Netruk44/uesp-wiki-content huggingface dataset:
Battlespire:Classes

Each default character class begins with several Advantages and/or Disadvantages. These may include weaknesses, resistances, weapon and armor restrictions, and maximum Spell Points. In addition, you can also pick your starting equipment (weapons, spells, magic items, and potions) at will. You can change any feature of your default character during character generation. The choices the game makes by default for a specific class are shown below. There is also the option to create your own custom class.

The descriptions of each class in the table below are from the ''Battlespire User's Guide.



Notes
Contrary to the description, the Sorcerer class does not have the "No Regeneration of Spell Points" Disadvantage taken by default.
Battlespire:Magic and Spells

Magic in Battlespire is straightforward. Contrary to the main Elder Scrolls games you cannot rest, therefore you cannot recover magicka passively. Spell points can only be restored by using potions, magical items, healing crystals or via spell absorption. There is a manageable number of spells you can use. Either you pick some of these spells during character creation, or you find a scroll which teaches you one of these spells during your quest.

By default every class in the game starts with at least one spell, even non-spell casting classes. During the course of the game you will find many enchanted items such as armor, clothing and weapons, which can also be used to cast these spells. Each use of such a magical item is as if you cast the spell by yourself, as it will train the respective magical school, the same goes for potions and sigils (sigils cast an etherealness spell on you, thus training the school of Thaumaturgy). Some enchantments, like Water Breathing or Magica Reseratus can only be found on magical items, or on potions.

Available Spells


Summoning of Creatures
The type of creature you can summon depends on the game level on which you currently are. The Thaumaturgy skill doesn't matter, as it only influences the amount of magicka required to cast the spell. The duration a summoned creature will remain is about 30 seconds in real time (depending how fast the game is running, therefore it can be some seconds more or less). You can summon as many creatures as your magicka allows at a time.
But you cannot summon creatures inside separate cells (featured on for example Level 6) like buildings, caves etc.
When using the spell "Monster Summoning", the creature that was last killed will be the one you summon.
When using an item with a summoning enchantment, the following rules apply:

If more than one creature can be summoned on a level, it seems hazard determines which one will be summoned in the end.

This table shows which creatures can be summoned on which level (this does not apply when casting the spell):



Summoning a creature to your "aid" is a mixed blessing however. If the creature can cast spells, which most creatures can do, it will attack you, in most cases immediately after it is summoned. This applies to both using the spell and using enchanted objects. When the summoned creature's spells are used up, it will attack the closest enemy, e.g. will stay at the summoner's side until it detects an enemy or vanishes when the duration of the summoning has expired. This unhelpful behavior seems to be another glitch left in the game, even with the latest patch (v1.5).
UESPWiki:Subversion

There is a basic Subversion server setup on content3.uesp.net and accessible via svn.uesp.net for UESP related code and projects.

:* Read-only version accessible via 
:* Subversion local directory on content3: /var/svn
:* Standard directory structure:
:::* branches
:::* tags
:::* trunk
::::*  
:* Import a new project: 
   svn import --username user LocalPath  -m "comment"
:* Checkout an existing project:
   svn checkout --username user  LocalPath
:* Current project names:
::* UespCustomCode -- Custom MediaWiki extension for many of the UESPWiki's customizations.
Help:Show Preview

thumb|right|450px|The "show preview" button is right next to the "save page" button and below the Help:Edit Summary|edit summary field. 
The Show preview button is located below the edit box when a page is being edited. This button will show you what the article will look like without actually saving the changes you've made. It is strongly recommended that you preview your edits before saving in order to check for errors and prevent multiple consecutive saves to a page. Saving the same article a large number of times in quick succession makes it more difficult to track changes made to the page and can quickly clog up the Recent Changes page. 

The use of this function is especially appreciated by our patrollers and administrators, who verify each change made to the wiki. Since there are hundreds of edits every day, avoiding multiple saves makes it easier for these users to help maintain the site.

Saving only once is also a good way to avoid edit conflicts, since your changes will not have shown up on Recent Changes and it is less likely that other people will try to edit the page at the same time.

