Netruk44/uesp-wiki-content huggingface dataset:
UESPWiki:SearchLog

This is a custom extension written by Daveh for the UESPWiki to log all search queries and provide a basic interface to view the logged entries. Users with the patrol permission are able to view the search log from the  location. Source code of the extension is available below.

Basic features include:
:* Log all successful and unsuccessful Wiki searches.
:* Record the number of text/title matches displayed.
:* Records the time taken for the search.
:* Search queries are logged by date as well as a cumulative summary to show how often a particular search phrase has been used.

center|frame|Search Log Interface

center|frame|text|Search Log Summary Interface

Installation
Note that the extension is known to work in 1.14 and 1.19. Other versions may work but are not "officially" supported.

:* Download the extension files and place in the extensions/SearchLog path in your MediaWiki installation. 
::* SearchLog.php
::* SearchLog.i18n.php
::* SpecialSearchLog.php
::* searchlog.sql
::* clear-searchlog.sql
:* Create the necessary database tables from searchlog.sql:
     mysql -u user -p wikidb < searchlog.sql
:* Add the following line to your LocalSettings.php
    require_once ( "$IP/extensions/SearchLog/SearchLog.php" );
:* Access the log via the  link in your wiki.

Notes
:* The logged search time includes some page rendering and setup and is not solely the search database/index time. A more accurate time requires the editing of MediaWiki files (includes/specials/SpecialSearch.php in particular).
:* This does slow down the search time a little bit as it requires two database writes for each search. Use caution if installing on a large wiki (used successfully on the UESP with +1 million page/views).
:* The searchlog and searchlog_summary tables in the MediaWiki database will need to be cleared out occasionally as they will grow large and become slow to update. Currently this has to be done manually and the feature is not included in the extension.
:* Depending on what search engine you use the title/text counts may not always be correct. For example with Lucene the title count is always 0.
Lore:Murkwood

is the legendary "dark forest that ever moves", located deep in the swamps of Black Marsh. The city of Blackrose is located near it. 

The Conclave of Baal, an organization based in Stormhold, can find the current location of the forest by reading the Elder Scrolls with the aid of an ancient tablet. Murkwood was used by Jagar Tharn as a hiding place for one piece of the Staff of Chaos during the Imperial Simulacrum. The   retrieved this piece on his quest to save Emperor Uriel Septim VII.  
 
right
Gallery
 
See Also
For game-specific information, see the Arena quest article.
References
Oblivion:Problematic Glitches

Ahdarji's Heirloom glitch
There are several major glitches during Ahdarji's Heirloom.  One of the more significant is triggered if you have previously completed Sanguine's daedric quest.
See here for more details and possible fixes.
Horse Mounts Glitch
In all versions of Oblivion and Shivering Isles, mounting a horse while your character is seated will cause strange graphical glitches and freeze the game.  More information is available here.
Lost Quest Items
Most items that are critical for completing quests are tagged as quest items and therefore remain permanently in your inventory: you cannot drop them, put them in a chest, or sell them.  However, there are a couple of known ways to lose such items.
If you go to jail and break out, quest items will not be found in the Evidence Chest.  You can recover any quest items by going to jail again and serving your sentence.
Falcar's Black Soul Gems for the Cheydinhal Recommendation quest can be used as regular Grand Soul Gems.  If filled with a soul, they can be used to create an enchanted item or recharge a weapon, at which point they will disappear.
See here for more details on this bug.
:*  
Unexpected Voyage Crash
The game will crash if you start An Unexpected Voyage while The Elven Maiden is also active.

See here for details.
 
The Ultimate Heist
After pulling off the Ultimate Heist, it is possible to become permanently stuck in "cutscene mode" after watching the conversation between the Countess of Anvil and the Gray Fox if you have the wrong Thieves Guild rank when you do this quest.

You will end up with the wrong guild rank if you complete any other Thieves Guild advancement quests between obtaining the Arrow of Extrication and the end of the Ultimate Heist. This is only possible if you trigger a glitch that allows you to do the Thieves Guild quests out of order, in particular by exploring the Temple of The Ancestor Moths prior to starting Turning a Blind Eye.

See here for details.
 

Empty Spell List Crash
On the PC, if you use the keyboard (Up, Down, Enter) to buy the last remaining spell in a spell vendor's list, the game will crash.  Regular vendors will not trigger the glitch, nor will buying the spell with your mouse.
Books:Books

Here, the UESPWiki attempts to document and summarize (if possible) all available printed bodies of text related to TES games. For books that appear in the games, see the Lore Library.

