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

thumb|left|A compilation of the preset Imperial faces available in Skyrim.
frame|Illustration of a typical Imperial male
Also known as Cyrodiils, Cyrodilics, Cyro-Nordics and Imperial Cyrods, the well-educated and well-spoken Imperials are the natives of the civilized, cosmopolitan province of  . Imperials are also known for the discipline and training of their citizen armies, and their respect for the rule of law. Though physically less imposing than the other races, the Imperials have proved to be shrewd diplomats and traders, and these traits, along with their remarkable skill and training as light infantry, have enabled them to subdue all the other nations and races and erect the monument to peace and prosperity that comprises the Glorious Empire. Their hegemony has waxed and waned throughout the eras, and most historians refer to three distinct Empires, the ends of which each mark a new epoch in  ic history. 

 
In-Game Description
Natives of Cyrodiil, they have proved to be shrewd diplomats and traders. They are skilled with combat and magic. Anywhere gold coins might be found, Imperials always seem to find a few more. They can call upon the Voice of the Emperor to calm an enemy.

Traits
  ability (FormID  ): Anywhere gold coins might be found, Imperials always seem to find a few more, constant
100% chance of 2-10 extra gold in all chests that normally contain gold, as well as to the corpses of various gold-dropping enemies, such as bandits, dragons, draugr, Falmer, Forsworn,  giants, and rieklings .
  greater power (FormID  ): Calms nearby people for 60 seconds, once per day
Pacify, 99 pts in 75 ft for 60 secs on Self
The power only affects NPCs, and despite being similar to the Illusion Pacify effect, does not benefit from any Illusion perks.
Height: 1.00

Gameplay
Imperials' skill bonuses are perfectly balanced between a mage type character and a warrior type. They have lesser bonuses to the Heavy Armor and One-handed skills, but also have bonuses to their Destruction and Restoration skills, making either path, or a combination of the two, equally attractive.

The Voice of the Emperor greater power is useful at most levels.  The magnitude is high enough to affect everyone in the vanilla game until level 81+. The calmed enemies can also enable you to use the wait feature to fully restore your health, magic, and stamina (you may consider waiting a full 24 hours, so you can use the Voice power again if needed).

If you're achievement hunting, the Imperial Luck ability will make your gameplay experience that much simpler by adding a small percent increase in the gold you get.

Skills
+10 Restoration
+5 Block, Destruction, Enchanting, Heavy Armor,  One-handed

Notes
Unlike the other races that have a +10 bonus in a school of magic, Imperials do not start with an extra spell associated with that school.

Bugs
 
 This bug can be manually fixed for non-Imperial characters by using the console command   to disable the perk, which persists between saves.
Skyrim:Khajiit

thumb|left|A compilation of the preset Khajiit faces available in Skyrim
frame|Illustration of a typical Khajiit male
Khajiit are cat-like people who come from  , known for high intelligence and agility. These traits make them very good thieves and acrobats, but Khajiit are also fearsome warriors. However, they are rarely known to be mages. Khajiit mostly stay on land, but piracy and Skooma trade does draw some to work as sailors.

Khajiit anatomy differs greatly from both men and elves, not only because of their fur, tail, and sometimes toe-walking stance, but also their digestive system and metabolism. Khajiit, Argonians, and Imga are the so-called "beast races" of Tamriel because of these large differences. Khajiit have a lifespan similar to that of humans. There are no well-documented cases of cross-breeding between Khajiit and other races, though there are rumors of such a thing. The foreign appearance and behavior of Khajiit make them common targets of racial discrimination. 

 
In-Game Description
Hailing from the province of Elsweyr, they are intelligent, quick, and agile. They make excellent thieves due to their natural stealthiness. All Khajiit can see in the dark at will and have unarmed claw attacks.

