Netruk44/uesp-wiki-content huggingface dataset:
Lore:Colored Rooms

The   are a many-faceted realm of Oblivion, created and ruled over by Meridia, known as the Daedric Prince of Infinite Energies.  From what little has been seen of the Colored Rooms, they seem to resemble a cross between a coral reef and a vast field of floating stones, strewn with colorful trails of dust or cloud. The "ground" between the stones looks like luminescent water, but is solid enough to walk on. The skies are described as floating effluvium oceans of crimson.  

Aurorans and their warhorses are the spawn of Meridia that reside in the Colored Rooms, being made from pure light and have skin tones of virtually any hue.     are also purported to reside in the realm. The Colored Rooms have been described by those souls who have been there as "pretty boring" aside from Meridia's lectures (which are described as "pretty boring" as well).  
 

History
The Colored Rooms were formed when Meridia fled Mundus with her fellow Star-Orphans. However, instead of fleeing to Aetherius, Meridia went into the Void, where she was chided by the Daedric Princes for her trespass. Bending the light of Magnus, Meridia then carved her own sphere from the chaos of the Void by an act of "sheer divine will", creating a new plane of Oblivion.   

The half-Ayleid king   was defeated by   in the   and was cast adrift in the "waters of Oblivion", having made an alliance with Meridia granting him immortality. He spent many thousands of years reforming in the Colored Rooms before he could return to Mundus.  

During an earlier confrontation with   in the  ,   was caught up in the magical spell of a   and was transported to the Colored Rooms.  When the   defeated   in   circa  , Meridia briefly brought them to the Colored Rooms to reclaim their soul, where Molag Bal addressed them and stated the   was over.  Darien later returned to Tamriel as Meridia's "Golden Knight", a vessel of her power,  and after he was abducted by  ,   invaded the Colored Rooms.  When the invasion was over, enemy combatants were rounded up and purified, with some being banished to Nirn.  King Narilmor, reincarnated as the Symphony of Blades, fought off a group of Undaunted in the realm but was defeated, resulting in the retrieval the right half of the Wrathstone. 
 

Notes
In a speech to the Champion of Cyrodiil,   incorrectly names Meridia's realm as Coldharbour, which is actually the realm of Molag Bal.  The name of the realm first appeared in the Imperial Census of Daedra Lords.

Gallery
 

References
Skyrim:Kolbjorn Guard

thumb|left|Kolbjorn Guard (Dunmer)
Kolbjorn Guards can be found dead at Kolbjorn Barrow during the quest Unearthed. All but one (baseID:  ) of them are found inside the ruins.
 
Related Quests
Oblivion:Ore Veins

Ore veins can often be found in the mines around Cyrodiil. There are two main types: Silver Veins and Gold Veins. The Mehrunes' Razor official download adds Iron Veins, and the Vile Lair download adds Purgeblood Crystal Formations. Ore veins are treated like containers, meaning you can store items in them (although not always safely). Pickaxes can be found as random clutter, but they are not needed to interact with veins.

For ore containers added by Shivering Isles, see Hollowed Amber Limb, Hollowed Amber Stump, and Madness Ore Deposit.

Silver Vein
thumb|right|Silver Vein
Silver Veins have a chance of containing up to three Silver Nuggets. There are a total of ninety veins, which come in three varieties. None of them respawn, meaning that Silver Veins are safe to use as storage containers. Gutted Mine contains the highest amount of veins: eight.
 
Gold Vein
thumb|right|Gold Vein
Gold Veins have a chance of containing a single Gold Nugget. There are only eight veins in total, which come in three varieties. They are located in Abandoned Mine and Desolate Mine. None of them respawn, meaning that Gold Veins are safe to use as storage containers.
 
 

Iron Vein
thumb|right|Iron Vein
Iron Veins are added by the Mehrunes' Razor official download. They can contain one or two pieces of Iron Ore. There are fifteen veins, which come in three varieties, all located within Sundercliff Watch. They respawn, meaning that they are not safe for storage but provide you with an infinite amount of Iron Ore.
 