Novels
Greg Keyes
''The Infernal City
Lord of Souls

Game Companion Pieces
Arena
''Arena Player's Guide''

Daggerfall
''Daggerfall User's Guide''

Battlespire
''Battlespire User's Guide''

Redguard
The Origin of Cyrus!
Pocket Guide to the Empire: 1st Edition

Morrowind
The Art of Morrowind''  

''Oblivion
Oblivion Game Manual
Pocket Guide to the Empire: 3rd Edition''  

''Skyrim
Skyrim Game Manual
The Art of Skyrim''  

''Elder Scrolls Online
''The Improved Emperor's Guide to Tamriel''  
''Naryu's Journal''  
''The Alinor Codex  

Separate Tie-ins
General
''The Elder Scrolls: The Official Cookbook

Skyrim
The Skyrim Library
Volume 1: The Histories
Volume 2: Man, Mer and Beast
Volume 3: The Arcane
Lords of the Daedra

Elder Scrolls Online
''The Hero's Guides to The Elder Scrolls Online''
Agents and Reagents: The Bounty of Mundus
Gathering Force: Arms and Armor of Tamriel
''Kyne's Challenge: A Hunter's Companion''
The Elder Scrolls Online: The Poster Collection
The Elder Scrolls Online: Tales of Tamriel
Volume 1: The Land
Volume 2: The Lore

Game/Strategy Guides
Arena
Codex Scientia
Daggerfall
The Daggerfall Chronicles
''Prima's Daggerfall Unauthorized Strategy Guide''
Battlespire
Battlespire Athenaeum
Redguard
The Redguard Companion
Morrowind
The Morrowind Prophecies
Oblivion
The Elder Scrolls IV: Oblivion Official Game Guide
The Elder Scrolls IV: Shivering Isles - Prima Official Game Guide
Skyrim
The Elder Scrolls V: Skyrim: Prima Official Game Guide
Elder Scrolls Online
''The Elder Scrolls Online: Morrowind Collector's Edition Strategy Guide''
''The Elder Scrolls Online: Summerset Collector's Edition Strategy Guide'''''
Books:The Daggerfall Chronicles

thumb|right|Front cover of the CD inlay
''The Daggerfall Chronicles is the official strategy guide for The Elder Scrolls Chapter II: Daggerfall'' written by Ronald Wartow and published by Bethesda Softworks in 1996. The guide contains hints, walkthroughs and dungeon maps, as well as a unique overview of the game's lore.

Daggerfall itself came with a sheet of paper, folded down to the size of a CD and used as the inlay in some editions, that acted as an advert for The Daggerfall Chronicles, entitled Daggerfall Chronicles Book of Knowledge. One side contained a walkthrough for the Privateer's Hold dungeon taken from the book, while the other side contained the description quoted below, a listing of what the official game guide has to offer, and information on how to order the book. 

:''Nestled in the Dragontail Mountains, protected from trespassers by a magic barrier, lies the Scenarist Guild citadel. Ruled with an iron hand by Nezmyt, the Scenarists are Tamriel's troubadours, bards, and minstrels, whose notes and observations have been compiled into a thousand impressive volumes.

:In the Year 370 of the Third Era, Nezmyt created a sect of Imperial scribes who were charted with recording all historical events, beginning with the defeat of Jagar Tharn. Smuggled out by an anonymous renegade guild member, the book, now known as The Daggerfall Chronicles, was hidden in a shrine of the Oracle.

:— CD inlay for Daggerfall

Table of Contents
Credits
Contacting Bethesda Softworks
System Requirements
Undraping the Shroud from Daggerfall'''
Coming Attractions
What's in this Book
'''Tamriel's Timeline
The 1st Era
The 2nd Era
The 3rd Era
The Divine and the Royals
Gods, Goddesses
Daedra
Royal Family Trees
Major Character Classes
Daggerfall's FIVE Cornerstones of Insight
Conditions
Factions
Quests
Reputation
Skills and Advancement
Exploring Tamriel
Enlightenment
Fine Art of Conversation and Rumors
Books
Letters and Patience
Dialogues
Special Events
Civilization
Legerdemain
Close Encounters of the RPG Kind
Objects d'Daggerfall
Daggerfall's Glory Road: The Complete Walkthrough
Overture
Scenarist Guild
Narrative
The Battle of Cryngaine Field
The Real Story
Enter the PC
The Six Endings''
Quick and Dirty Solution
Quest by Quest
The Dungeons
Index
 

References
Books:Prima's Daggerfall Unauthorized Strategy Guide

'''''Prima's Daggerfall Unauthorized Strategy Guide'' is an unofficial guide to TES II: Daggerfall, written by Edward Carmien and published independently by Prima Games in 1996 as part of their Secrets of the Games series of strategy guides.

