Netruk44/uesp-wiki-content huggingface dataset:
Skyrim:Voice Actors

Skyrim features a cast of more than 70 voice actors, many of whom are also notable film and television actors.

Main Characters
Max von Sydow
Von Sydow (IMDb) plays Esbern, a chronicler and agent of the Blades who has survived in hiding.

Christopher Plummer
Plummer (IMDb) plays Arngeir, a powerful Greybeard elder.

Joan Allen
Allen (IMDb) plays Delphine, one of the last remaining members of the Blades.

Michael Hogan
Hogan (IMDb) plays General Tullius, General of the Imperial Legion in Skyrim.

Vladimir Kulich
Kulich (IMDb) plays Nordic Jarl Ulfric Stormcloak, leader of the Stormcloak Rebellion.

Wes Johnson
Johnson (IMDb) returns to the Elder Scrolls series to play Sheogorath, Emperor Titus Mede II, the Spectral Assassin, the Wretched Abyss (Hermaeus Mora), and once again voices the Dremora. He also plays Hermaeus Mora in the Dragonborn add-on.

Peter Jessop
Jessop (IMDb) plays Miraak, the First Dragonborn, and the main antagonist of the Dragonborn add-on.

Altmer


Argonians


Dunmer


Khajiit


Nords


Orcs


Daedric Princes


Other Characters


 

Fall of the Space Core, Vol 1


 

Dawnguard


 

Dragonborn


Additional Voice Actors
The following voice actors are known to have played a part in Skyrim, but the roles they voiced are currently unknown:
Brad Grusnick - IMDb (Grusnick appeared in one of the add-ons, but which one is not specified) 
Brandon Ellison - IMDb
Greg Baldwin - IMDb 
Kirk Thornton - IMDb
Matt King - IMDb
Rob Locke - IMDb
Roger L. Jackson - IMDb

See Also
Skyrim voice cast list
Skyrim on IMDb
Voice Actor pages for other Elder Scrolls games:
The Elder Scrolls III: Morrowind
The Elder Scrolls IV: Oblivion
The Elder Scrolls Online

References
Skyrim:Restore Health

Restore Health repairs the target's damaged Health. Restore Health will not increase Health past its base value.  

Alchemy
The following alchemy ingredients can be used to create a potion of Restore Health:
Ambrosia  ( ×Magnitude, ×Value) (1st effect)
Ash Hopper Jelly  (1st effect)
Blisterwort ( ×Magnitude, ×Value)
Blue Dartwing
Blue Mountain Flower (1st effect)
Butterfly Wing (1st effect)
Charred Skeever Hide
Corkbulb Root  ( ×Magnitude, ×Value)
Daedra Heart (1st effect)
Eye of Sabre Cat
Felsaad Tern Feathers  (1st effect)
Flame Stalk  ( ×Magnitude, ×Value) (1st effect)
Heart of Order  ( ×Magnitude, ×Value) (1st effect)
Imp Stool ( ×Magnitude, ×Value)
Marshmerrow  ( &times;Magnitude, &times;Value) (1st effect)
Rock Warbler Egg (1st effect)
Saltrice  ( ×Magnitude, ×Value)
Spadefish  (1st effect)
Swamp Fungal Pod
Void Essence  ( ×Magnitude, ×Value) (1st effect)
Wheat (1st effect)

Enchanting
The following items use this effect but cannot be disenchanted:
Staff of Mending
Staff of the Healing Hand

Spells
The following spells use the Restore Health group of effects. Following each spell is the specific variant of the effect that it uses:
Close Wounds: Restore Health ( ;  )
Fast Healing: Restore Health ( ;  )
Grand Healing:
Restore Health Area ( ;  )
Restore Health Blank ( ;  )
Heal Other: Restore Health ( ;  )
Healing: Restore Health ( ;  )
Healing Hands: Restore Health ( ;  )

Notes
All players can cast the Healing spell from the start of the game.
Most foods will restore health; some by only a point or two, but carrying a good supply of high-health foods can be a useful element in your health restoration repertoire. Some player-cooked-foods and special foods, or foods used along with certain perks, can not only restore health, but also regenerate health or magicka over sustained periods.

Related Effects
Cure Disease
Cure Poison
Fortify Health
Restore Health to Undead 
Restore Magicka
Restore Stamina
Skyrim:Animal Allegiance

Animal Allegiance is a dragon shout that causes nearby animals to fight for you.