 
Purgeblood Crystal Formation
thumb|right|Purgeblood Crystal Formation
Purgeblood Crystal Formations are added by the Vile Lair official download. They contain a sample of Purgeblood Salts. Only three exist, having been created by Greywyn in Deepscorn Hollow. The veins come in three varieties. They respawn, meaning that they are not safe for storage but provide you with an infinite amount of Purgeblood Salts. A bug with the veins allows you to quickly obtain limitless amounts of Purgeblood Salts.
Skyrim:Gatekeeper

The Gatekeeper is a named draugr found in the Temple of Miraak. She is encountered after learning a word of the shout Dragon Aspect, where she and other leveled draugr break out of their coffins.

The Gatekeeper carries the Temple of Miraak Key, a leveled weapon, and a leveled piece of jewelry.
 

Related Quests
 

Notes
The Gatekeeper is technically a leveled creature. However, because the Temple of Miraak has a minimum level of 30, only the level 34 version of the Gatekeeper will ever be encountered. The variable stats of the four levels are listed below.
Skyrim:Convince Nikulas to stay in Skaal Village

Quick Walkthrough
# Talk to Edla about her son.
# Convince Nikulas to stay in Skaal Village.
# Return to Edla.

Detailed Walkthrough
Return to Skaal Village after the quest The Fate of the Skaal and you can find Edla wandering around the village. She may tell you ''"My son's heart is restless. He wants to see the world beyond our lands, and nothing I say will change his mind."'' If you ask her about her son, she will provide you with more detailed information. His name is Nikulas, and he is a good lad, a strong and loyal young man. However, Edla wishes her son wasn't so eager to leave the village. If you are willing to talk to him, she will be quite happy. ''"You would do that? I know he would listen to you. You've been out there in the wide world. You know its perils."'' She hopes you can convince him.

You can find Nikulas sitting on a bench outside their house. You may talk to him about his mother and his dream. He will admit ''"That's right. I want to go out into the world and earn great glory. I want to hunt the deadliest creatures and claim vast riches."'' He is weary of the life in Skaal Village and he wants to do something with his life other than farm, fish, and hunt deer. You may choose various ways to convince him to stay at home or remind him to think about his mother before making the final decision.

At last, he will see that in his eagerness for adventure, he has forgotten his duties as a son and as a Skaal. He will thank you for your wisdom.

Return to Edla and tell her that Nikulas has agreed to stay. "May the All-Maker bless you with many sons and daughters, outsider. Once again you have shown that you are a true friend of the Skaal." She will reward you with some herbs that are unique to the land, including five Ashen Grass Pod, five Emperor Parasol Moss, and five Scathecraw. She still thinks the reward can hardly be equal to the joy in her heart.

 
 

Quest Stages
Skyrim:Sell Stalhrim Armor and Weapons to Ancarion

Quick Walkthrough
#Agree to sell stalhrim equipment to Ancarion.
#Sell stalhrim equipment.

Detailed Walkthrough
During the quest A New Source of Stalhrim, you will encounter the Thalmor at Northshore Landing. They seek to obtain stalhrim equipment for the Aldmeri Dominion. You will be given the option to kill them or speak with their leader, Ancarion. Depending on your Speech skill, you can convince him to leave Solstheim or you can agree to sell him stalhrim weapons and armor. If you choose the latter and pass the Speech check, this objective will be added to your quest log. If you fail the Speech check however, Ancarion and his soldiers will turn hostile.

Stalhrim equipment can be found as random loot on Solstheim. When you complete the prerequisite quest, it can also be forged if you have the Ebony Smithing perk. Return to Ancarion when you have obtained a stalhrim weapon or armor piece, and he will be willing to purchase it. There is however a bug that makes so he does not have any gold. More bugs listed in the bugs section below.

Notes
With the Merchant perk, Ancarion will buy other items as well as stalhrim equipment.

Bugs
 
 

Quest Stages
Skyrim:Visit the hunters at Frostmoon Crag

Quick Walkthrough
# Talk to the innkeeper of The Retching Netch in Raven Rock.
# Talk to Majni in Frostmoon Crag.

Detailed Walkthrough
right|thumb|The Frostmoon Pack
You can ask Geldis Sadri in The Retching Netch for any recent rumors. He may tell you about a pack of werewolves in the mountains and advise you to talk to the hunters up at Frostmoon Crag to know more. Alternatively, you might run into a wandering hunter in the northern areas of Solstheim who will tell you about the pack at Frostmoon Crag. Although he will mention the pack to anyone, the quest will only start this way if you're a werewolf and you haven't already heard the rumors from Geldis.