It contains "uncensored" strategies, tactics, tips and player insights.

"As the Emperor's champion, the fate of Daggerfall(tm) and the entire realm of Tamriel is resting on your shoulders. Can you sort through the dark treachery, the tales of madness and unrequited love, and determine the rightful heir to an ancient power of incredible proportions? Or are you orc bait? It's about time you learned the secrets of: fighting the new menagerie of monsters; customizing your own character; mastering the nuances of everyday life, from politics to skull-cracking; creating the most powerful spells-and using them in unusual ways; dungeon crawling, questing, and more! Daggerfall(tm) Unofficial Game Secrets. It's the difference between the sweet taste of victory and dining on cold steel."''
Books:The Morrowind Prophecies

''The Morrowind Prophecies is the official strategy guide for TES III: Morrowind, written by Peter Olafson and published by Bethesda Softworks. Traditionally, strategy guides were outsourced to third party companies such as Prima Games, however, Bethesda decided to publish the guide in-house with the help of game journalist Pete Olafson.

There are two editions of the guide; the original covers only Morrowind, while the Game of the Year edition has new sections on its expansion packs, Tribunal and Bloodmoon. A digital scan of the GotY edition comes with the GOG release of Morrowind.

First Edition
 

Chapter One: Gameplay
The first chapter outlines the specifics of race and their related attribute and skill bonuses. The character generation process is also discussed, specifically the Q&A option and how each question affects the outcome. You will also find tables listing most of the armor and weapons found in the game and their related stats like health, damage, weight and value. Finally, alchemical ingredients and their derivative effects are also outlined in table form.

Chapter Two: Creatures
The second chapter lists the fauna of Morrowind, complete with health, magicka and fatigue, level, spells, attacks, descriptions and images.

Chapter Three: Morrowind Maps
The third chapter consists of maps and lists of locations. The book breaks up Morrowind into eighteen sections with large overviews annotated with numbers that correspond with a list of locations that accompany it and descriptions of those areas.

Chapter Four: Main Quest
The fourth chapter gives walkthroughs and descriptions of the main quest.

Chapter Five: Faction Quests
The fifth chapter contains walkthroughs for each of the following factions: House Hlaalu, House Redoran, House Telvanni, Fighters Guild, Mages Guild, Thieves Guild, Imperial Legion, Imperial Cult, Tribunal Temple, and Morag Tong. The chapter also includes faction reaction tables and advancement charts.

Chapter Six: Misc. Quests
The sixth chapter contains walkthroughs and descriptions of Morrowind's side quests.
 

Game of the Year Edition
 
Approximately ninety-three pages of the guide are devoted to chapters on Tribunal. Approximately seventy-seven pages of the guide are devoted to chapters on Bloodmoon.

As well as an updated foreword, this edition contains four additional chapters:

Chapter Seven: Tribunal Gameplay and Maps
This chapter contains maps, information on new creatures, and tables for certain item data.

Chapter Eight: Tribunal Quests
The eighth chapter contains walkthroughs for all quests in Tribunal, as well as generic information on certain underground areas.

Chapter Nine: Bloodmoon Gameplay and Maps
This chapter contains maps and locations, and splits the island of Solstheim into four sections. It also has information on new creatures and tables for certain item data.

Chapter Ten: Bloodmoon Quests
The final chapter contains walkthroughs for all quests in Bloodmoon'', as well as some miscellaneous information about the island.
Books:The Elder Scrolls IV: Oblivion Official Game Guide

''The Elder Scrolls IV: Oblivion - Official Game Guide is the official game guide for TES IV: Oblivion'', written by Peter Olafson and published by Prima Games. 

There are three editions of the guide.

First Edition
 
Find Your Path

Detailed maps for every part of the world and every major city, plus special maps for every key section of the main quest.

Specific chapters on how to create your character and maximize your abilities and skills.

Over 300 full-color pages packed with information on everything you need to know about the massive gameworld of Oblivion.

Walkthroughs for every quest in the game, including the main quest, all faction quests, as well as miscellaneous and freeform quests.

Sections on various gameplay systems including stealth, combat, magic, enchanting, alchemy, and more.

Detailed bestiary chapter to help you best deal with the denizens of Tamriel and Oblivion.

Table of Contents
Introduction
Character Classes: Choosing Your Race, Sex, Abilities, Skills and Birthsign
Combat
Magic
Stealth
Crime & Punishment
Vampires
Creature Guide
Equipment
Alchemy
Spellmaking and Enchanting
The Main Quest
Faction Quests: The Fighters Guild
Faction Quests: The Mages Guild
Faction Quests: The Thieves Guild
Faction Quests: The Dark Brotherhood
Arena
The Daedric Quests
Master Training Quests
Miscellaneous Quests
Freeform Quests
World Maps
City Maps
 
Revised and Expanded Edition
 
Includes new chapters on Knights of the Nine and Oblivion downloadable content.
 

