Netruk44/uesp-wiki-content huggingface dataset:
Skyrim:Unique Items

Unique Items are items available in Skyrim generally found in fixed locations, unlike most equipment in the game, which are randomly generated or generic equipment (see Generic Magic Apparel and Generic Magic Weapons). The various types of items within the scope of this field are further divided into separate groupings for unique weapons, unique armor, unique clothing, unique jewelry, and a final group for all other unique items. Some of these items can be improved through smithing. Improving enchanted items requires the Arcane Blacksmith perk.

Many of these items are quest rewards, although some of the most valuable quest rewards are listed at Leveled Items (unique items, but with level-dependent statistics) and Artifacts (unusually powerful unique items with unique appearances and enchantments). For unique items that are needed to complete quests, please see the Quest Items article. For other unique items in the game, see the Other Unique Items article. Unique items that are quest-related are listed at Quest Items. For lists of other available items, see:
Skyrim-Armor: Category listing of all the armor available in the game.
Skyrim-Clothing: Category listing of all the clothing available in the game.
Skyrim-Jewelry: Category listing of all the jewelry available in the game.
Skyrim-Weapons: Category listing of all the weapons available in the game.

Unique Weapons
A list of the various unique weapons that can be acquired.

Unique Armor
A listing of the various unique forms of armor that can be obtained.

Unique Clothing
An index on the various unique clothing that are able to be found.

Unique Jewelry
A page documenting the various different available kinds of unique jewelry.

Other Unique Items
A category of unique items intended to cover all of the unique items that do not fall into the above groupings.

See Also
Skyrim:Khajiit Traders

The Khajiit traders are caravans of roving Khajiit merchants who travel between different settlements in Skyrim with their entourages, which includes trainers and mercenaries who protect the groups. After completing several quests for the Thieves Guild, a merchant in each caravan will become a fence and purchase stolen goods. All three caravans are owned and operated by Ri'saad, though he has divided his workers into three smaller groups and assigned each of them a different trading route.

The Khajiit caravans can be encountered on the road traveling between their destinations and will do business with passing travelers. When arriving at a city, they will establish a camp with tents and a campfire outside the main entrance to the city ready to trade with customers.

The Rare Curios Creation adds a number of items that are exclusively available from the Khajiit traders, most of which are rare ingredients with otherwise unobtainable alchemy effects.

Caravans
Ri'saad's Caravan
Ri'saad's own caravan has a trade route between Whiterun and Markarth, and includes the fence Atahbah and the Dark Brotherhood target Ma'randru-jo. They are protected by the mercenary Khayla, who is a common Sneak trainer.

Ahkari's Caravan
Ahkari is accompanied by the fence Zaynabi and travels between Riften and Dawnstar. They are protected by the mercenaries Dro'marash, a common Speech trainer, and Kharjo, who becomes a follower after retrieving his Moon Amulet.

Ma'dran's Caravan
Ma'dran's route between Windhelm and Solitude has proven to be very profitable during the civil war. He is protected by the mercenaries Ra'zhinda and Ma'jhad, who is both a fence and an expert trainer in Lockpicking.

People
 

  These people only become fences after completing the Thieves Guild Caravan Fence Quest.

Related Quests
Skyrim:Message to Whiterun (Stormcloaks)

Quick Walkthrough
#Talk to Ulfric Stormcloak.
#Receive  Ulfric's War Axe.
#Go to Whiterun and give the axe to Jarl Balgruuf the Greater.
#Wait for Balgruuf's reply.
#Return to Ulfric.

Detailed Walkthrough
A Gift for a Jarl
Ulfric Stormcloak has decided that it's time to make Whiterun's Jarl Balgruuf the Greater pick a side. Ulfric hopes to avoid bloodshed in Whiterun, so he'll give you an axe (''Ulfric's War Axe'') and tell you to deliver it to Balgruuf. He has no further message for you to take, as he says that the axe is a gesture between two warriors who understand each other and that Balgruuf will know its meaning.

