Netruk44/uesp-wiki-content huggingface dataset:
Lore:Yngol and the Sea-Ghosts

asser and   passed over  's people as their fellowship landed in long-boats upon the rocky shores of   on their journey from   to Mereth. Boats littered the coast, but Ysgramor did not count his kin,  's among them. 

Ysgramor commanded the sea-ghosts to surrender his kin, and a great gale darkened the sky. The seas thrashed and churned, and a wrathful storm appeared. Ysgramor took up the oars and rowed into the storm alone.

Upon the  , Ysgramor wrestled the sea-ghosts, and the storm carried him along the jagged coast. Two fortnights passed without relief, until finally the storm broke. Come the next dawn, Yngol's long-boat was found in the icy surf, but the vengeful sea-ghosts had already taken Yngol and his clansmen.

In his terrible grief, Ysgramor slew a dozen dozen beasts and burned them in honor of his fallen kinsman. A   was dug in the Atmoran tradition, and Yngol was laid to rest with rites and honors among his clansmen far below the rocky face of Hsaarik Head, the first   to perish in  .
Lore:Enchanter's Primer

Enchanting was raised to a fine art by the wizards of the  . Sadly, some of the nuances of this skill were lost when the Imperial City was sacked. Yet we are not without capability. This text will cover only the basics of  . It is but a primer for students of the  .

Before a weapon or bit of armor can be enchanted, the wizard must first learn the enchantment. This is a personal task. Enchantments cannot easily be passed from one mage to another. They must be understood at a primal level that can only be achieved by destroying an enchanted item and absorbing its nature.

The   is specifically designed for this task. Merely place an enchanted item in the device and will it to relent. The magic will flow into the mage, imbuing him with the knowledge of how the enchantment is formed. The utter destruction of the enchanted item is the unavoidable consequence of this process.

Items that already have enchantments cannot be enchanted further, so choose carefully when you enchant a blade or helmet. Before beginning an enchantment, make sure you have a filled soul gem. The enchantment will use this soul as a source of power. Place the item and the soul gem on the Arcane  . Concentrate on the enchantment. The device will meld the two together, enchanting your weapon or armor.

Armor enchantments are permanent and do not need to be charged or powered. The reasons for this are not known. Some in the College have postulated that the wearer contributes small amounts of his own energy to keep the armor enchanted. Others say it is just the will of Magnus that it works that way. Regardless of the reason, enchanted armor and clothing never wear out.

Weapon enchantments are a different story. They slowly use up the soul energy in them until they are depleted. The enchantment remains, but a filled soul gem must be used to recharge the weapon. Perhaps it is the destructive nature of the weapon enchantment that makes it deplete. One intriguing theory is that the soul leaks out a little at a time into the victims that the weapon harms. As a novice enchanter, the reason is immaterial.

At first you will find that your enchantments require a lot of the soul energy. As you become more skilled, you can achieve the same effects with less and less soul energy. So practice your lessons and pay heed to your masters in the magical arts.
Skyrim:Diadem of the Savant

The Diadem of the Savant is a unique circlet that serves as the reward for conquering Shalidor's Maze, although a respawnable version can also be found outside of Froki's Shack (see bugs). As would be expected for an item associated with Shalidor, the circlet makes it so that all spells cost a lower amount of magicka to use. While it may be useful to mages due to its enchantment and since it can be worn without disabling the Mage Armor perk, its defensive capabilities cannot be improved further as it cannot be tempered.
Skyrim:Shrouded Hand Wraps

Shrouded Hand Wraps are a style of gloves used by the Dark Brotherhood. The hand wraps are a part of a set of Dark Brotherhood-themed clothing that also includes a hood, robes, and shoes. The wraps bear an enchantment that allows the wearer to do double the damage they would normally do when backstabbing a target, making them valuable attire for assassinations.
Skyrim:Shrouded Hood

A Shrouded Hood is a cowl designed for use by members of the Dark Brotherhood, as reflected by its dour look and enchantment. Its grim appearance is reinforced by the other clothing items that make up its set, which include hand wraps, robes, and shoes. The hood has been enchanted to fortify sneaking, making it easier to remain hidden from prying eyes and attentive ears.
Skyrim:Nightingale Armor

