Netruk44/uesp-wiki-content huggingface dataset:
Skyrim:Battle-Born

thumb|right|The Battle-Borns
The Battle-Borns are a rich, influential clan in Whiterun who are staunch supporters of the Empire and the Imperial Legion. Before the civil war, the Battle-Borns were old friends with their neighbors, the equally venerable Gray-Manes. However, since the Gray-Manes have sided with the Stormcloaks, the clans are now feuding.

House of Clan Battle-Born stands across the street from the Gray-Mane residence. Olfrid is the clan's vocal patriarch. Other Battle-Borns include Alfhild, Bergritte, Idolaf and Jon. Lars is the youngest member, who is usually seen being bullied by fellow child Braith.

The Battle-Borns may be involved in the abduction of Thorald Gray-Mane, a strong supporter of the Stormcloaks, by the Thalmor. The Battle-Borns' success is due in part to their owning Battle-Born Farm just outside the city, which is a very lucrative business.

The Family Tree of the Battle-Borns is as follows:

 
 
 
  
  
 
 

Notes
The exact relationship to of the different Battle-Borns is somewhat convoluted. Olfrid refers to Idolaf as his son and the Creation Kit marks him as such, even though Idolaf is married to Olfrid's daughter. Idolaf is also marked as Jon's father, even though all dialogue indicates that Jon is either his brother-in-law or his brother.
Lore:Sedor

was an Ayleid settlement located high in the snowy  , on the Cyrodiil side of the border. The Ayleid inhabitants once abducted a famous human tribe (the "Thousand Strong of Sedor", whose true name was forgotten with time).   won back this tribe from slavery.  The settlement was later abandoned by the Ayleids and fell into ruin. 

History
Circa  , the entrance to Sedor was sealed, and the exterior ruins were defended by three ghostly Ayleid guardians. 

In the late Third Era, the ruins were home to a tribe of savage  .  In  , the ogres attacked a band of thieves who had stolen the Stone of St.   from the Great Chapel of Talos in Bruma. The stone was said to have been blessed by Alessia herself, and protected the chapel from harm. The ogres, attracted to the pretty gem, took the stone and killed most of the thieves, leaving a single survivor. The   were called in to recover the stone from the thieves, and the guild member successfully tracked the ogres back to Sedor, wiped them out and retrieved the stone. 
 

See Also
For game-specific information on Sedor, see the Oblivion and ESO articles.

References
Skyrim:Rigel Strong-Arm

Rigel Strong-Arm is a Nord bandit, and the leader of the bandits in Pinewatch. She owns a bedroom in Pinewatch Bandit's Sanctuary. 

She wears a set of randomly determined heavy armor, including a pair of heavy boots, a 50% chance of a pair of heavy gauntlets, and a 50% chance of a heavy helmet. All of her armor can be up to steel plate quality at level 18. 

She is equipped with a leveled one-handed weapon of any type (which has a chance of being enchanted), and a leveled shield, both of which can be up to ebony quality. She also carries a steel dagger and a considerable amount of leveled gold, ranging from  .

There are several notes scattered throughout her room indicating that she recently moved there and has quickly built up a criminal empire, along with a letter from her father about his concern over her choice of career, as well as her reply letter.

She appears to simply be a bandit leader with an unusually detailed back-story, and she attacks on sight.
 
Related Quests
 

Notes
While Rigel Strong-Arm resides in a quest-related dungeon and is hostile, it is not necessary to kill her to complete the associated quest.

Bugs
Skyrim:Waterwalking

Waterwalking is an effect which gives the target the ability to walk on the surface of water for the duration of the spell.

In vanilla Skyrim, it is only found as an ability of certain NPCs, such as the flame atronach and is not available to you as a spell, potion, or enchantment. However, if Dawnguard is installed and you become a Vampire Lord, you will have a constant waterwalking effect while transformed. If Dragonborn is installed, then there is one unique item and a potion with the effect available (but it still cannot be used in custom enchanted items or potions).

Enchanting
Artifacts and unique items that use the effect but cannot be disenchanted include:
Ahzidal's Boots of Waterwalking 

Potions
The following potions grant this effect:
Potion of Waterwalking 

Related Effects
Waterbreathing
Skyrim:Light

Light allows the spellcaster to illuminate an area.  It comes in two versions:
Candlelight: Creates a hovering light that lasts for   seconds.
The light hovers above the caster, even as the caster moves around.
It can be used outdoors at night to attract insects for use as alchemical ingredients.
Magelight: Ball of light that lasts   seconds and sticks where it strikes.
It can be stuck to NPCs and creatures in addition to walls. This can turn NPCs hostile.
It can be used to set off floor traps and magical wards.

