Netruk44/uesp-wiki-content huggingface dataset:
Skyrim:Troll

thumb|right|Trollthumb|right|Armored Trollthumb|right|Frost Trollthumb|right|Armored Frost Troll
Trolls are large, ape-like humanoids endowed with three eyes. Their powerful arms and claws deal massive physical damage. Trolls are also very strong defensively, possessing high health levels and a particularly effective ability to quickly and fully regenerate health during combat. Their greatest vulnerability is to fire, which not only damages them, but also impairs their capacity to self-heal. Maintain high health vigorously when fighting them, as two or three blows from a troll can be lethal, and these can be delivered against you in lightning-quick succession. Other tactics are maximizing armor and physical damage defenses, and using combat methods which deal fire damage. If you have more than one fire-enchanted weapon to choose from, lighter, faster weapons may be more effective than heavier, slower ones. If you use hit-and-run or evasive tactics, trolls will almost certainly outlast you, given their ability to self-heal.

Trolls can be encountered both in the wilderness, particularly in the Rift, and in the deep underground of caves and Dwarven ruins. They have even been spotted in ancient barrows. There is one unique troll encountered in the game, Udefrykte, who is encountered in the Dawnstar Sanctuary during the quest The Cure for Madness.

The locations inhabited by frost trolls are farther north and at higher elevations than those of their generic cousins (who are sometimes called "cave trolls"). Frost trolls are significantly more powerful&mdash;both offensively and defensively&mdash;and are partially resistant to frost damage. They are distinguishable by their white fur.

Armored trolls are used by the Dawnguard in battle. They have more damage resistance than regular trolls due to the armor that they wear over their bodies. If you join the Dawnguard, you can hire an armored troll for 500 gold to act as a follower in battle, although it is only able to follow simple commands such as waiting in a specific location (much like a dog). If you are level 20 or above, an armored frost troll will be provided instead of a regular armored troll.



Loot
Trolls of any kind will always drop one sample of troll fat upon death. In addition, there is also a 10% chance of trolls dropping one the following:
1-9 Gold (50%)
1 Leveled Gem (25%, up to Flawless Amethyst in quality)
1 Leveled Unenchanted Ring (25%, up to Silver Amethyst Ring in quality)

Hearthfire
With the installation of the Hearthfire add-on, you can create troll statues on large bases in the trophy room addition of any homestead, should you choose to build it.


See Also
For historical information on trolls, see the lore article.

Books
Skyrim:Unbound Dremora

The Unbound Dremora is a special summon you get from Phinis Gestor during the Conjuration Ritual Spell quest. A hostile Unbound Dremora can also be summoned using the Atronach Forge in the Midden after the quest is complete.

The Unbound Dremora wears a set of Dremora armor and carries a random leveled weapon with a fire damage enchantment.
 
Related Quests
 
Dialogue
First summon:

 Second summon:

 Third summon:

 Fourth summon:

Notes
The spell can only be cast on top of the Hall of Attainment at the College of Winterhold. It can be "cast" in other locations, but will yield no results.
Other summons will not be dispelled when you summon the Unbound Dremora.
After the Conjuration Ritual Quest the Unbound Dremora becomes immune to any type of attack or damage. You will no longer be able to interact with him but he will continue wander about the College grounds, attacking any enemies in the area. If a dragon is killed nearby, the Unbound Dremora may go and observe like other members of the College of Winterhold, but will not say anything.
It is possible to exit the conversation during the 1st and 2nd dialog and get behind it to pickpocket its weapon, if you have the Misdirection perk unlocked.
The Unbound Dremora carries an Iron Dagger.

Bugs
Skyrim:Vagrant

Vagrants are three radiant NPCs found in The Ratway Vaults in Riften. 

