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

thumb|right|The interior of the cave
The cave is home to Arethan Mandas, a former Redoran noble who has gone mad in sorrow after his daughter Delyna disappeared. Together with his loyal retainers he is now nothing more than a rogue agent, demanding tribute from passing travelers. See the quest for several solutions to this sorry situation. Either way, you'll have to fight with the other bandits in Milk, unless you get to Arethan by sneaking or invisibility.

 
People
 


Related Quests
House Redoran


Notes
There is very little loot around, besides what is on the bandits: a few ingredients, repair tools at a smithy, a Greater Soul Gem hidden behind a post under the tallest flight of stairs, an underwater chest with one or two iron items and a   next to Arethan Mandas with one to two pieces of random Orcish armor.
Once the quest is done, the bandits are not aggressive towards you. Stealth is a good way to avoid combat here.

Maps
thumb|left|600px|Interior map of Milk
Morrowind:Mila-Nipal

thumb|right|The interior of the yurt
It is located at the foothills of the Ashlands and west of the Dwemer ruin of Bthanchend. The outcast Ashlander, Manat Shimmabadas holds a pilgrim hostage here. Outside there are two Ashlanders guarding the yurt, one of whom will offer you some minor training.

You might have heard a rumor about some Ashlanders bragging that they have captured a noble.
 
Related Quests
House Redoran


People
Oblivion:Ascended Immortal

Ascended Immortals are devout followers of Mankar Camoran who worship Mehrunes Dagon. Because they died in the service of Mankar Camoran, they have been allowed to ascend beyond the ranks of normal Mythic Dawn Cultists and have been invited to live in Paradise by Mankar Camoran himself. They are now immortal: every time an ascended immortal is killed, they will regenerate within minutes. However, the Ascended Immortals are not generally happy. The creatures of that world, led by Anaxes, relentlessly torture and kill the Immortals, leading them to a never-ending life of death. Those who don't appreciate the gifts they are given are taken as prisoners and immersed in lava for all of eternity. The Dremora Kathutet refers to them dismissively as "unmortals".

Ascended Immortals are half naked, not wearing any shoes or shirt, but only a pair of lower class pants. They wield a club in combat. They spend their time simply wandering about the place, often being killed by roaming Daedra.
 
 
 
 
 
 
They wear a Mythic Dawn robe with a matching hood and carry a pair of braided leather sandals. They have a 50% chance of having a potion related to combat, magic and stealth. They know the bound dagger spell, as well as a leveled shield spell and a leveled shock spell. There are two of them located in the Forbidden Grotto. 
 
 

 
 
 
 

 
 
 
 

 
 
 
 

 
 
As you approach the lever to let Anaxes out he will scream ''"Stop! Don't let Anaxes out!". If you let Anaxes out he will scream "No!! Get away from there! If I can just..." before getting crushed by the rock.

 
Generic Dialogue
Aside from the hostile robed cultists in the Forbidden Grotto, all Ascended Immortals share a pool of generic dialogue. Which lines they say is dependant on whether they are members of the Mankar Camoran lovers, Tired of being in the Eternal Garden, or Mankar Camoran haters factions.

When approached, they may say:



When spoken to, they may greet you with:


They can be asked about the following topics:



Once you stop speaking with them, they may say:


They will often be chased and killed by the hostile Daedra of the realm. When fleeing from combat, they may exclaim any of the following:
"Not again!"
"Leave me alone!"
"Somebody help!"
"No! No!"
"There's got to be some way to end this nightmare!"
"Run!"
"For pity's sake, just let us die!"

Conversations
Ascended Immortals will also engage in conversation with each other, and have a range of different dialogue line in addition to the usual "radiant" dialogue.

They may greet each other with one of the following lines:


In conversation, they may mention the recent Great Gate quest and the Battle for Bruma:


They may end a conversation with any of the following lines:
Morrowind:Ashimanu Egg Mine

thumb|right|The diseased Morrowind:Shalk|shalk
A diseased shalk inside the Queen's Lair is infecting kwama and miners. 

There is no loot here except the kwama eggs.
 
Related Quests
House Redoran


Notes
This location appears in ESO as Ashimanu Cave.

