Netruk44/uesp-wiki-content huggingface dataset:
Morrowind:Keys

This is a list of all keys in the game. For the most part, the vast majority of these keys are only used in or near the place where they are found. They are weightless and cannot be sold*, but they will clutter up your inventory, so a good practice is generally to leave any keys somewhere near the entrance to the place where you found them after you've searched the area thoroughly. At any rate, if you have a bit of skill in Security or have some means of casting an Open spell, you can open any door or chest without a key, so it's no big loss. (In fact, since opening the lock without a key will give you skill practice and using a key will not, this may be preferable.) The only exception is slave keys. These cannot be picked or opened with spells.

  Some keys may be sold. Only keys which are set to open a door or chest are considered keys as far as selling them is concerned. If you find a key that a vendor will accept to purchase, it means one of the following: 1.) The key is only accessed via scripts or dialog, such as quest items or slave keys, or 2.) The key does not open anything. There are numerous keys that are completely useless. These keys will also not be detected by a Detect Key spell.


 
Note: Keys with the word "Key" as the first word in the name are alphabetized under the next significant word, rather than under 'K'. Likewise, keys which start with "A" or "An" are similarly treated.
A


B


C


D


E


F


G


H


I


J


K


L


M


N


O


P


R


S


T


U


V


W


Y


Z
Morrowind:Miscellaneous Items

This page is a listing of all Miscellaneous type objects, with the exception of some items which are listed on the following pages:
Clutter
Keys
Propylon Indices
Soul Gems

Valuables


Quest-Related Items


Dwemer Artifacts

  Despite its name, the "Large" "Dewmer" Goblet is visually indistinguishable from the regular Ornate Dwemer Goblet of the same shape. This glitch can be fixed to an extent, for display purposes, by opening the Console with the goblet visible, clicking the goblet once to get its ID to appear at the top of the Console window, and entering the   Console command. It will revert to the original size if picked up and put down again, and other goblets of this sort you may encounter will not have been resized.

Tribute Items
All but one of these are found in various tombs across Vvardenfell.
Oblivion:Jesper

Jesper is a Nord priest added by the Knights of the Nine official plug-in.  He can be found at the Shrine of Kynareth in the Great Forest, straight north from Haynote Cave.

Jesper spends his entire life enjoying Kynareth's domain, nature itself, where the Shrine is conveniently located. When he is not wandering around talking to his fellow worshippers, Avita Vesnia and Stanet, Jesper spends four hours studying his copy of Gods and Worship on one of the benches, always starting at 10am. While Avita later moves on and becomes a Knight at the Priory of the Nine, Jesper will stay near the Shrine indefinitely. 

His clothing matches his profession and the surroundings; a green robe and a pair of quilted shoes. He carries his book and nothing else. 

Before and during the early stages of the quest Nature's Fury, he will not speak about anything but rumors. However, once Avita has pointed you towards the Grove of Trials, Jesper will tell you a bit about the Altar of Kynareth; ''"It simply wouldn't be right to build over Kynareth's works simply so we could worship her. So our Altar is here, in the Chapel she has created." When you return from the Grove with the Boots of the Crusader, he will comment: "The boots could only be granted to one who values Kynareth's works. It pleases me to see that you are that one."''
Oblivion:Stanet

Stanet is a Redguard priest added by the Knights of the Nine official plug-in.  He can be found at the Shrine of Kynareth in the Great Forest, north of Haynote Cave.

Stanet spends his entire life wandering around the Shrine while enjoying Kynareth's domain, nature itself, and occasionally exchanges rumors with his fellow worshippers, Avita Vesnia and Jesper. While Avita moves on to become a Knight living at Priory of the Nine, Stanet will stay near the Shrine indefinitely. 

His clothing matches both his beliefs and the surroundings; a green robe and a pair of quilted shoes. With no need for anything but his faith, he carries absolutely nothing.

