Netruk44/uesp-wiki-content huggingface dataset:
Skyrim:Fortify Stamina

Fortify Stamina increases the target's total stamina.  However, this does not alter the target's carry weight.

Alchemy
The following alchemy ingredients can be used to create a potion of Fortify Stamina:
Boar Tusk  ( &times;Magnitude, &times;22px|Duration, &times;Value) (1st effect)
Chaurus Eggs
Fungus Stalk  ( &times;Magnitude, &times;22px|Duration, &times;Value)
Garlic
Large Antlers
Lavender
Scrib Jerky  ( &times;Magnitude, &times;Value)
Slaughterfish Egg
Torchbug Thorax
Void Essence  ( &times;Magnitude, &times;22px|Duration, &times;Value)

Enchanting
The following items use this effect.  You can learn how to enchant custom items with Fortify Stamina if you find one of the following items and disenchant it:
All varieties of Armor, Boots, Necklaces, and Rings of Stamina
Includes the enchantments of Minor Stamina, of Major Stamina, of Extreme Stamina, of Eminent Stamina, and of Peerless Stamina.

Artifacts and unique items that use the effect but cannot be disenchanted include:
Amulet of Kynareth
The Gauldur Amulet
Gauldur Amulet Fragment
Locket of Saint Jiub 
Nightingale Armor
Rahgot
Ring of Namira
Visage of Mzund 

Linwe's Armor can technically be disenchanted, allowing you to learn a special version of Fortify Stamina named Shadowthrive.  However, Shadowthrive cannot be used to enchant any items because no enchanting slots are enabled for the effect.

Blessings
The Blessing of Kynareth provides 25 points of additional Stamina for 8 hours.
The Blessing of the Stag Prince provides 5 points of Stamina while the Glass Bow of the Stag Prince is equipped, as well as an additional 5 points for every 20 animals killed with the bow (up to a maximum of 25 points). 
The Elytra's Uplifting Aura provides 10 points of Stamina for 5 minutes. 

Notes
The various Rally spells (Call to Arms, Courage, and Rally) include a secondary Fortify Stamina effect.
Skyrim:Fortify Two-handed

Fortify Two-handed increases the damage of Two-handed weapons.

Alchemy
The following alchemy ingredients can be used to create a potion of Fortify Two-handed:
Angler Larvae 
Dragon's Tongue
Emperor Parasol Moss 
Fly Amanita
Heart of Order  ( &times;Magnitude, &times;Value)
Juvenile Mudcrab 
Troll Fat

Enchanting
The following items use this effect.  You can learn how to enchant custom items with Fortify Two-handed if you find one of the following items and disenchant it:
All varieties of Bracers/Gauntlets, Necklaces, and Rings of Sure Grip
Includes the enchantments of Minor Sure Grip, of Major Sure Grip, of Extreme Sure Grip, of Eminent Sure Grip, and of Peerless Sure Grip.
Ironhand Gauntlets
Ring of Minor Striking

Notes
The Call to Arms spell includes a secondary Fortify Two-handed effect, which directly increases the Two-handed skill of allies.
The Elytra's Fierce Aura  provides +10 Fortify Two-handed for 5 minutes.
The name of the enchanting version of this effect is actually "Fortify Two-Handed" instead of "Fortify Two-handed".
Skyrim:Fortify Unarmed Damage

Enchanting
"Unarmed Damage" is a "quasi-skill": In some respects it functions as a skill, but not in others. See details here. 

The Gloves of the Pugilist use this effect.  You can learn how to enchant custom items with Fortify Unarmed Damage if you find it and disenchant it.
Tes5Mod:Mod File Format/ENCH

Internally, all alchemy items (food, drinks, potions, and poisons), enchantments, ingredients, scrolls and spells derive from the same object, MagicItem, and thus share a similar structure.

Auto-calc:
Charge Time: The longest Casting Time of all of the effects.
Ench Amount: The total of all effect costs.
Enchantment Cost: The total of all effect costs.