Nightingale Armor is part of a set of light armor given to you for joining the Nightingales. Its enchantment grants a Fortify Stamina and Resist Frost effect. Tempering the Nightingale Armor requires void salts and the Arcane Blacksmith perk. When wearing the armor, guards may comment ''"That armor... it's like nothing I've ever seen. Like forged midnight..."''
Skyrim:Nightingale Gloves

The Nightingale Gloves are part of a set of armor given to you for joining the Nightingales. Its enchantment grants a Fortify Lockpicking and Fortify One-Handed effect, making Lockpicking less of a challenge and making you more deadly with One-handed weapons. Tempering the Nightingale Gloves requires void salts and the Arcane Blacksmith perk.
Skyrim:Nightingale Hood

The Nightingale Hood is part of a set of armor given to you for joining the Nightingales. Its enchantment grants a Fortify Illusion effect, which decreases the cost on your magicka to cast Illusion spells. Tempering the Nightingale Hood requires void salts and the Arcane Blacksmith perk.
Skyrim:Mythic Dawn Robes

Mythic Dawn Robes are the traditional clothing of members of the Mythic Dawn, preserved from the ruins of time by Silus Vesuius, who wears a set of them and displays two copies at the museum he created within his home. The Mythic Dawn Robes comes in two different styles, one with a hood ( ), and one without a hood ( ). The two different variants of the robes have the exact same weight, gold value, and enchantment, with the only difference being is that one comes with an attached hood. Alongside the different versions of the robes, a matching set of boots and gloves can also be found on Silus or in a display case within his house to complete the Mythic Dawn look. Mythic Dawn Robes have been enchanted to increase the speed of magicka regeneration by 75%, making it so that the wearer can cast more spells thanks to their more speedily increasing magicka reserves.
Skyrim:Ulfric's Bracers

Ulfric's Bracers are the gauntlets used by the eponymous Ulfric Stormcloak. They share their basic design with fine armguards, although they are made out of different materials.
Skyrim:Battle for Whiterun

Battle for Whiterun may refer to two different quests:  
Battle for Whiterun (Imperial), the Imperial Legion version of the quest, where you defend the city
Battle for Whiterun (Stormcloaks), the Stormcloaks version of the quest, where you attack the city
Tes5Mod:Mod File Format/AMMO

An AMMO record contains data for an arrow.
Tes5Mod:Mod File Format/SPEL

Internally, all alchemy items (food, drinks, potions, and poisons), enchantments, ingredients, scrolls and spells derive from the same object, MagicItem, and thus share a similar structure.

Auto-calc:
Charge Time: The longest Casting Time of all of the effects.
Spell Cost: The total of all effect costs.
Skyrim:Treasure Maps

The following table lists the various map notes found within the game. Most maps provides hints of a location where a chest with valuable items can be found. The chest will not be available until you have picked up the corresponding treasure map.

Treasure Maps



These maps show the locations of certain Fishing Supplies within a given region, but are not required in order to fish there. They can usually be bought from general merchants.
Fishing Map - Eastmarch
Fishing Map - Falkreath
Fishing Map - Haafingar
Fishing Map - Hjaalmarch
Fishing Map - The Pale
Fishing Map - The Reach
Fishing Map - The Rift
Fishing Map - Whiterun
Fishing Map - Winterhold
Skyrim:Contract

Contract may refer to several different things:
Contract (Theft), the contract given if you steal an item
Contract (Murder), the contract given if you murder an NPC
Any of the twelve contracts given to you during the Dark Brotherhood quest line documented on the Dark Brotherhood article
Skyrim:Contract (Murder)

Here's the sum we agreed upon. I trust that you will make   pay for killing my dear  . Return to me with proof of the deed.

If you run afoul of the law, I will pay your bounty.

--
Skyrim:Steal, Thugs hunt player

Walkthrough
If you steal an item, the victim of the theft may subsequently send a number (generally three) of hired thugs to hunt you down. They will casually approach you, but be ready because they will attack you after speaking to you. The thugs will be carrying a contract which reveals the name of the victim who hired the thugs.

