Netruk44/uesp-wiki-content huggingface dataset:
Skyrim:Magic Items

There are a large number of diverse magic items to be found in Skyrim.

Types of Magic Items
There are a few different ways to find magic items.
Some are given as quest rewards.
Most of these items are leveled items, which means that the quality of the item and the strength of its enchantment depends upon your character's level.
Other quest rewards - in particular, those given for completing the Daedric Quests - are considered to be artifacts.
Most magic items are found as random loot.  The items that can appear in random loot are determined by your character's level.
The random weapons are all listed on Generic Magic Weapons; the Weapons section on this article provides some general information.
The random apparel (armor, clothing, and jewelry) is all listed on Generic Magic Apparel; the Apparel section on this article provides some general information.
A few magic items can be purchased from merchants.
Some merchants sell unique enchanted items.
You can create your own custom magic items.
If you have different items with the same effect, the effects will 'stack' i.e. if you have a ring and a circlet which both fortify Smithing by 25%, your smithing will be fortified by 50%.

Weapons
Weapon Leveled Lists
All generic magic weapons are most commonly found as random loot, either in chests or on boss-level NPCs.  The weapons that can appear are determined by your character's level using various leveled lists.  In general, the weapon's quality dictates the level at which it will first appear.

Weapon Articles
Weapons: Base (unenchanted) weapons except for arrows and staves
Ammunition: All arrows (enchanted and unenchanted)
Staves: All staves
Generic Magic Weapons: All magic weapons found in random loot
Leveled Items: Leveled magic weapons, generally received as quest rewards
Unique Items: Unique weapons, available from merchants or received as quest rewards
Artifacts: Unusually powerful one-of-a-kind weapons

Skyrim-Weapons: Category listing all of the weapons in the game

Apparel
Apparel Leveled Lists
The magic items listed on Generic Magic Apparel are in general found as random loot, either in chests or on boss-level NPCs.  The level at which it may start to appear can be determined from the armor quality.

Apparel Articles
Armor: Base (unenchanted) armor
Clothing: Base (unenchanted) clothing and jewelry
Generic Magic Apparel: All magic apparel that can be found in random loot
Leveled Items: Leveled magic apparel, generally received as quest rewards
Unique Items: Unique apparel, available from merchants or received as quest rewards
Artifacts: Unusually powerful one-of-a-kind apparel

Skyrim-Armor: Category listing of all the armor available in the game
Skyrim-Clothing: Category listing of all the clothing available in the game
Skyrim-Jewelry: Category listing of all the jewelry available in the game
Skyrim:Leveled Items

Leveled items are typically obtained as quest rewards. The item is scaled in power based on the player's level at the time the reward is given. Some leveled items become stronger in both their physical and magical characteristics, while others only improve their enchantments. The items do not improve in quality when your character levels up. Some, such as the Axe of Whiterun, are random leveled items with a random enchantment in which the displayed name of that specific instance (that reference ID) is changed to be unique. In these cases the item does not have a unique base ID or set of base IDs. For full leveled statistics on each item, please visit the main article relating to these items, which is linked in the name of each item listed.

This article only lists items that are leveled.
For items that meet the definition of artifacts, see Artifacts.
For items that do not fit all of the requirements of an Artifact and are not leveled, see Unique Items.
For unique items that are quest-related, see Quest Items.

Weapons
 
 
 
 
 
 
 
 

Lunar Weapons
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Armor
 
 
 
 
 
 
 
 
 
 
 
 

Clothes
Skyrim:Scrolls

Scrolls are magical documents that can be used to cast spells. Anyone can use a scroll, regardless of magic skill, and casting a scroll does not use any magicka. However, each scroll can only be used once. With the exception of the Scroll of Blizzard, using a scroll does not provide any magic skill experience.

You cannot learn the spell contained in a scroll to cast later, you need a spell tome for that.

Some scrolls can be purchased from spell merchants, who will have a random selection of standard scrolls they might sell. Note that scrolls are often found hiding in between rolls of paper, so it might be worthwhile scanning through them.
Most scrolls are not found in random treasure, but are only available as fixed loot.

Scrolls can only be sold to spell merchants and general good merchants.

Using Scrolls
To use a scroll, first select it in the inventory (or via the Favorites quick menu). This assigns it to a hand. Some scrolls require both hands. The assigned hand glows with a color or animation related to the scroll's spell.