Before and during the early stages of the quest Nature's Fury, he will not speak about anything but rumors. However, once Avita has pointed you towards the Grove of Trials, Stanet will tell you a bit about the convenient location of the Altar of Kynareth; "Where better to meet and pray to Kynareth than in the midst of her beautiful creations?" When you return from the Grove with the Boots of the Crusader, he will comment: "I am glad to see you were successful. It shows you as a true believer in Kynareth."
Morrowind:Inanius Egg Mine

Inanius Egg Mine may refer to two things:
Inanius Egg Mine (place), the egg mine near the town of Suran
Inanius Egg Mine (quest), the House Hlaalu quest
Morrowind:Alchemy Apparatus

This page lists of all the alchemy apparatus items used to create potions in Morrowind.
:See also:
::Alchemy - Main page for Alchemy discussion
::Ingredients - List of alchemical ingredients in Morrowind
::Tribunal and Bloodmoon - Lists of ingredients added by the two expansions
::Alchemy Effects - List of all ingredients sorted by effect

The main alchemy apparatus items are as follows:
Mortar and Pestle —&#32; this is always required when creating potions, and it determines the initial potion strength.
Alembic —&#32; decreases the strength and duration of all negative ingredient effects.
Calcinator —&#32; increases the strength and duration of all ingredient effects.
Retort —&#32; increases the strength and duration of all positive ingredient effects.

 


:    The SecretMaster apparatus items are only accessible on the PC version via the Console or the Construction Set mod.

Gallery
Shadowkey:Clear Earthtear Caverns

Quick Walkthrough
# Speak to Skelos Undriel.
# Find Earthtear Caverns.
# Kill absolutely everything there.
# Return to Azra's Crossing

Detailed Walkthrough
Skelos Undriel
Having rescued him from Delfran's Hideout you can find Skelos Undriel back in Azra's Crossing waiting outside Trothgar's General Store. If you talk to him he will explain that he is on the run from agents of Jagar Tharn and believes that Earthtear Caverns will be a good hiding place for him. However he needs you to clear the caverns of any enemies inside.
Finding Earthtear Caverns
Earthtear Caverns can be found by following the road towards Ghast's Pass but leaving it before you reach the pass itself. The place you need to leave the road is the same point you left it to find Delfran's Hideout but this time you need to head East instead of west. Follow the mountains until you reach the cavern entrance. 
Killing Everything
Apart from a couple of side quests here, the main focus of your time in Earthtear is slaughtering everything. In particular, Rats, Spiders and Wormmouths are all to be found in this zone.

The Shadowgate
To the Northeast you will come across an invisible barrier, which you may need to get past to complete the quest. This is a Shadow Gate and will need to be opened for you to progress.
The Shadowkey for this gate is held in a chest in a room over a bridge. The room is occupied by the Diamond Spider Queen, who you need to kill as part of the clearing of the caverns. Beyond the Shadow Gate are two zombies.
Returning
After you have killed everything you can return to Skelos Undriel. He will thank you and set up the next quest.
Morrowind:Velfred the Outlaw

Velfred the Outlaw may refer to two things:
Velfred the Outlaw (person), a Nord smuggler in Hla Oad
Velfred the Outlaw (quest), a House Hlaalu quest to deal with that person
Morrowind:ToddTest

It is only accessible through the console, using the command  .

Toddtest, like the name says, is used as a debug room where almost every aspect in the game is tested. When you enter the room, a large light brown bowl is seen. This bowl, when activated, will make you super strong and give you necessary items and spells to test various parts of the game. It will also infect you with Porphyric Hemophilia (Berne variety).

There are five leveled beasts, a Steam Centurion and six NPCs, three of whom are Ordinators. There are also multiple treasure chests containing one piece of nearly every item found in the game (Artifacts not included). The room is a copy of the Puzzle Canal underneath Vivec's palace, without the water. Installing Bloodmoon will also add three chests for items only found in that expansion. Several quest items may be found here- there is a chest containing all the books in the game, which can be used to complete quests such as the Telvanni Stronghold quest where you are ordered to find the 'unique' book Secrets of Dwemer Animunculi. You can also find the Bittercup and Azura's Star containing the soul of an Ogrim on a table near the back of the room.