 
Related Quests
 
 

Possible Uses
Evening the odds if outnumbered.
Forcing peaceful animals to stop so they can be killed while hunting.
Forcing chaurus and frostbite spiders to attack their Falmer keepers.
Turning mammoths against their giants.

Notes
When the shout is used and a follower is already actively fighting an animal, the animal will continue to fight your follower.
The shout penetrates doors and walls, so it can be used to start a fight between chaurus and Falmer in areas of caves that you have not yet accessed.
This shout cannot be used to directly counter a spriggan's similar power after the spriggan has already cast it, as the original power takes precedence.
The word wall at Ysgramor's Tomb can be reached by climbing the mountain, bypassing the need to complete Glory of the Dead.
 

Word Wall Translations
Skyrim:Fire Breath

thumb|left|An elder dragon using the Fire Breath attack on Odahviing thumb|right|A Fire Wyrm 
Fire Breath is a shout that deals fire damage to enemies, and potentially staggers them as well. Its use does not increase XP for the Destruction skill.

 

Meditation
Meditating on the word Yol with Paarthurnax grants the player The Fire Within, an ability which increases the damage from this shout by 25%.

Dragonborn Flame
Dragonborn adds the Dragonborn Flame ability which summons a Fire Wyrm for 60 seconds when an enemy is killed with the Fire Breath shout. All available words of the shout must be used for a Fire Wyrm to appear. If multiple enemies are killed with the shout, multiple Fire Wyrms will appear.

The Fire Wyrm itself is similar in appearance and behavior to an Ice Wraith. It is resistant to fire and uses a "Fire Bite" attack. When killed or when its timer expires, it explodes, dealing some damage. Unlike other summons, the Fire Wyrm will not follow the player. It is best to kill weaker enemies at the start of a fight with the Fire Breath shout, so the Fire Wyrms can help against stronger enemies of a group.

Related Quests
 
 

Word Wall Translations
 

Notes
The second and third word of this shout make it increasingly less efficient when it comes to damage per second (dps) per second of cooldown. The first word alone does 1.6 damage per second of cooldown, while the second word and third word only do 1.4 and 0.9 damage per second of cooldown, respectively.

Bugs
 
If you do this when you have no words for Fire Breath, the next word wall for Fire Breath encountered will not unlock the final word. All three locations will still need to be visited to unlock the final word. If you have unlocked one word, you do not have to visit the final location; however, it will still run the animation as if you were learning the word.
Skyrim:Ice Form

Ice Form is a dragon shout that encases foes in a solid block of ice which renders them completely immobile for the duration of the shout. Damage is dealt to the target over time. If the enemy is hit while frozen, they will break free. The area of effect of the shout is quite narrow, but multiple enemies can be frozen with one shout if they are standing side by side or immediately in front of or behind each other.

The effects of this shout are Destruction-based; as such, enemies can block Ice Form using a ward spell. This, combined with the shout's long recharge time, may cause difficulties against spellcasting enemies.

 
Related Quests
 
 
 

Possible Uses
Frozen enemies are also knocked down and it takes about 5 seconds for them to climb back up when they break free, giving you a good opportunity to attack.
Temporarily neutralizing a difficult enemy so you can heal, flee, or engage other enemies.
Freezing lots of enemies at once if outnumbered.
Giving yourself time to use a master-level spell.
Immobilizing a fairly distant target so you can get closer to it without taking damage.
Getting free training (any paralysis poison works too) by using the shout and then pickpocketing your gold back: despite the chance, it always works.
Freezing an archer standing on a wall above you so they fall off the wall towards you.

 

Word Wall Translation
 

Notes
The Dragonborn Frost  ability turns the Frost Breath shout into a variation of Ice Form, making this shout somewhat obsolete. To be precise, the alteration freezes enemies for less time (15 seconds) but allows you to attack them the whole time, albeit with reduced damage.
Skyrim:Slow Time

Slow Time is a shout that slows down time. You are also affected, but not to the same extent. While slow time is active, all creatures and NPCs move much more slowly. This allows you to hit or move faster than normal as you are not affected as much as others. A skilled or lucky player can catch incoming arrows while under the effects of Slow Time.

 
Related Quests
 
 
 

 

Word Wall Translations
 

Notes
You cannot zoom in while aiming with a bow with the Eagle Eye perk while under the effects of the Slow Time shout.
The effects of this shout are governed by the Alteration skill and can be extended with the Stability perk and the Fortify Alteration alchemy effect.