The CK displays the sum of rounded down costs, while the game uses the exact sum to determine the enchantment cost.

Ench Amount and Enchantment Cost will only ever differ if auto-calc is turned off.
Tes5Mod:Mod File Format/MGEF

MGEF records hold information about magical effects which are used in spells, enchantments and potions.



Effect Types
The following are the valid effect types for each magic effect and their associated data:

:0 = Value Mod: PrimaryAV selects which actor value to modify
:1 = Script: No Extra data?
:2 = Dispel: No extra data?
:3 = Cure Disease: No extra data?
:4 = Absorb: PrimaryAV selects which actor value to absorb
:5 = Dual Value Mod: PrimaryAV  and SecondAV select which actor value to modify along with SecondAVWeight
:6 = Calm: PrimaryAV is forced to be "Aggression"
:7 = Demoralize: PrimaryAV is forced to be "Confidence"
:8 = Frenzy: PrimaryAV is forced to be "Aggression"
:9 = Disarm: No extra data?
:10 = Command Summoned: No extra data?
:11 = Invisibility: PrimaryAV is forced to be "Invisibility"
:12 = Light: RelatedID is the light formid
:15 = Lock: No extra data?
:16 = Open: No extra data?
:17 = Bound Weapon: RelatedID is the weapon to summon
:18 = Summon Creature: RelatedID is the NPC to spawn (must have the summonable flag set)
:19 = Detect Life: No extra data?
:20 = Telekinesis: No extra data?
:21 = Paralysis: PrimaryAV is forced to be "Paralysis "
:22 = Reanimate: No extra data?
:23 = Soul Trap: No extra data?
:24 = Turn Undead: PrimaryAV is forced to be "Confidence"
:25 = Guide: RelatedID is a hazard, used only by Clairvoyance
:26 = Werewolf Feed: No extra data?
:27 = Cure Paralysis: No extra data?
:28 = Cure Addiction: No extra data?
:29 = Cure Poison: No extra data?
:30 = Concussion: No extra data?
:31 = Value and Parts: PrimaryAV is used, not used in game
:32 = Accumulate Magnitude: PrimaryAV, used by Ward Steadfast/Lesser/Greater
:33 = Stagger: No extra data?
:34 = Peak Value Mod: PrimaryAV selects which actor value to modify, RelatedID is a keyword (Assoc. Item 2 in the C.K.) - SecondaryAV & SecondAVWeight are not used.
:35 = Cloak: RelatedID is a spell (only some spells supported, either/both hand?)
:36 = Werewolf: RelatedID is a race
:37 = Slow Time: No extra data?
:38 = Rally: PrimaryAV is forced to be "Confidence"
:39 = Enchance Weapon: RelatedID is an enchantment
:40 = Spawn Hazard: RelatedID is a hazard
:41 = Etherealize: No extra data?
:42 = Banish: PrimaryAV is forced to be "Confidence"
:43 = Spawn Scripted Ref: No extra data?, used by ThrowVoice
:44 = Disguise: No extra data?
:45 = Grab Actor: No extra data?
:46 = Vampire Lord: RelatedID is a race
Skyrim:Huntsman's Prowess

Enchanting
Only one item uses this effect. It can be disenchanted, allowing you to create custom items with the Huntsman's Prowess effect:
Poacher's Axe

See Also
This effect is related to:
Animal Damage

Notes
While the Poacher's Axe has no charge meter (and therefore never needs recharging), any items enchanted with the Huntsman's Prowess effect learned from disenchanting the Poacher's Axe will have a charge meter and will require recharging.
Skyrim:Light Damage

Light Damage is the name of the effect used in the Silent Moons Enchant.

One advantage of this enchantment over the other forms of elemental damage is that there are no enemies with resistance to it, but there are also none weak to it. Another boon is that the base cost of the enchantment is significantly lower, allowing you to have over three times the number of charges. This is especially useful in the early-game. 