Alchemy
The following alchemy ingredients can be used to create a potion of Light:
Alocasia Fruit 
Blind Watcher's Eye  (1st effect)
Daedroth Teeth 
Hydnum Azure Giant Spore 

Enchanting
The following item uses this effect but cannot be disenchanted:
Staff of Magelight

Spells
The following spells use the Light group of effects. Following each spell is the specific variant of the effect that it uses:
Candlelight: Candlelight ( ;  )
Magelight: Magelight ( ;  )
Stendarr's Aura : ''Stendarr's Aura Light'' ( ;  )

Notes
The Light spells in Skyrim are Alteration spells, whereas the Light spell in Oblivion was an Illusion spell.  The latter spell also created a more diffuse light.

Light spells can be cast anywhere at any time and will still give Alteration skill XP (though Magelight must be cast at a target or surface; casting into the sky will not increase experience). This can be useful when traveling long distances without fast travel, as the player can cast Light spells over and over again to level Alteration during their journey. Dual-casting light spells speeds up the process.

Up to two Light spells - one attached to a person (i.e. Candlelight or an npc-targeted Magelight) and one attached to a wall/surface - may be active at a time. If another Light spell is cast, as soon as it attaches to a person or surface, the previous such Light will disappear regardless of its remaining duration.

Related Effects
Night Eye
Skyrim:Fortify Carry Weight

Fortify Carry Weight increases the target's maximum Carry Weight, thereby increasing the total weight that can be carried.  It is similar to the Feather effect in previous Elder Scrolls games.

Potions (custom and built-in) provide a temporary increase that only lasts for a specified duration, after which the target's carry weight is returned to normal, possibly causing the target to be over-encumbered.  Enchantments last for as long as the item is equipped, but are generally smaller in magnitude than potions.

Alchemy
The following alchemy ingredients can be used to create a potion of Fortify Carry Weight:
Coda Flower  ( &times;Magnitude, &times;Value)
Creep Cluster
Giant's Toe
Hawk Beak
Juvenile Mudcrab 
Kagouti Hide  ( &times;Magnitude, &times;Value)
Lyretail Anthias 
Marshmerrow  ( &times;Magnitude, &times;Value)
Netch Jelly 
Poison Bloom 
River Betty
Scaly Pholiota
Steel-Blue Entoloma 
Trama Root 
Wisp Wrappings
Worm's Head Cap  ( &times;Magnitude, &times;Value)

Enchanting
The following items use this effect. You can learn how to enchant customs with this effect if you find one of the following items and disenchant it.
Charmed Necklace
All varieties of Boots of Lifting
All varieties of Boots of Hauling
All varieties of Boots of Strength
All varieties of Boots of Brawn
All varieties of Boots of the Ox
All varieties of Boots of the Mammoth

Generic items with a guaranteed location include: Leather Boots of Hauling.

Artifacts and unique items that cannot be disenchanted include:
Blackguard's Armor 
Deathbrand Boots 
Guild Master's Armor
Locket of Saint Jiub 
Thieves Guild Armor
Volsung

Related Effects
Fortify Stamina
Skyrim:Detect Life (effect)

Detect Life allows the caster to see NPCs and creatures as glowing shapes even through solid objects.  Undead, Daedra and Dwarven Automatons are not revealed by this effect, although Detect Dead can highlight undead.  Enemies appear as red, and currently friendly creatures appear as blue -- although the status of friendly creatures can change when they are approached.

This effect is not available from enchantments or potions.  The only sources of this effect are the spell and scroll of the same name.  The spell tome is awarded at the completion of the quest Infiltration, or it is available for purchase with sufficient Alteration skill from Tolfdir or Wylandriah.  As with most spell tomes, it can also be found in random loot.

