Netruk44/uesp-wiki-content huggingface dataset:
Lore:Conjuration

thumb|right|Conjuration of a Lore:Storm Atronach|Storm Atronach
Conjuration magic is the art of summoning creatures or items from  . It is one of the six colleges of  , but is not considered to be one of the "great schools" by the  .  and only became mainstream after  . Despite this, it has been practiced for centuries by witch covens and wizards throughout Tamriel. Clan  's sorcerers were some of the first to formalize the rituals, chants, and incantations used to open a connection with the plane of  , many of which are still standard centuries later. 

This school can be used to summon a wide range of  , weapons and armor. Spells used to dominate creatures and humanoids were once considered to be part of this school, but they are now part of the college of  . A further type of spell grants power over the undead, until those were reassigned to the school of  .

Summoned creatures fall into three groups. There are spells that call a daedra, from weak creatures such as  s to more powerful ones like  . Others summon undead servants such as  s or  s. Lastly, some spells summon natural creatures - especially  s.

Summoned weapons and armor are daedric in nature, although often not as strong as normal daedric items. 
 
Turn Undead effects cause undead creatures to become afraid of the caster, from whom they will run as long as the effect lasts. 

Some   rituals, particularly the reanimation of corpses, overlap with this school. 

In  , the Council of Mages decided that Conjuration magic in Cyrodiil was to become the responsibility of the guildhall in the town of Chorrol. 

See Also
For game-specific information, see the Morrowind, Oblivion, and Skyrim articles.
For an overview of how Conjuration spells have changed throughout the series, see the General article on Magic.
Books
 
 
 
 
 
 
 
 
 
 
 
 
 
 

References
Lore:Destruction

thumb|right|Flame magic
The school of Destruction is one of the six schools of magic. It is concerned with dealing damage to all forms of matter, both living and non-living, and with making matter more vulnerable to such damage. Mastery of Destruction magic may bring a certain amount of danger.

Destruction magic boils down to five basic types: elemental damage, value-draining, value-damaging, vulnerability, and disintegration.

Elemental damage uses fire, frost, lightning or (rarely) poison to inflict damage directly. These may be fired directly at targets, but some applications have utilized these forces to be set off by proximity runes, or used a form of protective cloak, or even a damaging wall of magickal energy to deter opponents.

Value-draining magic attacks a creature's body by temporarily reducing one of its fundamental statistics. This may be used to attack a skill, such as ability with a sword or proficiency in acrobatics, or an attribute, such as a creature's luck or agility. It may be used to make a creature tired by attacking its fatigue or it can be used to drain a creature's health or magicka reserves. Whatever value is attacked, it returns to its previous value once the magical effect wears off.

Value-damaging magic works similarly to value-draining magic. It targets the same values, but the effect remains after the spell's duration is over. The resulting damage must be cured using Restoration magic.

Vulnerability spells make the target more susceptible to other forms of damage. This includes not only elemental damage, but also damage from weapons, poison and even magic itself. It can even be used to make the target more vulnerable to disease.

Disintegration spells only attack equipment: armor or weapons. However, some skilled wizards have learned to disintegrate the entire bodies of foes through mastery of shock magic.

Although these are the basic types of effect, other effects such as the damage inflicted by the sun upon vampires are often studied by mages skilled in Destruction magic. Many diseases can be viewed as a form of Destruction magic.

Sometime between late 3E 399 and 3E 426, an Illusionist named Berevar Bero gave a speech in the Imperial City in which he suggested that the School of Destruction is not a true school and should be merged into the School of Alteration. After Bero decided to have the speech printed and it caught the attention of academics, a battlemage named Malviser delivered a particularly stinging rebuke.  In  , the Council of Mages decided that Destruction magic in Cyrodiil was to become the responsibility of the guildhall in the town of Skingrad. 

See Also
Game-specific information for Daggerfall, Morrowind, Oblivion, and Skyrim.
For an overview of how Destruction spells have changed throughout the series, see the General article on Magic.
Books







References
Lore:Restoration

thumb|right|Restoration Magic (Legends)
The Restoration discipline is the mastery of the spell effects of the College of Restoration, but it is not considered to be one of the "great schools" by the Mages Guild.  Restoration spells heal, restore, and fortify the body's attributes and abilities, cure disease, and protect it from other malign influences. The primary spells of this college heal wounds, cure disease, and restore lost vitality, but can also augment strength, endurance, intelligence, agility, and other bodily attributes. Absorption skills are also sometimes considered part of this college, although they may also be classed as Mysticism magic.