Traits
  ability (FormID  ): Khajiit claws do 12 points of damage in addition to their base damage value of 10 points for unarmed combat.
Although the in-game text says "Khajiit claws do 15 points of damage.", the actual effect magnitude is only 12 points.
The game data also describes the effect as "''Khajiit claws do four times the damage of a man's punch."
  lesser power (FormID  ): Improved night vision for 60 seconds, multiple times per day.
   (FormID  ): Your Khajiit blood improves your resistance to cold environments by 15 points.
 ''  (FormID  ): Your Khajiit blood allows you to eat raw meat without risk of disease.
Height: 1 (M), 0.95 (F)

Gameplay
Khajiit, like Argonians, make good thieves due to their bonuses in skills typically associated with stealth-oriented classes. Night Eye is a handy lesser power while dungeon-crawling or for seeing at night, when many thieves do their work. Their claw bonus helps in brawls, and, combined with the Fists of Steel perk, makes unarmed combat viable.

In combat, players have the opportunity to take advantage of the Khajiit's bonuses to one-handed and ranged weapons, and their strong bonus to Sneak makes sneak attacks accessible at early levels.

Khajiit may be taunted with "''You'll make a fine rug, cat!" and "You remind me of my cousin's cat. Killed that too!" in combat. Upon finding a dead body they may also say "I'll claw the eyes out of whoever did this!''"

Skills
+10 Sneak
+5 Alchemy, Archery, Lockpicking, One-handed, Pickpocket

Notes
The Khajiit Claws racial bonus to unarmed damage stacks with other sources of damage increase, such as perks like Fists of Steel and equipment like the Gloves of the Pugilist.
As Khajiit lack the relevant dialogue, you cannot marry them even through use of the console, although it can be utilized to transform a marriageable NPC into a Khajiit. If the player is a Khajiit, marriage is still possible with any marriageable NPC.

Bugs
Skyrim:Nord

thumb|left|A compilation of the preset Nord faces available in Skyrim
frame|Illustration of a typical Nord male
The Nords are the children of the sky, a race of tall and fair-haired humans from Skyrim who are known for their incredible resistance to cold and magical frost. They are fierce, strong and enthusiastic warriors, and many become renowned warriors, soldiers and mercenaries all over  . Eager to augment their martial skills beyond the traditional methods of Skyrim, they excel in all manner of warfare, and are known as a militant people by their neighbors. Nords were known for a time for their nautical prowess when they migrated from  .  

Nords are the most common race encountered in Skyrim's  cities, and can be encountered in nearly every aspect - among others, guards, merchants, bandits and Jarls.  Stormcloaks encountered consist almost entirely of Nords, with the Nords also making up the majority in the Imperial Legion as both officers and soldiers.
 

In-Game Description
Citizens of Skyrim, they are a tall and fair-haired people. Strong and hardy, Nords are famous for their resistance to cold and their talent as warriors. They can use a Battlecry to make opponents flee.

Traits
  ability (FormID  ): Your Nord blood gives you 50% resistance to Frost, constant. 
  greater power (FormID  ): Targets flee for 30 seconds, once per day. 
The power consists of the following effects:
Battle Cry, 99 pts in 60 ft for 30 secs on Self
Stagger Push, 0.05 pts in 40 ft on Self
Be warned that this power treats everyone in range as a target, and is considered an attack, so you may want to avoid using it in situations where you have non-follower allies or in the presence of civilians.
Despite its similarity to the Illusion Fear effect, it does not benefit from any Illusion perks. It also does not affect undead, Daedra, or machines.
   (FormID  ): Your Nord blood improves your resistance to cold environments by 25 points. 
Height: 1.03.

Gameplay
Nord skill bonuses lend toward a more combat-oriented style of play. With both one and two-handed weapons receiving boosts, players are able to choose their favorite weapon(s) with a bit more ease, and boosts to both light armor and blocking provides players both mobility and defense.

The Nord Battle Cry power can be vital at earlier levels, causing enemies to flee long enough for the player to potentially recover.

Their innate resistance to Frost provides them a significant advantage against foes such as the draugr, frost dragons, ice wraiths, and mages who employ Frost magic. If a Nord player decides to become a vampire, they will reach the maximum frost resistance possible. (85%)