Enchanting
The following items use this effect (all are found in Silent Moons Camp). The enchantment is not actually controlled by phases of the moon; the effect is intended to deal damage between 9pm and 5am, regardless of lunar phase, weather, or whether or not you are outdoors. You can learn how to enchant custom items with Silent Moons Enchant if you find one of the following items and disenchant it:

Lunar Iron Mace
Lunar Iron Sword
Lunar Iron War Axe
Lunar Steel Mace
Lunar Steel Sword
Lunar Steel War Axe

Notes
The book Notes On The Lunar Forge describes the crafting of these weapons, but is incorrect on several details.  The enchantment does not transfer health to the wielder, as Absorb Health would.  Also, they cannot actually be crafted at the Lunar Forge, though the weapons found there can be disenchanted in order to learn the effect and apply it at an Arcane Enchanter, like any other effect.
Light damage is improved by anything that boosts fire attacks, due to it using the fire keyword for spells.
Light damage can be considered as representing moonlight, with its opposite being Sun Damage. Sun damage is additionally more effective against undead creatures and vampires. 

Bugs
 

Related Effects
Damage Health
Fire Damage
Frost Damage
Shock Damage
Sun Damage
Skyrim:Muffle (effect)

Muffle is an effect that reduces both the noise your armor makes when you move and the noise generated by your own footsteps when you move. The "moves silently" description that appears on Muffle items is not entirely accurate; Muffle provides a multiplier equal to (1 - Total_Muffle_Magnitude) to your total worn armor weight when calculating the noise made by armor, meaning at a magnitude of 1.0+ your armor makes no noise whatsoever. All muffle effects stack additively. Values over 1.0 have no additional benefit. 

Enchanting
The following items use this effect.  You can learn how to enchant custom items with Muffle if you find one of the following items and disenchant it:
All varieties of Boots of Muffling
Artifacts and unique items that use the effect but cannot be disenchanted include:
Ancient Shrouded Boots
Cicero's Boots
Ebony Mail
Jester's Boots
Nightingale Boots
Predator's Grace
Shrouded Boots
Shrouded Shoes

Spells
The following spells use the Muffle group of effects. Following each spell is the specific variant of the effect that it uses:
Muffle: Muffle ( ;  ).
The magnitude of this spell is 1, meaning a 100% reduction in armor noise.

Perks
50% Muffle is also available via the Muffled Movement perk.
100% Muffle is also available via the Silence perk.

Notes
The magnitude of the Muffle effect is significant. However, the magnitude of enchantments and spells is not displayed in-game. Most built-in enchanted items have a magnitude of 0.5, meaning they are only 50% effective.
The actual effectiveness of the Muffle effect for magnitudes below 1.0 depends on armor weight, i.e. 50% of the noise of Daedric is still much higher than 100% of the noise of Elven.
All custom-enchanted Muffle effects have a magnitude of 1.0, regardless of skill level or soul gem used, making them greatly superior to most built-in enchanted Muffle items.
Vendors will start carrying Boots of Muffling at level 11.
When both invisible and completely muffled (muffle magnitude of 1.0 or more) you are undetectable to most enemies to the point that you can even walk, run, sprint, and jump around in front of hostile NPCs without being noticed.
Muffle can make players almost undetectable to the Falmer, which rely mostly on hearing to detect enemies.

Bugs
 
 You can use the console command   to directly add a pair of steel boots of muffle to your inventory, which you can then disenchant to learn the effect.
You can use the Atronach Forge to obtain a random enchanted piece of Daedric armor, which has an equal chance of being a pair of Daedric Boots of Muffling as any other Daedric armor. Since it is random, make sure to save before activating the forge if you want to get that specific item. Your chances of getting the boots on any given attempt with this method are about 1%, regardless of your level.
The Scorched Hammer in Riften is your best bet to find the boots randomly, since it has more enchanted armor, on average, than any other vendor.
Skyrim:Rally (effect)

Rally (a.k.a. Courage) increases the target's Confidence (willingness to attack), making them less likely to flee from combat.  Fleeing NPCs will stop running and return to combat.  In addition, Rally and Courage spells fortify the target's Health and Stamina.  These are implemented through additional effects included in the spell, rather than being an integral part of the actual Rally effect.

