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

Magic is a central part of Skyrim; usually it is impossible to play the game without using magic at all.  The same magical effects are shared by spells, alchemy, enchanted items, as well as less obviously magical features such as racial abilities and food.  For information on the history of magic, see the lore article.

:Magic Overview — General information about using magic in the game
:Magical Effects — Descriptions of effects available from spells, potions and scrolls
:Spells — Spells available in the game
::Blessings — Blessings obtained by using altars
::Dragon Shouts — Using the tongue of dragons
::Powers — Greater and lesser powers
:Enchanting — Make your own artifacts, imbued with magical power
::Enchanting Effects — Effects you can place on gear, after disenchanting and unlocking them
::Magic Items — General information about the magic items available
::Generic Magic Apparel — Randomly appearing magic apparel (armor, clothing, and jewelry)
::Generic Magic Weapons — Randomly appearing magic weapons
::Artifacts — Powerful, unique magic items obtainable through quests for otherworldly powers
:Scrolls — Magical scrolls which are used to cast spells
::Spider Scrolls — A list of the Spider Scrolls added
:Alchemy — The science of creating potions and poisons
::Potions — List of the available standard potions 
::Alchemy Effects — List of specific alchemical effects and those ingredients which have them
::Ingredients — List of the various ingredients used in alchemy
::Food — List of the available types of food
:College of Winterhold — Join the College of Winterhold
:Standing Stones — Magical stones which grant special abilities or powers
Skyrim:Pickpocket

The Pickpocket skill allows you to steal items from a person. As perks are gained in this skill, you gain abilities that allow you to make pickpocketing attempts more likely to succeed, silently kill people with poisons, increase your maximum carrying capacity, and the ability to steal equipped items. The Pickpocket skill tree has a total of 8 perks, requiring a total of 12 perk points to fill.

In-game Description: ''The stealthy art of picking an unsuspecting target's pockets. A skilled pickpocketer is less likely to be caught and is more likely to loot valuables.
Skyrim:Sandbox

Welcome to the Skyrim sandbox! For normal testing, you should use the  page instead.  This page exists for testing templates and such which need to be in the Skyrim namespace.  Keep in mind that content added to the sandbox will not stay permanently, and also remember to not place copyrighted or offensive material here. Skyrim
Skyrim:Stealth

Stealth is one of the three skill groups in Skyrim (Combat and Magic being the other two). Alchemy, the crafting skill for Stealth, is used to create potions and poisons with various effects. There are six skill trees: Pickpocket, Sneak, Lockpicking, Alchemy, Light Armor, and Speech. The Thief Stone allows experience for all stealth skills to be gained 20% faster.

Pickpocket
 

Sneak
 

Lockpicking
 

Alchemy
 

Light Armor
 

Speech
Skyrim:Two-handed

The Two-handed skill governs your effectiveness when using two-handed weapons, including greatswords, battleaxes, and warhammers. Each skill point grants a +0.5% bonus to the damage dealt (+2% for NPCs). The Two-handed skill tree has a total of 9 perks, requiring a total of 19 perk points to fill.

In-game Description: The art of combat using two-handed weapons, such as greatswords, battle axes, and warhammers. Those trained in this skill deliver deadlier blows.
Skyrim:Standing Stone

leftthumb|right|The three Guardian Stones
The Standing Stones are magical stones found in the wilderness which can give your character special abilities and powers. There are thirteen Standing Stones in total, each associated with one of Tamriel's thirteen constellations. Usually, only one stone's effects can be active at a time, although you can change which stone is active at any time by  activating a different Standing Stone. However, by wearing the Aetherial Crown , you may be affected by two standing stones concurrently. 

The first three stones most players will encounter are the three Guardian Stones: the Mage Stone, the Thief Stone, and the Warrior Stone.  These three stones are found together in a circle outside the starting dungeon. Selecting one of these stones allows you to effectively specialize in one group of skills. All of the other stones are located on their own.

 


Achievements
Achievements related to the Standing Stones are:
 
You must discover one standing stone, then activate its blessing.  This is most easily accomplished using one of the three Guardian Stones.
 
You must discover all thirteen of the standing stones (see bugs).

