Netruk44/uesp-wiki-content huggingface dataset:
Skyrim:Ward

Wards are defensive spells belonging to the school of Restoration that help protect you against melee and magical attacks.

All Wards have a certain amount of "Hit Points" (HP). If the HP reaches 0, the Ward is destroyed and you experience stagger. Casting a Ward does not give you its full HP immediately; there is a period of time of about one second during which the Ward "charges up," unless you dual cast it, in which case it is at full HP immediately. Whenever HP of the Ward drops below maximum value, it will immediately start regenerating it at a constant rate even if it's still taking more damage. Wards block only attacks from the front, however the angle of protection is pretty generous (around 90 degrees).

The armor bonus provided by Wards is minor. While in theory even Lesser Ward provides more Armor Rating than a Daedric Shield, using the Ward does not count as blocking and the bonus is not modified by armor skill levels. This means that Greater Ward, which provides an Armor Rating bonus of 80, decreases damage taken by just 9.6%. Wards don't provide any additional protection against arrows. Non-magic damage does not deplete the HP of the ward and you get the full Armor Rating bonus the moment you cast the Ward regardless of its total HP, so you can use the Ward just like a shield without a problem.  Additionally, while trying to attack while raising your shield will result in a shield bash, you can still attack normally with a Ward active. 

Wards block incoming spells completely. The spells deplete the HP of the Ward, rather than yours. However, stronger enemies use stronger spells, and can dual-cast them too, so using higher-level Wards becomes necessary as you gain levels. Also, stronger spells like Fireball will break wards that are not fully charged; you will not take damage from a spell that breaks the ward, but you will be staggered.

Wards require a large amount of magicka to sustain, and cost-reducing perks or gear are particularly helpful for ward users. The Ward Absorb perk is particularly effective for maintaining Wards for an extended period of time.

Interestingly, Wards seem to be extremely effective against dragon breath attacks. Because the game treats a breath attack as a series of quick low-damage attacks rather than a single strong one—essentially like a bigger version of the Flames/Frostbite spell—the regenerative nature of the Ward means you can completely block even an Ancient Dragon's breath with a Lesser Ward.

Spells
The following spells use the Ward group of effects. Following each spell is the specific variant of the effect that it uses:
Greater Ward: Ward - Greater ( ;  )
Lesser Ward: Ward - Lesser ( ;  )
Steadfast Ward: Ward - Steadfast ( ;  )

Notes
Wards can negate all shouts from enemies or the player.
Wards effectively protect from sprayed poisons of both the Frostbite Spider and all types of Chaurus.
Skyrim:Weakness to Frost

Alchemy
The following alchemy ingredients can be used to create a poison of Weakness to Frost:
Abecean Longfin (1st effect)
Ash Hopper Jelly 
Chokeweed  ( ×Magnitude, ×Value) (1st effect)
Elves Ear
Fire Salts (1st effect)
Gold Kanet  ( ×Magnitude, ×Value)
Ice Wraith Teeth (1st effect)
White Cap (1st effect)

Notes
Weakness to frost is strengthened by weakness to magic.
Skyrim:Weakness to Magic

Weakness to Magic increases the damage taken from magical and elemental attacks.

Alchemy
The following alchemy ingredients can be used to create a poison of Weakness to Magic:
Creep Cluster
Dreugh Wax  ( ×Magnitude, ×Value) (1st effect)
Dwarven Oil (1st effect)
Jazbay Grapes (1st effect)
Kresh Fiber  ( ×Magnitude, ×Value) (1st effect)
Marshmerrow  ( ×Magnitude, ×Value)
Rock Warbler Egg
Roobrush  ( ×Magnitude, ×Value) (1st effect)
Salt Pile (1st effect)
Scaly Pholiota (1st effect)
Taproot (1st effect)
Torchbug Thorax

Notes
Targets affected by Weakness to Magic become more susceptible to non-damaging effects, as well. For example, the Frenzy spell, unmodified by perks, can affect targets higher than level 14 if those targets are affected by Weakness to Magic.
Weakness to magic is strengthened by weakness to magic.
Weakness to magic can be applied more then once if coming from a poison or potion that is not the same as the weakness to magic effect that is already active.
Skyrim:Weakness to Poison

Weakness to Poison has to be applied prior to a dose of poison for the weakness to take effect. For example, if the enemy is not weakened and you use a poison with Weakness to Poison and damage, the damage will not be affected by the weakness that time but the enemy will be affected in later uses of the poison.