They wear random clothes, boots, gloves, and a hat. They wield an iron dagger and use a leveled bow (up to Imperial quality at level 7) and twenty leveled arrows for ranged attacks. Additionally they carry a selection of raw food, a leveled amount of gold, and have a good chance of carrying a lockpick.
Skyrim:Windhelm Guard

Windhelm Guards are guards who act as the military and police force of Windhelm. These guards serve under Jarl Ulfric Stormcloak. Should the Imperial forces gain control of Windhelm, they will be replaced by Imperial guards under the service of Jarl Brunwulf Free-Winter.
Skyrim:Wisp

thumb|right|A Wisp thumb|right|A Shade thumb|right|A Wispmother
Wisps are ethereal creatures that are used by wispmothers to lure hapless adventurers in before joining their wisp "children" in direct combat.

Wispmothers are extremely dangerous creatures for lower level characters (roughly below level 20) and for characters vulnerable to frost. They have great perception (rendering a medium to low Sneak skill useless and a higher sneak will be difficult unless the wispmother is approached from directly behind) and can spawn an infinite number of Shades (clones) which don't disappear on their own over time (but will die easily). Wispmothers attack with frost, and are vulnerable to fire as opposed to most other elemental attacks. When a wispmother is killed, all remaining wisps will drop dead and turn into ball-like objects which yield Glow Dust when collected.

Whispering Spirits  are found in the Soul Cairn and cannot be interacted with in any way.




Unique Wispmother: The Pale Lady
Loot: Glow Dust and Wisp Wrappings


Notes
The wisps themselves are generally passive until attacked and the wispmother will only spawn if the wisps are damaged, making this encounter avoidable.

Bugs
Skyrim:Yngvild Ghost

Yngvild Ghosts are the result of continuous experimentation by the necromancer Arondil. They are the ghosts of young women captured by Arondil's undead minions, and are only found in Yngvild. Devoid of free will, they are a purely female ensemble created to serve Arondil's every desire.
 

Related Quests
 

Notes
In the room behind Arondil there is a Yngvild Ghost sleeping in a bed. It is possible for vampires to feed from her despite her being a ghost.
Skyrim:Ysgramor (dog)

Ysgramor is one of two dogs who live on Hollyfrost Farm. The other dog is named Tiber.
 

Notes
Ysgramor is presumably named after the Nord hero and historical figure Ysgramor who drove the Snow Elves from Skyrim.
Skyrim:Hide and Seek (game)

Walkthrough
Hide and Seek is an activity that can be played with children in Skyrim. Once you have agreed to play with a child, all of the children in the area will run and hide; you must find them all to complete the quest. Most of the children will hide behind buildings or in shadowy areas, but they should all be relatively easy to find. If you have not found the children after a certain amount of time, the quest will end automatically.
Hide and Seek has no purpose other than for roleplaying, although it could be used to help level Sneak. No rewards are given.

If you have Hearthfire loaded, children you have adopted will also occasionally ask you to play with them. This version of the game only involves that one child.

Notes
Games are only playable from 8am until 9pm.

Quest Stages
Tes5Mod:Mod File Format/ARMO

An ARMO record is an individual equippable piece, the most obvious of which is armor but includes shields, jewelry, clothing.

Models as they exist here are specifically referring to ground and inventory models, ARMA models cover worn.  

If MOD4 is not present, MOD2 is used for female characters instead.



The skill in the BODT/BOD2 field determines which skill gets xp added on hits. A higher level in that skill also increases the armor rating. If skill is "None", any value in the DNAM field is ignored and the armor rating is 0 (is that true for NPCs too?).

For unenchanted armor the gold value is found in DATA.Value - called base_value in the following. For enchanted armor the CK shows only the base_value, but that's not what's used ingame:

  gold_value = base_value + [enchantment_cost + 0.5]
Tes5Mod:Mod File Format/Model Textures Field

MODT

Version >40 ===
If form version is >=40.

Header


Unknown4


Version >38 ===
If form version is >=38 && <40.

Header


Unknown0
Tes5Mod:Mod File Format/OBND Field

Object bounds.
Header
Lore:A Dream of Sovngarde

n a few hours, I will likely be dead. 

My men and I, Nords of Skyrim all, will soon join with the  's legions to attack the Imperial City. The Aldmeri are entrenched within and our losses will be severe. It is a desperate gambit, for if we do not reclaim the city, we will lose the war.

