Netruk44/uesp-wiki-content huggingface dataset:
Lore:Chaurus Pie: A Recipe

f I have to hear one more time about that famous gourmet who wrote that recipe book, I'll hack off my own ears with a blunt axe. 

Sure, he can cook up some dishes fit for them stodgy  s and them poncy  s, but real  s want real Nord food, and my   pie is just that.

I guess I been complaining a lot about it, cause   was yelling at me. Nils, she says, if your chaurus pie is so good, you should write down the recipe. 

Well, I ain't good with my letters and I got no talent for writing, but I thought why not give it a go? So this here's my first ever recipe that I wrote down and I hope you like it.

First thing you'll need is some chaurus meat and that ain't easy to come by. Chauruses mostly live in caves, and as like as not they share them caves with other nasty things. 

If you go hunting for chaurus meat to make some dinner with, make sure you don't end up as dinner yourself. Haha.

Anyway, like I was saying, get yourself some good armor and a nice big sword, and if you've got some stout men who won't run off at the first sign of trouble - in other words, not like one of them poncy Bretons - then go looking in caves and you'll find a chaurus sooner or later. 

They look like big bugs the size of really big dogs, and mind you watch out for that acid they spit. That'll ruin your armor pretty quick.

Now once you got some chaurus meat, you got to put it on a spit. Make sure you get that white, thick meat from the midsection. Don't use that yellow meat from the head or legs, because that's got poisonous acid in it and if you eat it, you'll probably die.

So you cook up your chaurus on the spit. And you want to baste it with sauce. To make that, grind up some tomatoes into pulp and then mix that with water, peppers, honey and salt. And then you have to boil it all together. 

I wouldn't use too many peppers, but you want a few spoons of salt. How much honey you use is up to you. Depends on how sweet you want it. 

When the chaurus is done and you've basted it enough, then you want to bake it in a pie with some potatoes, carrots and apples. And put the rest of that sauce you made in there, too.

If you want turnips, sometimes those are good. Depends on what you're in the mood for.

Then you cook that for awhile. Look for the top to be light brown, that's when you know it's done.

And that's it. Easy as pie. Haha.
Lore:The Dreamstride

or over a thousand years, the   have been masters of the art of  . The complexity and potency of their mixtures are nothing short of legendary. These alchemical treasures are so highly sought after  that a single draught showing up on the black market can command sums in the tens of thousand .

Of the numerous potions that have surfaced to date,   is perhaps the most impressive. A single sip of this viscous liquid places the imbiber in a state known as "The Dreamstride." This condition allows the subject to experience the dreams of another as if   actually there. The subject becomes an integral part of the dream . To any other entities in this dream state, the subject will be mistaken for the dreame he subject will even find his mannerisms, speech patterns  and knowledge expanded appropriately.

To an observer, after the subject has imbibed the potion,   will appear to vanish. As the subject traverses distances within the dream,   will also   distances in the actual world. When the Torpor's effect has expired, the subject will fade back into reality in the exact location projected within the Dreamstride. Some Dreamstrides have transported their subjects a few feet, and some have appeared thousands of miles from their origin in a matter of minutes.

It's   that the Dreamstride is highly dangerous and presents the subject with numerous pitfalls. In certain dreams, subjects have been exposed to life-threatening scenarios such as sicknesses, violence  and even death. In most cases, the subject simply fades back to our world without harm, but in some instances, the subject never reappear  assumed to have expire  the subject reappear  deceased. It's also quite possible that the subject could reappear in a precarious or hazardous location in reality, even   that location appeared safe within the Dreamstride.

Vaermina's Torpor is as mysterious and elusive as the priests   created it. It's unknown whether this unique transport mechanism is a result of the Torpor itself or simply the odd machinations of Vaermina, but the potential for using the Dreamstride to penetrate seemingly impassible obstacles certainly outweighs its mysterious nature.
Lore:Harvesting Frostbite Spider Venom

y reserves of   venom are nearly depleted. The injuries I suffered in my last encounter with these deadly arachnids prevent me from undertaking the task myself, which is why I've hired you.

