Netruk44/uesp-wiki-content huggingface dataset:
UESPWiki:Deletion Review/Oblivion:Spell Stacking

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I think it has been obvious for a while now that this has been coming, spell stacking is a surprisingly controversial topic on the wiki, making a prod for the article impossible but simultaneously making it even harder to maintain to the point it is now almost impossible. Spell Stacking is an article about the exploitation of game mechanics to maintain your magicka I think? I'm not joking, I honestly have no clue what this article is supposed to be about. While I am the first to admit that I am kind of a moron, it doesn't speak well for an article when it isn't clear what said article is about. It still would of been simply ignored and allowed to exist if it didn't get bogged down it very confusing arguments that very few people even understand what is being argued about. What little value this article offers the site is tarnished due to these reasons. While this article's content may find a home on another page, I think it is time that we delete the article itself. --AKB   02:22, 30 June 2011 (UTC)

 
Delete: As nominator. --AKB   02:22, 30 June 2011 (UTC)
Delete: The concept is so useless that it shouldn't even be included as an article. I would support userfying as well. ''   ( )  03:47, 30 June 2011 (UTC)
Trim down and dispatch on several pages''' This page is about 3 things, which can each be integrated elsewhere:
# The exact effects of weakness to magic. Useful theory. Part of it should go in Weakness to Magic page. We may leave out the rest.
# How to best exploit it offensively. An emblematic offensive spell can be added in the Useful Spells page, or we could amend Slaughterhouse (which currently makes it look like it is limited to 200 Damage, which it is not).
# How to best exploit it defensively. This one is clearly against the developer's intentions.  It should be trimmed down and moved to the Exploitable Glitches page. --Loup-vaillant 09:10, 30 June 2011 (UTC)
Conditional Support the Above: I'm going to keep this blunt: Loup-vaillant, your argument with other users, mostly Datacaust was just plain rediculous. Now, stepping away from bluntness, let me tell you why I say that: There should have been a compromise instead of more bickering which has lead nowhere but the deletion, or "dispatching" rather, of your work. Your bickering got you nowhere. However, I do like the page and its contents, and although Rpeh had a point with his D&D comparison, I would have to that because this is not an MMO, the documentation of this information would be useful to players who want to make their characters powerful mages. After all, this wiki is about documentation of useful info. However, if this turns into another argument I will change my vote to a delete.--Kalis Agea  09:26, 30 June 2011 (UTC)
Delete: If you want to make additions to those pages, I'd suggest working on them in a sandbox in your userspace first. And keep them brief, without pointless tables and interminable details. rpeh  09:46, 30 June 2011 (UTC)
 
Sorry, unregistered users can't vote in elections or other discussions. You'll need to create an account. rpeh  16:05, 30 June 2011 (UTC)
Morrowind:Helm of Oreyn Bearclaw

''One of Valenwood's legendary heroes is Oreyn Bearclaw. Son of King Faume Toad-Eye, he was a respected clan hunter and a future leader. Wood Elven legend claims Oreyn single handedly defeated Glenhwyfaunva, the witch-serpent of the Elven wood, forever bringing peace to his clan. Oreyn would go on to accomplish numerous other deeds, eventually losing his life to the Knahaten Flu. His Helm stood as a monument of his stature for future generations to remember. The Helm was lost eventually, as the Clan split, and is now a treasured artifact for adventurers. The Helm of Oreyn Bearclaw is rumored to improve the   agility and endurance.'' —Yagrum Bagarn, Tamrielic Lore

Visit the shrine of Malacath, located on the long island in the Sheogorad Region west of the Sanctus Shrine island, to receive the start of the quest for the helm. See the Malacath's Quest for more information.
 
Notes
This helm also appears in Oblivion with a similar enchantment.
With the Tribunal expansion, this artifact can be sold to Torasa Aram in the museum for 30,000 gold.
This helm can be worn by beast races.
Oblivion:Journal of Claudius Arcadia

Entry 1: I've made up my mind. I don't care what it takes, I'll have my revenge! I've heard the stories about the Dark Brotherhood, about how they'll come to you if you perform some kind of ritual to their Night Mother. I don't know who or what the Night Mother is, and I don't give a damn! If I can do it, I will. I'll give the Dark Brotherhood anything they want, so long as they do what I can't...

