Netruk44/uesp-wiki-content huggingface dataset:
Lore:The Code of Malacath

"No one bests an  ."

  don't need you to guess how many times I've heard that boast in some dingy tavern or screamed at the top of the lungs by some fellow sellsword with too much fire in him. But I'd be lying if I said the   don't take those words as law. There are few places where Ms. Alleia would tell you that "tradition" and the "old ways" makes for a better fighter, but with Orcs it seems like staying true to your ancestors is the path to victory.

Let me start a few steps back. The Orc Strongholds have existed as long as the Orc race has, according to them. They're armored camps in the least, and fortresses at the most. Every man, woman, and child inside the walls  is trained from birth to defend it. All their weapons and armor are smithed right there in the stronghold, all the food is hunted down by Orc warriors and brought back to be eaten by everyone who lives there.

They follow no laws, save their own, an unwritten set of rules called "The  ," named after one of their  , who is sometimes called Mauloch. Most of it's pretty simple, don't steal, don't kill, don't attack people for no reason (although there seems to be a big list of exceptions). But Orcs in the stronghold don't have jails for their criminals. They have Blood Price. You either pay enough in goods for your crimes, or you bleed enough that the victim is satisfied. And Orcs, I don't need to tell you, have a lot of blood.

The Code also sets up who runs the stronghold. The toughest male is usually the Chief and makes decisions and decides when the Code of Malacath has been satisfied. All the women are either the Chief's wives or his daughters, with the exception of the wise woman, who handles all the spiritual matters and healing needs. Matters of grave dispute are handled with short but violent fights, and those who don't get along with the Chief are usually forced out of the stronghold to live among the rest of us. An Orc grows up being told to fight for everything, that if something is not worth fighting for it is beneath the Code.

Orc Strongholds don't like strangers, used to living on their own like they do. Ms. Alleia knows what she does because so many Orcs leave the strongholds to become sellswords or soldiers, and a few pints of mead gets them talking about home. I hear that sometimes an Orc will make a non-Orc a "Blood-Kin" and that person is then allowed to live in the stronghold as one of the clan, but I've never heard of that actually happening.

For all their strange rules and traditions, the Code of Malacath does breed a culture of determined warriors. They're focused in ways that the average sellsword isn't. They don't hesitate to draw weapons and settle matters openly, and I think that's the real difference between the stronghold Orcs and the city Orcs.   Law allows you to settle fights through the Emperor's men, but the Code of Malacath demands you settle your problems yourself, a fine way of thinking if you're leading the mercenary's life.
Skyrim:Generic Magic Weapons

This page describes all of the generic magic weapons in Skyrim.  All of the randomly generated magic weapons in the game are listed on this page, including weapons found on enemy NPCs and weapons found in loot.

See Also:
Magic Items: General information on magic items and how they appear
Weapons: All of the basic weapons in the game
Staves: Staves are used for casting magical spells instead of physical attacks
Leveled Items: Leveled magic weapons, generally received as quest rewards
Unique Items: Unique weapons, available from merchants or received as quest rewards
Artifacts: Unusually powerful one-of-a-kind weapons

Improving Weapons
The statistics in the following tables are all base values, equivalent to the values for a player with 0 in all skills.  Ways in which these statistics can be altered by your player's skills include:
Increases in weapon skills (One-handed, Two-handed, Archery) will automatically increase weapon damage.  See Weapons for details

Tempering weapons at a grindstone will increase the weapon damage.
Tempering any magic weapon requires the Arcane Blacksmith perk to be unlocked.  The type of ingot (or other material) necessary for the upgrade, as well as which Smithing perk augments the upgrade, is the same as for the base version of the weapon.  The base version of each weapon is highlighted via a link in the weapon name; that link leads to the page detailing the base weapon.

The enchantment magnitude may be increased by perks in the appropriate magic school.  For example, Fire Damage enchantments are all increased by the Destruction skill's Augmented Flames perk.