Shared Combat Dialogue


Skills
+ 10 Two-Handed
+ 5 Block, Light Armor, One-handed, Smithing, Speech
Skyrim:Orc

thumb|left|A compilation of the preset Orc faces available in Skyrim
frame|Illustration of a typical Orc male
Orcs, also called Orsimer or "Pariah Folk" in ancient times, are sophisticated, brutish elves of the  ,  ,  , and   (literally translated as "Orc-Town"). They are noted for their unshakable courage in war and their unflinching endurance of hardships. Orcs have   blood, but are usually considered to be both   and  . In the past, Orcs were widely feared and hated by the other nations and races of Tamriel. However, they have slowly won acceptance in the Empire, in particular for their distinguished service in the Emperor's Legions. Orc armorers are prized for their craftsmanship, and Orc warriors in heavy armor are among the finest front-line troops in the Empire, and are fearsome when using their berserker rage. Orcs have a lifespan similar to that of humans. Most Imperial citizens regard Orc society as rough and cruel. The Orcs of the Iliac Bay region have developed their own language, known as Orcish, and have often had their own kingdom, Orsinium. 

 
In-Game Description
The people of the Wrothgarian and Dragontail Mountains, Orcish smiths are prized for their craftsmanship. Orc troops in Heavy Armor are among the finest in the Empire, and are fearsome when using their Berserker Rage.

Traits
  greater power (FormID  ): You take half damage and do double damage for 60 seconds, once per day
Both the increased damage delivered and reduced damage taken stack multiplicatively with other effects.
Berserker Rage has no effect on spells. You will not do more damage with magic nor take less damage from magic while under its effects.
   (FormID  ): Your Orc blood gives you 15% resistance to hunger and fatigue, and increases your resistance to cold environments by 10 points.
Height: 1.045

Gameplay
Bonuses to both one-handed and two-handed weapons allows players to choose their weapon styles early-on, and they receive an early benefit to augmenting their weaponry with bonuses to both Smithing and Enchanting. These combined with a strong bonus to Heavy Armor give Orcs the opportunity to become very fearsome warriors. However, to balance their potency in physical combat, they have no benefits for magic or stealth character builds. 

Their Berserker Rage power is extremely useful at all levels, potentially making the difference between life and death at earlier levels against stronger opponents. Because it has no effect on magic, try to save it for combat against tough melee or archery opponents for best results.

Orc players are automatically Blood-Kin to the Orcs of Skyrim, providing them with full access to all Orc Strongholds.

Shared combat dialogue


Skills
+10 Heavy Armor
+5 Block, Enchanting, One-handed, Smithing, Two-handed

Notes
Orcs are the only race in Skyrim that do not have any passive racial abilities.
Skyrim:Redguard

thumb|left|A montage of preset Redguard faces available in Skyrim.
frame|Illustration of a typical Redguard male
Redguards are the most naturally talented warriors in Tamriel. The dark-skinned, wiry-haired people of   seem born to battle, though their pride and fierce independence of spirit makes them more suitable as scouts or skirmishers, or as free-ranging heroes and adventurers, than as rank-and-file soldiers. In addition to their cultural affinities for many armor styles and weapons (particularly swords), Redguards are also physically blessed with hardy constitutions, resistance to poison, and quickness of foot. Unlike most other human races, they are not believed to have any connection with the ancestral Nordic homeland of  . 

 
In-Game Description
The most naturally talented warriors in Tamriel, the Redguards of Hammerfell have a hardy constitution and a natural resistance to poison. They can call upon an Adrenaline Rush in combat.

Traits
  ability (FormID  ): Your Redguard blood gives you 50% resistance to poison, constant
  greater power (FormID  ): Stamina regenerates 10x faster for 60 seconds, once per day
Height: 1.005 (M), 1 (F)

Gameplay
Redguards, for the first time, have received bonuses to not only combat skills, but magic skills.  They can easily become battlemages or spellswords early on with a strong bonus to one-handed weapons, as well as bonuses to destruction and alteration.  Players can also take advantage of the Redguard's bonus to archery, making Redguards one of the most versatile races in the game.

Their Adrenaline Rush power allows the player to use all-out power attacks in succession without draining their Stamina, helping them survive at earlier levels through incredible offense against tougher opponents.

Skills
+10 One-Handed
+5 Alteration, Archery, Block, Destruction, Smithing
Skyrim:Health

Health is the amount of damage that any person or creature can take before dying. It is equivalent to the hit points (HP) used in other games.

Current Health

You may inspect current health in Skills menu.

Increasing Health
The amount of health you have depends on your character's level. Each time you level up, you can choose whether to add ten points to your health or to one of your other attributes.