Making Up His Mind
When you speak to Jarl Balgruuf, tell him you have a message from Ulfric. Balgruuf will take the axe, but whether or not the quest proceeds depends on if you've already finished Dragon Rising (and its prerequisite quests Before the Storm and Bleak Falls Barrow). If you've already done Dragon Rising then the quest will continue normally; otherwise Balgruuf will hold on to the axe and postpone making a decision about it until Dragon Rising is complete.

With the time having come to give Ulfric an answer, Balgruuf will discuss the matter with his steward Proventus Avenicci and his housecarl Irileth. Balgruuf will state that he's not entirely happy with Imperial policy, but ultimately he'll decide to side with the Empire. He'll give the axe back to you and begin drafting a letter to negotiate with the Imperial Legion about garrisoning some of their troops in Whiterun.

The Die is Cast
Go back to Windhelm and return the axe to Ulfric. He'll be disappointed in Balgruuf's decision, but Galmar will welcome it; he's ready for battle and eager to launch the assault. After a short conversation, Ulfric will issue orders that initiate the next quest: Battle for Whiterun.

Notes
If you are on The World-Eater's Eyrie quest and Odahviing is still in Dragonsreach, you will not be able to deliver the axe to Jarl Balgruuf.
If you have not completed Bleak Falls Barrow and Dragon Rising, you will not be able to deliver the axe to Jarl Balgruuf.
Completing this quest places Whiterun under siege and makes the city in its normal state unavailable to you until the completion of Battle for Whiterun.

Bugs
 

Quest Stages
Only stages and objectives relevant to the Stormcloak version of this quest are included in the table.
Skyrim:Message to Whiterun (Imperial)

Quick Walkthrough
#Deliver a message to the Jarl of Whiterun.
#Wait for the Jarl's response.
#Deliver Balgruuf's axe to Jarl Ulfric.
#Return to Whiterun and warn Jarl Balgruuf.
#Report to Legate Quentin Cipius.

Detailed Walkthrough 
General Tullius will hand you a note, explaining that he needs someone he can trust to deliver it and sets you the task to deliver it to the Jarl of Whiterun.

Travel to Whiterun and then to Dragonsreach, and speak to the Jarl. Give the message to the Jarl, and he will decide it is time to confront Ulfric. He will then give you a message (an axe) to deliver to Ulfric. 

Now, travel to the city of Windhelm, and then to the Palace of the Kings. Ulfric tells you to return the axe back to where it came from and to expect a lot of excitement for Whiterun. Return back and talk to the Jarl, who will take back the axe and hand you back to the Legion.

Speak to Legate Quentin Cipius, and he will tell you that the Stormcloaks have arrived and it is battle time.

Notes
Balgruuf will not agree to read the message before Dragon Rising has been completed.
If you are on The World-Eater's Eyrie quest and Odahviing is still in Dragonsreach, you will not be able to deliver the message to Jarl Balgruuf.
If you have a bounty in Whiterun, Legate Cipius will attempt to arrest you when you report to him.  It would be a good idea to clear your bounty before reporting to Legate Cipius.

Bugs
 
 
You can fix this with the console command  .
 
 
You can fix this with the console command  . However, sometimes this may fill the console with values instead of starting the quest, in which case you can restart your game and re-enter this console command and the quest will begin.
 
This might be fixed by exiting and re-entering Dragonsreach.

Quest Stages
Only stages and objectives relevant to the Imperial version of this quest are included in the table.
UESPWiki:Deletion Review/Skyrim:Water Walking

Spell effect seems to not be used in game. --   Lukish    14:20, 22 November 2011 (UTC)

 
Oppose: There is in fact an effect in the game called "Waterwalking".  Meaning the article may need to be renamed, but there is no immediately obvious reason why it should be deleted.  It's possible it's an effect that's only used by creatures rather than available to the player, but we can't figure that out definitively right now.  Which gets to the real problem, which is that the whole deletion review is a bit of overkill right now.  We haven't even figured out how to handle the magic effects in Skyrim (in part because there are 958 of them).  We can hardly even tell what effects are being used, or whether they're available for alchemy or enchanting, or how much they cost, or nearly any hard facts about any of the effects.  Once we establish how to organize all of them, then it will be appropriate to start discussing which ones to keep and which ones to delete, and most of those questions will be easier to handle at that point.  In the meantime, I think any major discussion about what needs to be deleted is premature and unnecessary. --Nephele  16:15, 22 November 2011 (UTC)
Skyrim:Sapphire

Sapphire may refer to two things:
Sapphire (person), an NPC with that name
Sapphire (item), a gem
Lore:Alduin is Real

s my da used to say -  s are idiutts!