Last night I prayed to mighty Talos for courage and strength in the battle to come. In these last cold hours before the sun rises, I sit down to write this account of a dream I had not long after. 

I believe this dream was the answer to my prayers, and I would pass along the wisdom it contained to my kinsmen, for the battles they will fight in the years after my passing.

In the dream, I walked through mists toward the sound of laughter, merriment and the songs of the north. The mists soon cleared, and before me lay a great chasm. Waters thundered over its brim, and so deep it was, I could not see the bottom. 

A great bridge made all of whale-bone was the only means to cross, and so I took it. 

It was only a few steps onto the bridge that I encountered a warrior, grim and strong. "I am  , master of trials,"  he said to me, his voice booming and echoing upon the walls of the high mountains all around us. 

With a wave, he bade me pass on. I knew in my heart that I was granted passage only because I was a visitor. Should the hour come when I return here after my mortal life, the legends say that I must best this dread warrior in single combat.

Beyond the bridge, a great stone longhouse rose up before me, so tall as to nearly touch the clouds. Though it took all my strength, I pushed open the towering oaken door and beheld the torch-lit feast hall. 

Here were assembled the greatest heroes of the Nords, all drinking mead poured from great kegs and singing battle-songs. Suckling pigs turned on a long iron spit over a roaring fire. My mouth watered at the smell of roast meat, and my heart was glad to hear the songs of old.

"Come forth!" cried out a hoary man who sat upon a high wooden chair. This I knew to be Ysgramor, father of Skyrim and the Nords. I approached and knelt before him.

"You find yourself in  , hall of the honored dead. Now, what would you have of me, son of the north?" he bellowed.

"I seek counsel," said I, "for tomorrow we fight a desperate battle and my heart is full of fear."

Ysgramor raised his tankard to his lips and drank until the cup was empty. Then he spoke once more.

"Remember this always, son of the north - a Nord is judged not by the manner in which he lived, but the manner in which he died."

With that, he cast aside his flagon, raised his fist in the air and roared a great cheer. The other heroes rose to their feet and cheered in answer.

The sound still rang in my ears when I awoke. I gathered my men and told them of my vision. The words seemed to fill their hearts with courage.

The horns are blowing, and the banners are raised. The time has come to muster. May Talos grant us victory this day, and if I am found worthy, may I once again look upon that great feast hall.

- Skardan Free-Winter
Lore:White-Gold Concordat

The   was a treaty signed in   between the Empire and the Aldmeri Dominion that ended the Great War. The conditions of the treaty outlawed the worship of Talos in the Empire, formally disbanded the Blades, and delivered a large portion of southern Hammerfell into the control of the Aldmeri Dominion. Emperor Titus Mede II made these concessions to the Thalmor hierarchy in order to give the Imperial Legion time to recover its strength, as it had been decimated in the Battle of the Red Ring. 

The Redguards of Hammerfell, however, refused to accept the terms of the White-Gold Concordat, and continued to resist the Thalmor. This forced Titus Mede to officially renounce Hammerfell as a province of the Empire in order to preserve the peace stipulated in the treaty. Viewing this as a betrayal, Hammerfell became an independent state, and managed to fight the Dominion to a standstill, culminating in the signing of the   five years later in  , which resulted in all Aldmeri forces withdrawing from Hammerfell. Hammerfell thus became an independent, if devastated, nation. Diplomatic relations between Hammerfell and the Empire remain strained, an outcome that Legate Justianus Quintius postulates was a long-term goal of the Thalmor. 

Specifically, the ban enforced regarding the worship of Talos greatly angered the people of Skyrim. The Stormcloak Rebellion began when Ulfric Stormcloak and his men were arrested at Markarth by the orders of the Thalmor,  due to them demanding free Talos worship from the Legion. The Talos ban was not enforced in the province prior to this event,  and at the time of the Incident, Ulfric was considered an uncooperative Thalmor asset. 

References
Skyrim:Maps

thumb|400px|Map of Skyrim
thumb|400px|Map of Skyrim (german)
thumb|right|300px|A map of Skyrim:Solstheim|Solstheim 
This page provides information on various maps concerning The Elder Scrolls V: Skyrim.