Despite the incredible utility of Restoration spells, knowledge of them seems to have formed more recently those of other schools: as late as the Second Era, even spells to cure disease seem to have been rarities.  In  , the Council of Mages decided that Restoration magic in Cyrodiil was to become the responsibility of the guildhall in the town of Anvil.  Because of the benevolent nature of this school, Restoration magic is very popular among religious workers.

Healing and restoration spells replace aspects of the target that have become reduced through combat, illness or other damage. Most obviously this is used to restore health after combat, but skills and other attributes can also be affected.

Fortification spells temporarily boost the same skills.

Restoration magic can enhance a body's resistance to attacks based on elements such as cold or heat, and can add to a target's magical resistance or its resistance to disease.

It can also be used to completely cure the effects such as disease, paralysis or poison.

Absorption spells enable the caster to transfer energy directly from the target to him or herself. The spell may target attributes, skills, health, magicka, or any other aspect of the target's form.

Wards can be placed to nullify any incoming hostile magic.

Spells that cause undead to flee are sometimes considered to be part of the restoration school.

Spells that deal sun damage to undead are also considered to be part of the restoration school, but appear to be a later addition to it, first appearing in the  .

See Also
Game-specific information for Daggerfall, Morrowind, Oblivion, and Skyrim.
For an overview of how Restoration spells have changed throughout the series, see the General article on Magic.
Books





References
Oblivion:Lord Berich Vlindrel

right|thumb|Lord Berich Vlindrel
Lord Berich Vlindrel is a gloom wraith added by the Knights of the Nine official plug-in. The evil form of Sir Berich, it is encountered in Underpall Cave while questing for the Sword of the Crusader (validating the rumor that Vlindrel's ghost was spotted along the nearby Orange Road). Its Nether Lich shader effect gives it a distinct glowing appearance.
Shivering:Sheogorath's Punished

'''Sheogorath's Punished is a corpse found at Punishment Point. A note on the body declares that the body is one Robert Wisnewski''', an Imperial rogue and resident of Bliss, who angered Sheogorath by attempting to grow a beard.

In addition to the decree, the corpse may carry a good range of items. There is a 50% chance it will have a piece of jewelry, and the same chance of there being a piece of Amber. 40% of the time, a piece of Madness ore will be on the body, and a ring and a gem will be found 25% of the time. It always carries a lesser soul gem filled with a lesser soul, along with a few gold coins. The body is clad in brown trousers, a grey tunic and brown loafers.

 
Notes
This NPC is an easter egg. Robert Wisnewski was one of the art team responsible for the Shivering Isles expansion, and it can be assumed that his fellow Bethesda employees didn't approve of a beard he tried to grow during the development process.
Additionally, it could be (humorous) self-deprecation on the part of the developers, as Sheogorath is the only character in the game with a physical beard; the player is limited to changing the tone of their face instead of being able to choose from beard models as in most other character generation systems.
Shivering:Dead Courier

The Dead Courier is an Argonian rogue who was delivering a Weathered Letter as part of the ongoing correspondence between various members of the Malifant clan. Unfortunately, he met his fate among the traps and guardians of Ebrocca.

He always carries the letter, a few coins, and a leveled, one-handed weapon, and has a chance of having other equipment too. Half the time he will have a random amulet or necklace, and there's one chance in four of having each of a leveled pair of boots, greaves, ring and gem. 10% of the time he will also have a silver nugget.
Shivering:Dead Traveler

The Dead Traveler is a Wood Elf rogue who was delivering a Love Letter, apparently from somebody in Highcross to someone in Ebrocca. Unfortunately, he fell foul of Ebrocca's formidable collection of traps and guardians.