If you are logged in, you can set your preferences to show the preview after the edit box instead of above. If you select this option, the preview will be displayed below the edit box when you click the "Show preview" button while editing a page.  You can also enable an option called "Show preview on first edit," which automatically shows you a preview of the page before you save. 

The preview button will also display a preview of an edit summary, if you've added one, which is a useful way of verifying links in the summary.
UESPWiki:Messages/Notice-Show Preview

Hello and welcome to UESPWiki! Thanks for your interest in the wiki; however, you seem to have been making multiple edits to a page by not using the show preview button, clogging up the Recent Changes in the process. We appreciate your enthusiasm, but keep in mind that each edit needs to be patrolled, so multiple consecutive edits create an unnecessary hassle on those who patrol. So please utilize this feature! You may also want to look over our style guide and Getting Started guide. Feel free to ask if you have any questions. ~~  ~~
Tes2Mod:Image formats/Palette

Palette Files
Palette files each contain a contiguous list of Color structures, defined below.  Daggerfall images are palettized; this means the pixel data is actually an index to a specific palette.  One cannot properly decode any Daggerfall image without a palette.  

There are two types of palette files: PalFile (*.PAL) and ColFle (*.COL).  Each has a similar structure and format, but there is a trivial difference between them.  

Color Structure
Daggerfall uses a 3-byte triplet to encode a color value. Each component is from 0 (darkest) to 255 (brightest).



ColorList
A ColorList structure is simply a contiguous list of Color structures.  

PalFile
PalFile files simply contain a single ColourList, 256 elements long.  

The following files are valid PAL files: 
 

ColFile
ColFile files are composed of a ColHeader, immediately followed by a valid PalFile.  

ColHeader
The 8-byte long ColHeader conforms to the Autodesk format: 



Immediately following the ColHeader is a valid PalFile structure.  Valid COL files are: 
 

Reading Palette Files
Since PalFile files always contain 768 bytes of data (256 Colors, 3 bytes per color), PalFile files are identified by being 768 bytes in length.  Likewise, ColFiles are always 776 bytes in length (ColHeader plus the PalFile's 768 bytes).  This makes opening either a .COL or .PAL file trivial, since the specific type can be derived based on the file's length.  

Since Colors do not encode an Alpha component/channel, the first entry is considered the "Transparent" color (0 Alpha) and all other colors are considered opaque (255 Alpha).
Tes2Mod:Image formats/Colour Translation

Colour Translation files are used by Daggerfall to permit what moderns API's such as Direct3D or OpenGL call "fogging".  They work by translating one palette index to another palette index, and thus there is no need for palettes with more than 256 colours, no need to swap palettes, nor any need to create multiple images differing only by palette.  The SkyFiles make ample use of this, as do the light sources, and the "swimming under water" effect also uses Colour Translation files.

ColourTranslation
The ColourTranslation structure is the heart of the translation process.  It is a contiguous list of 256 UInt8 values.  

ColourTranslationFile
A ColourTranslationFile consists of a contiguous list of 64 ColourTranslation structures.  

The following are valid ColourTranslationFile files: 
HAZE.000
HAZE.001
SHADE.000
SHADE.001

Reading ColourTranslationFiles
One simply reads the 64 ColourTranslation structures.  

Working with ColourTranslationFiles
thumb|128px|Right|Actual data from Daggerfall:Image formats/SKY|SKY00.DAT showing palette indexes changing as the character approaches an object.
Daggerfall's renderer computes which of the 64 translations to use based on the character's distance to the flat (also called "Billboards" or "Decals" in Direct3D or OpenGL), or to a surface's central point and the player's view distance.  This value, ranging from 0 to 63, is the index of which ColourTranslation structure to use from within a ColourTranslationFile.  Index 0 is invariably most "fogged", whereas index 63 is enjoys very little "fogging".  Any objects of interest which are closer to the character than index 63 are simply drawn w/o any translation.

