Netruk44/uesp-wiki-content huggingface dataset:
Daggerfall:Character Creation

thumb|right|Choose who you wish to be
 
The first step in starting a new game is character creation. Follow these steps to begin play.
 

Step 1: Race and Gender
You will begin the process by selecting your home province. A map of Tamriel is displayed, and clicking on a province will give you a short description of its inhabiting race and a confirmation box. Once you've selected your race, you must choose a gender. Gender will not affect your character's abilities.
 

Step 2: Class
thumb|right|The Mage, the Warrior, and the Thief; Which are you?
You will next choose one of the eighteen predefined classes from a list, make a custom class by selecting "Custom" at the bottom of the same list, or answer a questionnaire that will generate your class from among the predefined classes based on your answers.

Each class has different primary, major and minor skills, special advantages, and special disadvantages. As your class will have a significant impact on gameplay, take care to choose or create a class that suits your playstyle.
 

Step 3: Background
You will next generate a background for your character based on your class (or the class you are most like, if you created a custom class), which will affect your starting skills, equipment, and reputation. You can either have the game randomly generate your background, or answer a series of questions to exert more control over the process.

Step 4: Name, Face, and Attributes
You will next select a name and a face; neither will affect your character's abilities. Then, the starting values for your character's eight attributes will be displayed, and you will receive between 6 and 14 bonus points to distribute among the various attributes. You can also reroll, which will again randomize your attributes' starting values and bonus points, or save a roll to later load it after a reroll. After determining your starting attributes, you will receive six bonus points to distribute among your primary skills, six points for your major skills, and six points for your minor skills. You will finally be shown an overview of your character and given one last chance to make adjustments before confirming.

Once you have completed the above four steps, you will set sail for Daggerfall. Your ship will crash, and your character will then start the game in Privateer's Hold.
Daggerfall:Holidays

There are many, varied holidays celebrated by the people of the Iliac Bay region in Daggerfall, ranging from joyous festivals to solemn remembrances. Detailed below is a list of when they are, what advantages they offer, and on which days the Daedra Princes will allow you to summon them.

The information here comes from a variety of sources, and as such may be incomplete or inaccurate. The descriptions of each holiday were extracted from the TEXT.RSC file in the ARENA2 directory. Additionally, several of the days listed below are collected in the book Holidays of the Iliac Bay. However, not all of these appear in the final release.

You may alternatively see the complete Calendar. Or, if you are interested in the artifacts listed below, take a look at the Artifact List, listing the 23 known artifacts along with descriptions, statistics and pictures.
 

Morning Star


Sun's Dawn


First Seed


Rain's Hand


Second Seed


Mid Year


Sun's Height


Last Seed


Hearth Fire


Frost Fall


Sun's Dusk


Evening Star


Notes
Daggerfall:Main Quest Walkthrough

Introduction
"Rest well this night, for tomorrow you sail for the Kingdom of Daggerfall."

Daggerfall begins with these words, spoken by the Emperor as he sends you to the Daggerfall region of High Rock to investigate the mysterious circumstances surrounding the death of King Lysandus. Lysandus was loyal to the Emperor, as was his wife, the former Queen Mynisera. However, his death has complicated the always troublesome political situation in the Iliac Bay. Now, Lysandus' ghost haunts the city of Daggerfall, and your mission is to find out why. Additionally, the Emperor had once sent a letter of a "sentimental and personal nature" to Mynisera. It never arrived, and he would greatly appreciate its recovery. However, your journey will be complicated by an item of power which all the major powers in the Iliac Bay are racing to get their hands on.

In this journey, you will be forced to make many choices as to who will benefit from your deeds. A word of warning: the governments and factions of the Iliac Bay are not above sending assassins to deal with those they have quarrels with, so choose your affiliations well. To be brief, the six groups you will be dealing with in the Main Quest are the Nobility of the Kingdoms of Daggerfall, Wayrest, and Sentinel, along with Gortwog of Orsinium, the King of Worms and his vile Necromancers, and the enigmatic Underking. How you treat these leaders will shape the ending of the Main Quest.

