Netruk44/uesp-wiki-content huggingface dataset:
Lore:Gods K

, the Elder Spirit of the Heavens
 

Khunzar-ri 
 

, the Serpent
According to the Adzi-Kostleel tribe in Black Marsh, after Atak became everything, a being came from the nothing to counter it. As it emerged and met Atak, it told them that its name was Kota and that it had been growing too, and now it had a mouth and was hungry. Following this, they began to battle and devour each other endlessly until tiring and becoming a singular deity, Atakota. 

, Kiss At the End 
  

, Goddess of Air 
 

References
Lore:Gods L

, Saint of the Spirit Sword
 

Lorkh, Sower of Flesh
 

Lorkhaj, the Moon Beast
 

Lorkhan, The Missing God
Lore:Gods M

, Magus
 

, Cat's Eye, Sun God
 i version of  , god of sun and magic, popular with Khajiiti magicians.  He is the child of   and  . He was born third. 

Malacath
 

, Horde King
An enemy god of the Ra Gada. Led the goblins against the Redguards during the  . Fled east when the army of the HoonDing overtook his goblin hordes. 

, Goddess of Love
 

, Big Moon God
 

, King of Worms
 

, Mountain Fart
Another name for      An Orcish god of the  , Mauloch troubled the heirs of King   for a long time. Fled east after his defeat at the  , circa  . His rage was said to fill the sky with his sulfurous hatred, later called the "Year of Winter in Summer",  referring to the famed eruption of  .  The "Myth of Mauloch" a little-known legend which says, in part, that the Orcs had been nomads for two hundred years before the first founding of  . 

Mehrunes Dagon
 

, Androgyne, the Spider God
 

, Prince of Living Energies
 

, the Fire-Cat
See Dagon''.

Molag Bal
 

, First Breath of Man
 

, Yokudan Fertility Goddess
 

, God of the Goblins
Muluk is speculated to be a god worshipped by  s, invoked during rituals by their tribal shamans. It is thought that he is related to the Orcish god    or the Daedric Prince Malacath. 

References
Lore:Gods N

Namira
 

Nerevar
 

Nine Divines 
The nine great faiths and   of  . They are the Aedra: Akatosh, Arkay, Dibella, Julianos, Kynareth, Mara, Stendarr, Zenithar, and the once mortal god Talos (some stories maintain that Arkay was also once a mortal).   Before the apotheosis of   as Talos in the  , it was the Eight Divines, and the Empire would officially return to the worship of only the Eight Divines pursuant to the   at the end of the   in the  . 

Nir
Nir is the source of Creation as mentioned in the Anuad creation myth. Anthropomorphized as feminine, she is said to have formed through the interaction of the primal forces of Stasis and Change, who are represented by Anu and Padomay respectively. In this story, while both are said to have fallen in love with Nir, she chose Anu over Padomay and became pregnant. When Nir rejected Padomay's confession of love he became enraged and attacked her. Afterwards, she gave birth to Creation but soon died from her injuries.  

This can be compared and contrasted with Fadomai in the Khajiiti creation myth who shares an equivalent place within their respective mythologies.  According to Varieties of Faith in Tamriel, the goddess Mara is sometimes associated with Nir. 

Nirni
 

Nocturnal
 

Notorgo
 


Nyfa symbolizes the earth in Tsaesci culture. 

References
Morrowind:Hlaalu Quests

House Hlaalu Quests
Arena:Bracelets

† This location is rectangular and it has two entrances.

‡ This location is star-shaped and it has three entrances.
Arena:Bracers

† This location is rectangular and it has two entrances.

‡ This location is star-shaped and it has three entrances.
Arena:Crystals

† This location is rectangular and it has two entrances.

‡ This location is star-shaped and it has three entrances.
Arena:Marks

† This location is rectangular and it has two entrances.

‡ This location is star-shaped and it has three entrances.
Arena:Rings

† This location is rectangular and it has two entrances.

‡ This location is star-shaped and it has three entrances.
Arena:Torcs

† This location is rectangular and it has two entrances.

‡ This location is star-shaped and it has three entrances.
Morrowind:Thieves Guild Quests

Thieves Guild Quests
Morrowind:Redoran Quests

House Redoran Quests
Arena:Running Under Windows

The page contains various tips and tricks on getting Arena (as well as Daggerfall, Battlespire and other old Elder Scrolls games) running on the various modern versions of Windows.

NOTE: Many of these suggestions involve messing around with the Operating System and can result in you messing up your computer.  Please be cautious and backup files as necessary.