Maps
thumb|left|Map of Ashimanu Egg Mine
Morrowind:Area Effect Arrows

thumb|left|Aradraen, a new merchant added by Area Effect Arrows
Area Effect Arrows adds a new shop selling a wide selection of quality Marksman weapons, all for sale at Aradraen's shop in the Lower Waistworks of Vivec's Foreign Quarter canton. The items added are available here and nowhere else, but fortunately, she has an unlimited supply.

The projectiles included with this plugin are unique in that they will explode on impact, dealing fire, frost, shock or poison damage to any creatures or NPCs within range of the explosion.

 

Official Summary
:''"Visit Aradraen the Fletcher in Vivec's Foreign Quarter Lower Waistworks for the world famous area effect arrows exclusive to her shop."'' —Official Summary

New Content
Arrows


Bolts


Throwing Weapons
Morrowind:Disintegrate

These two effects will damage the armor or weapon of the target, decreasing their effectiveness.  M is the number of points of damage the item will receive per second for the duration.  Disintegrate Armor damages one piece of equipped armor at a time, damaging pieces in the following order: Shield, Cuirass, Left Pauldron, Right Pauldron, Left Gauntlet, Right Gauntlet, Helm, Greaves, and finally Boots. While Disintegrate Weapon will damage a weapon only if it is equipped and drawn.  (Enemies not in combat will not be affected by Disintegrate Weapon, but since it is a hostile spell, the first casting will cause them to draw their weapon and attack, so subsequent castings will work.  Casting these spells on a non-hostile target is a crime, however.)  If the armor or weapon is damaged to the point of breaking, it will immediately be unequipped, and the target will automatically equip the next-most-valuable item of that type in their inventory (if they have one).

Notes
Disintegrate Armor can be one way to acquire a person's armor without killing them.  Once it is broken, you can cast Calm on them, pickpocket the broken armor from them, and then repair it to use yourself.  Just don't try to sell it back to the same person you stole it from, as they will recognize it instantly and attack.
When applied "on Self," these effects will only work if they target equipment which has already sustained some damage.  This limitation applies to custom spells as well as to items enchanted to cause the effect.
These effects happen to be resisted by Sanctuary and not by Resist Magicka.
Morrowind:Drain Skill

Temporarily lowers one of the target's skills by   points for   seconds.  After the spell expires, the skill will be restored to its former value.

Notes
The Restore  Skill  effect is unavailable to you through spells, scrolls, or potions. However selecting Restore Attributes at an Imperial Cult Altar or Almsivi Restoration at a Shrine of the Tribunal will restore all attributes and skills.
Drain Mercantile on self is also helpful in dealing with the selling-to-merchants bug.

Bugs
 

 


Related Effects
Damage  , Absorb  
Restore  , Fortify  
Drain  , Drain Fatigue, Drain Health, Drain Magicka

Alchemy Ingredients
Only one Alchemy ingredient has a Drain   effect on it, the Horker Tusk from the Bloodmoon expansion. It will drain your Alteration skill.  It is a first-effect ingredient, so you can experience a weak dose of the effect by eating one straight, but it will not occur in any potions.
Morrowind:Absorb Skill

Temporarily lowers one of the skills of the target, by   points for  , and raises the same skill of the caster by the same amount and duration.  When the effect expires, both parties' skills return to their previous values.

The effect is unused in the game or its expansions, and is not available to (or against) players by any means [outside of third-party mods].  A single test item, the mace Clutterbane, appears with it in the CS, but cannot be obtained without a Console cheat, nor used without another one.

Related Effects
Fortify  , Restore  
Damage  , Drain  
Absorb  , Absorb Fatigue, Absorb Health, Absorb Magicka, Spell Absorption

Alchemy Ingredients
No ingredients in the game or its expansions have this effect, so you cannot make a potion that has it.
Morrowind:Restore Skill

Returns one of the target's skills to (or toward, at the rate of   points for   seconds) its normal value if it has been lowered by a Damage   effect (but not Absorb or  Drain  , though these will wear off on their own).

Since there are no skill-damaging spells in the game [without third-party mods], this effect is not needed often, and is not available as a spell, scroll, potion, or portable item. However, the expansions and some patches add this restoration effect to Shrines of the Tribunal as part of Almsivi Restoration, and to Imperial Cult Altars as part of Restore Attributes. This was mainly to fix characters who had used the weapon Fury, which constantly damaged all armor skills in the unpatched version.