Your health attribute can be increased using Fortify Health effects. Enchantments are particularly useful, since they have a constant effect. With spells and potions, care is needed when relying on Fortify Health effects in the middle of combat. When the effect expires, you will immediately lose all the bonus health, potentially killing your character.

Restoring Health
You lose health when taking damage. The red bar in the bottom center of the screen shows you the current status of your health (although this bar will be invisible when health is full). There are many ways to restore health:
Passive Regeneration
Health slowly regenerates over time. You regenerate 0.70% of your maximum health each second outside of combat and 0.49% during combat. Most NPCs do not regenerate health during combat.
As a result, sleeping or waiting fully restores your health - under normal circumstances, you always need 142.86 seconds (slightly more than 2 1/3 minutes) to heal to full, well under the hour minimum of waiting or sleeping.
Your health regeneration rate can be increased by Regenerate Health effects, including potions and enchanted items.

Active Regeneration
Restore Health effects are available in various forms:
From potions and scrolls that can be found or purchased
From custom potions
Using Restoration spells
By eating raw food (small gains)
By eating cooked food (larger gains)
Whenever your character levels up, your health is fully restored.

NPC Health
All NPCs and creatures also have health, which is calculated differently than the player's health.  Their health is summed from four separate contributions:
The race provides a starting health. While the playable races all have a starting health of 50, other races have values ranging from 5 to 1000.
Individual NPCs and creatures can have a fixed health adjustment. This adjustment is zero for most generic enemies, but can be substantial for quest-specific enemies (values range from -200 to 30000).
Most NPCs and creatures gain additional health per level:
5 health points per level.
The class provides an additional 0-10 health points per level.

The rate at which enemies regenerate health is determined by their race, and may be supplemented by racial abilities (for example, trolls have a racial ability allowing enhanced in-combat health regeneration).
Skyrim:Adrenaline Rush

Adrenaline Rush is a Greater Power possessed by all Redguards, which allows them once a day to increase their rate of stamina regeneration ten-fold for 60 seconds.
Skyrim:Dragonskin

Dragonskin is a greater power possessed by all Bretons. The power actually gives a 50% chance to fully block a hostile spell, and gaining magicka equal to the base cost of the spell, the same as any other method of spell absorption.

Notes
Without the Dragonborn add-on, only a Breton can gain temporary 100% spell absorption without resorting to minor exploitation of how Standing Stone powers are implemented, specifically the Atronach Stone.
Dragonskin will not absorb magicka from spells deflected by wards.
Skyrim:Ancestor's Wrath

'''Ancestor's Wrath''' is a greater power possessed by all Dunmer that surrounds the caster in flames, causing fire damage to any enemies within melee range and setting them on fire, dealing 20% of the immediate spell damage over 2s.

 
Effects
Ancestor's Wrath, 8 pts in 10 ft for 60 sec
Survival Mode: Resist Freezing Water

Perks
Augmented Flames, raises damage to 10 at first rank or 12 at second rank.

Notes
This power is essentially identical to the spell Flame Cloak, though with 0 casting cost and a once-a-day limitation.
You can only have one Cloak spell of any kind active at a time.  Casting a second will cancel the first.
The spell will continue to the end of its duration even if you sheathe your weapons.  It even operates under water, making it an effective means of dealing with Slaughterfish, since you can't use other attacks or spells while swimming.
One strategy for using this spell is to cast it and then simply run in tight circles around your enemies.  They may be unable to keep up and get a hit in, and the fire will slowly take them out.
After the initial 60 seconds, there is a 2 second tapering period with reduced effect.
When Survival Mode is active, this ability allows swimming in freezing water without taking damage or suffering additional cold.
Skyrim:Voice of the Emperor

Voice of the Emperor is a Greater Power possessed by all Imperials, which allows them once a day to cast a powerful Pacify effect on all NPC targets within a 75 ft radius.

