Netruk44/uesp-wiki-content huggingface dataset:
Lore:Songs of the Return, Vol 56

he Songs of the Return are eternal and numerous, for those first Five Hundred, those   of   who cleared the way for mankind's rightful habitation, burned with a fire not seen since those days long passed. Each ship carried a crew that performed legendary feats that could feed the pride of any nation for a thousand years. And during this time of the broadening, scores of Companions wandered the land, bringing the light of the proper gods to the heathen land of elves and beasts. 

They were but mortal, though, and in time, all would taste the glories of  . 

It was in one of the uncounted years after the retaking of   that the crew of the Chrion was declaring their fortunes in the eastern lands near the  . They were encamped, surrounded by bodies of   who had attempted to make them believe they held peace in their hearts. The shrewd Rhorlak was the Chrion's captain, though, and would show no quarter to the liars of the southlands, as had been commanded by his lord Ysgramor, harbinger of us all. 

It was in this state of carousing that they were approached by a young and breathless messenger of their sister crew from the Kaal Kaaz. The boy ( , as his name is now sung) had ran unimaginable distance at breakneck speed from the blood-stained fields of the Clouded Sun, to deliver the news to all who would hear. When he reached their camp, he bellowed a great sob before relieving his heart with the news that the mighty Ysgramor had breathed his last. 

Asgeir continued his swift run, to inform the other crews as quickly as they could be found (for there were many now crawling the land, rendering our legacy from their deeds), and the camp of the Chrion descended into a mourning of the most forlorn sort. Among these fires sat the bravest men and fiercest women who have ever graced the dirt of this land, and they were brought low by such a notion. While we in the day-shine know only Ysgramor's glory as it gleams through history, these Companions knew his might with their own eyes, and such a loss hangs so heavily on the heart that mere words cannot express the altering of their world. 

For indeed the stories tell that Rhorlak, the most battle-hardened and unflinching of all captains, did collapse with grief, and never lifted again his mighty axe. And all around Tamriel, as the news spread as a dark cloud washes from horizon to horizon, did brilliant lights go out in silent honor of their fallen general and war-leader. 

So ended the period of the Return, and the original glories of the Five Hundred Companions of Ysgramor, harbinger of us all.
Lore:Songs of the Return, vol 24

[When the time came for] breaking of camp, not all crews took southwards across the rolling lands. Some turned with quick eyes back to their ships, for their hearts were bounded to the waves as sure as they were bounded to each other [as allied  ]. 

One such crew was that of the Krilot Lok, sinewy long folk from the [eastern] edge of  . Their ruddy skin matched the dawn and it was often said that morning herself learned [her glorious colors from] the first faces to meet her at the break of day. The great   lifted their souls and their winds, propelling them westwards with the new lands of Tamriel ever beckoning to the south. 

In time, these perpetual wanderers came upon sights fearsome and terrible. Entire kingdoms of men beyond their recognition,  . Elves    than the northern betrayers] disgraced their horizons, until they learned the sheltered ways between. Great deserts the likes of which were never known in the homeland, peopled by  . Many a notable and well-sung Companion met his end at the spears of the   of the southern marsh. 

Among the brave crew of the Krilot Lok were of   and  , the great Shield-Brothers (who often swapped spears), and [their] war-wives,   and   (the fair child), Shield-Sisters in their own right who could bring [the face of terror?] across the ice-chilled seas. Together these four stared into the abyss of trees that formed the foul-smelling homeland of the snake-men. And as they were blessed Atmorans who feared no shore of Tamriel, they ventured forth to seek out their glories in the most dangerous of these new lands. 

Onward they flew, ravaging the swamplands, beating a trail between themselves and their ship such that they would never lose sight of the shore. In the far-off day when at last Roeth would fall, when Britte screamed her famed war-cry so that all the marshes were emptied, this trail would fill once more with the treacherous snake men. So began the [burning?] march of these great captains of us all.
Lore:Shadowmarks

eed to know your way around, eh? Don't want to stumble into a necromancer's house or fall into another trap set up by the city guard? Then you need to read this book from cover to cover. Learning to identify the shadowmark can mean the difference between making a fortune and ending up with a blade in your gut.

The clever little marks are carved all over Skyrim... mostly on the doorframes or fronts of buildings, but you can find them pretty much anywhere a thief's been. It's the way we talk to each other without talking. Keeps the newer thieves from becoming dead thieves and all that nonsense. There aren't that many of the bloody things, so I don't want to hear any excuses about not having the time to learn them.