Travel to Frostmoon Crag and you can find four hunters there. Rakel will come up to you and stop you from getting too close. "Hold, traveler. You have no business here." If you're not a werewolf, she will ask you to go away and leave them in peace. "We mean you no harm, but... be on your way." Staying around will lead her to give you some warnings. They will transform into werewolves and attack you after the last warning. If she finds the beast blood in your body, she will say ''"...Wait. You... you're one of us, aren't you? A werewolf?" Then she will introduce the Frostmoon Pack to you and welcome you as a brother or sister.

Now, you may talk to Majni, Alpha of the Frostmoon Pack, and complete the quest. He will tell you "You are welcome here, so long as you respect our law." You can talk to the members of the pack to learn more about them. Once you have, you will be able to buy four unique rings that affect your beast form from Majni.

Notes
If you are not a werewolf, the quest will remain in your journal unless you come back as a werewolf. If the Companions quest was completed and you cured your lycanthropy, you can go back to Aela the Huntress in Jorrvaskr and ask her: "I wish to regain the gift of beast blood".
 Use the console command   to update it and remove it from your journal.
Attacking the hunters will also remove the quest.
If your lycanthropy is cured during the quest, Majni will no longer speak with you or sell you the rings.
The quest can also be started by a randomly encountered, generic lycanthropic hunter who does not turn hostile. They will initiate the following dialogue: "Well, now... a fellow beast-blood. Well met, friend. Not many of our kind still hunt these lands. If you ever need aid, seek out Majni's pack, up at Frostmoon Crag. They've long welcomed outsiders. Now... my prey awaits. Good hunting to you."''

Quest Stages
Skyrim:Ward (spells)

Effects
Ward,   pts
Shield,   pts

Perks
Ward Absorb, causes your magicka to recharge when hit by spells while using Wards.
Skyrim:Armor (spells)

These spells improve your Armor Rating, providing additional protection from physical attacks.
Effects
Armor,   pts for 60 secs

Perks
Stability, raises duration to 90 seconds.
Alteration Dual Casting, increases duration to 132 seconds, if cast with both hands.
Both can be applied, raising the duration to 198 seconds.
Mage Armor, increases the spells' magnitudes according to the chart below:


Notes
Mage Armor bonuses only apply if you are not wearing any armor (other than a shield).  Otherwise, the default value still applies.
Stability and Alteration Dual Casting perk effects stack rendering their duration to 198 secs, if cast with both hands.
Vampire players with Necromage perk gain 25 percent more armor rating, armor bonus effect also last longer.
Tes3Mod:Text Defines

Text defines in Morrowind are special strings within dialogue and message boxes, that are replaced at runtime. 
For dialogue, they begin with %, and for message boxes, they start with ^. 
Any character can follow a sequence, so if "%pcrace" is "Redguard", "%pcraces" is "Redguards". 
% (or ^ in messageboxes) followed by any global variable will be replaced with the value of that variable. 
All sequences are case insensitive. 
Built in defines are evaluated before global variables, so if there is a global variable pcnamea = 50, "^pcnamea" will be the name of the character followed by a, not 50. 
Global variables with a % or ^ in them do not behave sensibly (as might be expected). 
Global variables with names that are partially contained in other global names (eg. testglobal and testglobala) work correctly (i.e "^testglobala" does not give the value of testglobal followed by a).

List of defines


The following only work in dialogue (empty in messageboxes):
UESPWiki:Dev History

This page details changes to the development server and environment.

20 November 2020
Updated source and database with recent copy of live wiki. -- Daveh   21:19, 20 November 2021 (UTC)

28 July 2016
LocalSettings.php: Turned on warnings/errors and left them on, since this is probably something we'll want on more often than not on Dev.
extensions/UespCustomCode/SiteSpecialSearch.php:
Added Legends to custom search table.
Removed "List redirects" option, as this is no longer supported by Special:Search and was generating warnings.  &ndash;       20:03, 28 July 2016 (UTC)

6 January 2016
MetaTemplateCategoryPage.php:
Updated function header for   to match parent (added "Category" to first parameter).
Modified removed/deprecated linking code in   to use current methods.

Archives
Skyrim:Thalin Ebonhand

Thalin Ebonhand, a Nord wizard, was the ship's helmsman serving as part of the crew under the legendary pirate king Haknir Death-Brand. Upon entering the final chamber of Gyldenhul Barrow during the related quest, his spirit appears along with Haknir, Garuk Windrime, and members of Haknir's crew, to fight you.