Notes
The Standing Stones are comparable to the Birthsign Stones from Oblivion.
If you are at or near one of the Standing Stones, and bring up the local map, the map title may refer to it as a "Doomstone".  Nothing else in the game seems to use this term for these objects, though.

Bugs
Skyrim:Riverwood

It is the town closest to where you start in Skyrim and has some basic facilities available, including a sawmill where you can work for money, a blacksmith, Riverwood Trader and a small tavern named the Sleeping Giant Inn.

Riverwood is a good town to get your character started. With the work available, you can earn a decent amount of coin in a short amount of time.
 

Riverwood Residents
 

Related Quests
Quests Starting Here
Side Quests
 
Miscellaneous Quests
 
 
 

Other Quests
Main Quest








Notes
According to The Art of Skyrim, Riverwood was the prototype for the towns in the game. It was the first area built to completion in Skyrim.
Near the main bridge north of the town is a salmon rack. If the Fishing creation is installed, there will also be a fishing rod and a copy of Line and Lure leaning up against some Fishing Supplies.
Across the main bridge to Riverwood seems to be a duplicated bird sound effect placed in one spot near a tree. On further inspection, you'll find what looks like four red winged blackbird models stacked on top of each other, stuck inside the tree. 
If Stump follows some of the children up onto the lookout post on the edge of town, he may get wedged into the barriers because he is too big.
Across the river, directly west of the mill, is the treasure chest for Treasure Map I, assuming you have the map.
After completing A Chance Arrangement, there is a 20% chance of encountering a thief who is trying to break into Riverwood Trader.

Bugs
 
 
 
 
 
 
Fast traveling to Whiterun and paying off bounty/going to jail will fix the glitch.
Skyrim:Riverwood People

Whiterun Guards appear after Before the Storm is completed. 
 * Appears only if he was followed during Unbound. 
† Leaves once Alduin's Wall is begun. Orgnar becomes innkeeper. 
‡ Only becomes a merchant if Lucan Valerius is killed.
Skyrim:Whiterun

Whiterun is a major city located in the center of Skyrim, to the northwest of the Throat of the World, the highest mountain on the entire continent of Tamriel. 

The capital of Whiterun Hold, Whiterun's central location makes it the province's major commercial hub.  

Its central location also makes it a crucial strategic point in the Civil War between the Imperial Legion loyalists and Stormcloak rebels, as control of Whiterun Hold grants access to all the surrounding areas. Initially, Whiterun is nominally aligned with The Empire, but the Jarl, Balgruuf the Greater, seems to care more about the people of Whiterun than either side of the conflict, and so the hold is effectively neutral.

Whiterun comprises three districts arranged in tiers and connected by stairways. The Plains District is the lowest and contains all the shops, the city's marketplace, inns, and a few homes as well at the city gates. The Wind District is the main residential area; its more important buildings include the Temple of Kynareth and Jorrvaskr, headquarters of the Companions. The Cloud District is the location of Dragonsreach and is the highest point in Whiterun.

Local businesses and services in Whiterun include: the Warmaiden's smithy and weapons store, The Drunken Huntsman tavern and hunting supply store, Belethor's General Goods store, the Arcadia's Cauldron alchemy store and The Bannered Mare inn.  The Jarl's Palace, Dragonsreach, is the center of political matters and law enforcement, housing Dragonsreach Dungeon below. The Jarl's court wizard Farengar Secret-Fire also resides here and has spells and enchanting supplies for sale. He can also teach you the basics of enchanting.

The Companions are based in Whiterun, as the city itself was established and expanded around their mead hall, Jorrvaskr. The Skyforge is worked by the greatest blacksmith in Skyrim, Eorlund Gray-Mane, who forges weapons and armor for the Companions. This ancient forge predates even Jorrvaskr and is said by Eorlund to produce the finest steel found anywhere in Tamriel.

For more information about Whiterun, see the lore article.
 
Whiterun People
 

Player Owned House
Breezehome is a house available for purchase upon completion of the Bleak Falls Barrow Quest. It may be purchased from Proventus Avenicci for 5000 gold, as a reward for retrieving the Dragonstone for Jarl Balgruuf's court mage, Farengar Secret-Fire. If it is not purchased at this point, and Whiterun is conquered by the Stormcloaks, it may be purchased from Brill as a reward for helping the Stormcloaks conquer Whiterun.