Anyway, enough of my gabbing. Time to put your wizard's cap on and do a little research.
Skyrim:Kyne's Peace

left|thumb|The word wall at the end of Shroud Hearth Barrow
'''Kyne's Peace''' is a shout that calms animals. Affected creatures will not fight or flee. Additionally, affected creatures will be revealed by an effect similar to Aura Whisper for the duration of the shout.

 
Related Quests
 
 
 

Word Wall Translations
 

Notes
Despite this being a "peaceful" shout, there is a slight shock-wave that is emitted that can cause harm. 
The shout penetrates doors and walls.
This shout can be used to calm animals under the control of spriggans.
This shout can be used to cause a large mess quickly in heavily decorated areas such as Dragonsreach if you so desire.
Tes5Mod:Save File Format/Created Objects

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Effect
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Unknown0
Skyrim:Pacify (effect)

Pacify reduces the Aggression of the target, causing them to stop fighting.  It is one of a group of related spell effects, including Calm and Harmony, all of which reduce Aggression.

Normally Pacify has no effect on non-living creatures, namely Undead, Daedra, and Automatons.  However, the Master of the Mind perk causes it to also affect non-living creatures.

Enchanting
The following items use this effect, but they cannot be disenchanted.
Grand Staff of Charming
Staff of Calm
Staff of Tandil
Halldir's Staff

Spells
The following spells use this group of effects.  Following each spell is the specific variant of the effect that it uses:
Calm: Calm ( ;  )
With the Master of the Mind perk, instead uses: Charm - Master of the Mind ( ;  )
Pacify: Pacify ( ;  )
With the Master of the Mind perk, instead uses: Charm - Master of the Mind ( ;  )
Harmony: Harmony ( ;  )
The greater power Vampire's Seduction, which is only available to vampires.

Notes
In several instances, this effect is also labeled "Charm", even though in past games Charm was a different effect from Calm (increasing the target's Disposition).
Attacking a Calmed creature or NPC will immediately dispel the Calm effect on that target.  Other targets are unaffected, though, so you can Calm a group of enemies and then engage them one at a time.
The master-level Harmony spell also causes NPCs to "forget" if they have been pickpocketed recently, giving you another chance. This only works with Harmony.
It is possible to sleep with enemies nearby (even in the same bed) if all nearby enemies are under the Calm effect.  However, due to the passage of time, enemies will become hostile again upon waking.
Calm spells are very effective with a stealth playstyle, allowing you to calm groups of enemies and giving you time to get behind them for an effective backstab.

See Also
Frenzy/Fury increases the target's aggression.
Fear/Rout decreases the target's confidence, causing them to flee.
Turn Undead works on undead.
Tes5Mod:Save File Format/Process Lists

Process Lists


CrimeType


Crime
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Main
''(yes, it's currently always empty)''
Skyrim:Cure Poison

Cure Poison heals any negative effects caused by poisons.  It is only available from built-in potions, and cannot be created with alchemy without Rare Curios.

Alchemy
The following alchemy ingredients can be used to create a potion of Cure Poison:
Ambrosia  ( &times;Value)
Bittergreen Petals 
Hunger Tongue 
Imp Gall 
Redwort Flower 
Roobrush 
Scrib Jelly 

Related Effects
Cure Disease
Restore Health
Resist Poison
Weakness to Poison
Skyrim:Absorb Health

Absorb Health (a.k.a. Drain Health) transfers   points of Health from the target to the person wielding the weapon.  On the target, the effect is comparable to Damage Health; on the attacker, the effect is comparable to Restore Health.

Enchanting
The following items use this effect.  You can learn how to enchant custom items with Absorb Health if you find one of the following items and disenchant it:
All weapons of Absorption
All weapons of Consuming
All weapons of Devouring
All weapons of Leeching
All weapons of the Vampire
Blade of Woe
Drainblood Battleaxe
Gauldur Blackblade
Artifacts and unique items that use the effect but cannot be disenchanted include:
Keening
Nightingale Blade
Ebony Blade
Bloodthorn
Wabbajack (5% chance)

Notes
In Skyrim, there appears to be no distinction between "Drain Health" and "Absorb Health". Ravage Health replaces the "Drain Health" effect from previous games.
For those enchanting for profit, absorb health provides the third most lucrative weapon enchantment in the game, behind only Paralysis which is number two and Banish which is the most profitable. Absorb Health is the most lucrative weapon enchantment that is available at the beginning of the game.