That is why I am riting this book. I ent never rote a book before, and I do not reckon to rite one agenn, but sometimes a man must do what a man must do. And what I must do is set the recerd strate about the god called   and the dragon called  . They ent the same thing, no matter what them Imperials mite say, or how thay mite wish it to be so.

My da was never one for the gods, but my ma was. She wershipped all the Divines, and tot me lots of things. So I noe a thing or two about Akatosh. Just as much as any Imperial. I noe he was the first of all the gods to take shape in the Beginning Place. And I noe he has the shape of a  . 

My da even told me the story of Martyn Septim, and the things what happened when the gates to Oblivion opened. Septim turned into the spirit of Akatosh and killed  . Now I dont noe about you, but any dragon that fites the Prince of Destruction is okay by me.

Now I hope you understand the problim. Akatosh is good. Everyone, from   to Imperial, noes that. But Alduin? He ent good! He's the oposit of good! That Alduin is evil thrue and thrue. So you see, Akatosh and Alduin cant be one and the same.

Growing up as a lad in Skyrim, I herd all the stories. Told to me by my da, who was told by his da, who was told by his da, and so on. And one of those stories was about Alduin. But see, he was not Akatosh. He was another dragon and a real wun at that. 

Akatosh is some kind of spirit dragon I think, wen he bothers to be a dragon at all (and not a god livin in sum kind of god plac like Obliviun). But Alduin is a real dragon, with flesh and teeth and a mean streak longer than the  . And there was a time when Alduin tried to rool over all of Skyrim with his other dragons. In the end, it took sum mitey strong heroes to finally kill Alduin and be dun with his hole sorry story.

So I got to ask - does that sound like Akatosh to you? No, frend. No it do not.

And so I, Thromgar Iron-Head do firmly say, with the utmost connvicshun, that Alduin is real, and he ent Akatosh!
Skyrim:Other Places

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Cellars
For other uses, see Cellar (disambiguation).
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Root Tunnels
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Lore:Annals of the Dragonguard

thumb

''Scribe's Note: I have faithfully copied the following from the Annals of the Dragonguard of   for the years 2800-2819 (4329-4338 in the Old Calendar), Brother Annulus,  .

----

2801''': Emperor Kastav again ordered the Dragonguard to   hostages from   and   to ensure that the  s meet their conscription quotas. Our Master's official protest was denied, as usual. This will make relations with the local populace more difficult, although the "hostages" are in fact housed and trained with the other acolytes.

 : Upon the outbreak of the  , our Master refused orders to send the Dragonguard out to help   the rebellion. The Emperor ordered our supplies cut off, but we have made arrangements with the local Reachmen and are effectively self-sufficient. The Grandmaster supports our Master's action on the grounds that it violates the Oath of Allegiance.

 : The Temple is besieged. The fool Kalien was sent to Winterhold and sacked the city. There was a reason he was denied entry into the Dragonguard. But the local people do not count the difference between Akaviri. All our years of building up trust with people of Skyrim are now for naught.

2806: We learned of the accession of Reman II (of blessed name) when the siege of the Temple was lifted. We provided the honor guard for the Emperor's first visit to Skyrim, a great boost to the Temple's prestige.

2809: We received reports of a   in the east. Scouts were sent immediately, and signs of it were discovered, but it fled at our approach. The survivors have grown wary indeed.

 : We finally received permission from the Emperor to begin construction of  . Craftsmen from Temples across the Empire have arrived and begun the great work, overseen by our own Master, as is only fitting, as she is unmatched in her dragonlore.

2813: Work on Alduin's Wall progresses. The Master dismissed several craftsmen (from a western Temple that I do not need to name, they are so well-known for stiff-necked pride), which has delayed the work, but there must be no compromise. Alduin's Wall is our gift to those that come after us.