Once a ColourTranslation structure is selected, one merely replaces the image's palette indexes according to the index specified.  Whereas w/o translation one would merely use " " for the colour, one would use " " for the colour with translation.
Oblivion:Doorkeeper

The Doorkeeper is an Imperial Mythic Dawn agent stationed inside Lake Arrius Caverns, and the first obstacle before you can infiltrate the Mythic Dawn, witness the ceremony held by Mankar Camoran himself and claim the Mysterium Xarxes during the Dagon Shrine quest. 

He can be found guarding the locked door in the first zone of Lake Arrius Caverns 24 hours a day, even before the related quest is initiated. He never eats nor sleeps. If you accept Harrow's proposal and hand him your belongings, he will be disabled once you enter the Shrine Antechamber. If you refuse to give Harrow your belongings, the Doorkeeper's aggression will rise to 50 and he will also suffer a 100-point disposition drop; which means he will summon his Mythic Dawn bound armor and attack. 

He wears the standard Mythic Dawn robe and  hood. He only carries a small amount of gold. During the related quest he also carries the key to the Shrine of Dagon. He can also cast the standard Mythic Dawn bound armor and mace spell.

When you enter the first room of Lake Arrius Caverns, the Doorkeeper will actively seek you out with the standard Mythic Dawn salute: "Dawn is breaking." When you greet him back, he will welcome you and point you towards Harrow: "Welcome, brother/sister. The hour is late, but the Master still has need for willing hands. You may pass into the Shrine. Harrow will take you to the Master for your initiation into the service of Lord Dagon. Do not tarry. The time of Preparation is almost over. The time of Cleansing is near." He will then turn around and unlock the wooden door leading deeper into the cave. If approached again, he will repeat: "Harrow awaits within. You should not linger here."
 
Related Quests

Notes
Although he is disabled after Stage 40, subsequent stages will still raise his Aggression to 50 and give him a 100-point disposition drop as if he were intended to attack you.
The Doorkeeper respawns, if you kill him before he is disabled, and return to the shrine after the cell resets, he will be standing by the door, and will not be hostile, there is no crime for assaulting/killing him.
Tribunal:Souls

The following is a list of the various sizes of soul gems and creatures exclusive to Tribunal that will fit in them (creatures will fit into higher quality soul gems as well if you don't have the correct type). All but grand soul gems can be bought or found on random monsters throughout the world, while grand soul gems can only be purchased from Elbert Nermarc, a vendor in the Craftsmen's Hall in Godsreach. Note that not all variants of monsters are included in the table below.  Creatures that have no soul are excluded as well.


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Bloodmoon:Souls

The following is a list of the various sizes of soul gems and the creatures exclusive to Bloodmoon that will fit in them (creatures will fit into higher quality soul gems as well if you don't have the correct type). All but grand soul gems can be bought or found on random monsters throughout the world, while grand soul gems can only be purchased from a character added by the Tribunal expansion, Elbert Nermarc, a vendor in the Craftsmen's Hall in Godsreach. Note that not all variants of monsters are included in the table below.  Creatures that have no soul are excluded as well. 


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Oblivion:Abandoned Shack

thumb|right|class=multi_vert|Inside the Abandoned Shack
It is the residence of two former Raven Rock employees, Dranas Llethro and Hillod the Outlaw, and consists of only one zone, Abandoned Shack.
 

Residents
 

Abandoned Shack
Upon entering the shack, two bedrolls lie on the floor in front of the fireplace next to two clutter sacks, and a food barrel sits next to it. Two apples and a loaf of bread sit on a plate on the floor in the western corner next to a food sack and a clutter sack. In the alcove in the northwest of the building two sacks and a barrel contain clutter, and another sack holds food. The barrels respawn, but the sacks do not, and so are safe for long-term storage.

Notes
Entering the shack is not considered trespassing.
The two bedrolls are not owned, and are free to use by anyone.
Dim-Dai

Follow the coast southeast to the second waterfall and look behind it for the cave entrance. The cave is in two parts: a standard smugglers' den and an underwater grotto.

thumb|right|The dead adventurer
The dry section of the cave contains almost no treasure at all. Their loot, of moon sugar, food, gold and weapons is stashed in a dry area reached only by taking the plunge in the river that crosses the cave. At the end of the underground river is the corpse of an adventurer. He still wears his helmet, while his shield is by his side and his  Imperial broadsword lies a short distance away. Even though his remains are underwater, the cause of death doesn't seem to have been drowning, but rather the steel dagger of swiftblade thrust through his chest.
 