Related Quests
Quests Starting Here
Main Quest
 
 
 

Daedric
 

Side Quests
 
 
 
 
 
 

Miscellaneous Quests
 
 
 
 
 

Map
 
Each white dot (or pog) corresponds directly to a door. All doors are numbered and relate to a Key on the side of the map.

Bugs
  
 
 

Gallery
Skyrim:Cities

Each city is located in a different hold, and is home to that hold's ruler, or jarl. The five largest cities (major cities) are walled, allowing their maps (or cells as they are called in the Creation Kit) to be treated separately from the main map. Carriages are available for hire outside each major city to transport the player to any other city.

Fast traveling to a major city places you just inside its main gate, but each such city also has a keep or palace where the jarl resides, which is a separate fast-travel destination and is listed below. Additionally, Riften has a third fast-travel destination once you have joined the Thieves Guild, namely the entrance to its headquarters.

Major Cities
: 
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Other Cities
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Skyrim:Hod

Hod is a Nord lumberjack in Riverwood, operating the wood mill there. He lives on the southeast edge of town and works his small farm and the mill with his wife, Gerdur. They have a son named Frodnar. He also seems to be a little flirty, saying: ''"You met Camilla yet? Wouldn't mind getting my hands on those trunks. He he he he." If you are a female, he will also remark: "Now you, lass... You've got some beautiful trunks yourself... Hmm?"''

He will buy firewood for 5 gold per piece, and will also sell lumber  if Hearthfire is installed. If his disposition is raised high enough, he will also allow you to cut your own lumber for free.

Hod wears a set of miner's clothes and a pair of boots. He carries a key to his house as well as common loot and gold. He wields an iron dagger and an iron war axe.

 
Conversations
Hod can be seen having a conversation with his wife Gerdur at their mill:

Gerdur: "Can the sawmill handle those logs? They look a   big." 
Hod: ''"Ay, it can. Wouldn't want them any bigger though." 
Gerdur: "And the blade?" 
Hod: "Gettin' dull. We'll need a new one soon." 
Gerdur: "I'll talk to Alvor about getting us a new one."

Sometimes Hod and his son Frodnar can be seen spending some quality time together. When they have a conversation, Hod will usually ask his son about the recent pranks he did, and also encourages him. Hod will pick between three random lines and Frodnar will do the same:



In the evening, Hod will go to the Sleeping Giant Inn. Depending on who is present with him in the inn, he may have conversations with three different people.

Alvor may ask Hod for some raw materials for smithing:

Alvor: "I got a new order in for shields. I'm gonna need some hardwood planks. None of that soft pine this time." 
Hod: "Ay, we can get that for ya. We just finished the timber for those catapults." 
Alvor: "War may be good for business, but it's hard on families." 
Hod: "A hard truth, that is. Let's drink to the fallen ones."

Hod advises Camilla about her love triangle with Faendal and Sven:

Hod: "You need to choose between those two boys. It ain't fair to Sven or Faendal to keep tuggin' on their heart strings like that." 
Camilla: "It's bad enough my brother is harping on me to pick one. Don't you start too." 
Hod: "I'm just sayin' you should pick one to settle down with."

Embry goes up to Hod and asks for a drink:

Embry: "How's about a drink, Hod." 
Hod: "You'll be wantin' me to pay for them?" 
Embry: "It's only right seein' as   the important lumber man." 
Hod: "You come do an honest day's work at my mill, and I'll pay you an honest day's wages. Then we'll drink."''

Related Quests
 

Bugs
 
If he is not at the mill at 8 am, and you break into his house, you should find him standing inside. He will greet you or tell you to get out, and when you leave, he will follow you outside and may walk to the mill and start work. However, he may stand by his house for a few hours instead.
If Hod is not at the mill during business hours, use the lumber pile, then the lever, then wait one hour.  He shows up during this time if Hearthfire is installed because Hod must be present when using his mill.
Skyrim:Markarth

thumb|right|Inside Markarth
Markarth is a major city located in the Reach, near the border of High Rock.