General Maps
:   — Our high resolution Skyrim map using the Google Maps API.
:   — Our high resolution Solstheim map using the Google Maps API.
: UESP Skyrim roadmap — A simplified guide to Skyrim's many paths and tracks, as a flat image. Select locations are marked.
: '''GameBanshee's Skyrim Map
: Skyrim Interactive Map with all locations
: Official Prima Online Map of Skyrim — Official interactive world map. Requires purchase.
: Interactive Mashupforge version of GameBanshee's map with all locations''' — Dead Link

Icons
These are the icons used on the in-game map. 
On the compass and map, white locations are places you have previously visited (and therefore may fast travel to), and those in black are undiscovered. Only the icons of places you've been to or you've heard about will show up on your map.

|

|

|

|

|

|

|}

Notes
In each Longhouse or Palace used by the Jarls there is a map depicting the present political climate in Skyrim. The red icons mark the current Imperial Legion-aligned settlements and forts, while the blue flags mark Stormcloak-aligned areas. The flags are meant to update when a hold changes hands, but occasionally they do not change.
Pressing "Activate" on any interactable part of this map will show its location on your map if you haven't discovered it yet.

Bugs
Skyrim:The Battle for Fort Sungard (Stormcloaks)

Quick Walkthrough
#Get your orders from Galmar.
#Meet the men preparing for the attack.
#Take the fort.

Detailed Walkthrough
Battle for the fort
After finishing the previous quest and returning to Galmar Stone-Fist, he will ask you to meet the men preparing for an attack on Fort Sungard. Head over to the men just north of the fort, and when you reach them they will start running to the fort. Your journal will tell you to take over Fort Sungard by defeating the enemy, and it will keep track of the percentage of enemies left. Simply head up to the fort and assist the Stormcloak soldiers in defeating the Imperials. There are a few wooden barricades out the front of the fort&mdash;three hits from a weapon will destroy them. After you have taken the percentage of troops left to kill to zero, the quest will end and you will have to return to Ulfric Stormcloak for the next part of Liberation of Skyrim.

Achievements
One achievement is unlocked at the end of this quest:
 

Notes
Bodies will usually disappear after they have been killed; this is to stop lagging.
Not all the enemies are present at the start of the mission; they will spawn when enough are killed.
The Imperial soldiers will occasionally drop one of the Divines' amulets (excluding Talos).
More enemies will spawn than are needed to kill.
This quest, along with Compelling Tribute, may be skipped if you have completed Season Unending. 
This quest can be completed in the Imperial Legion quest-line if Markarth was handed over to the Stormcloaks during the peace treaty negotiations in Season Unending.

Bugs
 

Quest Stages
Skyrim:The Battle for Fort Snowhawk (Stormcloaks)

Quick Walkthrough
#Get your orders from Galmar Stone-Fist.
#Meet the men preparing for the attack.
#Defeat the Imperials.
#Return to Ulfric.

Detailed Walkthrough
Galmar Stone-Fist will tell you to meet the Stormcloak soldiers southwest of Fort Snowhawk and to help them attack the fort. When you arrive, the soldiers will begin to storm the fort and your journal will tell you to kill all the Imperials and keep track of the percentage left. There will be some wooden barricades blocking the entrance to the fort&mdash;three hits from a weapon or Destruction spell will destroy them. Fight alongside your Stormcloak brothers and finish off the Imperial soldiers. After the Imperials have been defeated, the quest will end and you will have to head back to Ulfric Stormcloak for the next part of Liberation of Skyrim.

Notes
Bodies will usually disappear after they have been killed; this is to stop lagging.
Not all the enemies are present at the start of the mission; they will spawn when enough are killed.
The Imperial soldiers will occasionally drop one of the Divines' amulets (excluding Talos).
More enemies will spawn than are needed to kill.
Completing this quest will send Idgrod Ravencrone to the Blue Palace, and install Sorli the Builder as Jarl of Hjaalmarch.
Completing this quest will also complete the quest Season Unending and advance the quest The Fallen to the objective "Learn Shout to call Odahviing".