 
People


Notes
Admiral Rolston is a reference to Ken Rolston, Morrowind's lead designer.
Morrowind:Character Stuff Wonderland

To get there simply open the console and type in the following code:  

This command will teleport you to an otherwise inaccessible room guarded by a steam centurion, a kagouti, a dremora, a skeleton, an ogrim, and a clannfear, so be careful. Also in this location is a large chest of armor and a large chest of weapons which contain almost every piece of armor and weapon in the game. There are also two barrels full of ingredients and a chest full of miscellaneous items.
Morrowind:Mark's Vampire Test Cell

This area is accessible only through the console, by typing the code:  
This command will teleport you to a room with two vampires and a bed, presumably for testing the Vampire process and dreams.
Morrowind:Clutter Warehouse - Everything Must Go!

It is only accessible through the console, typing in the following code:  

This will teleport you to a secret area, which contains Lord Cluttermonkey, a crazy, hostile Argonian farmer who has a full set of Daedric armor (but cannot wear his boots and helm), and wields the enchanted mace Clutterbane (which has many interesting effects, but no charge, rendering the effects useless).

If you talk to him by using Calm or Chameleon spells, a Barter option is available, but he doesn't sell anything, nor does he have money to buy anything from you.

Killing him will induce the game to issue its essential NPC death warning, although his death will not actually prevent you from completing the Main Quest or any other quest.

There is also a non-hostile Wood Elf named Used Clutter Salesman, who mostly sells useless junk. Like his colleague (or boss), Lord Cluttermonkey, he does not have any money with which to buy things. He also has a spell service, but doesn't sell any spells. He carries a Daedric Warhammer.

The purpose of this cell has not been confirmed, but examination of its contents suggests that it was used by the developers to speed up world creation. Since certain arrangements of furniture and items (such as plates on tables and bottles on shelves) are very common in the world, but take a long time to put together, they have been assembled in this area where they can be copied and pasted to where they are needed. Also included in the area are the complete interiors for the Dunmer fishing shacks found around the coast of Vvardenfell.
 

People
Morrowind:Calm

Decreases the target's Fight value (its inclination to attack) by  . There are actually two separate effects:
Calm Creature works on all creatures.
Calm Humanoid works on all NPCs.
A great enough magnitude will stop the target from fighting. They will re-engage in combat if they are attacked while under this effect.

Tips
Calm is useful if you are trying to fight with ranged weapons or spells in a confined area. Calm the enemy, and run out to put some distance between you.
An area-of-effect Calm can be used as a crowd-controlling effect, and is of great utility for multi-aggressor combat in high-difficulty games.
Calm Humanoid is a useful spell when you need to do some unfriendly things to NPCs but don't want to kill them. One such trick is to steal an NPC's armor by casting Disintegrate Armor on them until it breaks, casting Calm to make them stop attacking you, then finally pickpocketing the broken and unequipped armor.
On normally hostile targets, expect them to re-enter combat once the Calm spell has expired. However, if you can raise their disposition (NPCs only), it may stop their hostility, but only if their Fight isn't too high by default.
If you have a Follower NPC and have accidentally triggered them into fighting you, you can usually reset them into a passive, following state by casting this spell, then re-engaging with their following-related dialogue option before the spell's effect expires. If they remain hostile despite these efforts, teleport away (or use Fortify Speed to out-run them), out of the cell, and remain out of the cell for 72 game hours, whereupon their hostility will have reset and they will follow again when you come back.

Bugs
 

 
This seems to happen when their hostility was scripted and not the result of their Fight level. The most common version of this is when one or more NPCs are attacking another (or attacking you, for escorting), and you are supposed to save the victim and kill the aggressor(s); an area-of-effect Calm or Command can simply make everyone stop fighting indefinitely.
This can cause quest-completion problems, when the fight needs to happen but now your target is calm and there are witnesses (even former victims can turn witness in this scenario).  Use Frenzy Humanoid or Taunt to reinitiate combat without a bounty.

Related Effects
Frenzy, Command
Demoralize, Rally, Turn Undead
Morrowind:Demoralize

Demoralize M points for D seconds

Increases the target's Flee value (its inclination to flee from combat) by  . There are actually two separate effects:
Demoralize Creature works on all creatures.
Demoralize Humanoid works on all NPCs.
A great enough magnitude will make the target disengage from combat and run away.

