Netruk44/uesp-wiki-content huggingface dataset:
Shivering:Madness Ore

Madness ore is a substance that is only found in the Shivering Isles.  As part of The Antipodean Hammer quest, you can take Madness ore to Cutter and she will fashion it into Madness armor and Madness weapons free of charge.  Madness Matrices can additionally be used to create enchanted armor and weapons.  Madness ore can be found in containers or on creatures.

See the Lore article for general information.

Item Statistics


Locations

Creatures
All standard Grummites may be carrying Madness ore, in most cases there is a 25% chance. There is also a small chance that the Grummite carries a Madness Matrix instead (0.0625 on average from level 9).

Containers
Madness Ore Deposits
thumb|right|Madness Ore Deposit
Madness Ore Deposits are containers that only contain Madness ore.  
All of these containers are non-respawning; if you revisit a dungeon, no new Madness ore samples will appear in the Madness ore deposits.
Madness ore deposits are mostly found in ruins, specifically in the following ones:
1:  
4:  
1:  
1:  
3:  
1:  
1:  

Other Containers

The types of containers that may contain Madness ore are:  
In Grummite Dungeons
Boss-type Hollowed Stumps, Chests, and Urns (all boss chests 0.1 on average from level 9): 1 guaranteed Madness ore, 40% chance of another, and if the player is on level 1-8, there is a 14.3% chance to find a matrix, and after level 9, there is a 25% chance.
Standard Hollowed Stumps, Chests, and Urns (all regular chests 0.0625 on average from level 9): 25% chance for Madness ore/Madness Matrix
In Zealot Dungeons
Boss-type Hollowed Stumps, Chests, and Urns: 1 guaranteed Madness ore, 10% chance for a Madness Matrix
In descending order, the best dungeons to find matrices are: Corpserot Passage, Xedeffen, Knotty Bramble Zones 1 + 3, Blackroot Lair 1st zone, Fetid Grove and Xedilian.

Samples
3 in Dulphumph gro-Urgash's house, Deepwallow
2 in Shelden's house, Passwall
2 in Jayred Ice-Veins' house, Passwall
2 in Fetid Grove, Encampment, in a basket
2 in Rotten Den, Sanctum, in a broken coffin
2 in Blackroot Lair, Tunnels, on adjacent tables
1 in Xeddefen, Fane, behind a chest
1 in Knotbone Ruins, in the debris near the entrance
1 in The Howling Halls, Antechamber, on a counter next to a jewelry box
1 in Aichan Prison on top of a chest
Oblivion:The Scratch Paths

When entering from either Molten Halls or The Fume Vaults, you may end up in either one of these four zones, or one of the four Mire of Ash. All of these channels have a single entrance and a single exit. The exit will lead outside, back to the Planes of Oblivion.

 

The Scratch Paths (02)

thumb|left|You will notice two Fleshy Pods hanging in the first area.

The area you start in holds two Fleshy Pods, and possibly one Daedra. There is only one tunnel leading away. If you are quiet enough you may be able to slip past the Daedra in the adjacent tunnel. When you arrive in the final area you may encounter another Daedra. There is little else there except for the door leading outside back to the Planes of Oblivion.

 
Occupants:
1-3 Daedric occupants (Daedra creatures or Dremora)
Treasure:
1 Fleshy Pod Hanging
1 Fleshy Pod (Healing)
Doors and gates:
There are two doors in/out of this zone
1 door (at Prev) leads back to the previous cave section
1 door (at Out) leads back outside, to the Planes of Oblivion

 
The Scratch Paths (04)
thumb|right|234px|The Scratch Paths
thumb|left|There are two bases of pillars standing in the first area.
Leading away from the entrance is a tunnel that passes through a small area with a Daedra in it. Eventually you will arrive at a crossing. Take the tunnel leading right, as that will lead you to two Fleshy Pods. Both tunnels will pit you against a single Daedra anyway. The door leading outside back to the Planes of Oblivion is further in the tunnel.