Then, hold down the attack button. A spell-casting animation takes place, during which the attack button must continue to be held down until it finishes. For some scrolls, this may take several seconds. Higher-level scrolls take longer to cast. Unlike with casting learned spells, the player cannot walk or run during the casting. Upon release of the attack button, the scroll's spell is unleashed. If the caster is interrupted (e.g. by a weapon blow or by a shout) before the casting is complete, then the spell is not cast, the scroll is not consumed, and the caster must start casting from the beginning. This can make it difficult to use a scroll in close combat.

Standard Scrolls
Alteration
Armor


Light


Paralyze


Other


Conjuration
Banish


Conjure


Reanimate


Soul Trap


Destruction
Fire Damage


Frost Damage


Shock Damage


Illusion Scrolls
Fear


Frenzy


Pacify


Rally


Other


Restoration Scrolls
Restore Health


Turn Undead


Special Scrolls


Spider Scrolls
Dragonborn adds a special type of scrolls called spider scrolls, which can only be created in the imbuing chamber in White Ridge Barrow. These can be equipped in either hand and are thrown rather than cast. As with standard scrolls, anyone can use a spider scroll regardless of magic skill, and using one does not use any magicka; however, each spider scroll can only be used once. 
 

Notes
Skyrim:Services

A list of services available in the game:

Blacksmiths Blacksmiths – Where to find forges, grindstones, and workbenches.
Spells Court Wizards – The Jarl's mage who can sell you spells and magical items.
Fences Fences – Sell your stolen goods.
Followers Followers – NPC companions who fight by your side for variable amounts of time.
Horses Horses – Where to buy a horse.
Houses Houses – Where to buy a house, and upgrades.
Inns Inns – Where to stay for the night.
AlchemistsEquipmentFood and DrinkGeneral GoodsJeweler Merchants – Details of merchants.
Trainers Trainers – Train your skills.
Transport services are provided by carriage drivers and ferrymen .
UESPWiki:Mobile

The UESP serves a mobile version of the site automatically to most mobile devices. There are several ways to switch between the mobile and desktop versions of the site:

:* Use the Mobile View and Desktop View at the bottom of most pages.
:* Use the View Mobile Version link in the sidebar to jump to the mobile version of the current page.
:* Browse to the mobile server name:  (XX.m.uesp.net for the related translation project)
:* Browse to the desktop server name:  (XX.uesp.net for the related translation project)

Troubleshooting
Use this article's Talk Page for requesting more help specific to the mobile site.

Technical
The mobile site currently runs off the identical code/files as the main site and uses the MobileFrontEnd extension and other custom runtime checks to automatically detect mobile devices and switch to the mobile/desktop skins.

To Do
Skyrim:Throat of the World

The famous Seven Thousand Steps lead up the mountain to High Hrothgar, where the Greybeards live their lives in absolute silence.  As part of the Main Quest, you journey to High Hrothgar to learn how to use Dragon Shouts. Later, you're required to continue up the mountain to the summit, home to Paarthurnax, the leader of the Greybeards.

For historical information about the mountain, see the lore article.
 

Related Quests







Notes
Despite supposedly being the tallest mountain in all of Tamriel, the summit of Throat of the World is actually only 766.5 meters above sea level in the game, according to the Creation Kit.
Although the path up is said to be 7,000 steps long, there are only 732 visible. The Creation Kit indicates that there are 1,828 step objects, though many of these are adjacent to each other so can only be counted as one step.
It is possible to reach the Throat of the World before the quest The Throat of the World by scaling up the side of the mountain adjacent to High Hrothgar (or, though more difficult, from the lower sections of the path to High Hrothgar) using a zig-zag technique. Using a horse will make it easier to scale steeper slopes.
The quest Repairing the Phial will not begin (you will not get the courier's letter) until you have access to this location.
At the very peak of the mountain, above the ledge where the Throat of the World is located, are two malachite and two ebony ore veins  . The unique Notched Pickaxe, an enchanted pickaxe, can be found nearby  .
  In the Nintendo Switch version, a Zelda-themed chest can be found here containing a Champion's Tunic , a Hylian Shield , and the Master Sword .

Gallery
Skyrim:Matching Set

Matching Set may refer to:

Matching Set, the Heavy Armor perk
Matching Set, the Light Armor perk
Skyrim:High Hrothgar

Traveling to High Hrothgar requires taking the 7,000 steps, beginning in Ivarstead.