He is clad in a full set of Nordic carved armor and he is wielding two leveled one handed weapons (up to Daedric quality). As a wizard, he has a decent range of spells. He knows Stoneflesh, Steadfast Ward, Fast Healing, Sparks, Lightning Bolt, and Chain Lightning. He also has a constant two point restore magicka ability and highly fortified sneak.

 
Related Quests
Skyrim:Reanimate (spells)

:Dread Zombie redirects here. For the creature added by the Plague of the Dead Creation, see Dread Zombie (creature).
 
:''Reanimate Corpse: Reanimate a more powerful dead body to fight for you for 60 seconds.
:Revenant: Reanimate a powerful dead body to fight for you for 60 seconds.
:Dread Zombie: Reanimate a very powerful dead body to fight for you for 60 seconds.
:Dead Thrall: Reanimate a dead body permanently to fight for you. Only works on people.

The Reanimate''' spells are Conjuration spells that raise dead bodies up to level   to fight for you for their duration.

Effects
;Raise Zombie
Reanimate, 6 pts for 60 secs
Reanimate Secondary Effects, for 60 secs
;Reanimate Corpse
Reanimate, 13 pts for 60 secs
Dark Souls Reanimate Corpse with the Dark Souls perk
Reanimate Secondary Effects, for 60 secs
;Revenant
Reanimate, 21 pts for 60 secs
Reanimate Secondary Effects, for 60 secs
;Dread Zombie
Reanimate, 30 pts for 60 secs
Fortified Healing, 3 pts for 60 secs
Reanimate Secondary Effects, for 60 secs
;Dead Thrall
Reanimate Thrall, 40 pts for 86313600 secs (999 days)
Fortified Healing, 1 pt for 86313600 secs (999 days)

 


Perks
Necromancy - increases the duration to 120 seconds (not applicable to Dead Thrall).
Necromage - this Restoration perk increases the level cap by 25%. This means that the effective levels for the spells are as follows:



Notes
For more information on Dead Thrall, see Dead Thrall.
With the exception of Dead Thrall, all corpses revived through Reanimate spells will disintegrate into ash piles when they are killed, the spell expires, or you cast another summon or reanimate spell past your summon limit. This means that you cannot reanimate the same corpse twice with anything but Dead Thrall.
It is not possible to reanimate a character that has been decapitated, regardless of level. Also, enemies who have been disintegrated through the use of lightning spells cannot be reanimated.
Enemies killed while under the effects of paralysis will be unable to move when reanimated and are impervious to melee attacks (though you still get XP when you hit them with a weapon). Note that this may happen unintentionally when killing foes with frost spells with the Deep Freeze perk.
It is possible to take control over reanimated zombies, as long as you are able to hit it with a more powerful Reanimate spell than the other spellcaster used - before the zombie has gotten to its feet and is considered "alive"(when hovering invulnerable in the air). 
You can also still loot corpses while they are being reanimated, for instance, to steal their weapons and force them to fight bare-handed.
It is also possible to further increases the level cap of revived corpses by 25% via the Bone Wolf Creation.
Skyrim:Aggressive Adventurer

The Aggressive Adventurer is a  hostile NPC randomly encountered in the wilderness. They will simply be named by their race when you see them in gameplay.
Lore:BiPolar Blade

The   is a strange artifact of some renown. According to legend, a nobleman sank his fortune into creating a longsword of supreme power. Two smiths on opposite ends of Tamriel created each half of the blade, unaware of the other, with the hope that no one man, save the owner of the blade, would know its true power. Unfortunately, the smiths were not given enough instruction, and created halves with enchantments that completely negated each other. One half of the blade is  en, and the other half is made of a brown metal. The sword is enchanted with the ability to both magically calm and frenzy a humanoid. These conflicting enchantments make the blade practically useless, although the calming effect is dominant.  

The blade is simply regarded as an expensive curiosity for collectors. By  , it had come into the possession of  , a wealthy trader and widower living in Mournhold. It is rumored that Hlas relinquished ownership of the blade later that year,  and it was given to   to be put on display in her museum of artifacts. 

Previous Owners:
Anonymous Nobleman
Sunel Hlas


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

References
Lore:Jakben

Jakben was the Earl of Imbel, a noble family dating back to the late First Era.  He was born some time in the Third Era. In life, he abandoned his birthright to become a master thief, and became known as Springheel Jak. He was infected with vampirism, and used his noble status to hide his undead nature for two hundred years before finally being slain in  .  

