Netruk44/uesp-wiki-content huggingface dataset:
Morrowind:Night Eye

Causes you to be able to see in the dark by effectively raising the ambient light levels.  This affects only the caster, so it is more conducive to stealth than the Light spell.  However, it does suffer from some drawbacks.  Having everything evenly lit tends to flatten out the 3-dimensionality of the world, which effectively makes small items such as magical jewelry harder to see.  Additionally, areas which are already well lit may be overly bright to look at.

Notes
The need for a Night Eye spell depends greatly upon the viewer. The gamma setting in the game, and the brightness and contrast settings on your monitor/television, the lighting of the room and even your eyes can all have an effect on the amount of light you see.  By default, very few areas in Morrowind are dark enough to really need additional light. There are numerous mods that attempt to create more darkness in various ways in order to make this effect more useful.
Night Eye is very useful for seeing through the murk when swimming underwater.
It is a good idea to cast night eye before taking screenshots.
This spell is not a good idea for vampires, because it makes it difficult to tell the difference between night and day outside, so you can't as easily tell how much time you have before you need to seek shelter from the sun.
Another alternative if you are less skilled in magical arts is to carry around a light source of some sort.  This of course means you may not use a shield or 2-handed weapon, but in some cases, the extra light may be worth the sacrifice.
This spell is variously called "Night Eye" or "Night-Eye".
Night Eye, at certain levels, can be used to counteract the Boots of Blinding Speed.

Related Effects
Light
Blind

Alchemy Ingredients
The following ingredients can be used to create a potion of Night Eye:
Bear Pelt 
Grahl Eyeball 
Kagouti Hide
Daedra's Heart
Snow Bear Pelt 
Snow Wolf Pelt 
Wolf Pelt
Morrowind:Swift Swim

Allows the target to swim more quickly in the water.

Notes
In general, a Fortify Speed spell is preferable over this, because not only is it equally effective for half the casting cost, but it also continues to work on land.

Related Effects
Fortify Speed
Water Breathing, Water Walking

Alchemy Ingredients
The following ingredients can be used to create a potion of Swift Swim:
Daedra Skin
Golden Sedge Flowers 
Scales
Scrib Jerky
Morrowind:Poison

Damages the target using poison by M points for D seconds.  
Related Effects
Cure Poison, Resist Poison, Weakness to Poison
Fire Damage, Frost Damage, Shock Damage
Damage Health, Drain Health

Alchemy Ingredients
The following alchemy ingredients will create poison effects when mixed into a potion:
Adamantium Ore 
Lloramor Spines 
Luminous Russula
Noble Sedge Flowers 
Poison
Violet Coprinus
Notes
Of the 4 elemental damage effects, this one is the least useful for several reasons.  First of all, it's the most expensive in terms of casting cost.  Second, there are far more creatures immune to Poison than to any other element (most undead, for example).  Finally, there is the Cure Poison spell, which negates all active long-term poison effects.  There is no equivalent to this for the other elements.
Morrowind:Fire Damage

Damages the target using fire by M points for D seconds.

Notes
Dark Elves are 75% resistant to Fire, and since they are by far the most populous race on Vvardenfell, this makes Fire Damage slightly less effective when dealing with humanoid opponents than the other elemental effects. However, many creatures are weak against Fire, or, like the undead, have full immunity against other elemental damage while damage types other than Fire Damage and Cold Damage cost more to cast, so Fire Damage has its uses. 
Fire Damage has a speed scale of 1.25, so ranged spells with only a "Fire Damage" effect will travel faster than all other spells. If combined with any other spell effects, however, the projectile will travel at the regular speed.

Related Effects
Resist Fire, Weakness to Fire, Fire Shield
Frost Damage, Poison, Shock Damage
Damage Health, Drain Health
Morrowind:Frost Damage

Damages the target using frost by M points for D seconds.

Notes
Nords are immune to Frost, so you should avoid using this effect against them.  (This is especially a problem in the Bloodmoon expansion, as not only are most of the humanoid enemies there Nords, but most of the creatures are also resistant or immune to Frost.) Most Undead are either resistant or immune to frost, as well.
Frost Damage has a speed scale of 0.80, so ranged spells with only a "Frost Damage" effect will travel slower than all other spells. If combined with any other spell effects, however, the projectile will travel at the regular speed.

Related Effects
Resist Frost, Weakness to Frost, Frost Shield
Fire Damage, Poison, Shock Damage
Damage Health, Drain Health

Alchemy Ingredients
The following ingredients will cause Frost Damage if mixed into a potion:
Bristleback Leather 
Holly Berries 
Raw Stalhrim
Morrowind:Shock Damage

Damages the target using shock by M points for D seconds.

Notes
Shock Damage is more expensive to cast than Fire or Frost Damage, but far fewer enemies are resistant to shock (only Nords, and Storm Atronachs resist it without resisting everything), so it's likely to be more universally useful for enchantments.
Many premade magic items that deal Shock Damage are equally as effective as their Fire and Frost Damage dealing counterparts for no extra cost. 
For spellcasting, consider having a spell that deals Fire Damage and a separate spell that deals Frost Damage instead: Few enemies resist both Fire and Frost without also resisting Shock.

Related Effects
Resist Shock, Weakness to Shock, Lightning Shield
Fire Damage, Frost Damage, Poison
Damage Health, Drain Health
Morrowind:Drain Attribute

Temporarily lowers one of the target's attributes by   points for   seconds.  Derived attributes such as Fatigue, Health, Magicka, and Encumbrance will be recalculated if appropriate.  After the spell expires, the attribute will be restored to its former value.

Bugs
 

 
 


Related Effects
Absorb  , Damage  
Fortify  , Restore  
Drain Fatigue, Drain Health, Drain Magicka, Drain  

Alchemy Ingredients
The following alchemy ingredients will cause a Drain Attribute effect if mixed in a potion:

  These are first-effect ingredients, so you will experience the effect by eating them raw as well.
Morrowind:Fortify Attribute

Temporarily raises one of the target's attributes by   points for   seconds.  Derived attributes such as Fatigue, Health, Magicka, and Encumbrance will be recalculated if appropriate.  After the spell expires, the attribute will be restored to its former value.

Notes
This effect can be added up to eight times in the same spell (because of the eight-effect limit), regardless of whether or not the same attribute is selected, unlike other magic effects. Because of this, it is easy to make a spell that boosts any one of your attributes 800 points for a short time for a relatively low casting cost. This trick is useful for Alchemy and Enchant, if you boost your Intelligence and then immediately go into the inventory screen to make super-potions or try to create a high-end enchanted item.

Bugs
 

 
 


Related Effects
Absorb Attribute, Restore Attribute
Damage Attribute, Drain Attribute
Fortify Fatigue, Fortify Health, Fortify Magicka, Fortify Skill

Alchemy Ingredients
The following alchemy ingredients can be used to create a Fortify Attribute potion:

  These are first-effect ingredients, so you will experience the effect by eating them raw as well.
Morrowind:Restore Attribute

Returns one of the target's attributes to (or toward, at the rate of   points for   seconds) its normal value if it has been lowered by a Damage   effect (but not Absorb or  Drain  , though these will wear off on their own).

Bugs
 
:*  
 

Related Effects
Absorb  , Fortify  
Damage  , Drain  
Restore Fatigue, Restore Health, Restore Magicka, Restore  

Alchemy Ingredients
The following Alchemy ingredients can be used to create a Restore   potion:

  These are first-effect ingredients, so you will experience the effect by eating them raw as well.
Morrowind:Absorb Attribute

Temporarily lowers one of the attributes of the target, by   points for   seconds, and raises the same attribute of the caster by the same amount and duration.  When the spell expires, both parties' attributes will return to their previous values.

Neither effect is cumulative. For example, if you enchant a weapon with Absorb Luck, 1 point for 15 seconds, cast on strike, you cannot expect to emerge from combat with +20 luck for 300 seconds. Rather, you will finish the combat with Luck boosted by only 1 point, and only for the 15-second duration since the last successful blow with that weapon.

Related Effects
Fortify Attribute, Restore Attribute
Damage Attribute, Drain Attribute
Absorb Fatigue, Absorb Health, Absorb Magicka, Absorb Skill, Spell Absorption

Alchemy Ingredients
No ingredients in the game or its expansions have this effect, so you cannot make a potion that has it.
Morrowind:Damage Attribute

Permanently lowers one of the attributes of the target by   points for   seconds.  Derived attributes such as Fatigue, Magicka, Encumbrance will be recalculated.  The attribute can only be restored by use of a Restore   effect.

Effects

Damage Agility reduces the ability to hit, dodge, prevent ones self from being knocked down, and block in physical combat.
Damage Endurance reduces endurance based Fatigue regeneration, and prevents health regeneration(when resting).
Damage Intelligence reduces the derived attribute Magicka and can deplete the target instantly to prevent further casting.
Damage Luck affects interactions in minor ways.
Damage Personality makes the target quite unpleasant to be around.
Damage Speed slows the target down.
Damage Strength reduces the target's damage and can be used to stop the target from moving around by reducing their maximum encumbrance below the weight of their equipment.
Damage Willpower reduces chances to successfully cast magic, and makes the target more susceptible to spells like Silence and Paralyze.

Related Effects
Absorb  , Drain  
Fortify  , Restore  
Damage Fatigue, Damage Health, Damage Magicka, Damage  

Alchemy Ingredients
There is only one ingredient in the whole game that has a Damage Attribute effect:
Wickwheat*
  Because no other ingredient in the game has this effect, you cannot make a potion that has it.

Notes
Damaging Speed is significantly more effective against creatures compared to NPCs due to creatures lacking an Athletics skill. 
Bugs
Damaging speed is useless against some aquatic creatures due to an engine bug. 
This glitch is not fixed by OpenMW due to the gameplay changes it would cause.
Morrowind:Weakness to Corprus Disease

This effect reduces the target's resistance to Corprus disease, making them M% more likely to contract it.  However, since there is actually no way to catch Corprus except by doing the Sixth House Base mission on the Main Quest, or searching Tanusea Veloth's corpse, this will happen regardless of your resistance.  So this effect is essentially useless.  No surprise that the effect is not available in the game.

Related Effects
Corprus
Cure Corprus Disease, Resist Corprus Disease
Weakness to Blight Disease, Weakness to Common Disease
Morrowind:Weakness to Common Disease

This effect reduces the target's resistance to Common Diseases, making the target  % more likely to contract one from an infected enemy or corpse.  This effect is only of relevance when it affects the player character, and is not useful as a PC offensive spell. While NPCs can in fact catch diseases (long-term followers in particular should be proactively cured by you after contact with diseased enemies, or their stats may silently drop as the result of infection), combat does not last long enough for you to noticeably affect it by having a diseased enemy turn on another (e.g. with Command Creature) and infect the latter.

Related Effects
Cure Common Disease, Resist Common Disease
Weakness to Blight Disease, Weakness to Corprus Disease

Notes
With this spell effect it is actually a lot easier to become infected with Vampirism when playing some of the races which have high disease resistance (e.g. Argonian, High Elf, etc.) or after completing the Corprus Cure quest (which gives you 100% Resist Common Disease).
Morrowind:Weakness to Blight Disease

This effect reduces the target's resistance to Blight Diseases, making the target  % more likely to contract one from an infected enemy or corpse. This effect is only of relevance when it affects the player character, and is not useful as a PC offensive spell. While NPCs can in fact catch diseases (long-term followers in particular should be proactively cured by you after contact with diseased enemies, or their stats may silently drop as the result of infection), combat does not last long enough for you to noticeably affect it by having a diseased enemy turn on another (e.g. with Command Creature) and infect the latter.

Related Effects
Cure Blight Disease, Resist Blight Disease
Weakness to Common Disease, Weakness to Corprus Disease
Morrowind:Stunted Magicka

This effect prevents the target from regenerating Magicka when resting. It exists only as part of The Atronach birthsign. Restore Magicka and Spell Absorption effects will still function normally and are the primary means of magicka regeneration for those born under the Atronach birthsign.