Collecting the venom of the frostbite spider is not a complicated task, but there is some risk involved. I've written this brief guide in the hope that you'll be able to avoid making some of the mistakes that I've made.

Frostbite spiders most often make their lairs in caves. These creatures do not shun the icy climes of the north, for as their name implies, they are largely immune to the cold. 

When food is especially scarce, a spider will venture out to hunt prey in the wilderness. Usually, however, the eight-legged devils prefer to ambush those unfortunate creatures who venture into their caverns seeking shelter.  

The easiest way to locate a nest of frostbite spiders is to search for their large webs. Just take care not to get caught in one, for these webs are strong enough to trap a full-grown man. Once any part of you touches the sticky threads, it's nearly impossible to get free without help.

Also, keep a watchful eye toward the ceiling. The frostbite spider is as stealthy as it is swift, and can drop down onto your head and have its fangs in your back before you can scream. 

As long as you find the frostbite spider before it finds you, collecting the venom should be a simple matter. Because they rely on their webs to immobilize their prey, the creatures are not that difficult to kill in open combat. If you're inclined toward the arcane arts, don't bother with ice spells. Fire magic will serve you far better.

With that, I will say farewell and good hunting. Remember, any loot that you find in the spider's web is yours to keep.

The larger the hole, the larger the spider.
Lore:Heavy Armor Forging

must be designed to take a lot of punishment. It will receive direct blows from all sorts of weapons while protecting the wearer. Leather strips are used to make the straps and bindings in all  .

Iron and steel are easy to work. Just heat them up and pound them into shape. The heat of the forge is not that critical. Avoid filing off any of the metal. Always try to conserve the metal and work it back into shape.

Iron armor requires a large number of iron ingots. A smith might need a couple of dozen to complete a full set of iron armor. Steel armor primarily uses steel ingots, but some iron is used as well.

Dwarven armor is made from  warven metal. The secret of this material was lost when the  warves disappeared millennia ago. Now it can only be found as scrap in the ruins of their abandoned cities and fortresses.

Orcish armor requires large amounts of  , melded with a bit of iron. Heat should be used sparingly,   it become brittle. The  s are masters of this technique, but it can be learned by any smith with patience and skill.

Steel plate mail is made by adding steel to molten  . The alloy is stronger than either metal by itself. Corundum is a finicky material requiring the heat from the forge to be steady and not vary much. 

Ebony can only be worked when heated. It will develop small cracks that eventually shatter the material if hammered cold. Unlike most other armors,  bony will not alloy with iron. It must be used pure.

I can only tell you tales of how to make Daedric armor. I have never seen it myself, nor do I know anyone that has. The stories say that it should always be worked on at night... ideally under a new or full moon, and never during an eclipse. A red harvest moon is best. Ebony is the   material, but at the right moment a   must be thrown into the fire.
Lore:Herbane's Bestiary: Hagravens

5 Sun's Dawn

I have heard a tale most bizarre- a beautiful young woman cast out of town by the thrown stones of accusers for giving in to the dark arts. They say she fled into   and never reappeared, and justly so because they say the devilry of her   had grown stronger with each new day. Shortly after, a witch of half woman and half bird had been sighted deep in the mountains, and as the sightings increased the young women began to disappear.   

This tale has brought me to the Reach, where this witch they call a   makes   home. With sword and shield at the ready, for I must see this creature and I must slay it.

24 Sun's Dawn

The stomach of an average man would turn at the cruelty set before me- I first saw the thatch and bone, the human skulls, the dead   heads mounted on pikes, filthy animal pelts, loose entrails, and feathers matted in blood. I had heard that   revere and protect these Hagravens, and all around were their small, crude trinkets and   to these witches on which sat dull, empty soul gems. What vile creature would live where all things are dead? 