Coming from a long line of noblemen, Jakben turned to thievery for unknown reasons. He became known as Springheel Jak, so called because of a unique pair of enchanted boots which gave him great leaping ability. He was a partner of  , although when Dareloth was cursed by Nocturnal for stealing the Gray Cowl, Jakben's memories of him were erased. Without his partner, Jakben attempted to single-handedly rob the crypt of Taren, and was infected with vampirism. He became a member of the Cyrodiil Vampyrum Order, but for nearly a century Jakben could not control his bloodlust. Eventually he gained some measure of control, and abandoned his life as a thief to return to the life of a nobleman, a guise used by many Cyrodilic vampires. 

Jakben lived as a nobleman in the Imperial City for two hundred years. He owned a large manor in the Talos Plaza district; beneath the manor lay the family crypt, which Jakben turned into a vampire lair. He played the part of a reclusive and private gentleman, who suffered from a "rare skin condition" which disallowed him to go out during the day.  At night, he fed on the people of the Imperial City. Gemellus Axius served as Jakben's manservant, and was the only mortal to know of his secret. 

In  ,  , a successor of Dareloth who had inherited the Cowl's curse and, as such, was known only as  , learned of the existence of the Boots of Springheel Jak. Umbranox required these boots for a planned robbery of the  , and sent an accomplice to steal them from Jakben, thinking him to be a descendant of the master thief. When confronted, Jakben gave the thief access to the crypt beneath the house. The thief found Jak's coffin empty, and Jakben revealed his true identity before attempting to kill the intruder. Jakben and the other vampires were defeated, and the boots brought to Umbranox. The Imperial Watch later discovered the earl's body and the den of vampires. Jakben's corpse burned in the sun, and the populace of the Imperial City were shocked to discover his vampiric nature. The boots were later destroyed during the successful robbery coordinated by Umbranox. 

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

References
Skyrim:Turn Undead (spells)

The Turn Undead spells are Restoration spells, which will cause an affected Undead enemy to flee from the caster for 30 seconds.

Effects
Turn Undead,   pts for 30 secs
Turn Undead Push,   /   (see bugs) /   pts

Perks
Necromage increases magnitude by 25% and duration by 50%.
Restoration Dual Casting increases duration by 120%, but does not increase effect level.
The effective levels of undead that can be turned with these spells are:


The durations are the same for all spell levels, varying only with perks applying (remember, for dual casting, you need both the perk and to be dual casting it):



 


Bugs
 

See Also
Repel Undead
Skyrim:Repel Undead (spells)

The Repel Undead spells are Restoration spells, which will cause all affected Undead enemies to flee from the caster for 30 seconds.

Effects
Repel Undead,   pts for 30 secs
Turn Undead Push, 100 pts

Perks
Necromage, increases magnitude by 25% and duration by 50%.
Restoration Dual Casting increases duration by 120%, but does not increase effect level.
The effective levels of undead that can be turned with these spells are:


The durations are the same for all spell levels, varying only with perks applying (remember, for dual casting, you need both the perk and to be dual casting it):


Notes
Unlike the Turn Undead spells, these cast a swirling wave projectile that will affect multiple targets.  Their range is much shorter, however.
Skyrim:Dragon Priest Staff

Dragon Priest Staff may refer to two things:
Dragon Priest Staff (Nahkriin), a staff wielded by Nahkriin
Dragon Priest Staff (Rahgot), a staff wielded by Rahgot
Skyrim:Detect Life

Detect Life may refer to two things:
Detect Life (effect), a magical effect
Detect Life (spell), a spell using that effect
OBMobile:Imperial City Prison

The Imperial City Prison is the first level of Oblivion Mobile.
Related Quests
 
 
Map
OBMobile:Kvatch Oblivion Gate

The Kvatch Oblivion Gate is the second playable level of Oblivion Mobile.
Related Quests
 
 
Map
OBMobile:Imperial City Temple District

The Imperial City Temple District is the final playable level of Oblivion Mobile.
Related Quests
 
Map
OBMobile:Places

Oblivion Mobile consists of many different places, although not all of them are explorable. This page lists the main levels that can be explored, along with maps, enemy types, and loot information. It also lists places that will only be encountered briefly, such as in a cutscene. Some places are randomly generated, so accurate information can not be provided.