Alchemy
The following alchemy ingredients can be used to create a poison of Weakness to Poison:
Abecean Longfin
Bleeding Crown
Chaurus Eggs (1st effect)
Chokeberry  ( ×Magnitude, ×Value)
Deathbell
Giant Lichen
Hypha Facia  ( ×Magnitude, ×Value) (1st effect)
Pine Thrush Egg
Sabre Cat Tooth
Small Antlers (1st effect)
Wisp Stalk Caps  ( ×Magnitude, ×Value)

Notes
Weakness to poison is strengthened by weakness to magic.
Weakness to poison is strengthened by weakness to poison.
Skyrim:Weakness to Shock

Alchemy
The following alchemy ingredients can be used to create a poison of Weakness to Shock:
Ashen Grass Pod 
Bee
Giant Lichen (1st effect)
Hagraven Feathers
Ogre's Teeth  ( ×Magnitude, ×Value) (1st effect)
Stoneflower Petals  ( ×Magnitude, ×Value) (1st effect)
Trama Root  (1st effect)
Void Salts (1st effect)

Notes
Weakness to shock is strengthened by weakness to magic.
Skyrim:Fortify Skill

The various Fortify Skill effects are each documented on separate pages.




Notes
Fortify Skill is the only type of skill alteration effect that exists in Skyrim.  Drain, Damage, and Restore do not exist for skills.
Fortify Persuasion, Enchanting, Light Armor, and Heavy Armor are the only Fortify Skill effects that actually increase the skill level itself.
Tes5Mod:Save File Format/Combat

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Lore:Sovngarde

is the storied afterlife of the Nords,   a part of Aetherius  where the greatest Nord heroes go when they die to enjoy an eternity of feasting and merriment.   It is ruled by Shor and contains the Hall of Valor, a supposedly gigantic feasting hall where the mead "flows like a waterfall". Those who cross the threshold of the living and entered the afterlife are greeted below the red glow of the eternal sunset, following the pathway down between the mammoth tusks and the monolithic cowled statues and into the valley of mists—the Shadowed Vale.   Tsun currently guards the mythical Whalebone Bridge past the Vale,  which leads to the Hall of Valor. At Shor's bidding, he has taken on the role of the master of trials, asking new arrivals to the utopia to prove their strength in combat against him before they can enter Shor's Hall. 

Except in rare cases where one forces a way into Sovngarde, it can supposedly only be reached by true Nords who die valiantly or in battle, regardless of personality.  This excludes those afflicted with Lycanthropy, as Hircine takes them to his Hunting Grounds instead.  

Some time ago, the necromancer,   attempted to bind the dead souls of Sovngarde to the living world but failed. He was later buried somewhere in Skyrim.  In  , Fildgor Orc-Thane used his royal blood to enter Sovngarde, and attempted to fuse his soul with that of his dead sister   in order to usurp the throne.  In  , Alduin retreated there  to ensnare and feast upon the souls of the dead. He was killed by the Last Dragonborn, who fought alongside the spirits of Gormlaith Golden-Hilt, Felldir the Old and Hakon One-Eye. 
 
Gallery
 

See Also
For game-specific information, see the Skyrim, ESO, and   articles.

Books
 
 
 

References
Skyrim:Nightingale Boots

The Nightingale Boots are part of a set of armor given to you for joining the Nightingales. Its enchantment grants a Muffle effect. Tempering the Nightingale Boots requires void salts and the Arcane Blacksmith perk.
UESPWiki:Server Setup/Db2 Nov2011

:* Ran uesp-setup-common db2.uesp.net 174.142.196.117
::* Ok
:* yum install mysql
::* Ok
:* yum install mysql-server
::* Ok
:* mysql_install_db
:*/etc/init.d/mysql start
:*mysql_secure_installation
::* Ok
:* yum install php
:* yum install php-mysql
::* Ok
:* Made 'uespinfo' user in MySQL
:* Tested /etc/zabbix/commands/send_mysql_stats.php
::* Ok
:* Copied /etc/my.cnf from db1 and edited relevant settings
:* Made directory /var/log/mysql owned by mysql:mysql
:* Restarted mysql
::* Ok
:* Copied latest full database dump from db1
:* Restored database dump on db2
::* Failed with exceed max_allowed packet
::* Increased packet size and restarted
::* Ok
:* Created password for user dave
:* Started Zabbix and added server to Zabbix monitoring
:* Setup and started replication from db1
::* Ok
:* Added noatime to /dev/md2 and remounted /
Lore:The Lusty Argonian Maid, v2

Lifts-Her-Tail: My goodness, that's quite a loaf! But how ever shall it fit my oven?