Notes
The item in question can either be stolen from a location, or pickpocketed, and you do not have to be seen; a hidden theft can still activate the contract.
Almost every NPC in the game can send thugs after you.  
Other than stealing, killing someone may also cause a relative to send thugs after you (see Revenge, Hired Thugs).

Bugs
 
 

Quest Stages
Skyrim:Revenge, Hired Thugs

Walkthrough
If you murder an NPC who has a relative, the relative may subsequently send three hired thugs to hunt you down and teach you a lesson (i.e. kill you in vengeance). The thugs will be carrying a contract which reveals the name of the relative who hired the thugs.

Notes
You may also be attacked if you steal from someone (see Steal, Thugs hunt player).

Bugs
 

Quest Stages
Tes5Mod:Mod File Format/OTFT

OTFT defines the default outfit an actor will possess.

Outfit
Tes5Mod:Mod File Format/Raw Function Data

This is a dump of all functions directly from the original TESV.exe file. Note that patches will likely change some of the following details (offsets particularly).

This data represents the old scripting language, and not the new Papyrus scripting language.

Function Data Details
 

Block Functions
 

Console Functions
 

Script Functions
Skyrim:The Savior of Selveni Nethri

Quick Walkthrough
# Find Selveni Nethri trapped in webs in Southfringe Sanctum and cut her down.
# Help her escape the cave.

Detailed Walkthrough
Caught in a Web
When exploring Southfringe Sanctum you will find a Dunmer conjurer named Selveni Nethri trapped in a spider's web. Obviously she is frantic to escape and pleads with you to cut her down.
A Cursed Necromancer
After you free her from the webs and she will tell you, ''"Bashnag's coven chased me out and left me for dead down here. Nobody lasts too long with the spiders. I won't be myself for some time. I just need to get out of here and recover."''
Apparently Selveni's dealings as a necromancer resulted in her daughter being taken from her and sent to the orphanage in Riften. Selveni had gone to Riften to see if she could get her daughter out, but learned her daughter had already been moved. When she returned to the coven, Bashnag accused her of trying to sell him out to the Thalmor. She was cursed and chased off. Because of the curse she has been weakened and can't cast a spell to save her life. She isn't able to escape the Sanctum until the way out is safe, and she is desperate to locate her missing daughter. 
Clear the Way
You have probably already faced the many resident frostbite spiders on your way in. While it isn't necessary to kill Bashnag and all his fellow spellswords to ensure her safety, the quest will fail if Selveni dies before escaping. Let her know when the way out is clear. She will thank you and move along the path in the spider area to get out of the cave by herself. When she has exited the cave, the quest will be completed.  There is no follow-up to this quest, as Selveni's daughter does not appear anywhere in Skyrim and Selveni herself disappears for good once she is out of the player's sight.

Bugs
  
Try talking to her until she moves. This might continue past any meaningful conversation, but she should eventually move.
  Some things that can be tried to unstick her are:
Talk to her.
Use your equipment, spell, or shout to get her unstuck, such as Unrelenting Force, a Paralysis spell, or blocks. 
Use the wait feature for one hour.
Leaving and reentering the location may also work. In that case, she will disappear from the cave, and the journal will update the quest as completed. You may be forced to go back to Southfringe Sanctum after a long time roaming other places to solve this quest with this method, though.
Hitting her with an arrow may also help push her towards the entrance. However, do not use a powerful bow and arrow combination or you will risk killing her. 
 

Quest Stages
Skyrim:Bandit's Journal

'''Bandit's Journal''' may refer to two different journals:
Bandit's Journal (Fort Neugrad), a journal found at Fort Neugrad
Bandit's Journal (Orotheim), a journal found at Orotheim
Skyrim:Bandit's Journal (Orotheim)

Damn those Giants. Just one Mammoth would feed us for a month, but they herd them around like prized cattle, never taking an eye off them. We've hunted this area dry. Unless we get a kill soon, we'll have to find somewhere else to camp.
Skyrim:Movarth Piquine

thumb|left|Movarth with Skyrim:Dawnguard|Dawnguard installed
Movarth Piquine is a hostile vampire found inhabiting Movarth's Lair. According to the Jarl of Hjaalmarch, he was once long-thought to be dead, though events uncovered by the Dragonborn during the quest Laid to Rest reveal that not only was he still alive, he was also actively hatching a nefarious plot that could ensnare the whole town of Morthal. Movarth is known as a dangerous master vampire, and will in fact prove to be a considerable challenge when fighting him.

An anonymously written book contains the backstory of Movarth Piquine. Movarth used to be a Trainer at the Fighters Guild, as well as a successful vampire hunter, driven to uncover more about the shady abominations. With the help and advice from an unnamed priest, Movarth would embark on quests around Tamriel, his efforts at exterminating them no doubt furthered by the insistent queries he made to the priest. However, his unbound curiosity on vampirism would eventually be the factor that brought about his downfall and subsequent transformation into a vampire.

Movarth attacks with both Shock and Frost spells, and also displays skillful use of one-handed swords. At his highest level he is very powerful and can make short work of even Dremora lords, and is capable of healing himself rapidly with his powerful life drain.
 

Related Quests
 

Notes
Movarth is featured in the book Immortal Blood.
Despite being described as an unarmed fighter in Immortal Blood, he prefers one-handed weapons, since he uses the default Vampire class and equipment.
For historical information on Movarth, see the lore article.
With Dawnguard, his race is no longer randomly assigned; he will now always appear as a Nord.

Bugs
UESPWiki:Oblivion Map Design/getmaplocs.php

".$minzoom.") AND (Enable=1) AND (ObLocX >= ".$swx.") AND (ObLocX  = ".$swy.") AND (ObLocY  ";
   echo ' ';
   $count = 0;
   
   while (($row=mysql_fetch_assoc($query))){
        $tag = ' ";
   ?>
UESPWiki:Oblivion Map Design/Database Table

+---------------+------------------+------+-----+---------+----------------+
   | Field         | Type             | Null | Key | Default | Extra          |
   +---------------+------------------+------+-----+---------+----------------+
   | ID            | int(11)          | NO   | PRI | NULL    | auto_increment |
   | FormID        | int(10) unsigned | NO   |     | 0       |                |
   | EditorID      | tinytext         | NO   |     | NULL    |                |
   | WorldSpace    | tinytext         | NO   |     | NULL    |                |
   | ObLocX        | int(11)          | NO   |     | 0       |                |
   | ObLocY        | int(11)          | NO   |     | 0       |                |
   | ObLocZ        | int(11)          | NO   |     | 0       |                |
   | DestFormID    | int(10) unsigned | NO   |     | 0       |                |
   | Name          | tinytext         | NO   | MUL | NULL    |                |
   | MarkerType    | tinyint(4)       | NO   |     | 0       |                |
   | DisplayLevel  | tinyint(4)       | NO   |     | 16      |                |
   | Enable        | tinyint(4)       | NO   |     | 1       |                |
   | WikiPage      | tinytext         | NO   |     | NULL    |                |
   | LabelPosition | tinyint(4)       | NO   |     | 8       |                |
   | SearchTags    | tinytext         | NO   |     | NULL    |                |
   +---------------+------------------+------+-----+---------+----------------+
Skyrim:Vighar

Vighar is a hostile elderly vampire who inhabits Bloodlet Throne. You are sent to kill him by his descendant, Dengeir of Stuhn, and he will only spawn while on that quest.

Like all other vampires, Dawnguard changes his appearance, giving him glowing yellow eyes and vampire armor.
thumb|right|Vighar without Skyrim:Dawnguard|Dawnguard installed
 
Related Quests
 
Quest-Related Events
Dark Ancestor
As you enter the arena area:
:Vampire: "And who is this?"
:Vighar: "It is no matter, this fool will be the next act of the show."
Notes
Vighar is the only elder who is also a vampire.
Skyrim:Nimhe

Nimhe is a giant frostbite spider living in Nchuand-Zel, an ancient Dwemer castle located deep within a mountain behind Understone Keep in the city of Markarth.

According to Calcelmo, who has been placed in charge of curating artifacts recovered from Nchuand-Zel, his workers had come to regard the giant frostbite spider as such a significant threat that they decided to name her "Nimhe", which translates as "The Poisoned One".  She spends her time waiting in ambush in a large hole in the Excavation Site ceiling just before the entrance to Nchuand-Zel.  The corpse of Alethius that lies near her lair is clear evidence of the challenge Nimhe has been presenting to Calcelmo and his workers.

 
Related Quests
 

Notes
Nimhe can be encountered before acquiring the related quest from Calcelmo by picking the lock on the excavation site door.
"Nimhe" is Irish for "poisonous".

Bugs
Skyrim:King Olaf One-Eye

King Olaf One-Eye is the end boss of the Nordic ruin Dead Men's Respite.
 
Related Quests
 

Bugs
 
Knocking Olaf from his stuck position behind the chair will cause him to start attacking you again.
Skyrim:Kvenel the Tongue

Kvenel the Tongue is an ancient Nord hero who died long ago and was buried in Volunruud. He now lives in his burial chamber as a ghost. For historical information, see the lore article.

Kvenel dual-wields two unique items: Eduj, a sword, and Okin, an axe; both are enchanted with frost damage. He also has two backup weapons, which are leveled but not necessarily of maximum quality. The rest of his equipment is a variant of ancient Nord steel, which cannot be looted and is considerably stronger than the obtainable kind.

As a ghost, he has an additional 100% frost resistance on top of his Nord ability, and is also completely immune to poison. He is, however, vulnerable to paralysis.

 
Related Quests
 

Notes
His health is astronomical for his level, considering that a level 30 PC would have a maximum of 390. He also has an impressively high stamina, allowing for nearly unlimited use of power attacks.
Kvenel is immune to all anti-undead spells, despite being below their level limit.
Messages for him resisting shouts and other similar reactions use a generic title such as "Draugr Deathlord", depending on the leveled base enemy type, rather than his name.
He cannot be detected by any Detect Life or Detect Dead spells, but can be detected by Totem of The Hunt and the Aura Whisper shout.

Bugs
Skyrim:Warlord Gathrik

thumb|left|Gathrik as a dragon priest
Warlord Gathrik is the end boss of the Nordic ruin Ironbind Barrow. Depending on level, he is either a draugr or a dragon priest. He is also accompanied by other skeletons or draugr. He is found sitting on a throne facing the word wall for the Become Ethereal shout. On the back of the throne is the Steel Battleaxe of Fiery Souls, which can be disenchanted for its unique Fiery Soul Trap enchantment.

During the quest Coming of Age, Beem-Ja and Salma will help you explore Ironbind Barrow. After defeating Gathrik, Beem-Ja reveals that he is trying to absorb Gathrik's power, and needs to use you as a blood sacrifice. Killing Beem-Ja prevents Gathrik's power from being absorbed.
 

Related Quests
 

Notes
Warlord Gathrik is 1.25x as large as other draugr.
Skyrim:Yngol's Shade

'''Yngol's Shade''' is encountered in the Throne room of Yngol Barrow. The shade guards the Helm of Yngol. For information on Yngol, see the lore article.
 
Related Quests
Skyrim:Halldir

Halldir is a powerful draugr who can be found in Halldir's Cairn. He is a powerful mage and has been draining the life from anyone unfortunate enough to stray into his lair in order to preserve and eventually restore himself to full life. He carries a unique weapon, Halldir's Staff.

During battle, when he loses a third of his health, he will disappear and split into three different elemental versions of himself. Once these versions are killed, his ghost materializes and can be defeated. 

 
Related Quests
 

Notes
The clones of Halldir disappear quickly: after around 5-10 seconds.

Bugs
 
 

Gallery
Skyrim:Petra

Petra is a hostile hagraven living in Blind Cliff Bastion. She stole the tower from another hagraven, Melka, who she has imprisoned in a cage. Melka will ask you to help kill her in return for a unique staff.
 
Related Quests