He always carries the letter, a few coins, and a leveled, one-handed weapon, and has a chance of having other equipment too. Half the time he will have a random amulet or necklace, and there's one chance in four of having each of a leveled pair of boots, greaves, ring and gem. 10% of the time he will also have a silver nugget.
Shivering:Dead Volunteer

The Dead Volunteer was a Breton rogue and member of the Heretics, who volunteered to be sacrificed in the pit of Fain in order to hasten the "rebirth" of Gyub. A glass display case near the pit contains a scroll named Gyub, Lord of the Pit, describing the ritual performed by the Heretics. Another scroll, found on a nearby table, offers more information and reveals there have been many other such volunteers. 

No trace of the others remains, so they have presumably been devoured by the denizens of Fain's lower levels. This volunteer is still clad in his heretic's robe and hood, and carries a few gold coins. He has a 50% chance of carrying a random amulet or necklace, and 25% chances of also carrying a random gem and ring.
Shivering:Dead Wood Elf

The Dead Wood Elf is a Wood Elf rogue who was delivering some Sealed Correspondence from one of the Malifant clan in Ebrocca to his or her Lord, somewhere outside the ruins. Unfortunately, the messenger was killed before he could escape the ruin, and his corpse placed on a stone table in the Duwane area.

He always carries the letter and a few gold coins, and the body is still clad in coarse linens, a chainmail cuirass and chainmail boots. A random one-handed weapon is also always on the body. Additionally, there is a 50% chance of there being an amulet or necklace, 25% chances of there being a gem and a ring, and a 10% chance of him also carrying a silver nugget.
Oblivion:The Sunken One

The Sunken One may refer to two things:
The Sunken One (creature), a variety of Storm Atronach inside Sandstone Cavern
The Sunken One (quest), the quest involving the atronach
Lore:Instructions: the Gray Cowl

The   shrouds the wearer's face in shadow. No light or magic of detection can penetrate its depths. To look upon Nocturnal's face without the cowl is to view the depths of the void. A man would lose his mind to see it.

Recently it has come to light that the Gray Cowl has gone missing. This must be at the whim of Nocturnal, for she could reclaim it easily. The Lady of Shadows has seen fit to reveal that a curse is laid upon the Gray Cowl. Whosoever wears it shall be lost in the shadows. His true nature shall be unknown to all who meet him. His identity shall be struck from all records and histories. Memory will hide in the shadows, refusing to record the name of the owner to any who meet him. He shall be known by the cowl and only by the cowl.

I am directing a triad of   to investigate this tale. They shall determine the truth or falseness of the story. They shall determine the present whereabouts of the Gray Cowl, be it in Tamriel,  , or beyond. All curses can be broken, even those laid by Nocturnal. The triad shall determine how this curse may be lifted so that the Moth priests may safely   the Gray Cowl.
Redguard:Credits

This is a list of the credits for Redguard, taken from the game's manual.
UESPWiki:Administrator Noticeboard/Archives/Block Notification

Block Notification

We had suggested the idea that all blocks done by Blockers would be posted somewhere specific. Since nothing formal has been set up as yet, I'm posting here for now.

I've just blocked  for 3 hours for intimidating behaviour on  and for being an open proxy.  &ndash; Robin Hood    05:38, 21 August 2010 (UTC)

:The block is not immediately obvious when looking at the user's talk page on Wikipedia, but it can be seen here:  &ndash; Robin Hood    05:41, 21 August 2010 (UTC)

::Thanks, Robin Hood.  That's the info I was looking for -- I'd checked the [ standard block log, but forgot about wikimedia's global blocks. --Nephele  05:45, 21 August 2010 (UTC)

::: And another one.  is also blocked for 3 hours per Wikipedia.  &ndash; Robin Hood    09:41, 21 August 2010 (UTC)

::: Update: It seems the user is IP-hopping. It may be beneficial to semi-protect the page rather than trying to keep up with blocks.  &ndash; Robin Hood    09:43, 21 August 2010 (UTC)

:::: I've created this subpage to keep track of blocks not made by admins. rpeh  11:00, 21 August 2010 (UTC)

::::: That works for me. Can I suggest that an admin permanently semi-protect it to minimize the chance of vandalism to that page?  &ndash; Robin Hood    16:58, 21 August 2010 (UTC)

:::::: I blanked the list once Krusty had made the blocks permanent. Do we want to do it like that or should it always be an admin who clears the list? rpeh  17:58, 21 August 2010 (UTC)