2815: The Grandmaster visited the Temple in the summer to view the progress of the Wall. He has received complaints about the expense (there is no doubt where these originate), but he was so impressed by the Wall even in its half-finished state that he gave our Master a Writ of Requisition under the Emperor's seal. There will be no more delays!

Further reports of dragons in the east which could not be verified.

 : An auspicious year. Alduin's Wall was finished, a dragon was located and slain, and Emperor Reman II visited to officially dedicate the Wall. The Blood Seal was consecrated in the presence of all the Dragonguard of Skyrim, a great honor of which few Temples can boast.
Lore:Atlas of Dragons

Herein is recorded the list of known  , both living and dead, including those slain by the Dragonguard since the time of its founding, as well as those slain in earlier ages, where they can be identified. Unfortunately, only a few of the dragons slain by our Akaviri predecessors during the Crusade were recorded and thus this list is sadly incomplete.

----

Deceased by Report

  - Local tales name him as the dragon buried in the mound west of  . No date associated with his death, although almost surely dates to the Dragon War era.

  - Records dating to the Crusade of interrogation of captured  ists indicate that this dragon was buried in a mound in the southeast of Skyrim, near  .

  - Local legends claim this is the dragon buried in the mound near  , slain by the   hero   in the  .

  - Death dating back to Dragon War era, according to documents recovered from Dragon Cult temples which record his burial near  .

  - Death dating back to Dragon War or just after, according to recovered Dragon Cult documents, which record his burial in a mound near  .

Slain by the Dragonguard

  - Slain in   after perpetrating great slaughter in   and  . Name confirmed with assistance from the   mages.

  - Slain in   in the southern  , name confirmed by the dragon's own account.

Unnamed Dragons - Numbering 12, as recorded in the Annals dating back to the founding of  .

Known to Live

  - Sightings dating back to the early years of the Dragonguard throughout the northern  . Multiple attempts to kill him have failed. He is believed to be lairing somewhere in Morrowind.

  - Last sighted in   in  .

  - Repeated alliances with mortal protectors which have prevented his elimination. His last known protector was the King   of  , which the Dragonguard successfully ended in  . He escaped and current location is unknown.

  - The legendary lieutenant of Alduin in the Dragon War. He is now known to lair on the   under the protection of the Greybeards of  . Master Araidh continues the established policy of avoiding direct confrontation with the Greybeards while waiting for an opportunity to exact justice upon him.
Skyrim:Alchemy Labs

thumb|right|An Alchemy Lab Alchemy Labs are places where it is possible to perform Alchemy. A category listing all places where alchemy labs can be found is available at :Category:Skyrim-Places-Alchemy Labs.

Locations
Eastmarch














Falkreath
  














Haafingar






Hjaalmarch






The Pale








The Reach




 












The Rift




 












 

Solstheim













Whiterun Hold


 


 






Winterhold






 



Player Owned Houses













With the Hearthfire add-on, you can build a lab in any of your constructed homes, either in the Main Hall, or by building an Alchemy Laboratory. 

Bugs
Skyrim:Arcane Enchanters

thumb|right|Arcane Enchanter
Arcane Enchanters are workbenches where Enchanting can be done. New enchanted items can be created, or existing items can be broken down, allowing you to learn any new magical effects used in the item's enchantment. How an Arcane Enchanter is used is described on the Enchanting page. A category listing places where enchanters can be found is available at Skyrim-Places-Arcane Enchanters.

Locations
Eastmarch










Falkreath Hold











Haafingar







Hjaalmarch






The Pale





The Reach







The Rift









 
Solstheim










Whiterun Hold









Winterhold







Player Owned Houses













With the Hearthfire add-on, you can build an enchanter in any of your constructed homes, either in the Main Hall, or by building an Enchanter's Tower.
Lore:On Stepping Lightly

otting the landscape of Skyrim, the ancient   uins are a testament to the ingenuity of the Nord  people of the past. When constructing the final resting places   the  noble class,   proved  quite   developing some of the most sophisticated and clever defenses  ever encountered. Coupled with the presence of the fearsome  , these tombs have become quite a challenge for  .