 

Notes
This is by far the most powerful Pacify effect available, as it will work against enemies up to level 99, which is higher than any found in the game.  However, unlike the Pacify spells, it only affects NPC targets, not creatures.  It will, however, work on vampires without having the Master of the Mind perk.
Skyrim:Fatigue

Fatigue is an attribute added in Survival Mode. High fatigue decreases your total available magicka, represented by a dark region inside the magicka bar. As you become more fatigued, the effectiveness of potions will begin to decline, and your ability to recover magicka and stamina will begin to suffer. You will need to periodically sleep in a bed in order to restore your fatigue. In Survival, the Well Rested bonus is no longer granted automatically after sleeping. If you sleep outside, you will not be able to get a restful night's sleep, waking up Drained at best. If you sleep in a bed indoors, you will receive the Well Rested bonus.

Files indicate fatigue restores at a rate of 120 per hour, however it is unknown whether just waiting qualifies and how sleep location affects it.

Exhaustion may lead to becoming Addled.

While overencumbered, Stamina is drained by 2 points per second, and fatigue accrues at 4 times normal rate.

Effects
Skyrim:Factions

Almost all NPCs and creatures in Skyrim belong to one or more factions (or guilds).  These faction memberships control the combat reaction of all NPCs and creatures, both towards you and towards one another. You can be a member of more than one faction at a time.

Joinable Factions
There are four primary factions that you can join.
 
The Circle — The most trusted and accomplished members of the Companions.
 
 
Nightingales — A cabal of the Thieves Guild's top members that serves Nocturnal and protects her shrines in Skyrim.
 

You may also take part in the civil war by joining one of these two factions.
 
 

You can join these factions, although they only have a short quest chain.
 
 

Two new factions become available with the Dawnguard add-on.
 
 

Noteworthy NPC Factions
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Group Combat Reaction

The combat reaction value together with the aggression and assistance   values of an NPC determine how members of a faction behave in combat . See the CK Wiki for more.

Complete Factions List
A full list of all (including those not available to you), along with their members and interrelationships, can be found at the pages below:
Skyrim:Skyrim

''The Elder Scrolls V: Skyrim, the fifth game in the Elder Scrolls series, takes place in the province of Skyrim 200 years after the Oblivion Crisis. Dragon Shouts play an integral role in the story as you discover your fate as the Last Dragonborn. Skyrim is available on PC, Xbox 360, Xbox One, PlayStation 3, PlayStation 4, and Nintendo Switch.

Skyrim Legendary Edition is a bundled release of the game with the three major add-ons for PC, Xbox 360, and PlayStation 3. Skyrim Special Edition is a remastered version of the game for PC, Xbox One, and PlayStation 4. It includes the three major add-ons, uses an upgraded engine with many visual improvements, and has several important technical differences from the classic version of the game.  A virtual reality version, Skyrim VR, is available on PlayStation VR and as a standalone game on PC. The Switch and VR releases are based off of the Special Edition. The Anniversary Edition'' is a Special Edition bundle which includes all DLC and Creation Club content.

The ancient home of the Nords, Skyrim, teeters at the brink of destruction. With the death of High King Torygg, a civil war breaks out, with brothers slaying brothers across the province's frozen tundras and rocky crags. Many, especially Nords, wish to secede from the Empire, which has been in decline since the Oblivion Crisis. Many loyalists, on the other hand, prefer the unity and security provided by the Empire.

The Elder Scrolls foretell the return of Tamriel's primeval darkness, the Dragons, and the coming of a mortal born with the soul of a dragon, the Dovahkiin or "Dragonborn"&mdash;one who will have the power to permanently defeat his greatest foe and end the dark reign of the consumer of worlds: Alduin.

Your journey will be beset with peril. Just as remnants of the kingdom's shadow guardians, the Blades, will offer their aid, crafty agents of the Thalmor, seeking to advance their own cause, will impede your quest. Acquire knowledge and prove yourself Dragonborn, and the revered Greybeards will grant you an audience to learn of their ancient Draconic arts.

Now great adventurer, free yourself from bondage; take up blade or spell, bow or axe; fulfill your destiny or postpone it indefinitely.

Additional general game information can be found here.

 

Quest Information
 
 


Character Information
 
 
 
 
 
 

Gameplay Information
 
 
 
 
 
 


 
 

 
 
 

World Information
 
 
 
 

 
 

Guides and Secrets
 
 
 
 
 

Technical Information
 
 
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Mods and Modding
 

Previews and Reviews
 
 
 

Miscellaneous Information
 
 


 
 
 
 
 
 

See Also