Related Effects
Restore Magicka, Spell Absorption
Lore:White-Gold Tower

The White-Gold Tower (sometimes written without the hyphen),  also called the Imperial Palace, White-Stone Tower  or simply White-Gold,    is the enormous central spire of the Imperial City, located in the heart of the Palace District. It towers above everything else in the city.

The tower was built by the earliest Aldmeri migrants to Cyrodiil in the middle Merethic Era and was the center of the region occupied by their descendants, the Ayleids.   Tel Var Stones are believed to be pieces of the tower. The tower was originally called the Temple of the Ancestors (known the Nedes as the Citadel),  and was home to the Ten Ancestors, a set of Ayleid statues made from meteoric iron and glass.  The distance between the Ayleids' lands and those of their theoretical overlords led to the establishment of White-Gold Tower as an independent city state in  ;  a state that lasted until Alessia overthrew Ayleid rule in  .   The Ten Ancestors were removed from the temple before its sacking and were dispersed among several Ayleid cities. 

Currently it serves as the Imperial Palace and hosts the vaults and libraries of the Moth Priesthood. It can be seen from all over the Imperial City and the surrounding countryside, and is a defining symbol of the Empire. 

White-Gold Tower is speculated to wield the power necessary to keep Mundus from dissolving back into Oblivion.   
 
Gallery
 

See Also
For game-specific information, see the Arena article, the Oblivion White Gold Tower and Imperial Palace articles, and the ESO article.

References
Shadowkey:Rogurin Letter of Introduction

Quick Walkthrough
# Talk to Rogurin inside Earthtear Caverns.
# Recover the letter he has lost.
# Return to Rogurin and be rewarded.

Detailed Walkthrough
A Skyrim Soldier
When you enter Earthtear Caverns, if you follow the caverns east you will come across a room full of healing Crystals. Inside is Rogurin, a Skyrim solder who is healing up his wounds there. He explains he was writing a letter when a Shadow Mage rose out of his shadow, then attacked and paralyzed him before flooding the caverns with vermin. He says he will reward you if you can find the letter and return it to him.

The Letter of Introduction
The letter can be found in the west half of the caverns, around the chasm area. It is lying on the ground, under one of the hanging skeletons.
Returning the Letter
Rogurin will still be in the healing crystal room where you left him, handing over the letter results in him rewarding you and leaving the area.

Notes
The letter is a letter of introduction introducing Tanyin Aldwyr to General Duvais.
Rogurin will explain that the Caverns where attacked by a mage who summoned all the vermin that are currently within. This mage could teleport through shadows.
Shadowkey:Quests

Main Quest Line
Main Quest — Walkthrough for all parts of Shadowkey's main quest

The War
Hammerfell Quests — Quests that will aid Hammerfell in the current war
Skyrim Quests — Quests that will aid Skyrim in the current war

By Zone


Alphabetical List


Removed Quests
Four quests are described in the game's scripts but can never be obtained:
'''Trailslag's Pack''' — Return Olpac Trailslag's pack to him in Ghast's Pass
: This quest was supposed to be triggered by meeting Ivgrizt before Olpac Trailslag, but was evidently abandoned in favor of one quest no matter the order in which the events occurred - Trailslag's Goods.
Skelos Tharn Involved — Find evidence of Jagar Tharn's involvement in Lakvan's Stronghold, return to Skelos Undriel
: Little remaind of this quest but it was probably similar to the quests Tanyin Lakvan Evidence and Porliss Lakvan Evidence. Having two factions interested in Lakvan was presumably considered enough without introducing a third.
'''Dragonstar Gate Clear Raider's Nest''' — Clear Raider's Nest for Teresa Clothgen
: In the final game, the player must clear a hill of raiders before being allowed into Dragonstar. It seems that either the original task was to clear Raider's Nest or that both tasks had to be accomplished.
Spire Thief Confession — Free Makor from his cell
: Technically, this quest does appear as it is started and finished during the dialogue with Makor when he is a prisoner in Delfran's Hideout. Nothing appears in the quest log, however, and no credit is given. It is reasonable to assume that the existence of the quest is simply a scripting shortcut to generate the correct response when Makor is met later on.
Morrowind:Sun Damage

This effect is given by becoming a vampire. It causes the victim damage when exposed to sunlight, the amount of which depends on the time of day and the weather. Between 8 pm and 6 am, there will be no damage at all. The highest damage occurs around noon to 1 pm. When there is cloud cover, the damage is halved. It has no effect at all when indoors, even if there are windows.

The necromancy-related Bloodmoon artifact Mantle of Woe also includes this enchantment.

Notes
Normally, this is only relevant to you. Other vampires are affected by this as well, but they are invariably found indoors. However, a Command Humanoid spell can be a sneaky way of getting vampires outside to kill them without getting your hands dirty. Possibly more trouble than it's worth, though.
Sun Damage isn't affected by the Resist Magicka spell effect.

Related Effects
Vampirism
Morrowind:Fortify Health

Temporarily raises the target's Health by M points for D seconds.  After the spell expires, their Health will be restored to its former value, minus any damage received while the spell was active.

Notes
This effect has an unfortunate bug which can make it very dangerous to use in large doses.  When the spell is active, your natural health is lowered first when you are damaged.  As soon as it expires, the amount of health you added is then subtracted from whatever you have at that time, regardless of how much damage you have taken.  Thus you should be very careful not to cast any spell or use any item which more than doubles your natural Health maximum.  If you do so, and then take more than your natural Health value in damage before the spell runs out, you will drop dead as soon as it expires.  One way to prevent this is to get a piece of clothing (NOT armor) enchanted with a constant effect Fortify Health, and wear it all the time when using such spells.  (Armor with this enchantment will work as well, but if the armor ever becomes damaged to the point of breaking, the result will be the same.)
This is addressed in the Morrowind Code Patch.

Related Effects
Restore Health, Absorb Health
Damage Health, Drain Health
Fortify Attribute, Fortify Fatigue, Fortify Magicka, Fortify Skill

Alchemy Ingredients
The following alchemy ingredients can be used to create a Fortify Health potion:
Human Flesh
Large Kwama Egg
Shalk Resin
Vampire Dust
Morrowind:Fortify Fatigue

Temporarily raises the target's Fatigue by M points for D seconds.  After the spell expires, their Fatigue will be restored to its former value, minus any lost while the spell was active.

Notes
When this effect expires, Fatigue can be reduced below zero. Using temporary Fortify Fatigue effects can lead to exhaustion at unexpected moments.
This effect fortifies the "current fatigue" variable, while the derived "maximum fatigue" stays the same, so skills which depend on Fatigue can increase in effectiveness from this attribute.
Making a super Fortify Fatigue potion (fortifying your intelligence to make better potions, then making extremely effective potions) will grant you the ability to jump incredibly high and far, without a jump potion. The only difference is that when you land from a tall jump and would normally take fall damage, you will instead gain health, even above 100%.

Related Effects
Restore Fatigue, Absorb Fatigue
Damage Fatigue, Drain Fatigue
Fortify Attribute, Fortify Health, Fortify Magicka, Fortify Skill

Alchemy Ingredients
The following alchemy ingredients can be used to create a Fortify Fatigue potion:
Gravetar 
Hound Meat
Scrib Jerky
Scuttle
Morrowind:Fortify Magicka

Temporarily raises the target's Magicka by M points for D seconds.  After the spell expires, their Magicka will be restored to its former value, minus any lost by casting spells while the spell was active.

Related Effects
Restore Magicka, Absorb Magicka
Damage Magicka, Drain Magicka
Fortify Attribute, Fortify Health, Fortify Skill

Alchemy Ingredients
The following alchemy ingredients can be used to create a Fortify Magicka potion:
Belladonna Berries 
Emerald*
Saltrice
Stoneflower Petals
  This is a first-effect ingredient, so you will receive some benefit from eating it straight as well.