The most often-overlooked obstacles are the abundance of traps spread throughout the tombs. Ranging from simple tripwire-activated rock falls to complex pressure plate-triggered dart traps, the  Nords utilize  these devices abundantly. Most of the traps can be   by simply looking for the trigger mechanism and avoiding them. Since they are most often placed in areas where distractions abound, remember to keep your eyes to the floor. 

One of the keys to surviv  in a Nord uin is   these traps to gain an upper hand against   denizens . In many cases, it's trivial to lure them across the triggering mechanism .   an oil trap. Using a  , lure your victim onto the oil and then loose an arrow at the fire pot hanging above. The moment the fire pot shatters, the entire pool of oil   and engulf  the enemy . Just be certain that you're standing clear of the oil , or else this trick could end your expedition  .

Perhaps one of the most amazing engineering marvels of all  has little to do with the traps designed to kill. Utilizing all manner of pull chains, levers, switches  and pressure plates, some of the most frustrating obstacles can occur in the form of puzzles that  threaten to block your progress. Watch for the telltale signs of these barriers: groups of levers in a single place, rotating pillars with carvings on all faces  and even large arrays of pressure plates covering the floor of a room. In most cases, the puzzle   experimentation n others  the solution   actually be   elsewhere in the complex. It's recommended to keep a writing implement and a journal handy  

Although Nord uins are commonly infested with vermin     and  s, these creatures pale in comparison to the mighty draugr. These horrific, animated dead  are commonly found as guardians in most of the tombs  and   defend them mercilessly. Since the draugr tend  to lay dormant until someone happens upon their resting place, it's advisable to keep an eye   niches    . These undead  animate  rapidly and silently, so always watch your back ny remains you   could suddenly animate and set upon you without warning.

The perils of   are not without reward. The burial chambers in some of the larger complexes  contain all manners of riches, from gold  to  the occasional enchanted weapon or armor. Never   ceremonial urns that dot the ruins,  they are   filled with ancient offerings of great value. 

  comprehensive   ruins,   dangers lurking within that  . Just be sure to always enter these tombs with plenty of equipment and a good, solid weapon by your side. With a bit of patience, a keen eye  and a light step,  uin can bring you great wealth  you risk becoming a permanent resident  like many  before you.
Lore:On the Great Collapse

o the esteemed Jarl Valdimar in  ,

First, please allow me to offer my most sincere condolences. I understand that you, like many others, have lost family and you have my deepest sympathies.

I also understand that some on your council have placed the blame for this horrible disaster on my colleagues at the  . While I can certainly appreciate the shock at the scope of recent events, and the desire to comprehend what has happened, I must strongly urge you to consider the full situation.

You know as well as any the College's history and reputation in Winterhold. It has long been a source of pride for your city, a unique fixture in  . Some of the greatest wizards have studied here, and the College has always promoted positive relations with the other provinces of Tamriel.

It is well-known that those relations have been, shall we say, strained over the last few decades. After the  , it was only natural that the people of Skyrim showed a distrust for mages, even though the vast majority of us actively worked to counter the actions of the   cult. The College expected such a reaction, and hoped that distrust would fade over time.

And then, the  . No one foresaw the explosion of  , or the devastating effect it would have on the   culture. Your predecessor was kind enough to welcome many of the refugees, particularly those who could contribute to the College's studies. We were quite grateful. 

When   was generously offered to the Dunmer as a new home, I was as surprised as any. I did not, however, share the apparent expectation that all dark elves would leave Skyrim. It did not go unnoticed that many in Winterhold were unhappy at how many mages chose to stay at the College rather than relocate.

And now, the storms that have wracked the coast of Skyrim for close to a year have finally broken, but at great cost to us all. This   that has devastated Winterhold was unexpected, I assure you. That the College has remained unaffected is only a testament to the protective magicks placed around it so long ago. It in no way implies that we were somehow prepared specifically for this event, and is certainly no indication that the College was somehow responsible.

I certainly would never hold you accountable for the gossip spread amongst the people of Winterhold. I would urge you, though, to not allow that gossip to take root and become a commonly held belief. I do not wish to see our relationship crumble like Winterhold has, as I assure you the College will remain here a very, very long time.

Your persistent advocate,

Arch-Mage Deneth