Bugs
 
 PC players can learn the missing second word using the following console command:   (or 48ACC for the third word). If you are on Arngeir's miscellaneous quest to "Find the Word of Power in Hag's End", you can then use the console command   to mark that as finished. The word wall will remain bugged, though, and continues to play the sound effects.  Actually, you may learn the third word, and the quest appear to end normally, but the third word is not visible until you learn the second word.
Skyrim:Storm Call

Storm Call is a shout that summons a storm of thunder and lightning. The lightning hits targets randomly and may hit friendly NPCs, who may be killed by the strikes, but will not hit you. The more words of the shout used, the longer the storm and the more powerful the lightning bolts. The third word also increases the area of effect. This shout only works outside, but does work in Blackreach.

 
Related Quests
 
 
 

Notes
This Shout has the longest cooldown period.
Each word of this Shout is found in a dungeon with a Dragon Priest, making it the most challenging to learn. However, the Forelhost word can be acquired without actually fighting the priest.
In terms of raw damage potential, this is the most powerful Shout. With all three words, it deals 17.8 shock damage per second on average to each target in range.
The word wall for the first word, Strun, was first displayed at Bethesda's booth at E3 2011.
This is the only shout in the game where one of the word walls is located in a place you can only visit once and never return to; if you do not obtain the word on your first trip through the temple, you can never get it again without console commands.
This shout is ineffective against circling dragons as they are out of the area of effect when not engaging you.
This shout works in outdoor areas of Apocrypha.
This shout works exceptionally well during the Civil War battles, in forts.

 

Word Wall Translations
Skyrim:Spells

Dozens of spells are available for magically-inclined characters in Skyrim. Most spells (other than starting spells) are learned by reading Spell Tomes.



Spell Tome Locations
Most spell tomes can be purchased from merchants.  Novice- and apprentice-level spell tomes can be purchased from the court wizards found in each of Skyrim's cities.  Higher-level spell tomes are more difficult to find: Each court wizard only stocks the adept-level spells for one school (Farengar, Madena and Wuunferth for Destruction, Falion and Calcelmo for Conjuration, Sybille Stentor for Illusion and Wylandriah for Alteration) and the expert-level spells can only be purchased from the specialist mages in the College of Winterhold.  Also, adept- and expert-level spell tomes only appear in the mage's merchandise when your magic skill is high enough (40 for Adept and 65 for Expert spells).  After reaching the required skill level, you must wait for the mage's merchandise to be reset (typically two days in-game), or, save, then attack the merchant and reload, before the new tomes will appear.  Master-level spell tomes can only be acquired once that school's ritual spell quest has been completed.

Nearly all spell tomes can also be found randomly as loot.  The only spell tomes that can not be found randomly are quest-specific spell tomes (those that can not be purchased), tomes added by Dawnguard or Dragonborn, and master-level tomes.  The appearance of random tomes is dependent upon your character's overall level (but is not related to your skill in the magic school, unlike tome purchases):
Novice: level 1+
Apprentice: level 11+
Adept: level 23+
Expert: level 35+

Those random loot tomes may be found in boss chests and safes. With the Merchant perk unlocked, there is a small chance that tomes are sold by blacksmiths. With the Dawnguard add-on installed, tomes can also be purchased from Morven Stroud.

Additionally several chests may contain low level tomes dependent on character level. Those may be carried by several spellcasters too:
Novice: level 1+
Apprentice: level 10+

Master Level
Master-level spells are different from lower-level spells:

They always require both hands.
They take 3 seconds to complete.
You cannot move while casting.
They may be interrupted by stagger attack.

Other than the Alteration spell Dragonhide and the Restoration spell Guardian Circle, master-level spells do not benefit from dual casting perks.

When in combat, master-level spells are tricky to use because of the time required to cast them.  Furthermore while casting them, you are completely vulnerable and can be interrupted by any sort of attack. Some ways around this weakness are:

to stagger your enemy first with a dual-cast spell. Ice Storm can stagger multiple enemies at once.
to combine them with shouts such as Become Ethereal or Ice Form.
to combine them with illusion and alteration crowd control effects, such as Pacify.
to use followers or conjurations as distractions.
to combine them with high level flesh spells.
to cast them from sneak.