On the way up to High Hrothgar there will be at least one frost troll on the path regardless of your level (though you can avoid fighting it), and you will potentially encounter several more cold-themed enemies like snow bears and ice wraiths. As well as enemy encounters, a few travelers will be seen on the way to the top - pilgrims that are exploring and reading the ancient tablets, which contain wise sayings. Reading all of the tablets grants the Voice of the Sky effect for 24 hours, which prevents animals from either attacking or fleeing from you, and they do not have to be read in numerical order.

 
Residents
 

Related Quests
Main Quests





Other Quests



High Hrothgar
Once you have completed The Horn of Jurgen Windcaller you can safely take any items from within High Hrothgar. If you later on kill Paarthurnax during the quest Paarthurnax, then taking items here will be counted as stealing.

Potions:
Draught of Strength,
Frostbite Venom (x2),
Potion of Haggling,
Potion of Health (x3),
Potion of Regeneration (x5).

Ingredients:
Bear Claws,
Bleeding Crown,
Blue Mountain Flower,
Chicken's Egg,
Deathbell (x4),
Dragon's Tongue (x5),
Frost Mirriam,
Glow Dust,
Hanging Moss (x3),
Imp Stool,
Lavender (x6),
Orange Dartwing (x2),
Purple Mountain Flower,
Red Mountain Flower,
Sabre Cat Tooth,
Slaughterfish Scales (x2),
Snowberries (x3),
Tundra Cotton (x3),
Void Salts,
Wheat.

Books:
A Children's Anuad,
A Dream of Sovngarde,
Aedra and Daedra,
Dwemer Inquiries Vol I,
Dwemer Inquiries Vol II,
Dwemer Inquiries Vol III,
Frontier, Conquest,
Gods and Worship,
Life of Uriel Septim VII (x2),
Remanada,
Ruins of Kemel-Ze,
Song of the Askelde Men,
Songs of the Return, Vol 19,
Songs of the Return, Vol 2,
Songs of the Return, Vol 56 (x2),
Songs of the Return, Vol 7,
Spirit of Nirn,
The Alduin/Akatosh Dichotomy (x2),
The Dragon Break,
The Dragon War,
The Great War,
The Hope of the Redoran,
The Monomyth,
The Oblivion Crisis,
The Rise and Fall of the Blades,
The Song of Pelinal, v3,
The Song of Pelinal, v4,
The Song of Pelinal, v5,
The Song of Pelinal, v6,
The Song of Pelinal, v7,
The Wispmother,
Yngol and the Sea-Ghosts.

Etched Tablets


Notes
At the center of a pair of stairwells that lead up to the building itself, there is a blue chest, three large sacks, and a sack around it which are set as non-respawning containers, and can thus be used for safe storage.
It seems that early in Skyrims development, you would have been able to enter High Hrothgar freely before Dragon Rising was completed as Arngeir has unique dialogue should he be spoken to before that quest is finished.
It is still possible to enter High Hrothgar early by entering through the back doors, by climbing the mountain around it (using a horse).
There are only around 700-800 steps on the path up to High Hrothgar.

Bugs
 
 
It isn't possible to interact with the gate from the distorted hitbox, as you can only close it from where the model is.
These collision bugs don't occur with the right side of the gate.

Maps
Skyrim:Embry

Embry is a Nord lumberjack and the local drunk of Riverwood. 

He can always be found in and around the Sleeping Giant Inn where he is allowed to drink all night long. He starts his day at 7am, taking a one-hour breakfast in the taproom, then heads outside on the porch where he spends the next nine hours loitering around, either sitting on the bench or leaning against the railing. At 5pm he heads back inside and spends the entire evening (and night, due to a bug) drinking and dancing.

Embry wears a set of lower-class clothes, a pair of hide boots, and a pair of hide bracers. He carries a selection of lower-class items and gold, and a key to the inn. He wields an iron dagger. 
 
Related Quests



Dialogue
When approached, he will often respond with a drunken: 
:''"You're kinda fuzzy. What's wrong with ya?"
:"Outta my way, stranger."

Conversations
When he spends time on the porch, he will often try to persuade one of the local guards to drink with him:

Embry: "My favorite drinking buddy! Let's get some mead." 
Whiterun Guard: "Not now. If I don't pull night duty, I'll drink a round with you at the Sleeping Giant." 
Embry: "But I'm thirsty now." 
Whiterun Guard: "You're always thirsty. Just like you're always drunk. Now let me get back to my rounds."

