City)

,


Allow me to introduce myself. My name is  , and I have the honor to be the Jarl of the proud and ancient city of  .


The fame of your exploits across Skyrim has brought you to my attention. If you are interested in becoming a Thane of   hold, I invite you to speak to me the next time you are in  . Aside from the honor that accrues to the title, my thanes are entitled to a personal housecarl. I also can tell you privately that a choice parcel of land in   would be available for your purchase should your services prove useful to me.


I look forward to meeting you in person.


I remain,


Jarl   of
Lore:Ildari Sarothril

Ildari Sarothril was a Dunmer Telvanni conjurer and an apprentice of Master Neloth during the Fourth Era. She was killed during an experiment gone awry but was resurrected due to a   which had been grafted to her. She was finally slain in  . 

In life, Ildari was a member of the Great House Telvanni and went to Tel Mithryn on Solstheim to study under Master Neloth. During this time, the two researched the power of Heart Stones, naturally-occurring rocks from Red Mountain which caused the formation of Ash Spawn. Neloth considered replacing his own heart with a heart stone, which he believed would bestow him with some degree of power.  Instead, he coaxed Ildari into becoming his test subject with promises of power and glory. 

In  , Neloth performed the surgery that resulted in Ildari's heart being replaced with a heart stone. The experiment failed, and Ildari died as a result. Neloth, mildly annoyed by the setback, had her buried in a small graveyard north of Tel Mithryn.  Neloth assumed that she was gone for good, and took on Talvas Fathryon as his new apprentice.  However, the Heart Stone returned Ildari to life. She was weak and suffered from constant pain and "voices" in her mind. She viewed Neloth's promises of power as trickery and swore revenge on her former master for his betrayal. 

Ildari set up base in the ruins of Fort Frostmoth and recovered the body of General Falx Carius for experimentation. She succeeded in resurrecting Carius by grafting a Heart Stone to his corpse but made little progress in controlling him. Ildari grew impatient, killing her assistants, and departing from the ruins after two months, leaving the undead Carius to wreak havoc. 

She later stumbled upon Highpoint Tower, an ancient fortress inhabited by a group of miners. The miners took her in, believing her to be hurt. As she recovered, Ildari learned of the Heart Stone's ability to raise Ash Spawn. She descended into madness and became increasingly paranoid of the miners, eventually attacking them with Ash Spawn and sparing a few as prisoners for experimentation. The only miner to survive the ordeal was Niyya, a Redguard woman who had originally befriended Ildari, but who she later viewed as a traitor.   

Ildari's attempt to attack Neloth was pitiful. She sent Ash Spawn to kill his steward and wither his mushroom tower, but was able to do little else without a stronger servant. She was also capable of summoning an Ash Guardian and controlling it.  Neloth noticed these strange events and became paranoid that someone was out to get him. He sent the Last Dragonborn to discover the source of the attacks. The Dragonborn found Ildari's coffin to be empty, and Neloth used a spell of scrying to locate Ildari in Highpoint Tower. The Dragonborn confronted her within the ruins, and ripped the Heart Stone from her, killing her permanently.  

See Also
For game-specific information, see the Dragonborn article.

References
Skyrim:High Elf (NPC)

High Elves are unnamed and deceased High Elves scattered around Skyrim.
 

These dead High Elves are female citizens who wear randomly determined farm clothes (7 variants) or a belted tunic and random boots (4 variants). They also have a 50% chance of wearing a random hat (3 variants). They have a 25% chance of carrying a lockpick and/or a small amount of gold. 
 
 

 

These dead High Elves are male citizens who wear randomly determined farm clothes (7 variants) or a belted tunic and random boots (4 variants). They also have a 50% chance of wearing a random hat (3 variants). They have a 25% chance of carrying a lockpick and/or a small amount of gold.
Tes5Mod:Mod File Format/BOD2 Field

New Body Template
The name of each body part is dependent upon the wearer's race. It's unclear how Skyrim would handle it if you changed existing names, however, they can be changed. The fields below that say "Body Addon" are listed as "Unnamed" in the CK and can be changed. These values are user defined by clicking in the "Biped Object Names" column and giving it a name. You could click 43 and call it Cape to assign that location for capes on Humanoids after also selecting it under First Person. These values are saved in the Plugin.

This has been seen in records from v1.6.91 of the CK onward, and is used in current versions of Update.esm and Dragonborn.esm.  The BOD2 record is a trimmed down version of BODT with only one uint32 for flags and one for the skill.

Used since Hearthfire for ARMO, but not ARMA, the unplayable flag moved to the record header (0x04).
Lore:House Sadras

is one of the five   of  . At the beginning of the  , following the   of   and the eruption of   in  ,   was stripped of its Great House status and removed from the Grand Council of Morrowind.  House Sadras, whose prior status and holdings are unknown, was selected to fill the fifth seat on the Council.  

References
Skyrim:Night Eye (power)

Night Eye is a lesser power possessed by all Khajiit that allows you to see better in the dark.  The '''Vampire's Sight''' power   possessed by stage 3+ vampires is identical in all but name.  There is also a third version possessed by werewolves  , also called Night Eye, which is also identical, but unavailable to the player since you can't access your powers while in Beast Form.

 
Effects
Night Eye, for 60 sec

Notes
The Illusion spell Vision of the Tenth Eye has the same visual effect, though it requires both hands and 3 seconds to cast, and only lasts for 30 seconds.
The Vampire Greater Power Embrace of Shadows also has a Night Eye effect built in.  This lasts for 180 seconds, but can only be used once per day.