Entry 2: I've learned how to perform the ritual and have procured the necessary items. The bones and skull were easy enough to get, but the heart and   were a bit more difficult. I'll make the preparations in the cellar.

Entry 3: It worked! Last night I was visited by someone, a representative from the Dark Brotherhood! The Night Mother heard my prayers! The money was exchanged, and the man promised me I would have satisfaction. I don't know where he's hiding, and neither does the Dark Brotherhood, but as soon as he's located, Rufio will die!
Llivlo Indalen

Llivlo Indalen is a Dark Elf smith who owns an armory in  . He sells a range of armor and is always on the lookout for the materials to make more: he is currently waiting for a shipment of   from  .
 
Related Quests
Miscellaneous


 
Wares
 

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Oblivion:Goblin Dungeons

This article describes all of the dungeons occupied by Goblins, including both random leveled goblins and tribal goblins. Goblin dungeons in general have poor quality loot, because of the special "goblin" leveled lists used to generate armor and weapons.

Goblin Dungeons
This table lists all of the dungeons in Oblivion that contain multiple Goblins, a boss-level Goblin, and/or a boss-level Goblin chest. There are some occasional standard and healing variety Goblin chests located in other dungeons that are not included in this listing.



Goblin Containers



An explanation of what the letters in brackets mean (i.e. (C), (M), etc.) can be found on the Dungeons page, below the table.
Bloodmoon:Cities, Towns, and Settlements

Major Settlements




Smaller Settlements
Morrowind:Selvil Sareloth

Selvil Sareloth is a Dark Elf caravaner whose silt strider is available for hire in Balmora. From there, he can take you to Ald'ruhn, Seyda Neen, Suran or Vivec for a price. Selvil wears a common shirt with matching pants and shoes. Aside from his natural resistance to fire and the sanctuary provided by his ancestors, he knows no spells.
 
Dialogue
Greetings:
[Disposition > 20] ''"Good day, outlander. I'm Balmora's caravaner. Tell me your destination, and I'll tell you if I can help you."
[Disposition > 40] "Good day, stranger. Welcome to Balmora, council seat of House Hlaalu. I'm your local caravaner, and I hope can find you a silt strider travel to your destination. Or, if you are new to Balmora, can I help you with local services? Do you need someone in particular? Or is there a specific place in Balmora I can help you find?"
destination: "I can get you from Balmora to Ald'ruhn, Suran, Vivec, or Seyda Neen by silt strider."''
Notes
Nevos Sareloth, presumably an ancestor or distant relative, is Balmora's caravaner in ESO.
Tes3Mod:AIEscort

AIEscort 
AIEscortCell
 

When the NPC uses AIEscort, the player does *not* get free discretion on the path.  The NPC leads the player to the destination, and if the player decides to go somewhere else, the NPC stops and waits for the player -- in simple terms, the player must follow the NPC all the way to the destination. If the duration is 0 it will be ignored. When escorting someone, if the target NPC is attacked, the source NPC will come to their aid. An XYZ position of (0,0,0) is often used for situations where you want to directly control when the NPC will stop following (nospecific location).  In this case, the NPC will escort until another AI type command is given to it.

Duration is in hours and not seconds as previously thought and only integers are accepted. So a value of 0.1 will be interpreted as 0.

As with other AI functions, issue this command only once or the results may not be as expected.

AIEscortCell is similar to AIEscort except the target NPC will stop escorting the source NPC (ActorID) at the given position in the named cell.

See Also: AIFollow, GetAIPackageDone, GetCurrentAIPackage
Iron Ore

Iron Ore is the unrefined substance from which pure iron is obtained.

Guaranteed samples can be found in the following locations:


It is also found in the following  :
Lore:Flora B

Barbleberry
 

Bamboo
 

Banyan
 

Bat Bloom
 

Beech
 

Belladonna
 

Bergamot
 

Birch
 

Bittergreen
 

Black Anther Plant
 

Black Lichen
 

Blackberry Bush
 

Blanched Russula Cap
 

Bleeding Crown
 

Blessed Thistle
 

Blight Bog Mushroom
 

Blister Pod
 

Blisterwort
 

Bloatspore
 

Bloodcrown
 

Bloodgrass
 

Bloodthorn Vines
 

Bloodtooth Toadstool
 

Blue Entoloma
 

Blue Poppy
 

Blue Yarrow
 

Bonsai
 

Bog Beacon
 

Bog Willow
 

Bramblebush
 

Brandelion
 

Briar Heart Tree
 

Bristlecone
 

Bruising Webcap
 

Buckthorn
 

Bugloss
 

Bungler's Bane
 

Buttercake Mushrooms
 

References
Stormhold:NPCs

Stormhold contains a limited number of people, but all of high importance:

Trainers
Arantamo
Celegil
Favela Dralor
Vander

Others
Beneca
Helga
Varus
Redguard:Redguard History

Fig 15   (p17)

beginning of recorded time in   and were craftsmen and mystics. His grandfather was a retainer of  , the Elden  , and led many of the battles of unification prior to Sesnit's assassination.  When he was 14, Hunding's father died in one of the region's many insurrections, and he was left to support his mother and four brothers.  His prowess

Fig 16   saint of the Spirit Sword (p21)

----
Tribunal:Ovis Velas

Ovis Velas, a Dark Elf mage, is one of the Velas brothers who have just recently arrived in Mournhold. They are currently residing in the Velas Manor. Rumors say that the summoner Velas is going to make a display of power soon, and, riding the wave of his brother's reputation, Ovis Velas attacks the Great Bazaar while claiming to be the rumored all powerful mage.

During the fight with Ovis, you will quickly realize that he doesn't live up to his boasted strength. His brother Gavis, who is a much better mage than Ovis, understands that you had the right to self defense, but he doesn't like the fact that you killed his brother and promptly calls for a duel between the two of you to take place immediately to settle the matter.

Ovis wears a common robe and carries a worn key. Aside from his natural resistance to fire and the sanctuary provided by his ancestors, he knows the following spells: Ash Feast, Grave Curse: Health, Grave Curse: Magicka, Greater Fireball, Greater Frostball, Greater Shockball, Poisonous Touch, Shockball, Smite the Ungodly, Viperbite, Weakness to Blight Disease, Weakness to Common Disease, Weakness to Corprus Disease,  Wild Shockbloom, Absorb Health, Almsivi Intervention, and Divine Intervention.
 
Related Quests


Dialogue
Voiced Greetings:
"Look at me, and despair!"
Greetings:
"Greetings, fair citizens of Mournhold! I am the great, renowned, respected, and feared wizard, Ovis Velas! In the coming weeks you shall see more and more of me, as I bring this city to its knees. But for the moment, allow me to demonstrate my power on one of your hapless countrymen. You there! Yes, you, you ugly %PCRace. Prepare yourself to feel my wrath!"  
[If calmed after he confronts you with the previous greeting.] "Time to die, %PCRace."

Notes
Ovis is a descendant of the mage Malkur Valos.
Ovis Velas is a part of the Velas family, which has their own ancestral tomb.
Morrowind:Bthungthumz

There is a named Dwarven Ghost, Dahrk Mezalf and eight Dwemer Centurions. House Telvanni asks you to visit this ruin to recover a ring for them.

 
Related Quests
House Telvanni


Notes
Dahrk Mezalf resides at the end of this ruin; he has a ring enchanted with Demoralize Creature, Demoralize Humanoid, Disintegrate Armor, and Disintegrate Weapon.
Kegs within the ruin contain scrap metal and high value alchemy items (emeralds, rubies).
A small ornate Dwemer locked chest is in the second room.
A locked (5) chest is in the very end of this ruin, it will most likely contain a dwarven weapon and armor, also Dwemer coins may be locked within as well.

Maps
thumb|left|Map of Bthungthumz
Tes3Mod:Morrowind Patch Project

The Morrowind Patch Project (MPP), formerly known as the Unofficial Morrowind Patch (UMP) by Thepal and Quorn fixes almost all of the bugs and problems with Morrowind and its expansions. While the official patches by Bethesda only fixed a couple of dozen bugs, this patch fixes several hundred. The goal of this patch is to make the game completely bug-free (within the abilities of TESCS).
All of these patches are for games including both Bloodmoon and Tribunal expansions. To patch Morrowind without the expansion you need version 1.2.2b of the MPP.

Version 1.6.6
Quorn once again returned to work on the patch, fixing most of the outstanding issues from the previous beta. Like the previous beta, it only updates the patch file itself, and requires the assets from 1.6.5b.