Bugs
 
:*  

Related Effects
Fortify  , Absorb  
Damage  , Drain  
 Restore  , Restore Fatigue, Restore Health, Restore Magicka

Alchemy Ingredients
No ingredients in the game or its expansions have this effect, so you cannot make a potion that has it.
Morrowind:Damage Skill

Permanently lowers one of the skills of the target by   points for   seconds. In the patched game version, this effect is only found in-game on the glove Elvul's Black Blindfold (which is strong enough to rapidly reduce even superhuman Marksman skill to 0). In the unpatched version of the game, it was also found on the weapon Fury, which damaged the player's armor skills. 

The skill can only be restored by use of a Restore   effect.  To undo the effects of Damage  , you need to have the most recent patch and go to either a Shrine of the Tribunal for Almsivi Restoration, or to an Imperial Cult Altar for Restore Attributes.

Related Effects
Drain  
Fortify  , Restore  , Absorb  
Damage  , Damage Fatigue, Damage Health, Damage Magicka

Alchemy Ingredients
No ingredients in the game or its expansions have this effect, so you cannot make a potion that has it.
Morrowind:Sanctuary

Causes the target to be more difficult to hit with physical attacks. The magnitude is the value that is added to the target's chance to dodge attacks (magical attacks are unaffected).

Notes
This effect is additive.

Related Effects
Shield
Morrowind:Charm

Temporarily increases the target's Disposition towards the caster. When the effect ends, the target's Disposition returns to its original value. The effect does nothing when you are the target.

Related Effects
Calm, Command, Fortify Personality; also Fortify Speechcraft &thinsp;
Morrowind:Restore Health

Returns the target's Health by M points per second for the duration.

Related Effects
Fortify Health, Absorb Health
Damage Health, Drain Health
Restore Attribute, Restore Fatigue, Restore Magicka, Restore Skill

Alchemy Ingredients
The following alchemy ingredients can be used to create a Restore Health potion:
Corkbulb Root
Corprus Weepings
Emerald
Marshmerrow*
Raw Stalhrim 
Resin*
Saltrice
Sweetpulp 
Wickwheat*
  These are first-effect ingredients, so you will experience the effect by eating them raw as well.
Morrowind:Restore Magicka

Returns the target's Magicka by M points per second for the duration.

Notes
This effect is not available in any standard spell that can be bought, which means it is impossible to enchant items that restore magicka. However, it is available in potions and scrolls.

Related Effects
Fortify Magicka, Absorb Magicka
Damage Magicka, Drain Magicka
Restore Attribute, Restore Fatigue, Restore Health, Restore Skill

Alchemy Ingredients
The following alchemy ingredients can be used to create a Restore Magicka potion:
Adamantium Ore 
Belladonna Berries 
Comberry
Daedra's Heart*
Frost Salts
Heartwood*  
Void Salts*
  These are first-effect ingredients, so you will experience the effect by eating them raw as well.
Morrowind:Restore Fatigue

Returns the target's Fatigue by M points per second for the duration.

Related Effects
Fortify Fatigue, Absorb Fatigue
Damage Fatigue, Drain Fatigue
Restore Attribute, Restore Health, Restore Magicka, Restore Skill

Alchemy Ingredients
The following alchemy ingredients can be used to create a Restore Fatigue potion:
Bread*
Chokeweed
Crab Meat*
Hackle-Lo Leaf*
Hound Meat*
Large Kwama Egg*
Saltrice*
Scrib Jerky*
Scuttle*
Small Kwama Egg*
  These are first-effect ingredients, so you will experience the effect by eating them raw as well.
Morrowind:Resist Common Disease

This effect decreases your chance of catching common diseases by M%.  If you are playing an Argonian, a High Elf, a Redguard, or a Wood Elf, you are already 75% resistant to disease, so you only need an additional 25% to make yourself completely immune to common diseases. You can also gain 100% immunity to all diseases by completing the quest Corprus Cure. Note that this will protect you from Vampirism as well.

Related Effects
Cure Common Disease
Resist Corprus Disease, Resist Blight Disease
Weakness to Common Disease

Alchemy Ingredients
The following ingredients can be used to create a potion of Resist Common Disease:
Ash Yam
Bear Pelt 
Kagouti Hide
Pearl
Resin
Snow Bear Pelt 
Snow Wolf Pelt 
Wolf Pelt
Morrowind:Resist Blight Disease

This effect decreases your chance of catching blight diseases by M%.