Deeper into the lair, I heard it first- an unsteady shuffling, followed by a heaving, unforgettable stench. I thrust the torch in front of me and waited for my eyes to adjust to the tunnel of darkness ahead of me. I saw the silhouette of what I thought to be a frail woman on an awkward gait, but the light of the torch revealed something else. This Hagraven was horrifying, almost human but more an abomination of woman and creature fused together, nothing more than a husk of humanity surrendered in exchange for possession of the powers of dark magic. This magic corrupted her greatly, and her dull, glass eyes stared with hate from the visage of an old crone sat atop the body of a contorted, misshapen human body adorned with black feathers. It bristled as it let out a piercing scream, and as a vivid red light began to form in the palm of its talons, it was all I could do to raise my shield in defense of magic most foul. I fought through devilry that seemed to snatch life from me, and the thought that this thing was once a woman seemed to play on my nerves. 

Most men would have crumbled, but I do not bend. The Hagraven is a most repulsive creature, and deserving of its fate and its claws that are my trophy will tell the story of   triumph. I have naught but to continue my travels and my conquests, for I have yet to see what would make me tremble.
Lore:Herbane's Bestiary: Ice Wraiths

17 Last Seed

When   chill descended upon me as I traveled further north through the frozen plains and mountains, I settled in at the inn at   for a moment of respite and a warm meal. Another traveler there told me to be cautious, that there are creatures who settle into the powder white of the snow with nary a clue to the careless, until it is too late. He went on and on, with wild gestures and fantastic tales of entire merchant expeditions being killed by the beasts. His stories frightened the other inn patrons, but I will not be turned by a coward's tale, I will see these for my own eyes, for those icy caves and snow capped peaks of the north are exactly the type of places that call to an adventurer like me. It did not take me long to find what I sought.

These  s are lucid, serpentine creatures of magic, as if conjured from the frozen tundra and glaciers of Skyrim itself. At one with an environment that makes them nearly invisible, these ethereal apparitions are the death of many  s, if not by their sudden, unholy strike that casts their entire body through their target, then by the malady of  , a curse of infection that dulls the intellect and makes the target even more the victim. 

As deadly as they are, Ice Wraiths are simple minded in their determination, and combat is a straight forward affair and brute force and a sharp blade are enough to fell these savage creatures. Only the heartiest of men would hope to survive just one of these beasts, but I have slain two with general ease. 

It's good that I've found I can make decent coin selling the  , as they are a prized ingredient in alchemical potions. That will continue to afford me the opportunity to search these lands for a challenge worthy of story, for I have yet to see what would make me tremble.
Lore:Hagraven

Hagravens are creatures of corruption and decay that appear as a horrific cross between an old crone and a bird.   Usually they are extremely hostile to outsiders, but they retain the ability to communicate. They are equally dangerous up close or when casting spells from afar.  They can often be found in the company of   clans, who often revere hagravens as their Matriarchs and leaders, or dwelling in secret groves and lairs in the wilderness with other witches and hags.   Few creatures match the cunning, depravity, and repulsiveness of the hagravens. They will take through savagery what they cannot win through guile.  They posses an ability to turn into a murder of crows and attack their foes from a hundred directions at once.  

Hagravens were once witches, but have undergone a ritual, trading in their humanity for access to powerful magic, and the transformations they undergo infuse their entire beings with some element of that power.  The Glenmoril Witches of Skyrim were known to be hagravens.  Hagravens consume people alive, and especially love eating fresh eyeballs. 
The Daedric Prince Nocturnal is considered kin to the Hags and Hagravens.  The Daedric Lord Crow Mother,  is a hagraven, who claims to be the "Nether-Niece" of Nocturnal.  The Crow Mother spawned the Crow Daedra, who make up the Blackfeather Court.  

Stone carvings with the imagery of Hagravens with a distended bellies could be found in  . It was unclear whether it represented a fertility idol or a gruesome depiction of a Hagraven devouring small children. 

  can be used in alchemical concoctions.  Drinking vessels made of hollowed Hagraven claw were believed to increase the effects of whatever alcohol it contains.  Quills made from Hagraven feathers are typically long and sharp. They are occasionally manicured and inset with silver.  One of such quills was known as the  . It was commissioned by Razotha Tale-Teller, a legendary Orc lorekeeper. According to legends her quill was enchanted by an Altmer wizard to ensure that any story written using this quill would never be forgotten. 
 