Enchanting
The following items use this effect, but cannot be disenchanted:
Staff of Courage
Staff of Inspiration

Spells
The following spells use the Rally group of effects. Following each spell is the specific variant of the effect that it uses:
Courage: Courage ( ;  )
With the Master of the Mind perk, instead uses: Courage - Master of the Mind ( ;  )
Rally: Rally ( ;  )
With the Master of the Mind perk, instead uses: Rally - Master of the Mind ( ;  )

Notes
The various Frenzy spells include a secondary Rally effect.
The Elytra's Uplifting Aura provides a Rally effect. 
Non-hostile wildlife such as deer will attack the player and his or her allies while under the effects of Rally. A minority of non-hostile NPCs will also attack the player if under the effects of Rally. Typically, they're NPCs encountered during a number of random encounters such as the Alik'r Warriors, Revelers, and Vigilants of Stendarr.
Skyrim:Regenerate Magicka

Regenerate Magicka (a.k.a. Fortify Magicka Rate) increases the rate at which the target naturally regenerates Magicka.

Alchemy
The following alchemy ingredients can be used to create a potion of Regenerate Magicka:
Dwarven Oil
Fire Salts
Garlic
Jazbay Grapes
Lichor  ( ×Magnitude, ×Value)
Minotaur Horn  ( ×Magnitude, ×Value)
Moon Sugar
Purple Butterfly Wing 
Salmon Roe 
Salt Pile
Screaming Maw  ( ×Magnitude, ×22px|Duration, ×Value) (1st effect)
Scrib Jelly  ( ×Magnitude, ×Value) (1st effect)
Taproot
Thorn Hook  ( ×Magnitude, ×22px|Duration, ×Value)

Enchanting
There are two distinct versions of this effect.  The first simply regenerates magicka, and is used by the following items.  You can learn how to enchant custom items with Fortify Magicka Rate if you find one of the following items and disenchant it:
All varieties of Helmets, Rings, and Robes of Recovery items
All varieties of Armor, Helmets, Rings, and Robes of Replenishing 
All varieties of Helmets, Rings, and Robes of Resurgence 
Adept Robes
Apprentice Robes
Black Mage Robes
Blue Mage Robes
Expert Robes
Hooded Black Mage Robes
Hooded Necromancer Robes
Master Robes
Mythic Dawn Robes
Necromancer Robes
Novice Robes
Telvanni Robes  
Vampire Royal Armor  

Artifacts and unique items that use the effect but cannot be disenchanted include:
Amulet of Akatosh
Archmage's Robes
Masque of Clavicus Vile
Morokei

The second version of this effect is combined with various fortify magic skill effects:
All Robes of Alteration, Conjuration, Destruction, Illusion, and Restoration
This includes Novice, Adept, Apprentice, Expert, and Master Robes, and also includes Minor, Major, Extreme, Eminent, and Peerless variants of the enchantment

Blessings and Powers
The Blessing of Akatosh provides 10% faster magicka regeneration.
The Apprentice Stone provides 100% faster magicka regeneration out of combat at the expense of a 100% weakness to magic.
The Highborn greater power allows Altmer to regenerate magicka faster for 60 seconds, once per day.
The Atronach Stone comes with a 50% slower magicka regeneration penalty.

Notes
The Ring of the Erudite in the Dawnguard add-on provides a unique version of the Regenerate Magicka effect that modifies the base value of the wearer's Magicka regeneration instead of the percent modification seen in the above discussed effects and enchantments. See that item's page for more information.
Multiple sources of Magicka regeneration bonuses and penalties are additive. For instance, two +100% bonuses and one -50% penalty add up to +150%.
By default, Magicka regenerates at 3% of your total per second out of combat, and 1% per second in combat.
Skyrim:Regenerate Stamina

Regenerate Stamina (a.k.a. Fortify Stamina Regen) increases the rate at which the target naturally regenerates stamina.