The enchantment costs (listed in the "Charge/Cost = Uses" column) are affected by a relevant magic skill, as noted for each effect group. This means that the number of times an enchanted weapon can be used increases as your skill improves. At skill level 100 this results in about 1.7 times the uses documented here.

Unless noted otherwise, all of these items can be disenchanted.

Absorb Health
Number of uses is increased by the Destruction skill.



Absorb Magicka
Number of uses is increased by the Destruction skill.


 

Absorb Stamina
Number of uses is increased by the Destruction skill.



Banish
Number of uses is increased by the Conjuration skill.



 
Number of uses is increased by the Destruction skill.



Fear
Number of uses is increased by the Illusion skill.



Fire Damage
Number of uses is increased by the Destruction skill.



Frost Damage
Number of uses is increased by the Destruction skill.



Magicka Damage
Number of uses is increased by the Destruction skill.



Paralyze
Number of uses is increased by the Alteration skill.



Shock Damage
Number of uses is increased by the Destruction skill.



Soul Trap
Number of uses is increased by the Conjuration skill.



Stamina Damage
Number of uses is increased by the Destruction skill.



Turn Undead

Number of uses is increased by the Restoration skill.
Tes5Mod:Forms

As forms can change across game versions, this page has been divided into version-specific pages.

Game versions:
1.1.21.0
1.2.12.0
Skyrim:Generic Magic Apparel

This page describes the Generic Magic Apparel items in Skyrim.  All of the randomly generated enchanted armor, clothing, and jewelry in the game are listed on this page, including items found on enemy NPCs and items found in loot.

See Also:
Magic Items: General information on magic items and how they appear.
Armor: All of the basic (unenchanted) armor in the game.
Clothing: All of the basic (unenchanted) clothing and jewelry in the game.
Leveled Items: Leveled magic apparel, generally received as quest rewards.
Unique Items: Unique apparel, available from merchants or received as quest rewards.
Artifacts: Unusually powerful one-of-a-kind apparel.

Tempering any magic armor requires the Arcane Blacksmith perk to be unlocked.  The type of ingot (or other material) necessary for the upgrade, as well as which Smithing perk augments the upgrade, is the same as for the base version of the armor.  The base version of each armor is highlighted via a link in the armor name; that link leads to the page detailing the base armor.  Clothing can not be upgraded.

Unless noted otherwise, all of these items can be disenchanted.

The levels in the table describe the base level at which an item begins to show up randomly for the player, and appears to only be a hard minimum level for shops. Lower level items will also randomly appear, but so will higher level armors in certain "loot" situations: potentially up to at least 12 levels "early".

Fortify Alchemy


Fortify Alteration


Fortify Alteration with Regenerate Magicka


Fortify Archery


Fortify Barter


Fortify Block


Fortify Carry Weight


Fortify Conjuration


Fortify Conjuration with Regenerate Magicka


Fortify Conjuration & Illusion with Regenerate Magicka


Fortify Destruction


Fortify Destruction with Regenerate Magicka


Fortify Destruction and Alteration with Regenerate Magicka


Fortify Healing Rate


Fortify Health


Fortify Heavy Armor

 

Fortify Illusion


Fortify Illusion with Regenerate Magicka


Fortify Light Armor


Fortify Lockpicking


Fortify Magicka

The Dragonplate Helmet (d7a74) and Daedric Helmet (d7ae6) of Extreme Magicka are, in fact, Peerless. They are mislabeled as Extreme in-game.

Fortify Magicka Rate

 

Fortify One-Handed


Fortify Pickpocket


Fortify Restoration


Fortify Restoration with Regenerate Magicka


Fortify Smithing


Fortify Sneak


Fortify Stamina
Note: There are no chest pieces in this category. Although some fortify stamina items are named "Orcish Armor of..." or "Steel Armor of...", these items are actually boots.