Quest Map
 

Key

 

Necessary Quests
 
  
 
 
  
 
  
 
 
 
 
 
 
 
 
 

Optional Quests
Daggerfall:Potions

right

Potions are necessary and vital items for survival in Daggerfall. Sometimes, potions can be taken from fallen enemies or found as loot. However, they are most readily available for purchase from one of many Temples of the Iliac Bay or from the Dark Brotherhood. You can also make these potions yourself, with the help of a Potion Maker at a Temple or with the Dark Brotherhood. Unlike subsequent Elder Scrolls games, alchemists do not sell potions nor will they buy them.

Below is a list of all available potions, their effects, and the ingredients needed to create them.
Morrowind:Molag Mar

If one were to physically lift up a single canton of Vivec and transport it a good sixty kilometers east, setting it down between the Molag Amur and Azura's Coast regions, and finally removing the top dome, the city of Molag Mar would be the result. So situated simply because of its proximity to Mount Kand and Mount Assarnibibi, Molag Mar serves primarily as a home base for Tribunal Temple pilgrims on their way to those two landmarks. One of the lesser notable towns, Molag Mar is still useful to you as a resting point.

Temple Plaza
In a marked variance from the cantons in Vivec, the top of Molag Mar's canton is open to the air, and features a full Temple, St. Veloth's Hostel with beds and sundries, and a few shops. There are many pilgrims, warriors, and hunters here with many specialties – some willing to share their knowledge for a price. There is a slave market as well, along the southern wall. The House Redoran Stronghold houses the smith Hakar the Candle and offers some training.

Waistworks
The Armigers Stronghold is in the middle, to the west. The Pilgrim's Rest is at the south end. Vasesius Viciulus is a Trader in his shop. For no apparent reason, the waistworks are strangely deserted.
 

People
The Master Trainer in Long Blade, Ulms Drathen, resides in the Armiger's Stronghold.
Tharer Rotheloth is a quest giver in the Molag Mar Temple, 
For a complete list, see People.

Getting There and Around
Rindral Dralor, shipmaster of the Whistler, can take you to Vivec, Hla Oad and Tel Branora. A Silt Strider port is found west of town, with service to Vivec and Suran. A path leads west to Suran. The Foyada Ilibaal and Foyada Zabirbael lead north to the two pilgrim sites, Mount Assarnibibi and Mount Kand, in the Molag Amur wastes.

Notes
The trader Vanjirra is located on the western bridge outside of Molag Mar. She is looking for her business partner.

Places of Interest Around Molag Mar
The shrines at Mount Kand and Mount Assarnibibi.
The Master Trainer in Athletics, Adibael Hainnabibi, is just south from here in his camp.
Redas Ancestral Tomb is just south from here.

Related Quests
House Redoran


Tribunal Temple






Miscellaneous


Maps
Tes3Mod:MWE

Overview

Morrowind Enhanced(MWE) is an external utility used by a growing number of mods to do things that would normally be impossible using normal Morrowind scripting. Morrowind Enhanced itself is not a mod, but is a required component of others. Morrowind Enhanced.exe must be run concurrently with Morrowind. An older version (1.21) of MWE and a number of MWE-enhanced mods can be downloaded at 

Note: Requires Tribunal or Bloodmoon

Resources

; Morrowind Enhanced : Download MWE and Aerelorn's mods here.

; Morrowind Enhanced Forum : Discussion of MWE mods, a great place to find help & get answers.

; Tonto's Mods, includes MWE Dev Kit : The current authoritative document on MWE usage.

Articles

; List of SoundRegister IDs : List of mods using SoundRegister IDs and the numbers they've used. Please register your IDs to avoid mod conflicts.

; MWE Dev Kit : A start at putting the dev kit on the wiki, you should really go here and download Tonto's offline version.

 

Status
This is a placeholder Page, this area needs work & organization. This could fall under the TES3Mod:Modding section but since MWE is a 3rd party utility it made sense to create a separate category. I don't want people getting confused and thinking they can access MWE functions when they're looking for stock morrowind script information. For section discussion, planning & notes click here, or click the 'Discussion' tab at the top of the page (links are the same).