 
Occupants:
3 Daedra creatures
Treasure:
2 Fleshy Pod Hanging
Doors and gates:
There are two doors in/out of this zone
1 door (at Prev) leads back to the previous cave section
1 door (at Out) leads back outside, to the Planes of Oblivion

 
The Scratch Paths (06)
thumb|right|226px|The Scratch Paths
thumb|left|The first area has two rock pillars in it.
From the entrance you can take either the eastern or the western tunnel. The western route is the quickest, but the eastern route brings you to a small area with one Daedra and a Fleshy Pod. Eventually you will arrive at a crossing. You can take the quicker route by turning left, or take a detour right. The detour will lead you to two more Fleshy Pod and a single Daedra. Eventually the detour will join up with the main route at the next area. That area contains the last Daedra and one Fleshy Pod. From there it is only a short distance to the door that leads back outside to the Planes of Oblivion.

 
Occupants:
4 Daedra creatures
Treasure:
1 Fleshy Pod Hanging
1 Fleshy Pod Sack
2 Fleshy Pod (Healing)
Doors and gates:
There are two doors in/out of this zone
1 door (at Prev) leads back to the previous cave section
1 door (at Out) leads back outside, to the Planes of Oblivion
Plants:
4 (aggressive) Harrada Root plants marked by yellow dots on map
Alchemist

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Alchemists and Apothecaries mix ingredients in order to brew magic potions. Any smart alchemist knows that trade is the way to success and alchemists will gladly trade potions and ingredients of varying quality with you. Even most of the smallest settlements on Morrowind have a "local alchemist", whereas the biggest cities have organized apothecary shops.

See also:
 

List of Alchemists and Apothecaries
Here is a list of all alchemists and apothecaries in the game, sorted by the amount of gold they can trade with.
Bookseller

right
As the astute reader would most likely guess, Booksellers sell  . Many of these will have a variety of effects, from simply inspiring or amusing the reader to teaching valuable skills, from granting a new spell or even playing a crucial roles in certain missions. Visitors to bookstores are free to browse around and read the book, but actually taking it into your inventory counts as theft. Most of the cities have a specialized bookstore, and in the other towns the general trader sometimes has a few volumes for sale.

List of Booksellers
Here is a list of all booksellers in the game, sorted by the amount of gold they can trade with.
Clothier

right
In the many cities and towns of Morrowind you may find Clothiers that sell many different types of clothes, some of which are needed to complete quests.  The majority of items sold here are just normal garments devoid of magical properties, but some are enchanted with a variety of effects.

List of Clothiers
Here is a list of all clothiers in the game, sorted by the amount of gold they can trade with (default sorting).
Healer

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Healers have sworn solemn oaths in the College of Restoration to heal the afflicted and cure the diseased. But have also learned that preventing harm to others often requires a more active opposition to monsters and malefactors, so they have studied both the unarmed, unarmored martial arts of the Khajiit and the light armored and blunt weapon styles of the Imperial West, both for self-defense, and for disabling or killing dangerous opponents. They can be found mostly in Temples or Imperial Cult shrines and will sell you potions, ingredients and spells for a price.

List of Healers
Here is a list of all the healers in the game, sorted by the amount of gold they can trade with.
Mage

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Mages study the spells of the College of Destruction and Alteration, while Sorcerers master the special disciplines of the College of Conjuration. They study magic for its pure intellectual challenge and rewards, but they are paid in gold for the practical applications of their knowledge. They can be found mostly in   halls and   settlements.

List of Mages and Sorcerers
Here is a list of all the mages and sorcerers in the game, sorted by the amount of gold they can trade with.
Pawnbroker

right
Pawnbrokers are merchants who will buy almost anything from you, including some miscellaneous goods that nobody else will buy, like plates. This can be very convenient, as you cannot sell stolen pillows to armorers. However, they will pay less for each item. For example: a tan plate is worth ten gold, but the pawnbroker will only pay about three to five gold, depending on your Mercantile skill level. The pawnbroker is a good place to dump your unwanted items, but it should be avoided if there are other options in the immediate area.

List of Pawnbrokers
Here is a list of all pawnbrokers in the game, sorted by the amount of gold they can trade with.
Priest

right
Priests are caretakers of the Tribunal Temple and Imperial Cult shrines, and councilor and educator for the faithful and laymen. They can tell you about the Temple, the Daedra, the saints, and the ancestors. They can also tell you something about other cults. You can acquire books, ingredients, potions and spells from them for a donation.

List of Priests
Here is a list of all the priests in the game, sorted by the amount of gold they can trade with.
Slave Market

Although there are many places in Morrowind where you can find slaves and these are actually very common in the region ruled by  , there are only a few slave markets. There are slave markets in  ,  ,   and  . The market in   is the largest, but the slave market in   is the only market where you can actually buy some slaves yourself.