Gallery
 

See Also
For game-specific information, see the Skyrim and ESO articles.

References
Skyrim:Dragonhide

Dragonhide is a master level Alteration spell which nullifies 80% of all physical damage for 30 seconds.

Effects
Armor - Dragonhide, for 30 secs

Perks
The Stability perk increases the duration to 45 seconds.
The Alteration Dual Casting perk increases the duration to 66 secs, if cast with both hands.

Notes
This works differently from the lower-level Armor spells. While active, you will only receive 20% damage from all physical attacks. For as long as you do not exchange any equipment, you retain your displayed overall armor rating from prior to casting. Any shift in equipment results in a new displayed overall armor rating of 1. The displayed equipment value for each item in your inventory is 0 for as long as Dragonhide is active.  
Since Dragonhide modifies the base damage of physical attacks that hit you, it isn't very effective for training armor skills, as they gain XP depending on the base damage of attacks.
Due to a bug, Dragonhide is one of only two master level spells that can be dual cast (the other is Guardian Circle).  
This spell stacks with the damage reduction gained from armor rating. Given that physical damage reduction from armor is capped at 80%, (567 displayed armor rating) this means you can achieve a 96% physical damage reduction while this spell is active.
Skyrim:Transmute Mineral Ore

Spells
Only one spell offers this effect:
Transmute: Transmute Mineral Ore ( ;  )

Notes
Transmute will prioritize turning Silver Ore into Gold Ore, before changing more Iron Ore into Silver Ore. Thus, you may only receive Gold Ore from casting Transmute over and over again from a stack of Iron Ore. If you wish to obtain multiple Silver Ores from a stack of Iron Ores, (as two silver ores are required to make 1 silver ingot) you will have to drop your silver ore after each casting.
Any stolen Iron or Silver Ore that you transmute will lose its "Stolen" status.
This spell cannot be dual-cast. However, it is perfectly fine to cast the spell simultaneously in each hand, which will simply activate the effect twice. 
If casting in each hand, with a bit of timing, it is possible to get two silver ores at once: if both spells are launched at the very same time, only one effect will be applied. If launching both spells with a short delay (around half a second or a bit less), both spells will take effect on an iron ore, if no silver ore is previously contained in the inventory.
Skyrim:Spell List Notes

The base cost for spells is the amount of magicka that would be necessary to cast the spell at 0 skill without any perks.  The magicka cost at 100 skill is 41% less than the base cost; the cost can also be reduced via enchanted apparel and by unlocking various perks. See Spell Cost for the full magicka cost equation.
Skill level indicates which skill perk needs to be unlocked to decrease the spell's magicka cost.  "N/A" is used for special spells whose cost is not affected by any perks.
The "Where to Get" column only lists guaranteed locations for obtaining the spell tomes.  Most spell tomes are also available in random loot; see Spell Tome Locations and the table below for details.
For higher-level spell tomes to become available for purchase, your skill in the school must be high enough (see the table below). Also, master-level spell tomes can only be acquired once that school's ritual spell quest has been completed.
All spell tomes have a weight of 1.
Skill XP can be modified by scripts and by the game engine itself under various circumstances. The exact XP you receive may vary from the numbers listed here.
Magicka cost and skill XP are rounded down, both in game and on this page. Because of this, you may find that you cannot cast a spell even though it appears you have exactly enough magicka to do so.
Tes5Mod:Mod File Format/WRLD

WRLD records contain the data for a 'world', which can be all of Tamriel or a handful of cells.

In the WRLD GRUP, following each WRLD record is a nested GRUP which contains a single CELL record (presumably the starting location for the world) and a number of Exterior Cell Block groups (see the group table). Each Exterior Cell Block group contains Exterior Cell Sub-Block groups, each of which contain CELL records.