Further information should include: 
dev kit & documentation (online & easily edited instead of in .doc files) 
examples & sample scripts (see above) 
lists to coordinate possible conflicts (ie: sound registration IDs from the SoundRegister function)
Tes3Mod:MWE SoundRegistry

Used SoundRegister IDs

MWE Health Suite


Writing Enhanced


Halo's Soultrap Scripts (wip)


Cid88's Various MWE Sound Usages (wip)
Tes3Mod:MWE Functions

Reference Scan
:NextLiving
:SetReference
:ClearLiving

Sound Scan
:RegisterSound
:CheckSound

Spell Functions
:ModifyMin.Magnitude
:ModifyMax.Magnitude
:ModifyArea
:ModifyDuration
:ModifyRangeType
:ModifyCost
:ModifySEffectNumber


Other Functions
:TargetFunction
:ItemRemovalFunction
:EncumberanceFunction
Morrowind:Dagon Fel

Dagon Fel is the northernmost town in  , situated on the island of  . It is home to   fishermen, as well as a detachment of Imperial Legion guards. There is a tiny inn with warm beds and a few traders.  The most interesting things in Dagon Fel are the three   towers outside the city. Strict laws prevent the trading of Dwemer artifacts taken illegally from the ruins. The southernmost is inhabited by a Necromancer and a few of his followers and the northern one is home to an   who maintains he fights best in his skivvies.

The End of the World
The Inn The End of the World offers a trader with a few supplies, sundries and beds. The Savant Sarnir the Clerk can mark many places in Vvardenfell on your map, if you explore all his topics. A few merchants frequent the Renters Rooms.

Greidil Half-Troll's House
As the name implies, Greidil Half-Troll dwells in this house. It contains nothing notable, although a table and a shelving unit inside have been overturned. Additionally, the shack incorporates two doors, but only one provides a means of access, however—within the interior of the house, three crates and a barrel block one of the doors; it is not possible to gain access to the house through here (unlike the other door, this door is labeled on the outside as "Shack Door"), and attempting to do so will provide the message: ''"This door refuses to open.  It feels as though it has been barricaded on the inside. You'll have to find another way inside."'' Interestingly, you can leave the building via this door (which is labeled accordingly on the interior side), but this is likely an oversight.
 

Getting There and Around
Dirt roads leading east traverse the island, past several Dwemer Ruins. The Arrow at the docks can take you to Khuul, Sadrith Mora, Tel Aruhn and Tel Mora. The Stronghold Rotheran with its Propylon Chamber is southwest of town.

Notes
The Vacant Tower houses the highest trainer in Medium Armor, Khargol gro-Boguk. He is also the Master Trainer in Unarmored.

Places of Interest Around Dagon Fel
The Dwemer ruin of Mzuleft.
The Shrine of  Malacath, located to the west, is a major point of worship for Orcs.
The Tower of Sorkvild the Raven has some interesting loot, namely the Masque of Clavicus Vile and a Daedric Dagger.
A weary vampire in Drethan Ancestral Tomb holds a nice ring. The tomb is south of town, east of the Stronghold Rotheran.

Related Quests
Imperial Legion


Miscellaneous


Official Plugins


People


Maps
Morrowind:Khuul

Khuul is a small fishing village in the West Gash region of Vvardenfell, on the island's northern coast. Aside from a single Redoran-style shell-house, which serves as a Tradehouse, the buildings are all rustic huts made of logs, rough planks and thatch. 

The only other legitimate businesses near Khuul are two egg mines–the Panud Egg Mine, just outside town, and the Asha-Ahhe Egg Mine, far to the southwest. There is also a silt strider port just south of town, by the Panud Egg Mine.

Khuul has always been rumored to be a smuggling town, but the residents have never confirmed nor denied this. They are suspicious of strangers asking a lot of questions and don't like people poking around. There is one merchant in town who spends most of his time at the tavern and two shipmasters who presumably share the single seagoing vessel moored at their dock.

In Thongar's Tradehouse, Thongar is the local general trader who does not rent beds, contrarily to what many townfolk claim. Ondi offers training. There are two Egg Mines just south of Khuul, one of which has troubles with a witch.
 

Getting There and Around
Drethan can take you to Gnaar Mok and Dagon Fel on his ship, the Omenwedur. The Silt Strider on the south road can take you to Maar Gan, Ald'ruhn and Gnisis.
A dirt trail leads southwest to Ald Velothi and Gnisis.

Notes
If you have the Bloodmoon expansion, the Khajiit S'virr can transport you to Fort Frostmoth in Solstheim.