People
 


Maps
thumb|left|Map of Dim-Dai
Oblivion:Shack for Sale

The shack can be purchased from Vinicia Melissaeia in the Office of Imperial Commerce for 2000 gold, and the five upgrades can be purchased from Sergius Verus at Three Brothers Trade Goods for 400 gold base cost per upgrade. Without any upgrades, the single-room shack contains only a bed, a chair, and a table. Though it is rather run-down and tiny, it can be a very convenient home due to its proximity to the Imperial City. If you incur a large bounty and wish to avoid guards, you can also fast-travel to Dzonot Cave and then swim here, as it is not inside the city's walls.

The dining area upgrade adds a bookshelf to the northwest corner and a rug under the table in the southwest corner, as well as three tomatoes in a bowl on the table.

The kitchen area upgrade places a food cupboard in the southwest corner and a rug in front of the door. This upgrade can be stolen from Stantus Varrid's private chambers or Tertius Favonius' house.

The sitting area upgrade adds two chairs—one by the table and another in front of the fireplace along with a small table.

The storage area upgrade adds two chests of drawers that contain clothing—one at the foot of the bed and another in the northeast corner next to the fireplace—and a clutter chest on the other side of the fireplace. This upgrade can be stolen from Luronk gro-Glurzog's basement or Marinus Catiotus' house.

The wall hangings upgrade hangs three tapestries on the walls and a painting above the fireplace. This upgrade can also be stolen from Stantus, Tertius, or Luronk.

The crate outside the house does respawn, and so is not safe for storage.
 

Gallery
 
 

Costs and Upgrades
 
 

Notes
 
The fireplace picture can be straightened with the console command
Oblivion:Bravil House for Sale

The home can be purchased from Count Regulus Terentius for 4,000 gold, and the six upgrades can be purchased from Nilawen at The Fair Deal for varying prices. Without any upgrades, the home consists of only a table and chair in front of the fireplace and a double bed in the northeast room.

The dining area upgrade adds two chairs to the table in front of the fireplace and a rug beneath it. The kitchen area upgrade adds a food cupboard to the southeast corner, a small table next to it, and another chair near the fireplace. The racks assortment upgrade adds two wine racks - one in the entry room and one on the opposite side of the same wall - and a wall-mounted weapons rack above each, as well as another weapons rack on the west wall. The reading area upgrade places two bookshelves on the east wall with a chair and rug in front of them. The storage area upgrade adds two chests of drawers in the southwest corner with a chest between them; all three contain clutter. It also adds a rug in this corner and a clutter chest in the closet by the front door. The wall hangings upgrade hangs four paintings and a tapestry on the walls.
 
Gallery
 
 
Costs and Upgrades
 

:† The note for the storage area states that you only receive one chest when you purchase this upgrade.  However, there are actually two chests that come with this upgrade. 

Bugs
 
 This can be corrected by using the console, clicking at the door and then typing  .
Daggerfall:Avenge the Dragons

Quick Walkthrough
# Talk to the quest giver at the Akatosh Chantry or the Order of the Hour.
# Travel to the dungeon named by the quest giver.
# Find your target there and slay him.
# Return to the quest giver within the time limit and collect your reward.

Detailed Walkthrough
Death of the Dragons
Speak to the quest giver, who says:

:''"If you are, by chance, looking for work, an easy (gold) gold pieces, I just might have a job for you. It'll involve some combat, but you look like you wouldn't mind that. Does it sound like a possibility?"

Accept
The quest giver goes on:

:"Very good. You know that Akatosh is the God of Time, but He is also a Dragon God, and we hold dragons as our holy symbol. One of our members of our fighting order, the Order of the Hour, has apparently gone berserk and taken to attacking our dragons right in the sacred grove. Of course, the murderer must be stopped. You will find the dragonslayer in a place called (dungeon). If you are not successful within (time limit) days, we will send the Order of the Hour in and your reward will be forfeited. May Akatosh bless you in your quest."