Bugs
 

See Also
Other effects that alter your health include:
Damage Health, Damage Health Regeneration, Fortify Health, Regenerate Health, Restore Health
Other absorb effects are:
Absorb Magicka, Absorb Stamina
Skyrim:Absorb Magicka

Absorb Magicka (a.k.a. Drain Magicka) transfers   points of Magicka from the target to the person wielding the weapon.  On the target, the effect is comparable to Damage Magicka; on the attacker, the effect is comparable to Restore Magicka.  Spell Absorption is similar to Absorb Magicka, in that your magicka can be increased at the expense of your enemy, but is a passive effect rather than an active effect.

Two versions of Absorb Magicka are actually available for enchanting. The stats above are for the most common version of the effect.  A second version is only available from one item: the Drainspell Bow.  The bow can be disenchanted, meaning that its effect can be used for custom enchantments.  The stats for this second version of the effect are:
ID: 0010f221
Cost: 1.2

Enchanting
The following items use this effect.  You can learn how to enchant custom items with Absorb Magicka if you find one of the following items and disenchant it:
All weapons of the Sorcerer
All weapons of Evoking
All weapons of Harrowing
All weapons of Siphoning
All weapons of Winnowing
Gauldur Blackbow
Drainspell Bow - has unique version of effect
Artifacts and unique items that use the effect but cannot be disenchanted include:
Keening

Notes
In Skyrim, there appears to be no distinction between "Drain Magicka" and "Absorb Magicka".

Bugs
 

See Also
Other effects that alter your magicka include:
Damage Magicka, Damage Magicka Regeneration, Fortify Magicka, Regenerate Magicka, Restore Magicka, Spell Absorption
Other absorb effects are:
Absorb Health, Absorb Stamina
Skyrim:Absorb Stamina

Absorb Stamina (a.k.a. Drain Stamina) transfers   points of Stamina from the target to the person wielding the weapon.  On the target, the effect is comparable to Damage Stamina; on the attacker, the effect is comparable to Restore Stamina. 

Two versions of Absorb Stamina are actually available for enchanting. The stats above are for the most common version of the effect.  A second version is only available from one item: the Drainheart Sword.  The sword can be disenchanted, meaning that its effect can be used for custom enchantments.  The stats for this second version of the effect are:
ID: 0010f21f
Cost: 1.2

Enchanting
The following items use this effect.  You can learn how to enchant custom items with Absorb Stamina if you find one of the following items and disenchant it:
All weapons of Subsuming
All weapons of Garnering
All weapons of Gleaning
All weapons of Harvesting
All weapons of Reaping
Drainheart Sword &ndash; has unique version of effect
Artifacts and unique items that use the effect but cannot be disenchanted include:
Giant Club
Keening
Nightingale Blade
Volendrung

Notes
In Skyrim, there appears to be no distinction between "Drain Stamina" and "Absorb Stamina".
Having this effect enchanted on a weapon, no matter the magntitude, will almost guarantee that you will never run out of stamina when fighting.

See Also
Other effects that alter your stamina include:
Damage Stamina, Damage Stamina Regeneration, Fortify Stamina, Regenerate Stamina, Restore Stamina,
Other absorb effects are:
Absorb Health, Absorb Magicka
Skyrim:Armor (effect)

Armor spells increase the spellcaster's Armor Rating.  The effectiveness of Armor spells is improved by the Mage Armor perk.

Shields do not interfere with the bonus granted by the armor spells.

Spells
The following spells use this group of effects. Following each spell is the specific variant of the effect that it uses:
Oakflesh: Armor - Oak ( ;  )
Stoneflesh: Armor - Stone ( ;  )
Ironflesh: Armor - Iron ( ;  )
Ebonyflesh: Armor - Ebony ( ;  )
Dragonhide: Armor - Dragonhide ( ;  )
If the Mage Armor perk has been unlocked, the following effects are added to the spells
At rank 1: Armor 30 Perk bonus ( ;  )
At rank 2: Armor 50 Perk bonus ( ;  )
At rank 3: Armor 70 Perk bonus ( ;  )

Notes
This group of magic effects is the most comparable to Shield from Oblivion. Both are Alteration effects that grant the caster an armor bonus that stacks with the existing bonus from any equipped armor or shields.
Skyrim:Banish

Banish sends conjured daedra back to Oblivion. Simply put, it makes them disappear. Therefore, it either pushes the daedra back or results in a one hit kill.