Alchemy
The following alchemy ingredients can be used to create a potion of Regenerate Stamina:
Alocasia Fruit  ( ×Magnitude, ×Value) (1st effect)
Angler Larvae 
Bee
Daedroth Teeth  ( ×Magnitude, ×Value)
Fly Amanita
Juvenile Mudcrab  (1st effect)
Mora Tapinella
Purple Butterfly Wing 
Red Kelp Gas Bladder  ( ×Magnitude, ×Value) (1st effect)
Scaly Pholiota
Scrib Jelly  ( ×Magnitude, ×Value)
Wisp Stalk Caps  ( ×Magnitude, ×Value)

Enchanting
The following items use this effect. You can learn how to enchant custom items with Fortify Stamina Regen if you find one of the following items and disenchant it:
All varieties of Armor, Necklaces and Rings of Invigoration
All varieties of Armor, Necklaces and Rings of Recuperation
All varieties of Armor, Necklaces and Rings of Rejuvenation
All varieties of Armor, Necklaces and Rings of Renewal
Artifacts and unique items that use the effect but cannot be disenchanted include:
Predator's Grace

Powers
The following powers grant a bonus to stamina regeneration rate:
Bardic Knowledge: Fortify Stamina Rate, 50 pts for 300 secs in 250 ft
Skyrim:Resist Fire

Resist Fire increases the target's resistance to all forms of Fire Damage.

Alchemy
The following alchemy ingredients can be used to create a potion of Resist Fire:
Angelfish 
Ash Creep Cluster 
Ashen Grass Pod  ( ×Magnitude, ×Value) (1st effect)
Berit's Ashes
Bliss Bug Thorax 
Bone Meal
Dragon's Tongue (1st effect)
Elves Ear
Fire Petal  ( ×Magnitude, ×Value)
Fire Salts
Fly Amanita (1st effect)
Gnarl Bark  ( ×Magnitude, ×Value)
Mudcrab Chitin
Sload Soap  ( ×Magnitude, ×Value) (1st effect)
Snowberries (1st effect)
Spawn Ash 

Enchanting
The following items use this effect.  You can learn how to enchant custom items with Resist Fire if you find one of the following items and disenchant it:
All varieties of Boots, Necklaces, and Shields of Dwindling Flames
All varieties of Boots, Necklaces, and Shields of Fire Abatement
All varieties of Boots, Necklaces, and Shields of Fire Suppression
All varieties of Boots, Necklaces, and Shields of Flame Suppression
All varieties of Boots, Necklaces, and Shields of the Firewalker
All varieties of Boots, Necklaces, and Shields of Resist Fire
All varieties of Boots, Necklaces, and Shields of Waning Fire
Ancient Helmet of the Unburned
Steel Shield of Fire Resist
Artifacts and unique items that use the effect but cannot be disenchanted include:
Ahzidal 
Otar

Powers
Dunmer have an innate +50% Resist Fire from the start of the game.

Notes
Along with Resist Frost and Resist Shock, Resist Fire has a cap of 85%. All three stack with Resist Magic.  The cap only applies to you; enemies with 100% resistance to a particular element (such as atronachs) are truly immune.
Skyrim:Resist Frost

Resist Frost increases the target's resistance to all forms of Frost Damage including the secondary effects (such as Slow) it applies.