Marog Slave Market
The Marog Slave Market is located within the Market high on the cliff above  . The slave dealer is a Dark Elf woman called  . You can buy the following slaves from her:

, a female Breton for 1200 gold
, a male Wood Elf for 900 gold
, a male Argonian for 1000 gold
, a female Khajiit for 1000 gold
Trader

right
Traders are general merchants who buy and sell a little of everything -- weapons ,armor, clothes, books, miscellaneous items of all kinds. They are all over Morrowind and there's no settlement without one.

List of Traders
Here is a list of all traders in the game, sorted by the amount of gold they can trade with.
Tel Ouada, Tower

The tower of Tel Ouada is extensive and has many nooks and crannies. The entrance on the ground level leads to the Tel Ouada, Tower cell. The large hall here has two upper stories which are accessible through levitation. You can also enter the Shaft which is the connection to the rest of the tower. The Lower Quarters are at the same ground level immediately at your left. The entrance to the Living Quarters are one level higher, and another level higher is the throne room of Mistress Rathra. Both the Living Quarters and ''Rathra's Quarters have an exit to the outside of Tel Ouada At the outside of the Living Quarters there is a balcony, and the East Wing and West Wing can be reached through this balcony.

Adventurers who are looking for treasure should avoid this tower, because the biggest loot is the outfit of Mistress Rathra and the items that are sold by  . Taking these items unfortunately counts as theft and/or murder. However, the tower is an excellent place for services; the tower houses an  , two  , a  , a   and a  . All magical services can be found in this tower and all of them except the priest can be found in the Tel Ouada, Tower'' cell. But beware, reaching them requires levitation in most cases.
 
People
Telvanni Council House

In theory, it is where the politics of the House Telvanni are decided. The reality is that each Telvanni Master often has his own agenda but here in the council house compromises are reached to make a common decision. So this is where you can find the mouths, the spokes-men and -women of each Telvanni Councilor. They are the first quest givers that you encounter on your advance through the ranks of the House Telvanni. This is also the working place of  , the administrator of the House, who handles the advancement of the lower ranks.

The council house is easy to find, because it is the giant orb in the center of  . The Entrance room is the working office of Vero Renim and upstairs you can find a small enchanting shop led by  . In the same room as this shop is the entrance to the Vaults. One level higher than Melisan Endureth's shop is the entrance to the Chambers.

The Vaults are obviously filled to the brim with treasures, but to reach them one must travel trough a series of winding cavern hallways and then unlock a door with a lock of 90 and a trap. The treasures themselves are guarded well by two Telvanni Guards, two   and the experienced mage  . Highlights of the vaults are: a glass tower shield, ebony greaves, a  , a   and a daedric dagger, along with many more expensive items.

The Chambers section basically is a large dome in which you can find the debating Mouths. They are all standing on balconies high in the dome. To reach them you should walk up the little section of stairs on the ground level. The last platform on that section grants you levitation.

Related Quests





















People
Daggerfall:Weapon Supply

Quick Walkthrough
# Talk to a noble.
# Head to the town the noble's agent is staying in.
# Give the weapon to the noble's agent within the time limit and collect your reward.

Detailed Walkthrough
A Simple Delivery
thumb|right||The noble's agent awaits within a local tavern
thumb|right|A private room for a private transaction
Speak to a noble, who says:

:"If you are interested in earning (random gold) gold for doing nothing more than delivering a little parcel to an agent of mine, speak up now."

or

:"I could use the services of someone of moderate talent, above average discretion, and willingness to assume the position of a lowly courier for (random gold) gold pieces. Are you that person?"
 

Accept
The noble goes on:

:''"Excellent. Here's the (weapon). Now, (agent's name) needs to have it in (town) in (time limit) days. That ought to be just enough time, I hope. You will recognize (agent's name) -- just look for a (agent's description). Good luck and thank you."

Decline
The noble answers:

:"Really? Too busy, perhaps? Your loss."''

Deliver the Weapon
This is a simple delivery quest. Just travel to the town where the noble's agent is staying, find the agent, and deliver the weapon to him/her to collect your reward. The doors of the building where the agent is staying will be unlocked for the duration of the quest.