Quest Stages
Skyrim:The Battle for Fort Hraggstad

Quick Walkthrough
#Get your orders from Galmar Stone-Fist.
#Meet the Stormcloaks preparing for battle.
#Eliminate the Imperials.
#Return to Galmar.

Detailed Walkthrough
Galmar Stone-Fist will order you to join the men preparing to attack Fort Hraggstad. When you reach the staging area, your fellow Stormcloaks will storm the fort. Your objective is to eliminate all the Imperial soldiers and your journal will track the percentage of completion. Wooden barricades will block the entrance to the fort&mdash;these are easily destroyed in a few hits.

After you have eliminated the Imperials, the quest will be complete and you will have to return to Galmar for the final assault on Solitude to liberate Skyrim from Empire control.

Notes
The bodies will disappear after a short time, so if you want to loot them move fast.
Not all the enemies are present at the start of the mission; more will spawn when certain numbers are killed.
The Imperial soldiers will occasionally drop one of the Divines' amulets (excluding Talos).
You will generally see surviving Imperial soldiers, even when your screen indicates they are all dead. It is not necessary to kill these to finish the quest.

Bugs
 
  Open the console and type  . This should force the Stormcloaks and Imperials to spawn.
Walking to the fort from the camp to avoid a load screen also seems to work.

Quest Stages
Skyrim:The Battle for Fort Dunstad

The Battle for Fort Dunstad may refer to two different quests:
The Battle for Fort Dunstad (Imperial), the Imperial Legion version of this quest
The Battle for Fort Dunstad (Stormcloaks), the Stormcloak version of this quest
Skyrim:The Battle for Fort Greenwall

The Battle for Fort Greenwall may refer to two different quests:
The Battle for Fort Greenwall (Imperial), the Imperial Legion version of the quest
The Battle for Fort Greenwall (Stormcloaks), the Stormcloak version of the quest
Skyrim:The Battle for Fort Amol

Quick Walkthrough
#Report for duty to Legate Rikke at the Eastmarch Imperial Camp.
#Join the Legion soldiers staging for the attack.
#Clear the fort of Stormcloak rebels.

Detailed Walkthrough
Report for Duty
Report for duty to Legate Rikke at the Eastmarch Imperial Camp, where she will give you orders to rendezvous with a group of Imperial soldiers preparing to attack Fort Amol and to assist in the assault.

Join the Soldiers Preparing the Assault
Make your way to Fort Amol and meet with the group of soldiers.  As you approach the group, they will begin the assault.

Take the Fort
Assist your fellow soldiers in clearing the fort of Stormcloak rebels while the game updates you with the percentage of enemies remaining. The battle takes place in the exterior parts of the fort only, in the courtyard and on the walls.  The entrance is blocked by wooden barricades, but these can be easily brought down by melee attacks.

Once you have killed all Stormcloak rebels the quest will be completed and the Reunification of Skyrim questline will recommence.

Notes
Corpses will disappear shortly after death, so you may wish to loot them as you go to avoid missing out.

Bugs
 
 
 Use the command   as it spawns the Stormcloaks and the Imperials, however make sure to do it at the Imperial rendezvous point, since the Stormcloaks will be hostile.
Simply exiting conversation and talking to Legate Rikke again may offer the option.
If Rikke offers dialogue other than "Report for duty", such as "Why did you join the Imperials" (or similar), select those conversations first. The "Report for duty" dialogue option may then appear. 
If a dragon attacks the Imperial Camp, this will cause all of the inhabitants (including Legate Rikke) to attack the dragon. After the dragon has been dispatched, the "Report for Duty" dialog option will appear. 
Conjuring an atronach in the middle of camp, then killing it may also fix this.
Not Fast Traveling to Fort Amol, but walking to the location from another combined with a reduced inventory and confirming the presence of walking Stormcloaks and interacting with them (not attacking or killing until the battle) after the Battle of Fort Sungard, again before talking to General Tullius, again before talking to Legate Rikke to start the 'Battle of Fort Amol' quest and then walking to Fort Amol has resolved the disappearing soldiers issue for some. 
See talk page for other possible fixes.

Quest Stages