Game of the Year Edition
 
Covers all available content for Elder Scrolls IV: Oblivion, Shivering Isles, Knights of the Nine, and downloadable content. Does not include information on Fighter's Stronghold, as it had not yet been released at publication.
Deespite claiming "detailed maps for every part of the world and every major city, plus special maps for every key section of the main quest", this guide is missing the World Maps and City Maps sections of the previous versions, and the included Maps section only covers Shivering Isles. 
Specific chapters on how to create your character and maximize your abilities and skills. 
Over 450 full-color pages packed with information on everything you need to know about the massive gameworld of Oblivion. 
Walkthroughs for every quest in every part of the Oblivion world, including the main quest, as well as miscellaneous and freeform quests. 
Sections on various gameplay systems including stealth, combat, magic, spellmaking and enchanting, alchemy, and more.
 

Notes
The Mehrunes' Razor chapter of the Revised and Expanded Edition and Game of the Year Edition contains a letter from Philea Nielus providing background information on the DLC.

See Also
The Elder Scrolls IV: Shivering Isles - Prima Official Game Guide
Books:The Elder Scrolls IV: Shivering Isles - Prima Official Game Guide

''The Elder Scrolls IV: Shivering Isles - Prima Official Game Guide is the official hint book for the Shivering Isles expansion for TES IV: Oblivion'', as well as the official plug-ins, written by Peter Olafson and published by Prima Games in 2007. It does not include information on Fighter's Stronghold, as that DLC had not yet been released at publication.

A New Realm, A New Path . . .

Complete maps for the Main Quest and the realm of Sheogorath.
Walkthroughs for every quest in the expansion, including the Main Quest and Freeform Quests.
Detailed bestiary chapter to help you best deal with the strange denizens of the Shivering Isles.
Complete sections for all new items, ingredients, and more.
Includes full coverage on Knights of the Nine and Oblivion Downloadable Content.
 
Notes
The Mehrunes' Razor chapter contains a letter from Philea Nielus providing background information on the DLC.
Lore:The Seven Curses

[from the Apographa of the Dissident Priests, annotated by Gilvas Barelo, Abbot of Holamayan]

...through the doors of the unmourned house 
where scoffers scoff and schemers scheme 
from the halls of the oath-breaking house 
rings seven curses of gods blasphemed 

first curse, Curse-of-Fire 
second curse, Curse-of-Ash 
third curse, Curse-of-Flesh 
fourth curse, Curse-of-Ghosts 
fifth curse, Curse-of-Seed 
sixth curse, Curse-of-Despair 
seventh curse, Curse-of-Dreams...

Notes:
Lines 1-3: Ambiguous. May refer to the impiety of the god-mocking House  , or the treacherous diplomacy of the subtle  , or both. House Dagoth, however, was reviled as oath-breakers for their treachery at  . It may, however, refer to unspecified broken oaths of peace between Lord   and Lord  , founders of the  . Nerevar and Dumac were loyal friends until the disagreements between the Dwemer and the other   broke out in open conflict.

Line 4: The Dwemer were the mockers and profaners of the divine.

Lines 5-6: The curses of fire and ash would come from Red Mountain where   rules. These were the earliest reported threats from Red Mountain.

Line 7: Curse of flesh suggest   diseases, especially corprus. The fire and ash storms preceded the threats of blight and corprus.

Line 8-10: Obscure. May refer to as-yet-unrecognized threats from Dagoth Ur.

Line 11: Recent reports of soul sickness and disturbed dreams come from townfolk and   alike. That the seventh and final curse has begun suggests the threat presented is about to reach a crisis.
Lore:The Seven Visions

[These are the words of the prophecy called "Seven Visions of Seven Trials of the Incarnate."   wrote them down as   spoke them to me.] 
 
seven trials 
What he puts his hand to, that shall be done. 
What is left undone, that shall be done. 
 
first trial 
On a   to uncertain parents 
Incarnate moon and star reborn. 
 
  
Neither   nor age can harm him. 
The   before him flies. 
 
  
In   dark Azura's eye sees 
And makes to shine the moon and star. 
 
  
A stranger's voice unites the  . 
Three Halls call him Hortator. 
 
fifth trial 
A stranger's hand unites the  . 
Four Tribes call him Nerevarine. 
 