Notes
You can gain a permanent 100% resistance to Blight Disease (and all other diseases) by completing the quest Corprus Cure.

Related Effects
Cure Blight Disease
Resist Common Disease, Resist Corprus Disease
Weakness to Blight Disease
Morrowind:Telekinesis

Allows you to manipulate objects from a distance.  You can open containers and interior doors, pick up objects, or operate switches from far away.  The magnitude determines that maximum distance from which you can interact with objects. 

Notes
This spell can be used to avoid trapped chests and doors.  Instead of using Security and a probe, you can set the trap off from a distance, and then dodge the effects.  This will not work on doors that transport between cells, however.
This spell effect is also useful for stealing objects for characters with low Sneak skill, in cases where getting close enough to take it normally would cause you to be seen.
You can use lockpicks, probes, and on-touch Lock and Open spells and enchantments on distant containers and doors.
Lights can only be picked from a distance while your inventory menu is open. Books, scrolls, and notes can't be touched from a distance at all.
 

Related Effects
Open

Alchemy Ingredients
The following alchemy ingredients can be used to make a potion of Telekinesis:
Alit Hide
Bonemeal
Scuttle
Morrowind:Resist Element

These effects decrease the damage dealt by the four elemental damage effects, Fire Damage, Frost Damage, Shock Damage, and Poison.  M is the percentage of damage reduction.  At 100% you will be immune to that element.

Some Races have natural resistance to certain elements.  Argonians have 100% Resist Poison, Dark Elves have 75% Resist Fire, Nords have 100% Resist Frost and 50% Resist Shock, and Redguards have 75% Resist Poison.  High Elves, on the other hand, have weaknesses to most elements (-50% to Fire, and -25% to Frost and Shock), so spells or items that counteract these weaknesses will be significant for a High Elf character. Note that a spell of Weakness to Element whose magnitude is equal to or greater to any Resist Element effect currently active will completely nullify it, and any subsequent elemental damage will not be affected by it.


Related Effects
Resist Magicka
Fire Shield, Frost Shield, Lightning Shield
Fire Damage, Frost Damage, Shock Damage, Poison
Weakness to Element

Alchemy Ingredients
The following ingredients can be used to create potions of Resist Element:

  These are first-effect ingredients, so just eating them raw will give you a small dose of the effect.
Morrowind:Resist Magicka

Resist Magicka decreases the damage or other negative effects done by most spell effects.

These include Absorb Health, Damage Health, Drain Health, Absorb Fatigue, Damage Fatigue, Drain Fatigue, Absorb Attribute, Damage Attribute, Drain Attribute, Absorb Skill, Damage Skill, Drain Skill, Blind, Burden, Sound, Silence, Calm, Charm, Command, Demoralize, Frenzy, and any Weakness to Element effects. It protects from the effects of disease as well, as all diseases apply only these resisted effects.

This does not resist Fire Damage, Frost Damage, Shock Damage, or Poison. It does not protect against Paralyze.

Some races possess a natural Resist Magicka effect. Bretons are 50% resistant to magicka, and Orcs are 25% resistant. High Elves have 50% Weakness to Magicka, so you may want spells and items with Resist Magicka when playing as a High Elf.

Notes
Certain magical items have negative effects which can be resisted, but Resist Magicka will not nullify the positive effects.
Creating a custom 100% Resist Magicka spell that lasts 1 second costs around 140 gold. Opening the inventory immediately after casting this spell will allow time to equip constant effect items and resist their negative effects for the remaining time the items are equipped. This trick is most popular to use with the Boots of Blinding Speed.
Once Resist Magicka reaches 100%, it's the only type of resistance that can't be broken by a Weakness effect, since Weakness is itself a magicka type spell.
Several artifacts and unique items make Resist Magicka available as a constant effect:
Royal Signet Ring  provides 100%.
Cuirass of the Savior's Hide provides 60%.
Ebony Mail provides 20%.
Ring of Phynaster provides 20%.
Wraithguard (right gauntlet) provides 10%.
Mara's Blouse provides 10%.