Reward
Upon handing the weapon to your contact, they will say:

:''"Ah, good to see you (player's first name). And the (weapon) too. Excellent. Here's the (random gold) gold pieces I believe you were promised by (noble's name)."''

Reputation Gain/Loss
 

Enemies
None

Notes
If you keep the weapon, it will remain in your inventory once the time limit has expired, unlike most quest items.

Additional Dialogue
After you have accepted this quest, NPCs may say when asked for any news:
''"(Noble's name) is still in the smuggling business, I hear."
"There's been an extraordinary increase in smuggling lately."
If you fail the quest, NPCs may say when asked for any news:
"Someone found a very lovely (weapon) around here recently"
"I hear (noble's name) is mad as hell at some (player's race) adventurer."
If you successfully complete the quest, NPCs may say when asked for any news:
"Someone named (agent's name) has been waving around some (weapon)."
"The smuggling of religious artifacts is apparently the big new crime."
If you successfully complete the quest, the quest giver may later greet you with:
"Oh, it's my old courier. How charming. How may I help you?"
"You look familiar. You made a little delivery for me recently, didn't you?"
If you failed the quest, the quest giver will greet you with:
"You look almost exactly like a (player's race) who failed a delivery for me. Curious. Go away now."''

Quest Log
UESPWiki:Deletion Review/The Elder Scrolls V

===
Despite the noncontroversial idea of deleting this page, it has become controversial. And due to this, I don't believe an administrator would comfortably be able to delete this; therefore, I am putting it up for deletion review. The main problem with this article is that it takes up a namespace. There never has been and there (most likely) never will be a namespace labeled The Elder Scrolls #. It isn't in General, where it should be. But that leads us to out next problem. All the information that could possibly fit onto this page is already on  , with a correct namespace and everything. Perhaps the name could throw some people off, but it is listed on  and was a news article a while ago. And lastly, the line '' Ideas on the game's setting have ranged from Summerset Isle to when Ayleids ruled is outlandish and unsourced.  --Elliot   16:26, 28 July 2009 (UTC)
Votes
 
  the article shouldn't become random wild speculation, perhaps using sections to discuss major speculation. I'm not sure if bthes has released any information at all about TESV (apart from that they are making it) so I'm not sure what information we can salvage, but the article at it's current state needs a lot of cleanup and work.    17:01, 28 July 2009 (UTC)
:*Comment: Keep in mind, the "wanted" end product you speak of is  . –Elliot   17:03, 28 July 2009 (UTC)
:*Excelent, Redirect to      17:06, 28 July 2009 (UTC)
Delete: We don't know anything about the next game. It might not even be TESV - it could quite easily be a spin-off along the lines of Redguard or Battlespire. Until there is some definite information on the next game, everything is speculation and so an article called "The Future of TES Games" is the one to keep. Even keeping this as a redirect is speculation, and this wiki does not deal in speculation. –rpeh  18:21, 28 July 2009 (UTC)
Delete: It serves no useful purpose as-is, is temporal and is, as mention, covered elsewhere.  It may be beneficial to put a prominent link on the main page to the "Future" page, however? JKing 20:17, 28 July 2009 (UTC)
Delete: We already have a page covering the future of TES games - and I can't think of a single good reason why we should have two. Krusty 20:26, 28 July 2009 (UTC)
Daggerfall:Running Without CD

Daggerfall can be run without the CD to improve game speed and prevent the annoyance of having to switch CDs when playing various games.

# Install the game with the largest install size.
#install /u to bypass the storage space error. 
# Copy all the files from the DAGGER\ARENA2 directory on the CD to the ARENA2 directory on your hard drive where you installed the game. There are some large files which are not installed by the largest install size.
# Install the latest patch as desired.
# Edit the Z.CFG file in your Daggerfall directory. Change the   value to match that of the   value.
# To run the game don't use  DAGGER.EXE  as you would normally, but instead run the command  . You can create a batch file to prevent having to type it each time, but don't name it  .
UESPWiki:Site Support/Summary 2009

Summary of net revenue for the period 1 January 2009 to 31 December 2009.