Edit: You no longer need the previous version to make it work. 1.6.6 replaces previous versions entirely.

Once you have extracted the download, you will need to copy over all of the files into your Data Files folder. Now all that you need to do is to open Morrowind's launcher, click on the Data Files button, and ensure that Morrowind Patch v1.6.6_beta.esm is checked.

Version 1.6.5d

Quorn briefly returned to work on the patch, incorporating solutions for some of the remaining bug complaints into a new beta. This beta was previously available from SendSpace, but is now only available at The Assimilation Lab. It only updates the patch file itself, and requires the assets from 1.6.5b.

Version 1.6.5b (BTB)
A new beta version was released to fix the bugs reported about in the version 1.6.4 release thread below.

It is currently available from BTB's list. BTB also offers his edited version which removes several bugs from the 'official' 1.6.5b.

Further details can be found on the beta release thread(this thread has now been locked)

Version 1.6.4 (quorn)

The latest non-beta release, by quorn, represents work made to enhance Thepal's patch with more bug fixes that had slipped through the cracks and were left un-addressed. It replaces version 1.6.3b entirely; it is not to be used in addition to it.

Complete details and information is available on the   (thread is locked and has been superseded).

Version 1.6.3b (Thepal)

The Unofficial Morrowind Patch does following:
Fix any bugs in the quests that make them impossible to complete or skip you ahead.
Correct spelling & grammar mistakes in the dialogue and object names, and give them a uniform appearance.
Make global scripts end when they are no longer needed.
Make quests be marked as "Finished" so they no longer appear in the Active Quest list when they are solved, but instead are correctly listed in the Finished Quests list.
Correct any mesh or texture problems in the objects.
Correct incorrect subtitles.
Add any objects that were not included in the ESM files, but were included on the game CDs.
Fixes many other bugs and problems with the game (script errors etc).

Complete details and downloads are available here, directly from the developer.

Future development
There is also the Patch for Purists project forked from the UMP 1.6.3b.
Asurnabi

The entrance is tucked away among the rocks that litter the cliff face and can be tricky to spot. Head southeast from the town and look around carefully.

Inside are five bandits guarding a large but unremarkable stash. Most of their loot is stored in the many crates and barrels that can be found, but there are also a couple of hidden treasures. An amulet of mighty blows is tucked into a crevice at the back of the southeastern cavern, just under the surface of the water and the skeleton of a murder victim lies at the very bottom of the western pool, with the three viperstars that killed him still embedded in his bones.
 

People
 


Maps
300px|thumb|left|Map of Asurnabi
Lore:Homilies of Blessed Almalexia

and the  s
Young Sotha Sil, while playing in the egg mines, saw a number of scribs in a deep shaft, and he began to cast stones upon them, snickering as they skittered and scattered, until one of the scribs, lifting its head up in agony, cried out to Sotha Sil: "Please, please, have mercy, little boy, for what is sport to you is suffering and death to us."

And so Sotha Sil discovered that the idle  amusements of one may be the solemn tortures of another. 

Lord   and the Contentious Beasts
A   and a   were strutting back and forth in a  , casting aspersions o  one another's looks. "You are the ugliest creature alive," the shalk told the kagouti. "No, YOU are the ugliest creature alive," the kagouti told the shalk. For each thought himself most handsome, and the other most ugly.

Then Lord Vivec chanced by, and settled their dispute. "No, you BOTH are the ugliest creatures alive, and I will not have my pleasant sojourn spoiled by your unseemly squabbling." So he dealt them both mighty blows, shattering their skulls, and silencing their argument, and went merrily upon his way.

And thus Lord Vivec proved that ugliness is as much in one's manner as in one's appearance.

The Boiled Kagouti
It is said that if a kagouti steps into a boiling pool, he will leap out immediately to avoid harm.

But if the kagouti is standing in a pool, and a wizard slowly raises the temperature, measure by measure, to boiling, the kagouti will calmly stand in place until he is boiled.

Thus we see that we must be alert not only to the obvious danger, but also to the subtle degrees by which change may result in danger.

The Dubious Healer
Once upon a time, a   issued forth from his tower and proclaimed to all the world that he was a mighty and learned  , master of all   and  , and able to cure all  s. 

Lord Vivec looked upon this wizard, and listened to his boasting, then asked him, "How can you pretend to prescribe for others the cure to all diseases, when you are unable to cure yourself of your own manifest arrogance and foolishness?"