::::::: I'm fine either way, though if we're going to leave it in place, I'd suggest we add new entries at the top rather than at the bottom, just for easier administration (no pun intended).  &ndash; Robin Hood    18:48, 21 August 2010 (UTC)

::::::: While we're on the topic (in a very broad sense, at least), did we want permanent Blocker requests to be archived like Admin and Patroller discussions are?  &ndash; Robin Hood    18:55, 21 August 2010 (UTC)

:::::::: I don't think that's necessary, but it wouldn't bother me if people wanted a permanent record. rpeh  19:03, 21 August 2010 (UTC)
Morrowind:The Egg Poachers

Quick Walkthrough
# Talk to Eydis Fire-Eye for orders.
# Travel to Shulk Egg Mine and talk to the miners about some poachers.
# Enter the mine and find the Queen's Lair.
# Enter the Queen's Lair and kill the two egg-poachers.
# Return to Eydis for payment and possible advancement.

Detailed Walkthrough
Orders
Eydis Fire-Eye in the Balmora Guild of Fighters asks you to take care of two egg poachers in the local Shulk Egg Mine, just south of town, for its owner Dram Bero. The mine is located along the Odai River south-southwest of Balmora.

Acquiring Information on the Poachers
Chat with two egg miners outside the mine to learn the identities of the suspected poachers.  Two former egg miners, Sevilo Othan and Daynila Valas, are the suspected poachers. Proceed into the mine and find the Queen's Lair (there are two entrances) where the Kwama Queen is located. 

The Egg Poachers
The poachers will attack as soon as you enter the Queen's Lair.  Once they have been defeated, you can return to Eydis Fire-Eye to complete your assignment.  You will receive 100 gold and four Quality Restore Fatigue Potions.

Notes
After completing the quest, you can mention the egg poachers to Dram Bero, and his disposition will increase by five as long as it was less than 60.
The mine has a number of Kwama Foragers that are aggressive; take them out as necessary. The Kwama Workers, however, are passive and will not attack you.

Bugs
 
If so, open the console and enter one of the following commands to spawn the NPC at the current location:
::PlaceAtPC "Daynila Valas",1,20,1
::PlaceAtPC "Sevilo Othan",1,20,1

Quest Stages
Morrowind:The Telvanni Agents

Quick Walkthrough
# Speak with Eydis Fire-Eye for new orders.  She'll inform you about an issue at the Caldera Mine with some "Telvanni" agents.
# Travel to Caldera and ask around about the Caldera Mine.  Follow directions to the mine.
# Locate the lookout agent outside a small cave (Ashanammu) on the road to the mine.  Take him down.
# Proceed into Ashanammu and take down the remaining three agents.
# Return to Eydis Fire-Eye to complete the quest and obtain your reward.

Detailed Walkthrough

Your Assignment
Eydis Fire-Eye in the Balmora Guild of Fighters will ask you to kill four Telvanni agents responsible for thefts and kidnappings at the Caldera Mine.  If you talk to her about "Telvanni agents" she will give you details, including the identity of the four individuals in question, and recommendations on the quickest way to get to Caldera.

You can ask Eydis for additional information on each of the "Telvanni" agents in question; if you do, you'll learn some interesting information about them....it seems that all these folks also belong to the Thieves Guild.

Off to the Mine
If you don't know the way to the Caldera Mine, proceed to the town of Caldera and ask around about Caldera ebony mines; most people will give you directions.  Proceed out of town through the west entrance and follow the directions and signs to the Caldera Mining company, (take the left fork, then take the left fork again up into the mountains).  As you approach the mine, you'll see a friendly male Wood Elf archer and trainer as lookout posted outside a cave near the mine.

The Telvanni Agents
The lookout, whose name is Alveleg, will allow you to approach, and will even chat with you a little; however, if you ask him about Telvanni agents, he'll turn hostile and attack. Eliminate him and then enter Ashanammu to take out the remaining three agents (Alynu Aralen, Sathasa Nerothren and Fothyna Herothran).  They will attack as soon as they see you, and they are grouped together, so be prepared.