Also, if he meets Sigrid he will make a poor attempt at an invitation:

Embry: "Care to have a drink with me, sweet Sigrid?" 
Sigrid: "Drunk again, Embry? Don't let Alvor hear you talking to me that way. He'll stick your head in his forge." 
Embry: "So that's a no I take it?"

Sometimes, he may ask for some ale from Orgnar:

Embry: "I need some more ale, Orgnar." 
Orgnar: "You've had more than enough. Besides, you still haven't paid for the last one." 
Embry: "I'll find some coin for you. I always do." 
Orgnar: "Until then, I've no ale for you."

Sometimes, he may ask for a drink from Orgnar using one of the following lines:

Embry:
"Gimme a mug of ale."
"A pint of your finest mead."
"Some wine, please?"
"I'll have some mead."
"Pour me some ale."
Orgnar will then reply using one of the two potential lines:
"Coming right up."
"Certainly."

He may also approach Hod to ask him for a drink:

Embry: "How's about a drink, Hod." 
Hod: "You'll be wantin' me to pay for them?" 
Embry: "It's only right seein' as   the important lumber man." 
Hod: "You come do an honest day's work at my mill, and I'll pay you an honest day's wages. Then we'll drink."''
Bugs
General:Interviews

From Elderscrolls.com:
Skyrim:Riften People

* Only becomes a merchant if Balimund is killed 
† Thieves Guild ally  
‡ Thieves Guild member
Skyrim:Helgen People

:a.  These people are only in Helgen during the opening quest, Unbound, and upon completion will relocate elsewhere in Skyrim.
:b.  These people are killed during Alduin's attack on Helgen.
:c.  Lokir is killed during the opening cutscene while attempting to escape the Imperial Legion.
Skyrim:Whiterun People

* Only appears after Dragon Rising. 
 ** Only appears after the Stormcloaks quest Battle for Whiterun. 
 *** Only appears after the Imperial Legion quest Message to Whiterun. 
 **** Owns Chillfurrow Farm but sleeps here. 
† This person only sells goods at the market. 
†† Backup innkeeper for Hulda;
Skyrim:People

People  
This page serves as a listing of all the named NPCs in the game. It does not include generic enemies such as bandits. Some NPCs can become followers, who will travel with you and fight for you.

Cities
 

|}
 * Temporary quest followers are not marked. 
 NPCs marked with a skull and crossbones ( ) are dead.  
  notes individual people added by the Dawnguard add-on. 
  notes individual people added by the Hearthfire add-on. 
  notes individual people added by the Dragonborn add-on. 

Dawnstar People
 

Falkreath People
 

Markarth People
 

Morthal People
 

 
 

Riften People
 

Solitude People
 

 
 

Whiterun People
 

Windhelm People
 

Winterhold People
 

Towns
Dragon Bridge People 
 

Helgen People 
 

Ivarstead People 
 

Karthwasten People 
 

Riverwood People 
 

Rorikstead People 
 

Shor's Stone People 
 

  
 

Orc Strongholds
Dushnikh Yal People
 

Largashbur People 
 

Mor Khazgur People
 

Narzulbur People
 

Military Camps
Imperial Camps


Stormcloak Camps


Military Forts
 

Minor Settlements
Darkwater Crossing People
 

 
 

Kynesgrove People
 

Stonehills People
 

  
 

 
 

Other Minor Settlements
 
 
 
 
 * Only during Kill Ennodius Papius. 
 ** Depending on the results of No One Escapes Cidhna Mine. 
 *** Either until Mourning Never Comes or until completion of Delayed Burial. 
 **** Only while The Ghost of Old Hroldan is active. 
 ***** Only if the Imperials regain control of the Rift. 
‡ Only becomes innkeeper if Eydis is killed.

Nordic Ruins
 

Other Locations
 
 

 
 

 
 

Bloated Man's Grotto People
 

 
 

 
 

 
 

 
 

 
 

 
 

 
 

 
 

The Katariah People
 

 
 

 
 

 
 

Sovngarde People
 

Wanderers
Caravans
 

World Encounters
The following NPCs are part of random encounters and wander randomly: 
Afflicted Refugee
Ardwen
Balbus
Bottar and Sond
Dawnguard Novice Hakar 
Deep-In-His-Cups
Faldrus
'''M'aiq the Liar
Old Orc
Plautis Carvain
Salonia Carvain
Sigar
Talsgar the Wanderer
Taron Dreth 

Overworld / Wilderness
Skyrim:Restore Magicka

Restore Magicka is an effect that refills the target's magicka.  It can be used to replenish magicka lost by casting spells, or to repair damage caused by a Damage Magicka effect.  Restore Magicka will not increase magicka past its base value.