The   and the  s
The Guar were so tormented by the other creatures they did not know where to go. As soon as they saw a single beast approach them, off they dashed in terror. 

One day they saw a pack of   ranging about, and in a desperate panic all the Guar scuttled off towards the sea, determined to drown themselves rather than live in such a continual state of fear. But just as they got near the shoreline, a colony of Mudcrabs, frightened in their turn by the approach of the Guar, scuttled off, and threw themselves into the water. 

 Truly,  said one of the Guar, "things are not so bad as they seem. For there is always someone worse off than you."

The Wounded
A wounded Netch lay himself down in a quiet corner of   feeding-ground. His healthy companions came in great numbers to inquire after his health, yet each one helped himself to a share of the fodder which had been placed there for his use; so that the poor Netch died, not from his wounds, but from the greed and carelessness of his erstwhile friends.  

And so it is clear that thoughtless companions may bring more harm than help.
Stormhold:Weapons

Weapons in Stormhold are all governed by the appropriate skill; Axe, Blunt Weapon, Short Sword, or Long Sword. Mastering these skills will make your use of weapons much more powerful, although all the weapons can be used without learning the skill.

Any weapon can be enchanted by Helga for 7 aid points, permanently increasing its weapon value by 3.

Weapons can be given to Beneca in return for 1 Aid Point.

Axes


Blunt Weapons
 	
Longswords


Shortswords
Stormhold:Armor

Armor in Stormhold can be found in chests or on the corpses of your enemies. The only type of armor governed by your Light Armor or Heavy Armor skills are chest pieces. All other items can be used regardless of skill.

Any piece of armor can be enchanted by Helga for 7 Aid Points, permanently increasing its armor value by 3.

Armor can be given to Beneca in return for 1 Aid Point.

Chest Armor


Boots


Hand Armor


Head Armor

Shields
Stormhold:Gift Items

Gift Items are objects used to befriend the trainers. When approached, each trainer will give you a hint for an item they need. When you hand them the correct Gift Item, they will reward you accordingly by providing Aid Points. Aid Points can be used to buy skill training sessions. Giving a gift also resets the cooldown on attempting to befriend them, allowing you a chance to get one extra Aid Point. If you hand a trainer the wrong gift, they will simply reject it with an insult.

There is one Gift Item hidden in each of the 36 dungeons. Below is a complete list of Gift Items, where to find them and how many Aid Points they will net you from each trainer.
Stormhold:Items

These pages list all available items in Stormhold.
:* Armor - All the Light and Heavy Armor available in the game. 
:* Filled Crystals - Magical items with useful effects. Can be traded.
:* Gift Items - A page covering all 36 gifts you can give to trainers, including gift locations and the points you get from each trainer. 
:* Weapons - All the weapons available in Stormhold.

For items that are normally unattainable, please see the following link:
:* Unused Items - All items that do not appear in the largest version of the game despite being in the files and do not fit into the above categories.
Tribunal:Residential Sewers

Direct access to this sewer system from Mournhold is available through a trap door in the northwest corner of Godsreach. It is part of the massive Main Sewer system that also includes the Palace, West, and Bazaar Sewers. The area is infested with goblins and their durzogs.

In the central area you'll find Dilborn and three of his "friends". In a corner near Godsreach's exit, you can also find a copy of The Common Tongue.

 
Related Quests
Miscellaneous Quests
 
People


Maps
Morrowind:Mamaea (person)

Mamaea is a Dark Elf healer who belongs to the Ahemmusa Ashlander tribe. She has her own yurt at their camp in the Grazelands, where she offers a selection of potions for sale to visiting travelers. She is not in any way connected to the Sixth House stronghold of Mamaea or Foyada Mamaea, despite sharing a name. 
 
Notes
As a member of the Ahemmusa Tribe, killing her will anger the tribe and prevent you from completing the Ahemmusa Nerevarine quest, a required part of the Main Quest.

Wares
 

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Bloodmoon:Nordic Silver Weapons

thumb|right|Nordic Silver Weapons
Nordic Silver Weapons are high-quality silver weapons found on the island of Solstheim. They are the most powerful when fighting werewolves, in which case they will do twice the regular damage.

See also: Nordic Weapons
 

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Special Items

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