Record header flags:
:0x80000 - Can't Wait



It isn't entirely clear what effect the map size field has on the game. Many map sizes simply contain zero in these fields. The landscape can be larger than this size, although the outer areas of the landscape appear to be less well defined.
Skyrim:Arniel's Convection

'''Arniel's Convection''' is a destruction spell that deals fire damage and sets targets on fire. It is not intended to be used in combat, but is instead needed during the quest Arniel's Endeavor to heat Dwarven Convectors.

Effects
Flames, 1 pt for 3 secs

Notes
While Arniel's Convection is not affected by the Novice Destruction perk (since its spell object doesn't have an assigned casting perk), it is possible to reduce the casting cost to 0 by raising your destruction skill.
Like most fire spells, it can be used to set off fire runes or oil slicks from a safe distance (though firebolt or fireball may be preferable due to their greater range). In addition, casting it or merely having it ready to cast in an area with flammable gas will result in a massive explosion.

Bugs
Skyrim:Vampiric Drain

Vampiric Drain is a Destruction spell possessed by all vampires, which drains the health of a target and heals the caster.

Effects
Drain Health,   pts for 1 sec

Notes
The magnitude and cost vary based on your stage of vampirism.
Using the spell does not level your Destruction skill.
Skyrim:Ice Storm

Ice Storm is an adept level Destruction spell that fires a slow-moving area-effect projectile that deals frost damage to the health and stamina of any enemies that it passes over, and slows targets' movement for 5 seconds.

Effects
Ice Storm, 40 pts in 15 ft
Slow, 50 pts for 5 secs
Deep Freeze Paralyze, for 3 secs in 15 ft; if the Deep Freeze perk has been unlocked
Perk Impact Stagger, 0.25 pts; if the Impact perk has been unlocked

Perks
Augmented Frost, raises damage to 50 at first rank or 60 at second rank

Notes
Ice storm will not dissipate after it hits an enemy. It can be used to hit multiple targets in a line.
It is great for killing slaughterfish, as the spell will travel underwater. It can also kill large amounts of bees and torchbugs easily.
Dual casting will increase both damage and size of projectile while decreasing its range.
The Ice Storm whirlwind can travel through objects and even walls, and can so be used to damage or kill enemies in different rooms.
Skyrim:Equilibrium

Equilibrium is a unique novice level Alteration spell that converts health into magicka.

Effects
Damage Health, 25 pts
Restore Magicka, 25 pts

Notes
Casting this spell increases your Alteration skill extremely slowly, and is therefore not a viable option to train Alteration.
However, alternating between Equilibrium and a healing spell (or casting both at once in each hand) is an effective way to train your Restoration skill. This can (depending on difficulty and Restoration perks) result in a net gain, as your healing spell may cost less than the amount of health spent on Equilibrium, so you can get to almost full health and magicka (and stamina with the Respite perk). This is very useful to those whose health or magicka regeneration is stunted, such as vampires in daylight.
Affected by difficulty, which means you will drain more than 25 health if you play on expert, master or legendary and less if you play on apprentice or novice, but always will get 25 magicka per second. The health cost is not affected by skill or perks in Alteration.
Using Equilibrium with The Atronach Stone's blessing may completely negate the health cost, giving you essentially free magicka.  

Bugs
Skyrim:Summon Unbound Dremora

Summon Unbound Dremora is a Conjuration spell that summons an unbound Dremora. It can only be cast in one location, atop the Hall of Attainment in the College of Winterhold, and only during the Conjuration Ritual Spell quest.

 
Effects
Summon Unbound Dremora for 999 seconds.

Notes
Other summons will not be dispelled when you cast this spell.
Skyrim:Vision of the Tenth Eye

Vision of the Tenth Eye is an Illusion spell that allows you to see objects that are otherwise invisible.  It is used only during the Illusion Ritual Spell quest, and has no function outside of the quest.

 
Effects
Vision of the Tenth Eye for 30 secs

Notes
While under the effect of this spell, your vision will be distorted and monochrome.  This effect will still occur if you cast the spell after the quest is complete, but no other objects besides the books in the quest will ever appear to you through the use of this spell.
The spell provides night vision for its duration, though it has a short duration and is cast with both hands, limiting its usefulness.

Related Effects
Night Eye