The spell actually casts four separate effects simultaneously:
Detect Life Enemy Interior ( ;  )
Detect Life Enemy Exterior ( ;  )
Detect Life Friend Exterior ( ;  )
Detect Life Friend Interior ( ;  )

Notes
The game's definition of enemy or friendly may not always match what a player expects.
Some creatures or NPCs that will only attack the player if they get close, such as some bandits and wolves, will be highlighted in blue when at a distance. Once the player approaches and the enemy attacks, its life force will change to red.
Some non-hostile creatures that flee from the player, such as deer or foxes, will show in red. This is because they enter combat with the player upon sight like any other wild animal, but their combat AI tells them to flee as soon as the fight starts.
Friendly NPCs actively engaged in activities such as smithing and chopping wood will also appear with a red aura.
A similar effect is available from the Aura Whisper shout.  Unlike the spell, Aura Whisper identifies all living creatures as well as Dwarven automatons, but does not distinguish friend from foe.
Casting this spell with two hands increases the duration of the spell only, not the detection range.

Bugs
Morrowind:Ghorak Manor

It is occupied by five Orcs and Creeper, a non-hostile scamp with 5,000 gold, who buys and sells items at base cost. The house itself is nothing special. It is three stories tall, with two orcs on the first floor, two more and Creeper on the second floor, and finally, on the top floor is Duma gro-Lag, a sculptor involved in Boethiah's Quest. There is a partial set of Orcish Armor in a crate next to him.

There is plenty of room for storage in this house, consisting of nine crates and ten sacks.
 
Notes
On the top floor near Duma, you can find gold and an enchanted blade on the rafters, using either Levitation or, with sufficient Acrobatics skill, a high jump.
All residents have an alarm value of zero, meaning they won't report crimes, and you can steal at will.
With the exception of Duma gro-Lag (who plays a major role in a Daedric quest), the rest of the Orcs in Ghorak Manor can be killed without any consequences. Since the manor makes an excellent player home complete with a special resident merchant, you can easily clear the place out and move in yourself.
The Wolf Queen, Book VII, a skill book for Speechcraft, and Night Falls On Sentinel, a skill book for Blunt Weapon, can be found here.
 

Related Quests
Daedric

People
 

 
Gallery
Skyrim:Night Eye (effect)

Night Eye allows the caster to see in the dark, making the entire field of view brighter. It is of limited use during the day time.

The only way to acquire Night Eye in Skyrim is a lesser power, meaning that only the following character types have access to it:
Khajiit, through the Night Eye lesser power (FormID  )
Vampires, through the Vampire's Sight lesser power (FormID  )
It is also a secondary effect of the Embrace of Shadows greater power (FormID  )
Werewolves, through their version of the Night Eye lesser power (FormID  ), though this power is not normally accessible.
As a lesser power, the effect can be cast as many times per day as desired.

Alchemy
The following alchemy ingredients can be used to create a potion of Night Eye:
Blister Pod Cap 
Daedra Silk 
Kagouti Hide 
Watcher's Eye  (1st effect)
Worm's Head Cap 

Related Effects
Candlelight
Vision of the Tenth Eye. A spell that can be used by any character. Can only be found with an Illusion skill of 90.
Orum's Aquatic Escape 

Notes
Night Eye can be used to negate the blinding effect caused by the Boots of Blinding Speed, an item added by the Netch Leather Armor Creation.
Skyrim:Frenzy (effect)

Frenzy (a.k.a. Fury or Mayhem) increases the aggression of the targets, causing them to attack any nearby creatures or NPCs. Affected targets will attack others regardless of factions or disposition.

Alchemy
The following alchemy ingredients can be used to create a poison of Frenzy:
Blisterwort
Boar Tusk 
Dreugh Wax  ( ×22px|Duration, ×Value)
Falmer Ear
Fly Amanita
Hagraven Feathers
Human Heart
Hypha Facia  ( ×22px|Duration, ×Value)
Mort Flesh 
Troll Fat
Wisp Stalk Caps  ( ×22px|Duration, ×Value)

Enchanting
The following items use this effect, but they cannot be disenchanted:
Gadnor's Staff of Charming
Staff of Frenzy
Staff of Fury

Spells
The following spells use the Frenzy group of effects. Following each spell is the specific variant of the effect that it uses:
Fury: Fury ( ;  )
With the Master of the Mind perk, instead uses: Fury - Master of the Mind ( ;  )
Frenzy: Frenzy ( ;  )
With the Master of the Mind perk, instead uses: Frenzy - Master of the Mind ( ;  )
Mayhem: Mayhem ( ;  )
With the Master of the Mind perk, instead uses: Mayhem - Master of the Mind ( ;  )
All three spells also include a secondary Rally effect.