 These boots have an "Eminent Stamina" enchantment of 50 points

Fortify Stamina Regen


Fortify Two-Handed


Muffle


Resist Disease


Resist Fire


Resist Frost


Resist Magic


 

Resist Poison


Resist Shock


Waterbreathing

  The Circlet of Waterbreathing has been left out of the standard   leveled list.
Lore:Imperial Report on Saarthal

et it be known that the esteemed archaeologist has chosen to focus his boundless talents on the cooking and baking habits of early    s. While this work will no doubt bring great glory and benefit to the  , it is clear that my limited expertise is of no use to this effort.

I have instead been using my considerable free time to investigate a particular avenue of study, namely that of the Fall of  . Every child of the Empire knows what happened here; that the first city of Man on   was sacked by the  , jealous and fearful of the threat men posed to them. Relations have obviously improved considerably since then, but to be able to see the results of the destruction first-hand, it is quite striking to note the degree of effort that went into the venture.

The first task before me was differentiating between areas of original architecture and those that were rebuilt after   retook the city with his  . Initially relying heavily on the expertise of archaeologist Floronius, my ability to discern the difference for myself improved over time. Indeed, I was surprised to find that many areas of the city, far more than I would have believed, retained much of the original stonework. Work was clearly done to remedy the effects of the city being burned after the elves' assault, but I suspect they underestimated the durability of Nordic craftsmanship.

Or rather, that is what I initially thought. Perhaps it was a mistaken sense of pride in the accomplishments of these early men, or perhaps it was just my inexperience that led me to this conclusion. Something was amiss, though. Repeated attempts to consult the exceedingly perceptive archaeologist were unfruitful, often digressing into lectures on the bathing habits of Saarthal residents, or the average number of potted plants in homes. I was again forced to rely on my limited powers of observation and deduction.

And so I have no conclusive results to report at this time. I can say with certainty that the initial attack on Saarthal seems to have been very focused, and does not appear to correlate to any locations that have been established as points of defense or importance. While the eminent scholar Sentius has yet to examine my findings, or indeed show any interest in them, my inclination is to suggest that not only did the elves know the apparent layout of the city, but that their assault was based on a specific directive and perhaps a singular goal.

My humble investigations shall continue as time permits.
Skyrim:Notes

There are numerous lesser writings in the game of Skyrim detailing the mundane and important. There are some special notes as well:
Atronach Forge: Recipes that can be used at the Atronach Forge
Recipes: Notes containing alchemy recipes
Treasure Maps: Notes that contain maps to various treasures.

Other types of reading material found in the game include books and spell tomes. For books and notes added by Creation Club, see this page.

The following is a list of normal notes that can be found through out the game.

   {| class="wikitable sortable collapsible"
! class=unsortable| !! Title (ID) !! Author !!class=unsortable|Description !!class=unsortable|Location
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 }}
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
|}
Lore:Daynas Valen's Notes

How to summarize a lifetime of research? So little of what I have learned matters now- the petty politics of ancient times, the age-long campaign to wipe out all mention of the   name.

I know not what awaits us within  , so here, then, is the truth of the tale, as best I have been able to piece it together.

In the opening days of the  , the Archmage Gauldur was revered throughout the north. Wisdom, wealth, honor, and power were his, and even  's heirs sought his counsel.

Smothered by his shadow, Gauldur's three sons grew cruel and resentful. They lusted after their father's power and prestige, and eventually  , the eldest, discovered its source: a mysterious amulet, from which he never parted. Together, they conspired to murder their father in his sleep and divide his amulet between them. And so it was done.

Consumed by their newfound power, the brothers laid waste to the surrounding villages. So great was the carnage that the High King himself intervened, sending a company of battlemages led by the Archmage   to subdue the brothers. And after a devastating battle, the three fled the field.

 , the youngest, was run to ground in Folgunthur, the ancient   at the foot of  . And though he fought for three days and nights, he was at last overcome and entombed there, his crypt sealed by an ivory claw.