Alteration Spells
 

Conjuration Spells
 

Destruction Spells
 

Illusion Spells
 

Restoration Spells
Skyrim:Clairvoyance (effect)

Clairvoyance draws a path, in the form of a magical blue line, leading to your current quest marker or objective.

Spells
Only one spell uses this effect, and the effect has no variants.
Clairvoyance: Clairvoyance ( ;  )

Notes
Clairvoyance can be used to navigate to a player-placed map marker.
Both Clairvoyance and your compass's quest marker show you where to head.  However, the quest marker only shows you the straight-line direction, whereas Clairvoyance shows you the route, taking into account all twists and turns.
Clairvoyance shows the path to the nearest way-point marker only&mdash;no preference is given for markers on final destinations (not leading to an area transition point).  For this reason it is of no use in finding the nearest objective of many quests.  With several quests active, the most likely scenario is that Clairvoyance will direct you to a doorway or other transition point, then repeatedly direct you through that point from either side. As long as you have a quest objective on either side of the door, the door itself is the nearest quest marker, rendering Clairvoyance useless.
In other words, it runs pathfinding scripts, then overlays the blue trail along the determined path. Basically, it shows you the path an A.I. would take.
Clairvoyance does not take into account doors you cannot open when showing you the shortest path.
Clairvoyance can be used in some cases for finding hidden objective points. This most commonly works with search and collect style objectives that do not have an objective marker.
On low settings for the PC, the Clairvoyance effect may not be rendered.
The Clairvoyance spell only draws a blue line as far as you can see, in-game.  So, if you use Fortify Illusion enchantments or large Fortify Magicka enchantments to be able to cast Clairvoyance indefinitely, or for a long period of time, you will eventually reach the end of the blue line, and have to re-cast the spell.  For this reason, it is impossible - even in the Creation Kit - to create a permanent Clairvoyance ability or enchantment.

Bugs
  
One such example is when using it to navigate to Northwatch Keep while doing the quest Missing In Action, it will lead instead to the entrance of Steepfall Burrow.
Skyrim:Flames

Flames is a novice level Destruction spell that deals fire damage and sets targets on fire, dealing 30% of the immediate spell damage and scaling down quadratically over 0.1 seconds, commencing 1 second after impact.

Effects
Flames, 8 pts for 1 sec
Intense Flames Fear, 99 pts for 15 secs; if the Intense Flames perk has been unlocked

Perks
Augmented Flames, raises damage to 10/s at first rank or 12/s at second rank
Aspect of Terror, raises damage by 10 pts (15 if both ranks of Augmented Flames are unlocked first).

Notes
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.
Because all players start with this spell, the tome is only useful as decoration or as an item to sell to merchants.
Skyrim:Chain Lightning

Chain Lightning is an adept level destruction spell that deals shock damage to Health and Magicka to multiple targets.

Effects
Chain Lightning, 40 pts in 20 ft
Perk Impact Stagger, 0.25 pts; if the Impact perk has been unlocked
Disintegrate, 200 pts for 1 sec if the Disintegrate perk has been unlocked

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

Notes
Has much shorter range than the equivalent Fireball spell, but the fact that it is cast instantly instead of as a projectile makes it much easier to hit moving targets so long as they're within range. Rapidly moving targets (such as deer) may go flying, however, depending on the direction that the spell approaches from.
Can be used to make "bank" shots to hit enemies you can't actually target directly by aiming at a surface (ceilings, floors, walls, etc.) that has a line of sight to them.
Skyrim:Fireball

Fireball is an adept level Destruction spell that deals fire damage over an area upon projectile impact and sets targets on fire for 30% of immediate spell damage, scaling down quadratically over 2 seconds.

Effects
Fireball, 40 pts in 15 feet for 2 sec
Perk Impact Stagger, 0.25 pts; if the Impact perk has been unlocked
Intense Flames Fear, 99 pts for 15 secs; if the Intense Flames perk has been unlocked

Perks
Augmented Flames, raises damage to 50 at first rank or 60 at second rank
Aspect of Terror, raises damage by 10 pts if Intense Flames is also unlocked 

Notes
Fireball will damage friends as well as foes in its area of effect (though it will not damage the caster). With this in mind, use this spell carefully if you have followers who fight melee. Even Protected NPCs (though not Essential ones) can be killed in this manner.
Like most Fire spells, it can be used to set off Fire Runes or Oil Slicks from a safe distance. Also, casting it or merely having it ready to cast in an area with Flammable Gas will result in a massive explosion.
It is suggested that you aim for the target's feet rather than their body. This decreases their chances of avoiding damage if you miss.
Skyrim:Fire Storm

Fire Storm is a master level Destruction spell that deals massive fire damage to all targets within 100 feet of the caster.