Notes
Unlike previous TES games, frenzy related spells used on most non-hostile NPCs is considered an assault. The only exception applies to followers following the player where they will only warn the player of "friendly fire". They will not attack. However, if they are immediately dismissed before the frenzy effect dissipates, they will turn hostile to their surroundings (with no possibility of a bounty occurring).

With the Poisoned perk, poisons of frenzy can be reverse-pickpocketed onto an NPC to cause them to become hostile towards those around them. In populated areas, this will normally result in their death with no negative consequences to you.

See Also
Calm/Pacify decreases the target's aggression.
Rally increases the target's confidence.
Skyrim:Become Ethereal

Become Ethereal is a dragon shout that turns you into an ethereal form. While in this form, you cannot deal damage or take damage (including damage from falls or poison). Attempting to interact with the world, via fighting, accessing a container, or talking to an NPC, causes the effects of the shout to stop working.

Meditation
Meditating on the word Feim with Paarthurnax grants you the Eternal Spirit ability which increases health regeneration by 25% while under the effects of this shout. This can only be seen under active effects while ethereal.

Related Quests
 
 

Possible Uses
Safely bypass traps.
Jump from heights without taking any damage.
Can be used by melee characters to get close to powerful ranged characters without taking damage or staggering.
Summoning atronachs to fight battles while remaining ethereal and out of reach is an extremely effective strategy for dealing with tough situations.
If a cloak spell, such as Flame Cloak, is cast before using Become Ethereal, you can run into a group of enemies and cause damage to them without receiving damage from them.
Master level spells, such as Fire Storm and Guardian Circle, may be prepared while ethereal.
The first level of this shout is long enough to last through a dragon's breath attack, should taking cover or avoiding it not be an option. The relatively quick recharge ensures that it will be ready to use the next time the dragon attacks.
Magicka, health and stamina can safely regenerate during combat while the shout is in effect.
You can use Become Ethereal to take aim. This is particularly useful in situations where you are outnumbered, as it gives you a window to aim at whichever opponent you prefer, without being staggered or damaged.
The visual effect of the shout is virtually identical to the night vision abilities of vampires (Vampire's Sight) and Khajiit (Night Eye), making it viable as a short-term night vision ability.

Notes
You cannot activate this shout while airborne. If you want to use it to survive fall damage, you have to activate the shout before jumping off the cliff, not right before you land.
Sprinting while ethereal doesn't drain stamina.
Most potions won't work while ethereal.
It cannot protect you from damage by light in Twilight Sepulcher, damage by darkness in The Sallow Regent  and Filament and Filigree  or death by lightning in Sovngarde.
Nothing combative can be done in this form, but even a few seconds of reprieve from a difficult situation can be useful.
It is necessary to start, but not necessary to finish, The Horn of Jurgen Windcaller in order to have all three words.
It is possible to waste certain powers if they are used during this shout. Powers such as Ancestor's Wrath and many of the ones added by Dragonborn will fail to work while this shout is active. With normal powers, they will be grayed out after the failed attempt, but will be usable again when an in-game day passes. In the case of the All-Maker Stones, the power will disappear as normal when used.

 

Word Walls
Skyrim:Elemental Fury

Elemental Fury is a dragon shout that increases the speed of weapon swings and damage for a short time. It does not work on enchanted or bound weapons. It also does not affect bows, enchanted or otherwise. It has no effects on unarmed combat.

 
Possible Uses
Eliminating the speed penalty for slow-swinging weapons.
Making dual-wielded strikes incredibly fast.
Using it with a pickaxe to manually mine ores quickly.
Faster weapon skill training against unkillable targets.
While dual wielding, you can still enchant the right hand weapon, since it is the left hand that governs the speed of double attacks and double power attacks.
 

Word Wall Translations
 

Notes
You can use higher weapon speeds almost continuously, having only 3 second breaks. By using only the first word combined with an Amulet of Talos and a Blessing of Talos, the recharge time is lowered to 18 seconds, while the effect duration is 15 seconds.
As a Necromage vampire, all three words of Elemental Fury can be cast nearly continuously. The duration of the effect increases to 23 seconds, while the recharge time is only 25 seconds.

Bugs
 
 
Possible fixes:
Revert to an earlier save. 
If Alduin's Bane along the main questline has not been completed yet, doing so should fix this issue. Reading the Elder Scroll at the Time Wound and returning from the vision of the past or getting hit by the meteors is what fixes it.
On the PC, the console command   can remove the sound effect. However, it appears that the sound will return every time you load a save, requiring use of the   every time you load a save.
 