Geirmund pursued Jyrik to the shattered crypts of  , half-buried even then. Ten veteran wizards fell before Jyrik's elemental magic, but he could not overcome them all together. He too fell, and was sealed within the ruined city.

And at last,   was cornered in the southernmost reaches of  . He challenged Lord Geirmund to a duel, knowing his foe was honor-bound to accept. And they clashed in battle, matched strength for strength, and fell together on the field before  . The High King ordered a tomb built for Geirmund on  , and had Sigdis sealed within, forever guarded by the one who slew him.

Gauldur himself was interred in a cave not far from where his tower once stood, in the place called  . And when it was done, King   issued an edict: the name and deeds of Gauldur and his sons were to be expunged from every record, every chronicle. Under pain of death, no word of them was to be spoken, lest any try to recover the amulet that had been sealed at so great a cost.

And so it was done. But a little survived the ages. Enough.

Four thousand years have passed, and the tombs remain sealed. The fragments of the   lie within. Since the day I first heard the rumor, I have felt its power, calling to me, pulling at me. I will be the one to reclaim it, restore it, bear it out into the world once more. I must have it. I must!
Lore:Nords Arise!

Arise! Throw off the shackles of   oppression. Do not bow to the yoke of a  . Be true to your blood, to your homeland.

The empire tells us we cannot worship holy Talos. How can man set aside a god? How can a true Nord of Skyrim cast aside the god that rose from our own heartland? Mighty Tiber Septim, himself the first emperor, conqueror of all Tamriel, ascended to godhood to sit at the right hand of  . Tiber Septim, a true son of Skyrim, born in the land of snow and blood, bred to the honor of our people, is now Talos, god of might and honor. The Empire has no right to tell us we cannot worship him.

Our own high king,  , betrayed us to the empire. He traded our god for peace. He agreed to a pact with the   signed by an emperor in a foreign land. Are we to be beholden to such a pact? No! A thousand times no.

Do not let the lessons of history go unheeded. The   and its Thalmor masters made war upon men, just as the elves made war upon   and our people in ancient times. Shining   was burned to the ground, reduced to ruins and rubble in their treacherous assault. But Ysgramor and his sons gathered the 500 Companions and made war upon the elves, casting them out of Skyrim. In the   fought by our fathers, the elves again betrayed men by attacking us unprovoked. The Dominion and the Thalmor cannot be trusted!

Like Ysgramor,   is a true hero of Skyrim. His name will ring in   for generations to come. Only he had the courage to single out King Torygg and challenge him to trial by arms. Ulfric's thu'um, a gift from Talos himself, struck down this traitorous ruler. And by his death we are now free of our Imperial shackles and the Thalmor overlords that darken the Imperial throne.

The Empire has sent its   to govern us. They have enlisted our own countrymen to their cause. They have set brother against brother, father against son. They have caused Skyrim to battle itself in their name, for their cause. Do not let them divide us. Do not let them conquer us! Reject the Imperial law that forbids the worship of Talos. Join Ulfric Stormcloak and his cause!
Tes5Mod:Mod File Format/LAND

Vertex Height Data


The VHGT record is a 3D mesh that has been highly optimized for storing landscape data.

Each data-point is a signed byte. Data starts from the bottom left cell position and is filled one row at a time. Each value of 1 equates to a height of 8 game units (assumed from Oblivion) so each data point has an incremental game unit range of -1024 to +1016. Each value of the leftmost column offsets the height of all vertex data at that row and to the north. All grid-points of the remaining 32x32 grid offset the height of all landscape at that point and all points to the east just on that row.

The height values for the four edges of the mesh must match the height values of the matching edge of neighboring landscape meshes. The bottom row values should join with the cell to its south. The left-most column likewise. The bottom row is a copy of the cell to the south's upper-most row. Likewise the left-most column is a copy of the cell to the west's right-most data column.