Crantius Colto: This loaf isn't ready for baking, my sweet. It has yet to rise.

Lifts-Her-Tail: If only we could hurry that along. How would I accomplish such a task?

Crantius Colto: Oh, my foolish little   maid, you must use your hands.

Lifts-Her-Tail: You wish me to   the loaf? Here?

Crantius Colto: Of course.

Lifts-Her-Tail: But what if the mistress catches me? Your loaf was meant to satisfy her appetite.

Crantius Colto: Don't fret, my delicate flower. I'll satisfy the mistress'  cravings later.

Lifts-Her-Tail: Very well, but I'm afraid my oven isn't hot enough. It could take hours!

Crantius Colto: Plenty of time, my sweet. Plenty of time.
Lore:The Dragon War

n the Merethic Era, when Ysgramor first set foot on Tamriel, his people brought with them a faith that worshipped animal gods. Certain scholars believe these primitive people actually worshipped the divines as we know them, just in the form of these totem animals. They deified the  ,  ,  ,  ,  ,  ,  ,  , and the  . Every now and then you can stumble across the broken stone totems in the farther reaches of Skyrim.

Foremost among all animals was the dragon. In the ancient  ic tongue it was drah-gkon. Occasionally the term dov-rha is used, but the language or derivation of that is not known. Using either name was forbidden to all except the dragon priests. Grand temples were built to honor the dragons and appease them. Many of them survive today as ancient ruins haunted by   and undead  .

Dragons, being dragons, embraced their role as god-kings over men. After all, were they not fashioned in Akatosh's own image? Were they not superior in every way to the hordes of small, soft creatures that worshipped them? For dragons, power equals truth. They had the power, so therefore it must be truth. Dragons granted small amounts of power to the dragon priests in exchange for absolute obedience. In turn, the dragon priests ruled men as equals to the kings. Dragons, of course, could not be bothered with actually ruling.

In Atmora, where Ysgramor and his people came from, the dragon priests demanded tribute and set down laws and codes of living that kept peace between dragons and men. In Tamriel, they were not nearly as benevolent. It's unclear if this was due to an ambitious dragon priest, or a particular dragon, or a series of weak kings. Whatever the cause, the dragon priests began to rule with an iron fist, making virtual slaves of the rest of the population.

When the populace rebelled, the dragon priests retaliated. When the dragon priests could not collect the tribute or control the masses, the dragons' response was swift and brutal. So it was the Dragon War began.

At first, men died by the thousands. The ancient texts reveal that a few dragons took the side of men. Why they did this is not known. The priests of the Nine Divines claim it was Akatosh himself that intervened. From these dragons men learned magics to use against dragons. The tide began to turn and dragons began to die too.

The war was long and bloody. The dragon priests were overthrown and dragons were slaughtered in large numbers. The surviving dragons scattered, choosing to live in remote places away from men. The   itself adapted and survived. They built the dragon mounds, entombing the remains of dragons that fell in the war. They believed that one day the dragons would rise again and reward the faithful.
Lore:The Bear of Markarth

is considered a hero by many for his part in quelling the Forsworn Uprising. It is said that when the   abandoned Skyrim, and the natives of   rebelled (undoubtedly due to the   poor treatment of them), Ulfric Stormcloak and his militia was there to retake "their" land from the  . In all the bravado and epic yarns the skalds compose of his exploits, you would think Ulfric to be a giant of a man, equal to that of Tiber Septim in his cunning, leadership, and decisive actions.