It is housed in an ancient Dwemer city, giving it architecture noticeably different from most cities in Skyrim. Much of the city is carved into the rock face which surrounds it. Jarl Igmund is the ruler of the Reach. He is having issues with a group known as the Forsworn. Though there are many races populating the city, the people of Markarth are not fond of outsiders and the guards treat them with hostility and suspicion. Half the city is owned by the Silver-Blood family. The Silver-Bloods also own Cidhna Mine, which is actually inside the city walls and used as a prison, said to be the most secure prison in Skyrim. There is an area dug into the cliff called The Warrens where most of the poor of Markarth live in extreme poverty. Many of the workers in the Warrens work in the mines and at the smelters in the area. The guards are quartered in a Dwemer dormitory carved out of the stone beneath the imposing Guard Tower at the center of the city.

The Silver-Blood Inn near the entrance to the city is a good place for brawling, picking up bounty letters, hiring a follower, or renting a room. There are several shops in an open-air marketplace nearby. Markarth also houses Understone Keep, an ancient Dwemer castle carved deep into the mountain, which can be accessed by walking through the guarded door at the top of the main path through town (it will be discovered as a separate location). The surrounding area is rich in minerals and ores, but be careful of Forsworn members. They infest the surrounding countryside and will attack on sight.

For more information on Markarth, see the lore article.
 
Markarth People
 

Related Quests
Quests Starting Here
Daedric



Side Quests
 
 
 
 

Miscellaneous Quests
 
 
 
 
 
 
 
 

Maps

Each white dot (or pog) corresponds directly to a door. All doors are numbered and relate to a Key on the side of the map.

Notes
Evidence of the former Dwemer presence in Markarth is found in the deserted ruins of a Dwemer city. The ruins still contain several operational (and hostile) Dwemer machines.
Markarth is a unique city in that a great many citizens may get killed depending on the choices that you make during quests, making the phrase that only "Blood and Silver" runs through Markarth true.  See the notes to the table of NPCs above for details.
Markarth previously appeared in Arena as Markarth Side, and reappears in ESO.

Bugs
 
The simplest way of resolving this is to go back to the Temple of Talos and speak with the guards inside. Choose the option to go to jail, then walk outside and speak to another guard to pay your bounty, persuade, etc. successfully.
For various other methods on how to resolve this, see the talk page.
Skyrim:Dawnstar

Dawnstar is a city on the northern coast of Skyrim, and the capital of the Pale. 

It is a fishing and mining settlement which is initially controlled by the Stormcloaks. 

The residents will report having horrible nightmares, which some initially blame on a witch's curse. It is frequently attacked by dragons. 

For historical information about Dawnstar, see the lore article.
 

Dawnstar People
 

Related Quests
Quests Starting Here
Daedric



Miscellaneous Quests
 
 
 

Player Owned House
Dawnstar Sanctuary is a house granted upon completion of the Dark Brotherhood quest Hail Sithis!

Notes
The Quicksilver Mine is located just to the left of Fruki's House (when facing it), in the upper left hand corner of town.
The Iron-Breaker Mine is located to the left of The White Hall (when facing it) at the far end of town. 
A blacksmith's Forge and Hide Tanner are at Rustleif's house in the northwest, by the water.
Dawnguard adds a permanently disabled map marker for Dawnstar Docks.
Ahkari's hidden merchant chest is located in Dawnstar and is accessible due to a bug.  See Ahkari's page for details.
A tent can be found northeast of town, past the hill on which the lighthouse is situated. Inside, someone has set up a lovers' retreat, complete with two (unowned) bedrolls, a few articles of clothing, wine, flowers, and an amulet of Mara.
Skyrim:Gormlaith Golden-Hilt

Gormlaith Golden-Hilt, a Nord warrior, is an ancient hero currently residing in the Hall of Valor in Sovngarde. She was one of the warriors, along with Felldir the Old and Hakon One-Eye, who fought against Alduin, ultimately sending him forward through time using an Elder Scroll. 

She and her compatriots later assist you in the final battle against Alduin in Sovngarde. Upon returning to Tamriel, her spirit can be summoned using the first word of the Call of Valor shout.

She wears a set of steel plate armor, minus the helmet, and defends herself with an ancient Nord sword and a steel shield, supplemented by a long bow with ten steel arrows. She knows these shouts: Dragonrend, Frost Breath, Unrelenting Force, Ice Form, and Become Ethereal. She can use the greater power Battle Cry as well. However, when summoned with Call of Valor, she will only use Dismay and Unrelenting Force in combat. 