Enchanting
The following items use this effect.  You can learn how to enchant custom items with Banish if you find one of the following items and disenchant it:
All weapons of Annihilating
All weapons of Banishing
All weapons of Expelling

Spells
The following spells use the Banish group of effects. Following each spell is the specific variant of the effect that it uses:
Banish Daedra: Banish ( ;  )
Expel Daedra: Banish ( ;  )

Notes
This effect is automatically added to all Bound Weapons if the Oblivion Binding perk has been unlocked.
For enchanting purposes this effect will yield the most profitable items. It is possible to make an iron dagger with a value greater than 2000 gold with just a petty soul gem and banish. 
Finding merchants that sell items with this effect for disenchantment purposes is only possible when you are level 22 or higher.
Dremora are not considered daedra and are thus not affected by Banish spells.
Only the three elemental atronachs are considered daedra. The three levels of Banish that are buyable as spells and appear on non-custom enchantments are suited to those three daedra; the weakest spell/enchantments can only banish flame atronachs; the middle-tier spell/enchantments can banish flame and frost atronachs, and the strongest can banish all three atronachs.
All conjured creatures (except Ash Guardians) are banished when struck by a banish effect, including Dremora Lords and familiars.
While a weak spell won't remove higher level daedra, it will briefly stun them and make them walk backwards.
Only summoned daedra are affected by this effect.  Daedra which appear naturally as regular enemies (which can be corpse-looted after death) cannot be banished, only killed.
Skyrim:Briarheart Geis (effect)

Briarheart Geis causes an extra   points of damage to Nords with each weapon strike. It is an unused effect and cannot be obtained in-game.

Enchanting
Only one item uses this effect. It can be disenchanted, allowing you to create custom items with the Briarheart Geis effect. This item was intended to be carried by the boss of Lost Valley Redoubt, but in reality is not in the game.
Briarheart Geis

Note
Because this effect only exists as an enchanting effect, it is not explicitly associated with any magic school; it has been placed in the Destruction school for convenience.
Skyrim:Command

Enchanting
Only one item is enchanted with this effect and it cannot be disenchanted:
Staff of Daedric Command

Spells
Only one spell uses this effect, and the effect has no variants:
Command Daedra: Command ( ;  )

Notes
This is one of the few instances in the game where the same underlying effect is used for both a spell and an enchantment.
Skyrim:Damage Health

Damage Health reduces the value of the target's Health.  There are two additional variants of this effect, documented on their own effect pages: Ravage Health and Lingering Damage Health.  All three of these effects are only available from poisons.

Alchemy
Sixteen alchemy ingredients have the Damage Health effect.  However, several of the ingredients have non-standard magnitudes and/or durations, meaning that Damage Health poisons can vary widely in effectiveness and gold value.  The properties of a Damage Health poison are determined by the single highest-priority ingredient used when making the poison. The properties of the second ingredient have no effect on the poison. 

The "Base Mag" and "Base Dur" columns provide the raw game data values that are used in the equations provided at Alchemy Effects.  "Mag Mult" summarizes how many times larger the poison's magnitude will be when controlled by that ingredient; "Gold Mult" summarizes how many times larger the poison's gold value will be, relative to the minimum possible value for a Damage Health potion.
 


  The Base Duration for these ingredients, as specified in the game data, is 0 seconds. For calculating the gold multiplier, however, use a duration of 10. 
  Only one sample of Jarrin Root can be obtained in normal gameplay, meaning that it cannot be used to routinely make over-powered poisons.
Skyrim:Ravage Health

This effect is a variant of Damage Health.  It causes a flat total reduction of   points of target's maximum Health points instantaneously.

As with the other two Damage Health variants, it is only available from poisons.

Alchemy
The following alchemy ingredients can be used to create a poison of Ravage Health:
Chokeberry  ( ×Magnitude, ×Value)
Congealed Putrescence  ( ×Magnitude, ×Value) (1st effect)
Cyrodilic Spadetail
Daedra Venin  ( ×Magnitude, ×Value) (1st effect)
Eye of Sabre Cat
Giant Lichen
Gold Kanet  ( ×Magnitude, ×Value)
Jazbay Grapes
Scathecraw  (1st effect)
Silverside Perch
Skeever Tail

Notes
The effects of Ravage Health can be reversed by altars and Cure Poison potions.
The Ravage Health effect is especially effective when utilized against Trolls, as it decreases their Maximum Health, which they cannot then regenerate.
Additionally, Ravage Health poisons are good choice against opponents with Restoration magic, since there is no Cure Poison spell, they usually don't carry Cure Poison potions, and there is no spell to simply heal the lost maximum health.
Skyrim:Lingering Damage Health

This effect is a variant of Damage Health.  It causes a total of  &times;  damage.