Once they are dead, return to Eydis Fire-Eye for a faction reputation increase and 400 drakes.

Notes
If you do not have the Morrowind Patch installed, you will not receive this quest if you complete the Thieves Guild Bitter Cup quest prior to asking Eydis for orders.
Explore the cave after you've taken care of the occupants.  There's some loot to be had, and some deep water to dive into with some additional loot in a trapped chest.
If you are of the House Telvanni the quest is completed in the same way and you will not be expelled from your house for killing the agents.
You can kill the agents before the quest without penalty.

Quest Stages
UESPWiki:Morrowind Quest Results Project

The Morrowind Quest Results Project (MQRP) was an effort to ensure that all possible outcomes and rewards from all quests in Morrowind, Tribunal and Bloodmoon are properly documented. It was completed on 29 March 2011.

This project is now complete. Thank you to those who took part.

Morrowind
 

 

Fighters Guild
 

 

House Hlaalu
 

 

House Redoran
 

 

House Telvanni
 

 

Imperial Cult
 

 

Imperial Legion
 

 

Mages Guild
 

 

Morag Tong
 

 

Temple
 

 

Thieves Guild
 

 

Tribunal
 

 

Bloodmoon
 

 

EEC
Shivering:Ingredients Translations

Note: For Oblivion ingredients see here.
Shivering:Loading Screens

These loading screens appear when a new area is loaded. Along with a picture related to the area, a message is displayed that is often of help, especially to new players.

Messages with no specific location mentioned may appear when you are anywhere in the main area of the Shivering Isles.

These screens and messages are specific to the Shivering Isles. For a list of screens from the original game and its plugins, see this page.
Oblivion:Loading Screens

These loading screens appear when a new area is loaded. Along with a picture related to the area, a message is displayed that can often be of help, especially to new players. Some messages only appear in certain locations, and these are noted beneath the message. If no location is specified, the message can appear anywhere.

These screens and messages are specific to the vanilla version of Oblivion. For a list of screens from Shivering Isles, see this page.
Lore:Dragon Alphabet

The Dragon Alphabet is the alphabet used for the Dragon Language. Text  written in the Dragon Alphabet is found on walls in ancient dungeons and on burial grounds in the form of Word Walls.  The alphabet consists of 34 symbols: 25 that map directly to letters in the Latin alphabet, and nine that represent pairs of letters. There is a symbol for every letter in the Latin alphabet.

The shape of the letters is constrained by their need to be written using three large talons and a vestigial fourth digit called the dewclaw. Thus, all of the character symbols consist of a maximum of three scratches occasionally punctuated with a dot from the dewclaw. 



The letter "C" does not usually appear, due to the fact that the letter is unused in the Dragon Language. See Legends Card Packs below for details.



Examples
Song of the Dragonborn
The first text in the Dragon Alphabet appeared in a Game Informer post about their February 2011 edition, along with a post about translating the cover. The original article contained the following samples of Dragon text:



Coincidentally, this poem is also the song that is heard throughout the game when the player enters combat with a dragon or if the player lets the game run on the main menu without selecting an option.

Originally known as "Dragon Poem", it was revealed through the in-game book Songs of Skyrim that this is only a portion of a longer work. Loading Screen text name the work Song of the Dragonborn. The full version, in both English and the Dragon Tongue, can be found in Songs of Skyrim.

E3 Word Wall
thumb|The Word Wall at E3 2011|right
At E3 2011, Bethesda's booth displayed a Word Wall (right) which contained the following sample of Dragon text:


"Sovngarde" is the Nordic idea of the afterlife, a part of Aetherius.
The same text appears on the dragon wall statue included with the collector's edition of the game.
This is also the text for the first Word Wall for the shout Storm Call.

Dragonstone
thumb|right|Dragonstone
A Dragonstone found in   has the following inscription:



Legends Card Packs
thumb|right|Skyrim Legendary card pack
Heroes of Skyrim Legendary card packs in The Elder Scrolls: Legends feature the Dragon Alphabet, but it is used to replace English characters rather than words in the Dragon Language. Legendary packs display the following phrases:

This is the only instance of the letter "C" in the Dragon Alphabet.

Dragon Alphabet Font
A Dragon font containing all known characters is available for download.

References