Notes
Due to a slip by the developers, Demoralize Humanoid is actually a Mysticism spell, despite the green icon which indicates that it is Illusion. Demoralize Creature is correctly set as Illusion.
Demoralize is among the most powerful disabling effects in the game. An enemy who is running is an enemy who isn't fighting you. With a good spell, you can send entire armies running for the hills, which makes for excellent bow practice.
If you get in your target's way while they're running, they may still take a swing or two at you. Continual attacks may still bring the enemy back to retaliate.
Fleeing enemies can bring in all sorts of trouble. Use caution when Demoralizing fast runners or for extended periods of time.

Related Effects
Calm, Frenzy, Command
Rally, Turn Undead
Morrowind:Frenzy

Increases the target's Fight value (its inclination to attack) by  . There are actually two separate effects:
Frenzy Creature works on all creatures.
Frenzy Humanoid works on all NPCs.
A great enough magnitude will make the target attack the player. When you successfully cast this spell on someone, it's not considered to be an assault.

Notes
Some situations require killing someone not open to persuasion, but who is surrounded by people who will witness an assault. Frenzy Humanoid was tailor-made for just such a situation.
Frenzy is affected by Resistance or Weakness to Magicka, making Altmer NPCs more susceptible to it, while Bretons require a greater magnitude.
The effects of successful taunting and Frenzy combine into the NPC's Fight value. Most non-hostile NPCs have a base Fight value of 30; barring racial weakness or resistance and without any taunting, these NPCs may attack from a Frenzy magnitude starting with 41 (if they are close and have very low disposition), and will always attack if the magnitude is above 70.
Frenzy humanoid is very useful for making NPCs chase you over long distances, if you're unable to Command them to a new location. Keep in mind that they may break off the fight to flee. Rally Humanoid can prevent this.
Save beforehand if the target is not expendable, as there are a few humanoids that will remain permanently Frenzied. One example is the armorer Brynjolfr.
Frenzy Creature is less useful, as most creatures will attack you anyway, and those that don't can be safely attacked without it being considered a crime. If you are trying to get a creature (such as Creeper or the Mudcrab merchant) to follow you, then Frenzy Creature is a good alternative to Command, as long as you also have a Calm spell to stop them from fighting you once you've reached your destination.
In general, targets return to normal a few in-game days after you have left the cell they are in, as long as you do not re-enter the cell.
While the effect does require some duration to be effective, giving it a long duration makes very little difference. Once the target has begun combat, it will remain hostile to you even after the Frenzy effect has worn off. This means creating a useful Frenzy spell with a high magnitude is very cheap.

Related Effects
Calm, Command
Demoralize, Rally, Turn Undead
Morrowind:Rally

Decreases the target's Flee value (its inclination to flee from combat) by  . There are actually two separate effects:
Rally Creature works on all creatures.
Rally Humanoid works on all NPCs.
A great enough magnitude will prevent the target from fleeing, or make it return to combat if it is currently fleeing.

Notes
Rally is an excellent spell for stopping a mortally wounded enemy from fleeing.
Enemies who cannot fly or use ranged attacks will often flee from you if you attack them while Levitating.  Rally can help keep them in range so you can finish the job.
If you're trying to relocate an NPC/creature by having them chase you in hostile conditions, they may break off the chase to flee instead. Cast Rally Humanoid/Creature on them to prevent this.

Related Effects
Calm, Frenzy, Command
Demoralize, Turn Undead
Morrowind:Turn Undead

Increases the Flee value (the inclination to flee from combat) of an undead creature by  . A great enough magnitude will make the target disengage from combat and run away. This is similar to the Demoralize effects for creatures and NPCs.

Notes
Turn Undead is among the most powerful disabling effects in the game. A skeleton who is fleeing cannot damage you. With a good spell, you can send entire armies of undead running. This makes for excellent marksman practice, especially with the Siege at Firemoth official plugin.
If you get in your target's way while it's running, it may still take a swing or two at you. Continual attacks may still bring the enemy back to retaliate.
This is an offensive spell, so casting on an NPC will be counted as an assault. This is especially dangerous if your custom spell has a large area effect, since all NPCs in the area will attack you.