As with the other two Damage Health variants, it is only available from potions.

Alchemy
The following alchemy ingredients can be used to create a poison of Lingering Damage Health:
Angler Larvae  (1st effect)
Chokeberry  ( ×Magnitude, Value)
Imp Stool
Luminous Russula  ( ×Magnitude, Value)
Mora Tapinella
Orange Dartwing
Roobrush  ( ×Magnitude, Value)
Rot Scale  ( ×22px|Duration, ×Value)
Scathecraw 
Slaughterfish Egg
Slaughterfish Scales
Thorn Hook  (1st effect)
Skyrim:Damage Magicka

Damage Magicka  reduces the value of the target's Magicka. Damage Magicka causes a total of   points of damage, instantaneously. There are two additional variants of this effect, documented on their own effect pages: Ravage Magicka and Lingering Damage Magicka. All three of these effects are available from poisons, but only Damage Magicka is available as an enchantment.

Alchemy
The following alchemy ingredients can be used to create a poison of Damage Magicka:
Bittergreen Petals  ( &times;Magnitude, &times;Value)
Butterfly Wing
Chaurus Eggs
Chokeweed  ( &times;Magnitude, &times;Value)
Daedra Heart
Eye of Sabre Cat
Glow Dust (1st effect)
Hagraven Feathers (1st effect)
Hanging Moss (1st effect)
Harrada   ( &times;Magnitude, &times;Value)
Human Heart
Jarrin Root
Luna Moth Wing (1st effect)
Mort Flesh 
Namira's Rot (1st effect)
Nordic Barnacle (1st effect)
Spiddal Stick   ( &times;Magnitude, &times;Value)
Trama Root 

Enchanting
The following items use this effect.  You can learn how to enchant custom items with Damage Magicka if you find one of the following items and disenchant it:
All weapons of Sapping
All weapons of Draining
All weapons of Diminishing
All weapons of Depleting
All weapons of Enervating
All weapons of Nullifying

Artifacts and unique items that use the effect but cannot be disenchanted include:
Mace of Molag Bal

Notes
The name of the enchanting version of this effect is actually "Magicka Damage" instead of "Damage Magicka"
Skyrim:Damage Stamina

Damage Stamina  reduces the value of the target's Stamina. Damage Stamina causes a total of   points of damage, instantaneously. There are two additional variants of this effect, documented on their own effect pages: Ravage Stamina and Lingering Damage Stamina. All three of these effects are available from poisons but only Damage Stamina is available as an enchantment.

Alchemy
The following alchemy ingredients can be used to create a poison of Damage Stamina:
Ancestor Moth Wing  (1st effect)
Ash Creep Cluster  (1st effect)
Berit's Ashes (1st effect)
Blisterwort (1st effect)
Blue Butterfly Wing (1st effect)
Bog Beacon  ( &times;Magnitude, &times;Value)
Bone Meal (1st effect)
Canis Root (1st effect)
Chaurus Hunter Antennae  (1st effect)
Comberry  ( &times;Magnitude, &times;Value) (1st effect)
Crimson Nirnroot ( &times;Magnitude, &times;Value)
Cyrodilic Spadetail (1st effect)
Giant's Toe (1st effect)
Jarrin Root
Marshmerrow  ( &times;Magnitude, &times;Value)
Nirnroot
Rock Warbler Egg
Spider Egg (1st effect)

Enchanting
The following items use this effect.  You can learn how to enchant custom items with Damage Stamina if you find one of the following items and disenchant it:
All weapons of Fatigue
All weapons of Weariness
All weapons of Torpor
All weapons of Debilitation
All weapons of Lethargy
All weapons of Exhaustion
Froki's Bow
Artifacts and unique items that use the effect but cannot be disenchanted include:
Bolar's Oathblade
Mace of Molag Bal
The Rueful Axe

Notes
The name of the enchanting version of this effect is actually "Stamina Damage" instead of "Damage Stamina"

Bugs
Skyrim:Ravage Magicka

This effect is a variant of Damage Magicka. It causes a total of   points of damage, instantaneously.

As with the other Damage Magicka variant, Lingering Damage Magicka, it is only available from poisons.

Alchemy
The following alchemy ingredients can be used to create a poison of Ravage Magicka:
Alocasia Fruit  ( &times;Magnitude, &times;Value)
Coda Flower  ( &times;Magnitude, &times;Value)
Frost Mirriam
Grass Pod
Lavender
Orange Dartwing
Red Mountain Flower
Scathecraw 
Spawn Ash 
White Cap
Wild Grass Pod