  
He honors blood of the  . 
He eats their sin, and is reborn. 
 
seventh trial 
His mercy frees the cursed false gods, 
Binds the broken, redeems the mad. 
 
one destiny 
He speaks the law for Veloth's  . 
He speaks for their land, and names them great.
Lore:Havoc Wellhead

The Havoc Wellhead (sometimes styled Havok Wellhead) is a realm of Oblivion controlled by many Daedric clans in the service of Mehrunes Dagon. It acts as one of Dagon's many provincial governmental centers. It was accessible from the Battlespire, but the connection was lost after its destruction during the Imperial Simulacrum.   

The Chimera of Desolation links to this realm via teleportation from the Temple of the Daedric Rites in the walled town of Granvellusa. The castle of Daedra Lord Imago Storm is found here, which houses the gate to  . To activate the portal, the three gatekeys must be inserted into the gate lantern. The realm is the site of many Daedric affairs. An Arena stages honorable fights between clans, and "Preliminary Intelligence" tests take place for unknown reasons. 

 
History
The forces of Mehrunes Dagon used the realm as a headquarters during the invasion of the Battlespire.   An apprentice from the Spire arrived in the Wellhead to save a fellow apprentice. The hero became an ally of Imago Storm of Clan Dremora, who was opposed to Dagon's invasion. Imago wanted Dagon and his lieutenants banished to the Void, so that he could restore Clan Dagon to stability in their absence. Imago promised the hero aid from his Dremora vassals and gave him the   of Dagon, Xivilai and Faydra, which would allow him to banish those Daedra. 

The hero tracked down the two other Daedra Lords of the realm, Xivilai Moath of Clan Xivilai and Faydra Shardai of Clan Shardai, tricking and banishing them respectively to get their keys. Before the hero could leave, Jagar Tharn's servant Sirran Angada appeared and revealed Tharn's false reign and Dagon's role in it. The hero slew him as a traitor to the Empire and used the keys to depart from the Havoc Wellhead.

 
References
Dawnstar:Bestiary

This bestiary provides information on all the creatures in Dawnstar. It gives details on where each is found and the possible Status Ailments each can transmit. For information about NPCs in the game, see this page.

All creatures are hostile and will attack you when you approach within a certain distance of them. 
Bandits


Trolls
 

Ice Tribes


Gehenoth
:Main Article: Gehenoth
Oblivion:Carandial Campsite

It is located directly west of the Ayleid ruin of Anutwyll. The tent and bedroll are overgrown with ferns and the camp would be completely hidden was it not for the eternally burning fire pit between two equally overgrown stools. A chest leans against a big tree and contains one or two random healing potions. The camp also offers easy access to the Ayleid Well near Anutwyll. The mossy log of a birch tree can be found behind the giant white pine dominating the camp. 
thumb|right|Carandial at his Camp
The entire city of Bravil can be seen from the site, along with the bridge marking the spot where the Green Road turns south towards Leyawiin. Three deadly nightshades can be found downhill of the camp, near the limestone walls of the Ayleid ruin. A green stain cup grows out in the open, halfway to the Larsius River. Two mandrakes grow around a nearby rock.

The camp was set up by Carandial, a local mage from the Bravil Mages Guild, who refers to himself as a "student of our Aldmeri ancestors, the Ayleids". On the 2nd and 16th of each month, he arrives at the site and lives in the camp for two days, occasionally visiting and studying Anutwyll. It is possible for him to be killed by the respawning enemies there.
 
Occupants
Carandial (2nd-4th and 16th-18th of each month)
Contents
1 Chest 04 (Healing)
1 bedroll
Flora
3 Nightshade plants
1 Green Stain Cup mushroom
2 Mandrake plants
Lore:Battle of the Moesring

The   was the final stand between the Nords and the Snow Elves which took place in the Moesring Mountains of Solstheim.   and his heirs had driven them from Skyrim, and the Nords sought to drive them from Solstheim also. As was the case with all of the great skirmishes of Solstheim, the Nords dominated the battlefield with their superior weapons, and it was said that the slopes of the Moesring "ran red with Elf blood".  

The turning point came when the Snow Prince rode into battle on a "brilliant steed of pallid white". He parted the ranks of the elves and swooped into the Nordic forces. He killed many with his spear and his ice magic, including Ulfgi Anvil-Hand, Strom the White, Freida Oaken-Wand, Heimdall the Frenzied and Jofrior. Finna, the daughter of Jofrior, watched as the Snow Prince killed her mother. In her rage, she threw Jofrior's sword at the Prince, which struck him in the breast and killed him. With their savior lost the Elves fled the battle, and the Nords cut down any who remained. An account of the battle was discovered in Jolgeirr Barrow around  . 

References