Related Effects
Calm, Frenzy, Command
Demoralize, Rally
Morrowind:Spell Icon Letters

Many of the icons for spells in Morrowind contain hidden Daedric letters, often mirrored or rotated to odd angles and arranged in interesting ways.  It's most likely these were just used as stylistic elements and not meant to be read (as in most cases the letters used do not in any way correspond to the effects associated with the icons), but it's interesting to see how the letters were used.
Morrowind:Almsivi Intervention

Transports you instantly to the nearest Tribunal temple.  Good for escaping from a sticky situation, or just as a means of fast transportation.  The temples to which you can be transported are in the following places:
Morrowind:Divine Intervention

Transports you instantly to the nearest Imperial Cult shrine, usually found within an Imperial Legion fort.  Good for escaping from a sticky situation, or just as a means of fast transportation.  You can be transported to the following locations:
Morrowind:Mark

Places a marker at your current location to be used with the Recall spell, which will instantly transport you back to that marker from any distance. You may only place one Mark at a time. Casting the spell will override your previous Mark location. Any location where you cast a Mark spell will be signified by a white cross on your local map.

Notes
Any followers you may have will not accompany you when you teleport. Thus, this cannot be used to facilitate escort missions.

Related Effects
Recall
Almsivi Intervention, Divine Intervention
Morrowind:Recall

Instantly transports you to the location placed by the Mark spell, from any distance. Good for escaping from a sticky situation, or quickly transporting yourself to a chosen location. Casting the spell if you have never cast Mark will have no effect.

Notes
Any followers you may have will not accompany you when you teleport. Thus, this cannot be used to facilitate escort missions. Many followers added by mods are scripted to follow you when you use this spell, but default characters in the game do not.
Recall is disabled in a few locations, as are other teleportation spells. In Morrowind, the only such locations are Magas Volar (where you get the Daedric Crescent), and the Akulakhan chamber at the bottom of Dagoth Ur's facility (until you destroy the heart). The expansions add a few more such locations. The Clockwork City in Tribunal has disabled teleporting, and the inside of the Mortrag Glacier area in Bloodmoon does as well. Scripted teleports, such as from items, will still work in these locations, however. While you cannot Recall from these locations, it is possible to cast a Mark inside them, and Recall yourself to them later. A trick used to acquire a second Daedric Crescent depends on this. However, if you do so, make sure you have a scripted teleport item to get yourself back out, as the two Intervention spells will not work, and you will be stuck there.
Bristleback Leather is the only ingredient that includes Recall as an effect, so it cannot be used to create a Recall potion.

Related Effects
Mark
Almsivi Intervention, Divine Intervention
Morrowind:Detect Key

Causes you to detect all keys in the vicinity, whether out in the open, inside containers, or carried by NPCs.  They will show up on your map as small green circles.  The Magnitude is the maximum range of detection.  Items in your inventory are not detected.

Notes
In the game, a key is defined as any object which opens a door or chest.  Some keys are not detected by this spell, either because they don't open anything at all (possibly quest items or simply decoys), or because they are only used by dialogs or scripts.  Slave keys, for example, are not generally detectable.  Also, since any item of "Miscellaneous" type can be designated to open a door, some items added by mods which may not appear to be keys will still be detected as such by this spell if they have been set to open locks.

Related Effects
Detect Animal, Detect Enchantment
Open

Alchemy Ingredients
The following alchemy ingredients can be used to make a potion of Detect Key
Ash Yam
Diamond
Muck
Spore Pod
Morrowind:Detect Enchantment

Causes you to detect all enchanted items in the vicinity, whether out in the open, inside containers, or carried/worn by NPCs.  They will show up on your map as small blue circles.  The Magnitude is the maximum range of detection.  Items in your inventory are not detected.

Notes
Only items with enchantments are detected.  Valuable and powerful items will be overlooked by this spell if they are not enchanted, such as Daedric items and the like.

Related Effects
Detect Animal, Detect Key

Alchemy Ingredients
The following alchemy ingredients can be used to make a potion of Detect Enchantment:
Hound Meat
Hypha Facia
Lloramor Spines 
Marshmerrow