   

An excess revenue will be kept in the site's account. Any excess expense will be paid by the site administrator, Dave Humphrey.
UESPWiki:Site Support/January 2009

Expense and revenue record for the period 1 January 2009 to 31 January 2009.
UESPWiki:Site Support/March 2009

Expense and revenue record for the period 1 March 2009 to 31 March 2009.
UESPWiki:Site Support/April 2009

Expense and revenue record for the period 1 April 2009 to 30 April 2009.
UESPWiki:Site Support/May 2009

Expense and revenue record for the period 1 May 2009 to 31 May 2009.
UESPWiki:Site Support/June 2009

Expense and revenue record for the period 1 June 2009 to 30 June 2009.
UESPWiki:Site Support/July 2009

Expense and revenue record for the period 1 July 2009 to 31 July 2009.
Lore:Fort Sphinxmoth

Fort Sphinxmoth (or Sphinxmoth Legion Fort) is a fortress in the   region, in  , Elsweyr. It is located north of the city of Dune, close to the border with Valenwood and Cyrodiil. 

The fort was built by the   to safeguard the Elsweyr-Valenwood border from raiders, as the area was constantly plagued by warring   and   tribes. It was built into the side of a mountain to be nigh impregnable, and the halls were filled with all manner of traps. After the fall of the Second Empire, Sphinxmoth was abandoned by the legionnaires and ironically fell into the hands of the border raiders. It was traded back and forth for a generation between Bosmer and Khajiit tribes, suffering additional damage every time it changed hands, until a landslide destroyed much of the upper works and forced the ruins to be abandoned. Nothing worth looting was left in Fort Sphinxmoth, and it soon faded into obscurity as an overgrown series of tunnels. 

The  -infested ruins were eventually reoccupied by the Muckwater Bandits, a large bandit gang that operated out of the   and was led by an   named Captain Accalia. Rebranding themselves the Sphinxmoth Bandits, the brigands repaired many of the fort's traps.  During the   of  , the bandits attacked the temple of   in   after receiving a contract from the   to steal the  . The priests followed the bandits back to Fort Sphinxmoth with a large contingent of temple guards, crossing into   territory. Several guards entered the ruins in an attempt to retrieve the Chalice, along with several other holy relics, but they were all killed or captured. However, the   then entered the ruins in search of the relics and the missing guards, killing Accalia and his subordinates in the process. 

Fort Sphinxmoth was later reestablished by the Imperial Legion under the  . During the Five Year War in  , a major battle took place outside the fort between the Bosmer of Valenwood and the Khajiit of Elsweyr. A soldier named   was stationed at the fort and was so impressed by the Khajiiti tactics during the battle that he recorded his impressions in a series of books. Unfortunately, only the first volume of Mixed Unit Tactics remains.  
 
Notes
There is said to be a Sphinxmoth Inquiry Tree, with some relation to Nu-Hatta. 
References
Tel Vaerin

The tower itself is an expansive structure, with the central section encompassing four stories (each accessible only by levitation within). Two bedrooms and a small office branch off the third section and the mystically decorated chamber of Master Vaerin connects to the top floor of the tower. 

On the first floor,   offers alchemical trading services, while the mage,  , watches over a shelf of trinkets on the second. In the west bedroom,  , the master's son, carries three different skill books, and in the office, the expensive potions, fine alchemical equipment and note with directions to all the Telvanni Councilors are notable treasures. 

Guarded by the spellsword  , the Master himself stands on a flowery pedestal and carries a Daedric staff.
Tel Sadas

Related Quests


People
UESPWiki:Site Support/August 2009

Expense and revenue record for the period 1 August 2009 to 31 August 2009.
Tes2Mod:Angle Mathematics

Daggerfall uses integer math as much as possible; there are very few floating point operations present in the game.  Angle mathematics are also computed using integers.  In Daggerfall, angles are represented as 16-bit integers (Int16) and are referred to as "Daggerfall Angles", or  , where &pi; is represented as 1024.  This means 2048Da is 360&deg;, or 2&pi; radians.  

When working with Daggerfall Angles using modern matrix-based techniques, one will most likely first need to convert between Da and radians.
Tel Onoria

People
The Reckless Maiden

The hull of the ship is locked but the cabin is not, so you can visit it easily. The cabin is where   is living and where the spell book   can be found. The ship's hull is unoccupied and it would make a perfect choice for a home. It has hammocks, plenty of storage space, a nice layout and the spell book  . All the items in the hull aren't owned by anyone, so you are free to take them. Even more awesome is, if you manage to unlock the Lower Level, there is a chest with Orcish armor at the other end of the deck.
 
People