Decline
The quest giver answers:

:"I see. Well, that is disappointing."''

Slay the Dragonslayer
thumb|right|The dragonslayer may also be an Archer
Head to the dungeon named by the quest giver and enter it. Find and kill the dragonslayer, who will appear as an archer or a knight. There may be multiple instances of these enemies in the dungeon, but you must kill the specified target to successfully complete the quest. When the correct target has been slain, you hear the dragonslayer's final words:

:"The Akatosh Chantry...wins. All I ever...wanted to...do was free the...dragons." The dragonslayer is dead.

Return to the quest giver for your reward.

Reward
Upon your return, the quest giver says:

:''"I am glad to see you back, (player's first name). And your mission was a success. As promised, here are your (random gold) gold. Thank you for your service."

Reputation Gain/Loss
 

Enemies
Random dungeon monsters
Quest Target: Any of the followings:
Archer
Knight

Additional Dialogue
After you have accepted this quest, NPCs may say when asked for any news:
"The Akatosh Chantry's pretty angry that one of their own is a dragonslayer."
"I say that sneak has every right to kill dragons. Nasty violent creatures."
If you fail the quest, NPCs may say when asked for any news:
"It's a good thing that the dragonslayer got away."
"Now more dragons will be killed."
"I hear the Order of the Hour is chasing the dragonslayer across (region)."
If you successfully complete the quest, NPCs may say when asked for any news:
"I wonder if the Akatosh Chantry is going to try and stop every dragonslayer."
"Ah, it's getting so you can't even slay a dragon anymore without trouble."
If you successfully complete the quest, the quest giver may later greet you with:
"What can I do for the great protector of the dragons, (player's first name)?"
If you failed the quest, the quest giver will greet you with:
"I trusted you to slay that dragonslayer, (player's first name). Never shall I do that again."''

Quest Log
Daggerfall:Weapons

This page summarizes the base weapons in Daggerfall. See the material modifiers below to see how damage varies depending on what the item is made out of, and which is minimum required to hit certain monsters. For special weapons, see the artifacts page.

Base Weapon Values
These are the standard values from which each weapon's stats are derived.

  "Wakazashi", not "wakizashi", is the term used in Daggerfall. 

Material Modifiers
Weapons can be made of various metals. Different materials affect the damage done by a weapon, its weight, and its ability to harm certain monsters. However, due to a game bug that displays weapon damage ranges via in-game tooltip information by accounting for the material modifier twice rather than only once, the damage ranges shown in game are incorrect. Therefore, for clarity, the below table lists these damage modifiers in two columns: the first shows the modifiers actually applied by each weapon, and the second shows the incorrect modifiers displayed in inventory tooltips within the game. Finally, note that hit chance modifiers, although not displayed in game, equal ten times the material damage modifiers, as shown below. These damage, hit, and other modifiers are:

The damage displayed is correct in Daggerfall Unity.


  Modified weights are rounded to the nearest 0.25kg, rounding down at midpoint values. 

Weapon List
The following lists all the base weapons, sorted by skill type. The prices set forth here reflect non-enchanted items only.

The weight and price values can be found here and here. Note that the final purchase or sale price can quite easily vary by a factor of 20% or more in either direction, depending on both your Mercantile skill and that of the shopkeeper.

Finally, due to the game bug described in the Material Modifiers section above, the below tables list weapon damage ranges in two columns: the first shows the ranges actually applied by each weapon, and the second shows the incorrect ranges displayed in inventory tooltips within the game. 

Short Blade

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Shortswords

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Wakazashi

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Long Blade

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Claymores

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Katana

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Sabers

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Axe

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War axes

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Blunt

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Maces

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Warhammers

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Archery
All bows require a supply of arrows to fire.


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Short bows

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Notes
The Daggerfall User's Guide (page 61 for Weapons, page 63 for Armor) claims that Orcish should be somewhere between Dwarven and Mithril in quality, though this is not the case in-game.