Places of Interest Around Khuul
Northwest of Khuul is a tiny island with a waterfall and a campfire. There are some Thieves Tools, a Pilgrim's Lantern and a few locked chests.
Alen Ancestral Tomb has vampires of the Quarra bloodline. The clan's headquarters is east of Khuul in Druscashti.
The Daedric Shrine of Ashalmawia.

Related Quests
Morag Tong


Miscellaneous


Imperial Cult


People


Maps
Morrowind:Bal Isra

The name means "row of stones" in Dunmeris.
It is the site of Indarys Manor, the House Redoran stronghold constructed in the Ashlands. Traveling from Ald'ruhn, follow the signposts toward Maar Gan. Bal Isra is on the east (right) side of the road, about midway between the Odibaal cave and the Mila-Nipal Ashlander encampment.

Members of House Telvanni or House Hlaalu can get a quest to kill Banden Indarys in Indarys Manor.
 
People
These people only appear here once you start your Stronghold.



Related Quests
House Hlaalu


House Redoran


House Telvanni
UESPWiki:Statistics

This page contains some basic site statistics, such as daily visits and bandwidth usage, over the recent years. It is meant to be a rough guide as to how the site is doing and for estimating its future needs. It is generally updated on a monthly basis.

Daily Pages Served
The following graph shows the daily pages server by the site. Gray is the daily count and red is the weekly average. The page count includes only the Wiki's article pages and not images, files or other content. Some values are estimates composed from multiple sources and have a ~10% accuracy.
center|Daily Pages Served


Other Statistics
:* Monthly Bandwidth: ~5 TB/month 
:* Daily Page Views: 500k on average
:* Monthly Unique Visitors: 1.5 million
:* File Request Rate: Averages ~200 req/sec 
:* Database: Averages ~600 queries/sec
:* Alexa Stats: Averages in the top 25,000 sites globally by their rating
:* UESPWiki on WikiApiary : WikiApiary collects various statistics on wikis.

Statistic Notes
:* The above daily page views only includes the wiki articles and not other content (maps, forums) or other types of files (images, JavaScript, CSS, etc...). Actual files server can be x10 the daily page view count.
:* Stats are obtained from a variety of sources over time:
::* Webalizer from the raw Apache logs (March 2006 to July 2007).
::* Google Adsense page views (August 2007 to October 2010).
::* Google Analytics (March 2006 to present).
:* The weekly fluctuations can easily be seen in the daily count (light gray line). Weekends and holidays always have noticeably more traffic as does the summer holidays.
:* The average statistics vary around +/-50% from the peak to off-peak hours. For example an average 100 req/sec will range from 50-150 req/sec.
Morrowind:Kogoruhn

It is in the far northern Ashlands, southeast of the Urshilaku Camp, and due east of Falasmaryon.

Kogoruhn, whose name means "Unbreakable Home", is the lost stronghold of the Sixth House, House Dagoth. It lies in ruin, and its location is generally forgotten. Its propylon chamber, if it had one, no longer exists, and the stronghold is not part of the propylon transportation system which links the remaining Dunmer strongholds.

The stronghold may seem akin to the other ancient Dunmer fortresses scattered around Vvardenfell, but is in fact much more dangerous, as it is inhabited by a variety of both leveled and set ash creatures and daedra. Outside of Ghostfence, it is the primary Sixth House base, and also features extensive tunnels under the stronghold, with connections inside the Ghostfence just to the east of Vemynal.

The stronghold contains some very valuable items, some of which are required for the main quest. The Halls hold relics of House Dagoth, as well as fallen adventurers, one of whom carries the unique claymore Fury and an incomplete set of glass armor. There is also a glass halberd beside the table near the dead adventurer. A dead Khajiit in a nearby cell is carrying an ebony shortsword. Other notable items are a Sixth House Bell Hammer in the Temple of Fey, an ebony spear sticking from a desk in the Hall of the Watchful Touch, and a dwarven mace lying on a crate in the Nabith Waterway. Finally, in the Bleeding Heart section you can find a pair of daedric gauntlets, an Orcish warhammer, and the Shadow Shield, which you will need to acquire to complete the Path of the Incarnate.