Related Effects
Resist Element, Resist Paralysis
Weakness to Magicka
Reflect, Spell Absorption

Alchemy Ingredients
The following ingredients can be used to create potions of Resist Magicka:
Ash Salts
Belladonna Berries*  
  This is a first-effect ingredient, so just eating them raw will give you a small dose of the effect.
Morrowind:Weakness to Element

These effects increase the damage dealt by the four elemental damage effects, Fire Damage, Frost Damage, Poison, and Shock Damage.  M is the percentage of resistance reduction.  At 100% the target will receive double damage.

High Elves have natural weakness to most elements (50% to Fire, and 25% to Frost and Shock), so they will be most interested in Resist Element spells or items that counteract these weaknesses.

Notes
If the target is naturally immune to an element, 100% weakness will eliminate that immunity.  This can be a good way to make any element more universally useful.  Higher magnitudes will still be necessary to amplify base damage though.
When weakness is used in conjunction with an effect that does damage over several seconds, the weakness only needs a duration of 1 to allow the damage to take effect.

Related Effects
Weakness to Magicka, Weakness to Normal Weapons
Fire Damage, Frost Damage, Poison, Shock Damage
Resist Element, Resist Magicka

Alchemy Ingredients
The following ingredients have a Weakness to Element effect:
;Weakness to Fire
Heartwood 
Holly Berries 
;Weakness to Poison
Poison*
  This a first-effect ingredient, so just eating it raw will give you a small dose of the effect.  Since it is the only ingredient with this effect, this is the only way to be affected by it.
Morrowind:Bitter Coast Sounds

thumb|left|The new sounds and dragonflies enhance gameplay in the Bitter Coast region.
Bitter Coast Sounds adds ambient noise and dragonflies all over the Bitter Coast region. It does not affect gameplay in any way, but merely makes the environment seem more swamp-like.

The dragonflies added by this plugin are physical objects, not effects, and as such they have collision boxes. It is not recommended that you jump into a group of dragonflies, as you may find it hard to get out.
 

Official Summary
:''"Let the gentle chorus of swamp wildlife draw you further into the mire throughout the entire swampy region of the Bitter Coast. You'll find dragonfly creatures now inhabit the muck ponds along the coast.

:The areas in which the sounds are placed cover the extreme southwest portions of the island of Vvardenfell. From the south, the placement starts directly west of Vivec and slopes diagonally northwest along the coast including the towns of Seyda Neen, Hla Oad, and Gnaar Mok." —Official Summary
Lore:Divining the Elder Scolls

...of night. The Elder   themselves can pierce the veil. They offer a view of the flux of Time itself. The prophet who reads the scroll sees one version of what might be. Another prophet might have a different vision with equal veracity. The price for insight is the reader's sight. He is struck blind and...
Morrowind:Kill Banden Indarys (Hlaalu)

:For the House Telvanni quest of the same name, see Kill Banden Indarys (Telvanni)
 

Quick Walkthrough
#Speak to Crassius Curio to learn your next assignment.
#Travel to Indarys Manor in Bal Isra.
#Kill Banden Indarys.
#Return to Crassius Curio.

Detailed Walkthrough
Business
Crassius Curio in his manor in Vivec will ask you to kill Lord Banden Indarys at Indarys Manor, between Ald'ruhn and Maar Gan.

Killing the Redoran Lord
Just head out to the manor. Once you arrive, the Redoran guards will make it clear that you aren't welcome, but none of them will outright attack you. Enter the main house of the manor and travel down into the bedroom, and you will find your target inside. Simply kill him. He is not a particularly difficult opponent, and if you are careful, you can prevent the other inhabitants of the Stronghold from attacking you as well.

Return to Vivec
Return to Crassius in Vivec to receive a 1000 gold reward.

Notes
In the room with Banden Indarys is a shelf with two skill books: 2920, MidYear raises your Heavy Armor, and 2920, Morning Star raises your Long Blade.
If you have done the Telvanni version of this quest you can get the reward from Crassius as well.
Each time you talk to the guards, their disposition towards you drops. If you do this enough, they will attack you.
Roleplay: If you do not wish to engage in this House Wars quest, and the later similar one against House Telvanni – perhaps because you are Hortator or about to become Hortator, and thus representing the interests (or seeking to) of all three of these Great Houses – you can skip this and the later Crassius Curio quests and still become Grandmaster of Hlaalu by doing sufficient other House Hlaalu quests.

Quest Stages