The followng code snippet explains how to interpret VHGT fields:

 

float[33,33]   heightmap; // heightmap in game units
            

float offset = ReadFloat() * 8; // whole cell offset each unit equals 8 game units
float row_offset = 0;

for (int i = 0; i
Lore:Ghosts in the Storm

or many years now, I have traveled the length and breadth of Skyrim, writing of my experiences and my adventures. 

I have seen many wondrous sights and many strange creatures in my travels, but one encounter remains fixed in my memory, though I wish it were not. 

I had taken up traveling with one of the   trade caravans that crisscross Skyrim, peddling their wares outside the gates of the large cities. 

We were nearing   when the storm struck. It was a violent and terrible gale, one of the very worst I have seen in all my long years. The winds howled like all the daedra of Oblivion, and the driving snow made us blind to the world.

  called a halt and we staggered from the road, our hands held over our faces to ward off the stinging pellets of ice. We huddled together in the shelter of a copse of pines. There was no hope of raising our tents - the wind would tear them from our hands the moment we unpacked them.

They struck at the height of the storm. There were perhaps half a dozen of the creatures. It was difficult to say, as the blowing snow and howling wind overwhelmed our sight and our hearing.

They were roughly man-sized, but hunched over and ugly. For garments, they wore only rags and leathers. They were armed with daggers and swords or various kinds, no doubt scavenged from their previous victims.

They had no noses to speak of, only long slits for nostrils. Their ears were sharply pointed, suggesting a distant kinship with the elves. With their pallid skin and lifeless black eyes, they seemed like something out of a nightmare.

Bhisha saw them first, but too late to save herself. So loud was her death-cry, we heard it over the roaring winds. That cry saved us all.

Alerted to the presence of our foes, the Khajiit drew their blades and formed a circle, facing outward. The white fiends were too few to surround us completely, and the Khajiit fended off each attack. After three of the snow-devils had fallen, the rest fell back and did not come at us again.

The storm abated and we arrived in Windhelm the next morning. I have taken up residence in   and I find I am quite comfortable behind the towering stone walls of the city.

Comfortable, at least until I go to sleep and visions of those awful creatures return to haunt my dreams.
Lore:Notes on Yngol Barrow

What a peculiar place the   turned out to be. I hadn't explored for very long before reaching this elaborate room and gate locking me from going further into the crypt.

I confess it - I'm relieved! This place puts the fear of Oblivion into me.  There are some carvings in this room.  I'll attempt to transcribe them for the College so I have something to show for this effort.

 

Fascinating, these ancient  s. I wonder what other secrets are hidden here? Surely there can't be harm in trying to go a little further, and there is a lever here which must open the gate beyond.
Lore:Watcher of Stones

ong have I waited at the  . I must know: are the stories true? Surely you've heard them. Tales of the stones granting powers to  es of old, those special few being able to choose any stone to rewrite his fate. Of course you've heard them, that's why you touch the stones as you pass by. You've heard they bring luck, or a sign from the gods. But you think little of the action. It has no true meaning for you. I see it in your eyes as you pass. You do not believe. But I have always believed. Always felt that I was one of the few whose fate was not sealed at birth by the stars overhead. One of the few who could use these stones, draw on the power of the gods to change my life, change my future. I have always felt it.

I have done much in my years. Fought battles, defended villages, quested and adventured throughout  . I have bested the   of   in combat, and performed deeds worthy of everlasting praise in song from the  . No task was too small or great if it could bring me honor, glory, proof that I was worthy of the stones' power.
And yet, nothing.

I have found many of these accursed stones in my travels, and none have responded to my touch. With each new feat I would return to the Guardians, wondering if the gods finally deemed me worthy. But now those days are gone. I am an old man, with no fight left in me. And so here I sit, watching the faces of those who pass by on their daily errands, their mundane travels from one city or town to another. Most of you do not even give the stones a passing glance. You have never heard their call, you will never feel drawn to them. Some days, I envy you that.

Long will I wait at the Guardians, for I must know. Are the stories true?