 
People
 


Unique Creatures

&dagger; Dagoth Baler is unique among ash ghouls in that he actually is considered undead by the game; for example Turn Undead spells will work on him.
Note: All unique creatures in Kogoruhn have an Alarm stat of 0, and a Fight stat of 90.

Related Quests
Main Quest



Tribunal Temple


Notes
thumb|right|Writing on the floor in the Dome of Urso
For an easier time getting the Shadow Shield, it is possible to enter Charma's Breath directly from Red Mountain, which bypasses a large majority of the entire dungeon. Be prepared, though, to fight or evade the ash vampire that is immediately inside that entrance.
In the Dome of Pollock's Eve there is "THE DREAMER IS AWAKE" written on the floor using blood red daedric letters. The same phrase is found in the Dome of Urso, but it is written with the Latin alphabet.
In the Vault of Aerode, in a room with a bonelord, there is a House Dagoth symbol drawn on the floor in stacks of gold coins.
Kogoruhn returns in ESO as part of the Forgotten Wastes.

Maps
thumb|left|Kogoruhn, and the Sewers and Caverns underneath
Morrowind:Bitter Coast

The Bitter Coast, named for the salt marshes along the coast, is the part of Vvardenfell's coast nearest to the mainland of Morrowind. This largely uninhabited area is in the far southwest of Vvardenfell and lies between the mountains of the West Gash to the east and the Inner Sea to the west. The northern boundary of the region is generally considered to be marked by Khartag Point just north of Gnaar Mok, and it follows the coast south and eastward through the tiny fishing and smuggling village of Hla Oad and the Imperial outpost at Seyda Neen, finally merging into terrain more reminiscent of the Ascadian Isles just west of Vivec. 

The Bitter Coast is dominated by humid, putrid swamps and salt marshes. The giant bull netch float gently through the air, fearing no cliff racer or mudcrab. Off the coast, divers find kollops with pearls, but even more slaughterfish and man-like dreugh with their hard shells and tentacles. Herbalists came to this region to harvest the various mushrooms which thrived in the marshy environment. The region is also known as ''The Smuggler's Coast'', since the secluded coves and islands are littered with smugglers operating out of their hidden caves. The ever-present fog and rain provide additional cover for their boats. No major action has been taken to curtail their actions, as many smugglers count on support from locals unhappy with high taxes on liquor. The Bitter Coast is a swamp, plain and simple. Great, ragged trees provide a canopy beneath which pools of stagnant water grow a steady incursion of green-brown moss. Local flora is replete with fungi including bungler's bane, hypha facia and violet coprinus, and the stagnant pools can reward the strong-stomached with glowing ampoule pods. Local fauna is mostly predatory, but not all that dangerous to the traveler unless that traveler has a penchant for standing in one place for a few months while the mosses work at his armor. The few truly dangerous creatures on the Bitter Coast are kwama foragers and nix-hounds, the latter of which are delicious and useful for making potions once hit over the head with a sharp object a few times. 

The unwary traveler venturing into the open waters off the coast is in another league, however. The eternally persistent slaughterfish is thought by some to be a distant cousin to the cliff racer, as their temperament is so similar.
 
 

Bitter Coast Places
A list of places found in the Bitter Coast, Vvardenfell, Morrowind.

Cities and Settlements
Smaller Towns





Ancestral Tombs








Caves












Daedric Ruins




Dunmer Fortresses


Dwemer Ruins


Grottos



Mines



Ships








Related Quests
A list of quests that are related to the Bitter Coast.
House Hlaalu
 
 
 
House Redoran
 
House Telvanni
 
Mages Guild
 
Imperial Cult
 
 
 
Imperial Legion
 
Daedric
 
 

Morag Tong
 
 
Miscellaneous
 
 
 

People


Notes
The Bitter Coast Sounds official plugin adds ambient noise and dragonflies all across the region.
Tes2Mod:DFRemake/Items

This page contains information about items in the game that the player can pick-up, carry, and possibly equip.


Original Item Data
Tes2Mod:DFRemake/Original Item Data

Fall.Exe
There is some base item information stored within the Fall.exe program starting at offset 0x1b682A (in v2.13). There are 288 records each 48 bytes in size with the following structure:



Note that for many items, the values given are only the base values. Modifiers such as material type will affect the final value for each item.