But the truth is far more revealing. Yes, from  -176, the Forsworn did in fact rule over the Reach as an independent kingdom from Skyrim. Yes, this was accomplished while the Empire was beset by Aldmeri Dominion forces and could not send the Legion to re-establish order. And yes, Ulfric Stormcloak did quell the rebellion without Imperial assistance. That much is true, but what the bards often fail to tell in their stories is that the Forsworn Kingdom was quite peaceful for those 2 years they were in power.

True, some crimes were committed against former Nord landowners (often those accused of being the harshest towards their native workers), but on the whole the Forsworn ruled their lands fairly, and were making overtures to be recognized by the Empire as a legitimate kingdom.

In the wake of the aftermath of the Great War, you can imagine the backlog on stately matters the Empire had. Before a peace treaty could be resolved with the Forsworn, a militia led by Ulfric Stormcloak sieged the gates of their capital,  . What happened during that battle was war, but what happened after the battle was over is nothing short of war crimes.

Every official who worked for the Forsworn was put to the sword, even after they had surrendered. Native women were tortured to give up names of Forsworn fighters who had fled the city or were in the hills of the Reach. Anyone who lived in the city, Forsworn and Nord alike, were executed if they had not fought with Ulfric and his men when they breached the gates. "You are with us, or you are against Skyrim" was the message on Ulfric's lips as he ordered the deaths of shopkeepers, farmers, the elderly, and any child old enough to lift a sword that  had failed in the call to fight with him.

So when a "grateful" Empire accepted Ulfric's victory and sent soldiers to re-establish the rule of law in the Reach, it was no surprise that he would demand to be allowed to worship   freely before the Legion could enter. With chaos running through the streets of Markarth and the reports of deaths rising every day, the Empire had no choice but to grant Ulfric and his men their worship. 

We allowed them to worship Talos, in full violation of the   with the Aldmeri Dominion (which recognizes the elven belief that Talos, as a human, cannot be one of the Divines). In jeopardizing the treaty that so many sacrificed for during the Great War, the Empire was wrong. But what choice did they have, I ask you? Against the Bear of Markarth, Ulfric Stormcloak, "no" is not an answer.
Lore:The "Madmen" of the Reach

ince the legendary victory of   over the "barbarian natives" in the  ,   and   scholarship has cast the people of   as little more than savages, prone to irrational fits of violence, worshipping old, heretical gods, and fetishizing beasts and nature spirits that any civilized person would best well avoid. In truth, these accounts are little more than "victor's essays," a perspective narrowed by the Empire's constant strife with the ancient, proud people that lived in this land far before Tiber Septim walked the soil of Tamriel. In light of this, I hope to create a more complete, accurate, and fair assessment of a group that has long suffered under the role of "enemy," "troublemakers," and "them."

Let us begin with the  , the so-called "madmen" of the Reach. The   classifies them as little more than brigands, noting their constant raids and ambushes within the  . But none of their military reports asks the question of "why?" If they were merely a group of bandits, surely they would be focused on acquiring gold and minimizing deaths among their own. But the opposite is true in Forsworn attacks. Large sums of coin are often left behind, and their fighters easily throw away their lives rather than risk capture by Imperial soldiers. 

It is this incongruity that led me to  , the capital city of the Reach, in search of answers. There, I met one of the native peoples, an old woman who preferred to not be named in my writings. She told me of her family's long history. How she believes they originally came from  , home of the  s (which would explain the similar faces and stature of the two peoples). How the Nords came and took their lands, their gods, and their culture from them. When asked about the Forsworn, the old woman would say that they are the "real" men and women of the Reach: those that refused to give in to the Nords. Those that still practiced the ancient traditions that the rest of their people had abandoned in exchange for peace.

In time, I was able to create trust with many more natives in my search that corroborated the old woman's story. By chance, one of them arranged a meeting between myself and what I thought was an elder member of his village. I was shocked to find that I was led to a camp, filled with the animal skulls, severed heads, and still beating hearts that I had read about from the military reports back in the  . There, I met Cortoran, a Forsworn, who seemed amused at the prospect of me writing down his story. Which I quote in full below:

"You want to know who the Forsworn are? We are the people who must pillage our own land. Burn our own ground. We are the scourge of the Nords. The axe that falls in the dark. The scream before the gods claim your soul. We are the true sons and daughters of the Reach. The spirits and   have lived here from the beginning, and they are on our side. Go back. Go back and tell your Empire that we will have our own kingdom again. And on that day, we will be the ones burying your dead in a land that is no longer yours."
Lore:Nords of Skyrim

Respected reader. My name is Hrothmund Wolf-Heart, and I am a  . But, more importantly, I am a Nord born and raised in the land of Skyrim. 