Effects
Fire Storm 100, 100 pts in 100 ft
Sets targets on fire, starting at 30% damage and scaling down quadratically over 4 seconds.
Fire Storm 65, 75 pts in 65 ft
Fire Storm 25, 50 pts in 25 ft
It Burns Hysteria, 99 pts for 7 secs in 100 ft; if the Intense Flames perk has been unlocked

Perks
Augmented Flames, raises damage by 25% at first rank or 50% at second rank.  The damage values are compounded the closer your targets are, so the damage break down is as follows:


Notes
This is by far the most expensive spell to cast in terms of magicka, limiting its practical uses. However, if you can obtain 100% Fortify Destruction, this downside will be eliminated.

This spell will hit everything around you, including allies, so you should only use it if you're traveling alone or with followers who are marked essential.

:* If you have Dragonborn installed, you can embark on the quest The Winds of Change; one of the three rewards is the ability to not damage your follower while in combat (though your follower can still die by other means, such as stray arrows or explosions caused by other enemies while in bleedout), making the Fire Storm 100% follower-friendly.
Skyrim:Nimriel

Nimriel is a Wood Elf farmer who works and lives at Pelagia Farm, which is owned by Severio Pelagia. She takes over Pelagia Farm when Severio dies during the Battle for Whiterun. She does not offer any conversation options other than generic greetings.

She sleeps from midnight to 8am, then wakes up to tend the farm's crops. She works until 8pm, when she heads inside the farmhouse and spends the rest of her day eating and relaxing.

She wears a set of farm clothes and a pair of boots. She is equipped with an iron dagger and carries a key to the farmhouse, as well as common items and gold.

When talking to him, Severio may mention Nimriel: "I own the Pelagia Farm, just outside the city walls. Nimriel takes good care of things for me."
Skyrim:Thorald Gray-Mane

thumb|right|Thorald chained to the wall in Northwatch Keep
Thorald Gray-Mane is a Nord and a strong supporter of the Stormcloaks. The Thalmor have abducted him and are keeping him captive in the dungeons of Northwatch Keep. His brother Avulstein will task you with finding him. Once you rescue him, he will go into hiding. His mother is Fralia Gray-Mane.

He wears a roughspun tunic and a pair of footwraps.
 
Related Quests


Notes
Though his class is technically Blacksmith, he provides no such services, as he lacks the necessary merchant factions.
Skyrim:Winterhold

Winterhold is a city located on the northeasternmost tip of Skyrim and is home to the prominent College of Winterhold. It was once a large, bustling and prosperous city. In  , a cataclysmic event known as the "Great Collapse" occurred, in which most of the city fell into the Sea of Ghosts. Winterhold now only consists of a few rudimentary buildings and the College of Winterhold, one of the only original structures still standing. Many of the remaining inhabitants of Winterhold suspect that the College caused the city's destruction. The College stands by the belief that it was caused as a result of the earthquake in Vivec and subsequent eruption of Red Mountain in Morrowind. The few remaining residents of Winterhold can usually be found "drinking their sorrows away" in the Frozen Hearth, and most of these characters can point you to local quests. Birna at "Birna's Oddments" can also sell you the Coral Dragon Claw for 50 septims, which you will need to investigate Yngol Barrow further. 

For historical information about the city, see the lore article.
 
Winterhold People
 

Related Quests
Quests Starting Here
See College of Winterhold
Miscellaneous Quests
 
 

Notes
Winterhold is set to experience a 100% chance of snowfall. It will always be snowing even if the Clear Skies shout is used.
There is no jail in Winterhold. Instead, criminals are exiled to a cave far to the north of the town called The Chill, guarded by four frost atronachs. Guards will also mention this when you agree to go to prison by saying "Ha. Enjoy the Chill."
With the Hearthfire add-on installed, Winterhold is the only hold where you cannot buy or build  a house.  As a result, it is also the only Hold where you will not be offered the services of a housecarl, even as a bodyguard.
Random soldiers of the opposing civil war faction may spawn near the town and attack the guards, if you aid them in killing the soldier it will count as an assault or murder, and they will turn hostile and attack.

Bugs
 
: