Netruk44/uesp-wiki-content huggingface dataset:
UESPWiki:Deletion Review/Oblivion:Creating an Awesome Character

The main issue I have with this page is the section about . Anything before that is pretty useful if actually used. ''   ( )  15:34, 18 August 2011 (UTC)

 
Oppose but Rename''': This has always been a pretty controversial page - as easily deduced from the talk page - but it's just useful enough to warrant keeping. I've used it myself as a quick check that I'm not forgetting anything when building my own characters, and I'm sure others have used it too. I've always hated the title, however, so I'm in favour of this being renamed. "One Possible Finale Character", perhaps? rpeh  11:18, 18 August 2011 (UTC)
Comment: I wouldn't mind renaming it, as long as we got rid of the secondary section. My title would be "Character optimizing". ''   ( )  15:34, 18 August 2011 (UTC)
Oppose With Rename: I think Character optimizing sounds good and the page has alot of valuable information. (From Fear to Eternity- Eddie The Head 15:47, 18 August 2011 (UTC))
Oppose with Rename: I have never used the page myself, but I agree with Elliot’s reasoning; the word “awesome” is truly annoying and the whole example needs to go; otherwise, with the exception of the mod we can’t even link to under Quests, the page should just get a more…dare I say it….formal name and be kept. Please don’t rename it to anything beginning with “Useful” though. --Krusty 16:05, 18 August 2011 (UTC)

Consensus: Oppose with rename'' so page has been renamed to "Character Optimizing". I've left the previous redirect in place with the appropriate category. rpeh  11:32, 25 August 2011 (UTC)
Lore:Snowhawk

(currently known as Fort Snowhawk)  was one of the eight-major cities in the province of  ,  situated in the outer marshes of  , west of the hold capital of  , along the main road towards  . 

 

History
During the   in the late- , the city-state of Snowhawk was an active settlement. It was ruled by King Torbens and it had a rivalry with  . At this time, Snowhawk was the seat of a Kingship, which lasted for an unspecified amount of time.  It was neighbored by several settlements, including   to the east,   to the south, and   to the north.  By the   in  , there was a small settlement found outside of the city of Snowhawk. 

At some point, Snowhawk would later become abandoned, and by   the ruins of Fort Snowhawk were occupied by a local   coven. During the Stormcloak Rebellion, the fort served as a point of contention between the Imperial Legion and the Stormcloaks, with both sides struggling for control. Fort Snowhawk would play a pivotal role in the conflict, serving as Hjaalmarch's regional stronghold. 

Gallery
 

Notes
Arena was originally conceived as a fighting game featuring a tournament that took the player to each of Tamriel's cities to challenge different gladiatorial teams. According to a file from that stage of development left behind in the final game, Snowhawk's gladiatorial team would have been called "the Frost Demons". 
Outfit style Snowhawk Mage that might reference to the Snowhawk city is obtainable in the ESO 
See Also
For game-specific information, see the Arena and Skyrim articles.

References
Lore:Cyrodiil Vampyrum Order

The Cyrodiil Vampyrum Order, simply called "Our Order" by its members,  is a powerful Cyrodilic tribe of vampires. Much like the Imperials, the order has ousted all competing clans from the Imperial Province and become the single dominant bloodline within its borders.  Members of the order are experts of concealment and political manipulation, so much so that the clan's true name is unknown, having been lost to history.  What they lack in numbers, the vampires make up for in influence and the manipulation of society.  The clan consider themselves to be a civil fraternity and see all other vampiric tribes as inferior, although they remain wary of the more enlightened clans such as the Glenmoril Wyrd or the Whet-Fang sodality.  The order has a strict conduct to ensure discretion among its members. The order honors its Dual Patrons: Molag Bal the Kin-father, who all vampires owe their existence to; and Clavicus Vile, who they owe for their successes and social stature, and who helps them control their blood craving. 

The clan is made up of members who are influential in society and have procurement in politics. It is implied they are an ancient clan whose creation preceded their control of Cyrodiil from the rival bloodlines. As in the case of  , they do not tolerate scattered nomadic vampires who are either alone or have nests and factions of their own as they could challenge their authority if crossing into the province.  

 
To you whom We have seen 
Stalking at night by eyes keen 
Transcendant of savages 
Sating thirst sans avarice 
Your coffers stay stuffed 
By social graces robust 
None know your nature; 
save Us 
None share your fate; 
save Us 
None welcome you as kin; 

Notes
Although the order doesn't appear in any games per se, it is mentioned in the Vile Lair official plug-in for TES IV: Oblivion, and it can be assumed that most vampires encountered in the game are of the bloodline.

References
Oblivion:Kill Me

Kill Me is a blindfolded Breton acrobat found in the interior test cell TestAlan. When you attempt to activate him, a message box which reads: "I'm growing!" pops up. When you kill him, "You killed me!" pops up. Trying to loot him will still activate his script and you won't be able to access his inventory.

He wears a brown shirt, light brown linens and rough leather shoes. There is no way to access him without use of the console, thus having no use in the normal game.
Oblivion:Test Book on Monkeys

left|50px|Whosoever findeth this document, I call him brother.
  
left|51px|Answers are liberations, where the slaves of Malbioge that came to know Numantia cast down their jailer king, Maztiak, which the Xarxes Mysterium calls the Arkayn. Maztiak, whose carcass was dragged through the streets by his own bone-walkers and whose flesh was opened on rocks thereon and those angels who loved him no longer did drink from his honeyed ichors screaming "Let all know free will and do as they will!"
  
left|45px|Your coming was foretold, my brother, by the Lord Dagon in his book of razors. You are to come as Idols drop away from you one by one. You are exalted in eyes that have not yet set on you; you, swain to well-travelled to shatterer of mantles. You, brother, are to sit with me in Paradise and be released of all unknowns. Indeed, I shall show you His book and its foul-and-many-feathered rubric so that you can put into symbols what you already know: the sphere of destruction is but the milk of the unenslaved. I fault not your stumbling, for they are expected and given grace by the Oils. I crave not your downfalls, though without them you might surpass me even in the coming Earth of all infinities. Lord Dagon wishes you no ills but the momentous. And as He wants, you must want, and so learn from the pages of God this: the Ritual of Want:
  
left|50px|Whisper to earth and earth, where the meddlers take no stones except to blood, as blood IS blood, and to the cracking of bone, as bone IS bone, and so to crack and answer and fall before the one and one, I call you Dragon as brother and king.
  
left|45px|Hides of dreugh: 7 and 7, draught of Oil, 1 and 1, circles drawn by wet Dibellites: three concentric and let their lower blood fall where it may, a birth watched by blackbirds: Hearthfire 1st. Incant the following when your hearing becomes blurred:
  
left|57px|Enraptured, he who finally goes unrecorded.
  
left|53px|Recorded, the slaves that without knowing turn the Wheel.
  
left|57px|Enslaved, all the children of the Aurbis As It Is."
Lore:Scenarist Guild

The Scenarist Guild is an ancient guild with a presence across all of Tamriel.  The Guild is for troubadours, bards, and minstrels; guild members are called Scenarists. The guild has a presence in every significant city across the provinces, but it is based in a citadel nestled in the Dragontail Mountains, which is protected from trespassers by a magical barrier.  The guild was ruled with an iron fist by Nesmyt in the late Third Era, although it had existed for hundreds of years before he took command. 

The Scenarist Guild offers guided tours in the cities, and helps people traverse the provinces physically, interactively, spiritually, and historically. It also answers riddles and puzzles.  The notes and observations made by the Scenarists have been compiled into a thousand impressive volumes.  A neutral guild member not associated with any geographic entity acts as an observer, keeping others' accounts honest and free from inborn or regional bias.  In  , Nesmyt created a sect of Imperial scribes who were charged with recording all historical events, beginning with the defeat of Jagar Tharn in  .  Smuggled out by an anonymous renegade guild member, the book, now known as The Daggerfall Chronicles, was hidden in a shrine to the Oracle of Hammerfell. The guild possesses a Monster Watch Grid, which was used to locate the thousands of dark minions which were released by the Underking in the events leading up to the Warp in the West.  

Notes
The Scenarist Guild appeared to have been in operation in  , as evidenced by the appearance of "Iszara the Restless", who claimed to be a 'Singer' of the Scenarist Guild in several Loremaster's Archive Q&As dated to that year.  
There is another guild that employs ministrels appropriately called the  , which was sanctioned by the   in  . It is unknown how it is related to the Scenarist Guild. 

See Also
The Daggerfall Chronicles strategy guide

References
Lore:Nesmyt

(also spelled Nezmyt ) was the leader of the  , which he ruled with an iron fist.  Originally, Nesmyt was an Acolyte of the  , but he was looked down upon by his colleagues due to his low rank.  To rise in rank, he had to pledge fealty to  , the  's self-styled leader. Nesmyt would not do this, as Vychamp had emasculated his children out of jealousy over his spouse. Nesmyt also began to hallucinate in his sleep. 

It is unknown how Nesmyt rose to become the leader of the Scenarist Guild, which had existed for hundreds of years prior to his tortured path to membership in the Mages Guild. In  , Nesmyt created a sect of Imperial scribes who were charged with recording all historical events, beginning with the defeat of Jagar Tharn in  .  Smuggled out by an anonymous renegade guild member, the book, now known as  , was hidden in a shrine to   in the  .  

Notes
Nesmyt is probably the namesake of Bruce Nesmith, who provided additional material for The Daggerfall Chronicles.

References
Skyrim

Skyrim may refer to two things:
Skyrim, the fifth game in the Elder Scrolls series
Skyrim, a province in northern Tamriel, home to the Nords
Oblivion:Quest Items

Quest items are items needed to complete a specific quest; usually they have to be given up when the quest has been completed although some may be kept as a reward or part of a reward. A Quest Item cannot be dropped or sold; it will remain in your inventory till a quest removes it for you. Some Quest Items will remain in your inventory forever unless you remove them through the console. In appearance they are usually identical to the generic items they are based on. They are only distinguished from generic items by their name, the fact that they will not stack in your inventory with generic items, or because they have an enchantment. This list does not include items given as rewards for completing a quest, although some items may be kept as rewards after some quests. Quest rewards are listed on the related quest page at the top.

For Quest Items introduced by the Shivering Isles expansion pack, see this page.
 
Armor


  This item is actually a Bracer rather than a Gauntlet but since they are worn in the same slot they are, effectively, the same.

Weaponry


Clothing and Jewelry


Miscellaneous Items


Books and Notes
Books that are used in a quest and are marked as Quest Items in Oblivion, these are either used as references sources of information. This also includes books that you return at the end of a quest.


Keys
Keys that are used in a quest and are marked as Quest Items in Oblivion.
Abbreviations in superscript give additional information about people, keys or locks:
  (Lock property): The lock is not pickable with a lockpick. You will need the actual key to open this lock.
  (Lock property): Opening this lock is a crime, even if you possess the key for it.
  (Lock property): Being detected while opening this lock may get you kicked out of a guild.
  (Key property): The key is removed from your inventory after its associated quest is completed.
  (Found property): You cannot pickpocket this key, you must receive it through dialogue with the person.
  :  



Ingredients
This table provides a comprehensive list of all alchemic ingredients used in quests in Oblivion, their effects, and their roles within their related quest.



Notes
The weights displayed only come into effect if the item is not marked as a quest item. Otherwise, all quest items have a weight of 0.
All values are given for the highest version of leveled items.
Lore:Dreamworld Amulet

The   is a dangerous magical device created by   of the   in  .  It allows the wearer to enter their own mind and control their dreams. Henantier designed the amulet as an unsanctioned experiment, with the intent of bettering himself by using his dreams as a personal training ground; however, he became trapped in his dreams and was unable to wake up. 

 , the chapter head of   and a good friend of Henantier's, recruited a stranger to help rescue him and avoid repercussions from the Mages Guild. The stranger used the amulet to enter Henantier's Dreamworld and helped him recover his patience, courage, resolve, and perception, which allowed him to realize his situation and wake up. With the death of the dreamer, all those who share the dream die as well, making the amulet very dangerous and unlikely to see further use.  

Gallery
 

Notes
The Dreamworld Amulet appeared in TES IV: Oblivion.

References
Lore:Baar Dau

(also known as the Ministry of Truth  or Lie Rock ) was a celestial rock or moonlet which hovered above   in southern  .  According to the prevailing legends, it was flung from the   by either     or its own malevolence,  but was prevented from crashing into the city by the   god  . Vivec allowed it to remain looming above the city so that if its people ever ceased to love him, the rock would fall and destroy them.  Other lesser-known tales and theories vary widely as to Baar Dau's origins, with one identifying it as a former   named Una, another insisting that it was an egg from which would one day emerge the nightmarish offspring of Vivec and  , and yet another claiming that it was  's dung. 

right|thumb|Baar Dau in 2E 582, after descending closer to the city
Baar Dau originally rested higher in the sky, but plunged dramatically in  , when Vivec's power was temporarily drained. The moonlet remained aloft only tenuously, showering Vivec City with burning fragments. After Vivec regained his power, he kept Baar Dau in its new position, just above the High Fane of the Temple Canton.  Some time later, Baar Dau was hollowed out by the   and became the Ministry of Truth, where the Temple would imprison dissident priests and attempt to reform them.  The high-security prison was accessible only through levitation, and was directed by a Grand Inquisitor who per tradition, wore a ring fortified with great enchantments.  The main areas were the Hall of Processing and the Prison Keep. Temple pilgrims offered levitation potions at the Shrine of Daring, which was dedicated to Vivec stopping the moon from destroying the city. 

Early in the  , after the disappearance of Vivec, the magic keeping Baar Dau afloat began to weaken. Two  , Sul and Vuhon, created an ingenium, a soul-powered device which supported the rock.  It was created by making a pact with  , who had a penchant for souls. Hundreds of captured souls were needed to run the machine, but eventually living people were used. Only the people with the strongest souls were sacrificed. Ilzheven, Sul's love, was sacrificed by Vuhon, and the ingenium was destroyed when Sul attempted to rescue her. In  , without anything holding it up, Baar Dau resumed its long-delayed fall, returning to the momentum it had before being halted. This obliterated the city of Vivec, leaving a crater which would become  . In turn, the impact created tsunamis which ravaged mainland   and caused   to erupt, devastating Vvardenfell.  The disaster of the   effectively ended the ascendancy of the Tribunal Temple and the mainstream worship of the Tribunal as  .  

Gallery
 

See Also
For game-specific information, see the Morrowind article.

References
Lore:Message from Dagoth Ur

Lord Nerevar Indoril, Hai Resdaynia

My Lord, Friend, and Companion



Once we were friends and brothers, Lord Nerevar, in peace and in war. No houseman ever served you better, or more faithfully. Much that I did was at your command, at great cost to myself, and my honor.

Yet beneath  , you struck me down as I guarded the treasure you bound me by oath to defend. It was a cruel blow, a bitter betrayal, to be felled by your hand.

But, remembering our old friendship, I would forgive you, and raise you high in my service. The   was not dead, but only sleeping. Now we wake from our long dream, coming forth to free Morrowind of foreign rulers and divine pretenders. When the land is swept clean of false friends and greedy thieves, the children of Veloth will build anew a garden of plenty in this blighted wasteland.

Come to Red Mountain, old friend. For the fellowship and honor that once we shared, I would grant you counsel and power, if only you would pledge that friendship anew. The path to Red Mountain is long, and filled with danger, but if you are worthy, you will find there wisdom, a firm friend, and all the power you need to set the world aright.



As ever, your respectful servant and loyal friend,

Lord Voryn Dagoth, Dagoth Ur
Bloodmoon:Thirsk Worker

thumb|left|One of the Thirsk Workers thumb|left|One of the Thirsk Workers
These three Nord commoners only appear in the Thirsk Mead Hall while it is under repair.

They all wear common pants with matching shoes. Aside from their natural resistance to shock, immunity to frost, ability to shield themselves, and a natural frost damage spell, they know no spells.

They only have one dialogue line: ''"Use whatever magicka you used to get in here and get out! The mead hall is closed! We've got a lot of work to do and don't need you in our way. If you can't use your fancy spells then maybe you can just squeeze out through the main doors. They're boarded up on the other side to prevent people like you from getting in, but I think you can make it through. Now get going, before I get nasty!"''

They cannot be reached unless you use a Recall spell or the console.
Skyrim:Races

There are ten playable races in Skyrim, each of which has its own unique abilities and powers, as well as a +10 bonus to one skill and +5 bonuses to five other skills. Race is the only choice during the character creation process that has an effect on the player's skills and abilities.

The following table summarizes the differences between the ten playable races. Full details on all racial abilities and powers are provided on the individual race pages.


Notes
For each race, there is also a different race used by vampires. For example, non-vampire Bretons use "BretonRace" whereas Breton vampires use "BretonRaceVampire". However, this is not apparent in-game, as the traits of each race are usually the same for its vampire counterpart (except for a number of oversights).
The  ,   and   console commands can be used to change the player's race after character creation. Only   will not break your skills after switching a race.
The movement speed of each race is dependent on its height. High Elves have the largest speed multiplier due to being the tallest race, with Orcs being second tallest. This was likely done so the same animations (with the same speed) could be used for every character without them appearing to moonwalk.
There is a persistent but false rumor that melee damage is also affected by height, apparently based off a misunderstanding of the   command. See this post on the Bethesda forums for reference.
There are many minor dialogue differences depending on what race you choose. However, the only two instances where an NPC's reaction to your race actually matters to gameplay are your Blood-Kin status and the quest Diplomatic Immunity.
Although the in-game text says "Khajiit claws do 15 points of damage.", the actual effect magnitude is only 12 points.
Along with information like height and skill bonuses, a weight value can be found in the game data. The meaning or impact of that value is unclear. However, it seems to have an impact on how easily a race is ragdolled or moved.
:

Non-Playable Races
Other NPC races that exist in the game, but are not available to the player, are: 
Breton Child
Elders (a.k.a. Old People Race)
Dremora
Imperial Child
 , the race of the Ancient Dragonborn 
Nord Child
Redguard Child
Snow Elves 

All other races in the game are considered to be Creatures (every variety of creature has its own race), but are not detailed here.
Skyrim:Argonian

thumb|left|A compilation of the preset Argonian faces available in Skyrim
Argonians are the reptilian natives of Black Marsh, a vast swampland province in southeastern Tamriel. Argonians are a hardy race with scaled skin, sharp claws, horns and raspy voices. Their scales can appear in a variety of hues, including (but not limited to) green, brown, black, red, blue and white. They are known for their resilience, which is embodied by their resistance to disease. In addition to this resistance, they possess the ability to breathe underwater and a penchant for stealth. Large bodies of water are no obstacle for an Argonian. 

They sometimes face prejudice in the land of Skyrim, as they look vastly different from the other humanoid races of Tamriel. The term "lizard" is often used as an insult towards Argonians.

There is also a community of Argonians who work at the docks in Windhelm. They have their own living quarters there. 
 
In-Game Description
This reptilian race, well-suited for the treacherous swamps of their Black Marsh homeland, has developed a natural resistance to diseases and the ability to breathe underwater. They can call upon the Histskin to regenerate health very quickly.

Traits
  ability (FormID  ): Your Argonian blood is 50% resistant to disease, constant.
  ability (FormID  ): Your Argonian lungs can breathe underwater, constant.
  greater power (FormID  ): Invoke the power of the Hist to recover health ten times faster for 60 seconds, once per day.
   (FormID:  ): Your Argonian blood allows you to eat raw meat without risk of disease.
   (FormID  ): Argonians become colder 25% faster in cold environments.
Height: 1.01 (M), 1 (F)
In addition, their claws do +6 damage in unarmed combat

Gameplay
Argonians make good thieves, as they have the right stat boosts. The underwater breathing makes them good underwater treasure hunters and fishers; it also provides them with a good way to escape enemies by swimming. A +5 boost to Alteration and Restoration gives them good magical potential. Their claw bonus also helps them win brawls. 

Their Histskin power plays a vital role (particularly in early gameplay), saving players from near death against more powerful opponents by making them essentially invincible for a minute.

Shared combat dialogue


Skills
+10 Lockpicking
+5 Alteration, Light Armor, Pickpocket, Restoration, Sneak

Notes
Argonians are no longer resistant to Poison as they were in previous games.

Bugs