 
Saving, exiting, and re-loading will fix this issue.
Fast traveling to another location and entering an interior will fix this issue.
 
 
This bug can be fixed if the shout is cast while an unenchanted bow is equipped then the player equips the affected weapon. After the shout wears off the weapon should return to being unenchanted with no visual effects.
Skyrim:The Apprentice Stone

thumb|right|The Apprentice Stone when it's activated

Those under the sign of The Apprentice recover Magicka faster, but are more susceptible to Magicka damage.  Activating the Apprentice Stone increases magicka regeneration by 100% and increases weakness to magic by 100%.  

The stone is set in the typical arrangement of standing stones on the northeast end of a small marsh archipelago. Little else is found here other than plants typical to the marshes of Hjaalmarch.  A  deathbell plant is growing just to the west of the stone structure, at the base of a large tree. Another is at the base of the Apprentice stone itself.  Swamp fungal pods are also growing in the stone's circle and more can be found at the base of a tree just to the right of the circle of stones. A nirnroot is found on the shoreline to the southeast of the circle.

 
Notes
Although the loading screen tip states the Apprentice Stone doubles both magicka regeneration and magicka, only magicka regeneration is doubled.
East-southeast of the Stone, a Nordic burial pit has partially sunk into the swamp, and has been taken over by several mudcrabs. A novice treasure chest, several burial urns, and a copy of the Lockpicking skill book The Locked Room can be found here.
Skyrim:The Atronach Stone

thumb|right|The Atronach Stone when it's activated
The stone adds a passive power that increases magicka by 50 points and adds 50% spell absorption, but decreases magicka regeneration by 50%.
  
Activating the stone will present the message:

"Those under the sign of The Atronach absorb a portion of incoming spell damage and have a larger pool of Magicka, but recover it more slowly."

 
The Atronach Stone
The stone is located almost due south of Bonestrewn Crest, east-northeast of Darkwater Crossing in the southern-most part of the hot springs. It is found at the top of a mound with several other stones jutting out at an angle around it, surrounded by roiling volcanic pools. At its base is a steaming, shallow pool where a couple of jazbay grape plants are growing. Other nearby vegetation that can be harvested include some dragon's tongue plants and creep clusters.

Notes
One corundum ore vein is located northeast of the Atronach Stone.
Just east of the Atronach Stone is a waterlogged ruin.  A skeleton is sitting in a chair and will attack if you approach.
With the Shadowrend Creation installed, a mysterious dark geyser pool can also be found to the northeast. It is the location of Shadowrend, and you can use this geyser to switch between the two versions of the weapon after you complete the related quest.
With enough Magicka regeneration buffs this Stone's penalty is minimal, considering that Magicka regeneration is additive and also influenced by total Magicka. If your character's total Magicka is low and Magicka regeneration high, this Stone might actually increase your Magicka regeneration.
The Spell Absorb effect also has a chance of absorbing incoming diseases. This is because diseases are a magical effect. Because of this, the Atronach stone also provides a 50% immunity to disease.
You can take advantage of the fact that the game uses magic effects for otherwise mundane items to recharge your magicka. Jumping up and down on a forge, for instance, will provide a small but noticeable boost to magicka regeneration.
If you chose to create the Aetherial Crown during Lost to the Ages, this can be combined with the Apprentice Stone to achieve 50% absorb spells, +50 magicka and 50% magicka. These bonuses are extremely potent on an Altmer or Breton, but also useful on other races.

Bugs
Skyrim:The Lady Stone

thumb|right|The Lady Stone, when activated 
Those under the sign of The Lady regenerate Health and Stamina more quickly. 

Activating the Lady Stone provides the player with a 25% boost to both health and stamina regeneration rates.

 
The Lady Stone
It can be found in middle of Lake Ilinalta, on an island directly north of Falkreath. There are a few upright stones flanking it and many red, blue and purple mountain flowers on the island and around the stones. You will also find many monarch butterfies and blue butterflies during the day and luna moths and torchbugs in the evening and at night. The lake is home to slaughterfish which will attack if they see you.

Notes
The treasure chest for Treasure Map X is located underwater just east and slightly north of the stone.
The loading screen for The Lady Stone implies the stone provides a power rather than a constant effect ability, which is incorrect.