When summoned, she will say, "I serve the Dragonborn." or "Lead me into battle." In combat, she will exclaim, "For the Dragonborn!", "For Sovngarde!", or "My sword will taste of your blood!"

 
Related Quests
 
 

Notes
More information can be found on the lore page.
She is voiced by Lynda Carter.
There are actually three different versions of Gormlaith, which have mostly similar statistics. The summary provides information for the version of Gormlaith who is met in Sovngarde. The other two versions are:
Gormlaith that appears during the quest Alduin's Bane: BaseID  , RefID  .
Gormlaith that you can summon: BaseID   (a different RefID is assigned each time she is summoned).
Skyrim:Creatures

Creatures
This page provides a list of all creature types in Skyrim. 
: Animals – Animals comprise various mundane creatures that have no magical or weapon-wielding abilities.
:::  

: Daedra – Daedra are creatures from the planes of Oblivion. Note that Golden Saints , Dark Seducers  and  Dremora are NPCs, not creatures, and therefore are not listed here.
:::  

: Dwarven Automatons – Dwarven Automatons are ancient, robot-like machines encountered in Dwarven Ruins.
:::  

: Monsters – Monsters are creatures with various magical abilities, ranging from magical attacks to various magical resistances.
:::  

: Passive Creatures – Passive creatures are completely unable to attack or harm you.
:::  

: Undead – Undead creatures consist of spirits, reanimated skeletons, and reanimated corpses. Vampires are also considered undead, but are undead NPCs instead of creatures.
:::  

See Also
Skyrim:Lucan Valerius

Lucan Valerius is an Imperial pawnbroker, and the owner of Riverwood Trader in Riverwood. His store was robbed by Arvel the Swift, who stole an antique golden claw and retreated to Bleak Falls Barrow. Lucan will task you with retrieving it.

He wears a set of lower class clothes and a pair of boots. He carries the key to Riverwood Trader as well as a selection of common items and gold. He wields an iron dagger and an iron mace.

When you enter the Riverwood Trader for the first time, you can witness an argument between Lucan and his sister Camilla regarding the stolen golden claw:

Camilla: "Well one of us has to do something!" 
Lucan: "We are done talking about this." 
Camilla: ''"Well what are you going to do then, huh? Let's hear it!" 
Lucan: "I said no! No adventures, no theatrics, no thief-chasing! Oh, a customer. Sorry you had to hear that."

If you ask him about the argument, Lucan will reply "Yes, we did have a bit of a... break-in. But we still have plenty to sell. Robbers were only after one thing. An ornament, solid gold. In the shape of a dragon's claw."'' At this point, you can offer to bring back the golden claw for him. Lucan will then direct you to the thieves' hideout and offer a reward for the claw's return: ''"You could? I've got some coin coming in from my last shipment. It's yours if you bring my claw back. If you're going after those thieves, you should head to Bleak Falls Barrow, northeast of town."''

Camilla will then question Lucan's plan of sending you to reacquire the claw:

Camilla: "So this is your plan, Lucan?" 
Lucan: ''"Yes. So now you don't have to go, do you?" 
Camilla: "Oh really? Well I think your new helper here needs a guide." 
Lucan: "Wh- no... I.... Oh, by the Eight, fine. But only to the edge of town!"

Related Quests


Conversations
After the completion of the quest The Golden Claw, the two siblings can be seen having a conversation about the goods they sell. They will pick between one of three available dialogues:


Notes
If Lucan dies, his sister Camilla Valerius will take over the store.
Contrary to what Lucan says, Bleak Falls Barrow is west of Riverwood.

Bugs
Skyrim:Main Quest

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Skyrim's main quest line consists of seventeen required quests and three optional quests. During these quests you discover your heritage as the Dovahkiin, learn why dragons have returned to the world, and find a way to respond to the dragon threat. Completing the main quest will take approximately 15-30 hours depending on your character's level. Eight achievements (170 points; 7 Bronze and 1 Gold) are directly tied to completing the quest line; in addition, several Dragon Shout-related achievements are inevitably unlocked during the quests. Quests belonging to the main quest line are marked by a dragon head symbol, which is shown above.

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