Alchemy
The following alchemy ingredients can be used to create a potion of Resist Frost:
Daedroth Teeth  ( ×Magnitude, ×Value) (1st effect)
Flame Stalk  ( ×Magnitude, ×Value)
Frost Mirriam (1st effect)
Frost Salts
Goldfish 
Hawk Beak
Hydnum Azure Giant Spore  ( ×Magnitude, ×Value) (1st effect)
Moon Sugar
Pearlfish 
Purple Mountain Flower
Redwort Flower  ( ×Magnitude, ×Value) (1st effect)
Silverside Perch
Slaughterfish Scales (1st effect)
Small Pearl
Snowberries
Steel-Blue Entoloma 
Thistle Branch (1st effect)

Enchanting
The following items use this effect.  You can learn how to enchant custom items with Resist Frost if you find one of the following items and disenchant it:
All varieties of Armor*, Boots, Necklaces, and Shields of Dwindling Frost
All varieties of Armor*, Boots, Necklaces, and Shields of Frost Abatement
All varieties of Armor*, Boots, Necklaces, and Shields of Frost Suppression
All varieties of Armor*, Boots, Necklaces, and Shields of Resist Frost
All varieties of Armor*, Boots, Necklaces, and Shields of Waning Frost
All varieties of Armor*, Boots, Necklaces, and Shields of Warmth
Helm of Yngol
Herebane's Fortress
Necklace of Frost Resist
Artifacts and unique items that use the effect but cannot be disenchanted include:
Dukaan 
Nightingale Armor
Otar

 Though there are a few chest pieces that come enchanted with resist frost, it cannot be added to a chest piece.

Powers
Nords have an innate +50% Resist Frost from the start of the game.

Notes
Along with Resist Fire and Resist Shock, Resist Frost has a cap of 85%. All three stack with Resist Magic. The cap only applies to you; enemies with 100% resistance to a particular element (such as atronachs) are truly immune.
Resist Frost enchantments are amplified when placed on stalhrim  equipment.
Skyrim:Resist Shock

Resist Shock increases the target's resistance to all forms of Shock Damage.

Alchemy
The following alchemy ingredients can be used to create a potion of Resist Shock:
Ash Hopper Jelly 
Blue Dartwing (1st effect)
Corkbulb Root  ( ×Magnitude, ×Value)
Glow Dust
Glowing Mushroom (1st effect)
Hawk Beak
Kagouti Hide  ( ×Magnitude, ×Value)
Pearl
Pine Thrush Egg
Snowberries
Swamp Fungal Pod (1st effect)

Enchanting
The following items use this effect.  You can learn how to enchant custom items with Resist Shock if you find one of the following items and disenchant it:
All varieties of Boots, Necklaces, and Shields of Dwindling Shock
All varieties of Boots, Necklaces, and Shields of Grounding
All varieties of Boots, Necklaces, and Shields of Resist Shock
All varieties of Boots, Necklaces, and Shields of Shock Abatement
All varieties of Boots, Necklaces, and Shields of Shock Suppression
All varieties of Boots, Necklaces, and Shields of Waning Shock
Boots (Arch-Mage)
Artifacts and unique items that use the effect but cannot be disenchanted include:
Otar
Zahkriisos 

Notes
Along with Resist Frost and Resist Fire, Resist Shock has a cap of 85%. All three stack with Resist Magic.
The 85% cap only applies to you. Enemies with 100% resistance to a particular element (such as atronachs) are truly immune.
Skyrim:Slow

Alchemy
The following alchemy ingredients can be used to create a poison of Slow:
Bungler's Bane  ( ×22px|Duration, ×Value) (1st effect)
Burnt Spriggan Wood 
Deathbell
Elytra Ichor  ( ×22px|Duration, ×Value)
Green Butterfly Wing  ( &times;22px|Duration, &times;Value)
Kresh Fiber  ( ×22px|Duration, ×Value)
Large Antlers ( ×22px|Duration,  ×Value)
Poison Bloom 
River Betty
Rot Scale  ( ×22px|Duration, ×Value) (1st effect)
Salt Pile
Trama Root 
Worm's Head Cap  ( ×22px|Duration, ×Value)

Notes
Slow is not the primary effect of any spells or enchantments and cannot be learned as an enchantment by itself. However, most Frost Damage spells and enchantments have Slow as a secondary effect.

Bugs