I write this volume in the desperate hope that the rest of Tamriel can come to know my people as they deserve to be known, and understand this province for what it truly is a place of uncontested beauty and culture.

Some of what you know is undoubtedly true. Physically, we Nords are an impressive, often imposing sight tall of stature, strong of bone, and thick of muscle. Our hair is often fair, and worn braided, as has been the custom for generations. Often we are swathed in the hides of beasts, for such creatures are abundant in Skyrim, and we would be foolish not to take advantage of such an available resource.

Having read this far, you may be shocked at the strength of my words, and the literacy of a northern "savage." Aye, many Nords can both read and write. My father began my instruction in the way of letters when I was but a bairn, as did his father, and his father before him.

But the accomplishments of the children of Skyrim are multitude, and go beyond mere wordcraft. For we are artisans as well, and through the ages have learned to manipulate steel the way a sculptor would clay. 

Indeed, I have seen with mine own eyes, visitors from   and   weep in disbelief as they beheld the blades wrought in the fires of the  , and honed to beautiful deadliness by the gods-touched hands of Clan  .

But how can this be true, you ask? How are such achievements possible from a people who have yet to emerge from the muck and snow? Again, provincial bias clouds the truth.

The cities of Skyrim are a testament to Nord ingenuity and craftsmanship. Chief among them are  , seat of the High King and capital of the province;  , ancient and honored, a jewel in the snow;  , carved into the living rock itself, in ages long since past;  , nestled in the golden shadows of the Fall Forest, whence comes delicious fish and mead; and  , built around the hall of  , home of the most noble   and revered Skyforge.

And now, respected reader, you have the full measure of it. We Nords are everything you imagined and so much more. 

But let not this work be your only gateway to the truth. Book passage on carriage or vessel, and make the journey north. See Skyrim with thine own eyes. See Skyrim as have the Nords, since the gods first shaped the world.
Lore:Ruminations on the Elder Scrolls

Imagine living beneath the waves with a strong-sighted blessing of most excellent fabric. Holding the fabric over your gills, you would begin to breathe drink its warp and weft. Though the plant matter fibers imbue your soul, the wretched plankton would pollute the cloth until it stank to heavens of prophecy. This is one manner in which the   first came to pass, but are we the sea, or the breather, or the fabric? Or are we the breath itself? 

Can we flow through the Scrolls as knowledge flows through, being the water, or are we the stuck morass of sea-filth that gathers on the edge? 

Imagine, again, this time but different. A bird cresting the wind is lifted by a gust and downed by a stone. But the stone can come from above, if the bird is upside down. Where, then, did the gust come from? And which direction? Did the gods send either, or has the bird decreed their presence by her own mindmaking? 

The all-sight of the Scrolls makes a turning of the mind such that relative positions are absolute in their primacy. 

I ask you again to imagine for me. This time you are beneath the ground, a tiny acorn planted by some well-meaning  lf-maiden of the woodlands for her pleasure. You wish to grow but fear what you may become, so you push off the water, the dirt, the sun, to stay in your hole. But it is in the very pushing that you become a tree, in spite of yourself. How did that happen? 

The acorn is a kind of tree-egg in this instance, and the knowledge is water and sun. We are the chicken inside the egg, but also the dirt. The knowledge from the Scrolls is what we push against to become full-sighted ourselves. 

One final imagining before your mind closes from the shock of ever-knowing. You are now a flame burning bright blue within a vast emptiness. In time you see your brothers and sisters, burnings of their own in the distance and along your side. A sea of pinpoints, a constellation of memories. Each burns bright, then flickers. Then two more take its place but not forever  lest the void fill  with rancid light that sucks the thought. 

Each of our minds is actually the emptiness, and the learnings of the Scrolls are the pinpoints. Without their stabbing light, my consciousness would be as a vast nothingness, unknowing its emptiness as a void is unknowing of itself. But the burnings are dangerous, and must be carefully tended and minded and brought to themselves and spread to their siblings.