All characters naturally regenerate magicka over time at a rate that is based on your maximum magicka, thus  magicka is also restored when you sleep or wait.

Alchemy
The following alchemy ingredients can be used to create a potion of Restore Magicka:
Blister Pod Cap  ( ×Magnitude, ×Value) (1st effect)
Bog Beacon  ( ×Magnitude, ×Value) (1st effect)
Briar Heart (1st effect)
Comberry  ( ×Magnitude, ×Value)
Congealed Putrescence  ( ×Magnitude, ×Value)
Creep Cluster (1st effect)
Dwarven Oil
Ectoplasm (1st effect)
Elves Ear (1st effect)
Elytra Ichor  ( ×Magnitude, ×Value) (1st effect)
Fire Salts
Frost Salts
Fungus Stalk  ( ×Magnitude, ×Value) (1st effect)
Giant Lichen
Glassfish  (1st effect)
Grass Pod
Green Butterfly Wing  (1st effect)
Human Flesh
Lichor  ( ×Magnitude, ×Value) (1st effect)
Lyretail Anthias  (1st effect)
Moon Sugar
Mora Tapinella (1st effect)
Pearl
Red Mountain Flower (1st effect)
Steel-Blue Entoloma  (1st effect)
Taproot
Vampire Dust
White Cap
Wild Grass Pod 
Withering Moon  ( ×Magnitude, ×Value) (1st effect)

Notes
Magicka regeneration is also possible using Spell Absorption effects.
A potion made from White Caps and Red Mountain Flowers actually ravages your magicka instead of restoring it.

Related Effects
Spell Absorption
Damage Magicka
Fortify Magicka
Restore Health
Restore Stamina
Skyrim:Restore Stamina

Restore Stamina is an effect that refills the target's stamina.  It can be used to replenish stamina lost by sprinting or power attacks, or to repair damage caused by a Damage Stamina effect.  Restore Stamina will not increase stamina past its base value.

All characters naturally regenerate stamina over time.  Stamina is also restored when you sleep or wait.

Alchemy
The following alchemy ingredients can be used to create a potion of Restore Stamina:
Bear Claws ( ×Magnitude,  ×Value)
Bee
Charred Skeever Hide
Chokeweed  ( ×Magnitude, ×Value)
Eye of Sabre Cat
Goldfish  (1st effect)
Hackle-Lo Leaf  ( ×Magnitude, ×Value)
Hawk Beak
Histcarp
Honeycomb
Large Antlers
Mudcrab Chitin
Netch Jelly  ( &times;Magnitude)
Orange Dartwing
Pearl
Pearlfish  (1st effect)
Pine Thrush Egg
Pygmy Sunfish  (1st effect)
Powdered Mammoth Tusk
Purple Mountain Flower
Sabre Cat Tooth
Salmon Roe  ( ×Magnitude,  ×Value)
Saltrice  ( ×Magnitude, ×Value)
Scrib Jerky  ( ×Magnitude, ×Value)
Silverside Perch
Small Pearl
Spiddal Stick   
Torchbug Thorax
Wisp Wrappings

Restore Stamina is the first effect for all these ingredients except chokeweed and netch jelly, so a minor effect can be gained by just eating them.

Spells
The following spells use the Restore Stamina group of effects, provided the Respite perk is unlocked in the Restoration skill tree. Following each spell is the specific variant of the effect that it uses:
Close Wounds: Restore Stamina ( ;  )
Fast Healing: Restore Stamina ( ;  )
Grand Healing:
Restore Stamina ( ;  )
Restore Stamina Area ( ;  )
Heal Other: Restore Stamina ( ;  )
Healing: Restore Stamina ( ;  )
Healing Hands: Restore Stamina ( ;  )

Notes
Some food, particularly vegetable soup and venison stew, will grant a small stamina regeneration effect which will allow you to perform endless power attacks until the Restore Stamina effect wears off.
Several alcoholic beverages like meads, wines, and brandies typically restore a small amount of stamina, but at the cost of reduced stamina regeneration for a period of time.

Related Effects
Damage Stamina
Fortify Stamina
Restore Health
Restore Magicka