Dual Booting Windows for Arena/Daggerfall
People have reported great problems trying to run the game under these versions of Windows.  In fact, I have yet to hear of anyone actually getting Arena to run under them so indeed it may not be possible.  The best bet is to use a dual boot configuration to a DOS 6.2 disk and run the game from there, or put together an old/cheap 486 to run it on.  For some dual boot information check out:
 
 
 
 
 

Windows 95/98 for Arena/Daggerfall
There have been troubles getting the game to run or install correctly under Win95 and 98.  Here are some tips and tricks to the problem (some tips are as directed by Bethesda).

If you have the CD version -- it does not install to the hard drive, but plays exclusively from the CD -- The install program only allows you set up your sound options and creates a directory for your saved game. When you configure sound/music -- you must configure them both at the same time before you exit the Install menu.

Here are the directions for running the game under Win95. Type install and select configure music and sound options  - complete all music and sound configuration before leaving the install menu. Right click on the *.BAT file in your ARENA directory on your hard drive. Select properties - go the memory tab and make sure all options are set to auto. Also under its "Properties" set:
 
 
 
 
 
 
 
If you create a short cut the properties of the short cut must be identical to those of ARENA.BAT. This solution will NOT work for everyone. Only those people who are using sound cards and CD-ROM drives which Win95 supports. If you do not have Win95 support for your peripherals, please contact the manufacturer for specific Win95 drivers. DO NOT CREATE A CONFIG.SYS or AUOTEXEC.BAT.

Many people can't get Arena to run under Win95/98 so they may need to run the game in DOS mode.  Follow these steps for creating a custom config to run Arena under Win95/98.
 
 
 
 
 
 
 
 
 Here's where the config files I gave you last time are entered.
 
Again, things might be a bit different depending on your setup, especially the mouse file.  You will need some sort of DOS mouse driver to play the game.
Morrowind:Telvanni Quests

House Telvanni Quests
UESPWiki:Contact

This page describes the different methods available to contact UESP and its members:

Contact an Editor
To leave a public message for any editor:
In the search box on the left side of the page, type in   and the user's name, and then click the magnifying glass or press enter.
Click on the plus sign beside the edit link at the top of the page.
Type in the subject and your message, end your message with four tildes ( ), and click on the Save page button.

To send a private e-mail to one of the editors, you must be logged into the site and have provided a verified e-mail address.
In the search box on the left side of the page, type in   and the user's name, and then click the magnifying glass or press enter.
Click on the E-mail This User link on the left side of the page, type in your message, and hit send.
Some editors have not provided e-mail addresses, or have requested that they not be contacted by e-mail; in these cases private e-mail is not possible.

Contact an Administrator
Contacting an administrator is just as easy as contacting any other editor. To see a list of the current editors who have administrative privileges, please see the  page. Since all of the administrators have a verified e-mail address, you can also contact them privately if you prefer. Daveh, the site founder, can also be contacted [mailto:dave@uesp.net via e-mail] or through his talk page. To make a general request to any administrator, use the Administrator Noticeboard.

Contact the Community
If you would like to discuss the site, you can do so at the community portal.
If you have a question about an Elder Scrolls game, you can use the reference desk.
If you would like to talk to UESP members in real time, you can use the site's Discord channel (or IRC).
The Questions page provides more information on ways to find answers to questions you may have.
Morrowind:Spell Merchants

Spell Merchant List Spell Merchant List 
Those who sell their spells for money fall into many categories, based vaguely upon their areas of expertise. They include Mages, Sorcerers, and Spellmakers, among others. Often these merchants will teach you a spell in exchange for gold, whether or not you are capable of casting it. To see a list of all spells in the game, see Spells.

US: Indicates unique spells only available at this vendor, though their effects can be found elsewhere.
UE: Indicates spells with unique effects which cannot be found anywhere else.
Morrowind:Fighters Guild Quests

Fighters Guild Quests
Strangely, no Fighters Guild quests award the player with Reputation.
Morrowind:Imperial Cult Quests

Imperial Cult Quests
Morrowind:Daedric Quests

There are several quests and artifacts related to a specific Daedric Shrine and the Daedric Prince worshipped within it.
Morrowind:Imperial Legion Quests

Imperial Legion Quests
In order to receive any of your quest orders you must be wearing a uniform Imperial Legion cuirass.  When you first join the legion, you are given an Imperial Chain Cuirass which satisfies this requirement.  The four other cuirasses that you receive from the legion as your rank increases are also acceptable (Imperial Steel Cuirass, Imperial Templar Knight Cuirass, Duke's Guard Silver Cuirass and the unique Lord's Mail).  Your armor other than your cuirass can be of any style. Talking to a superior officer while out of uniform results in a disposition loss of five points and a refusal of the character to continue the conversation; however you do not need to wear your uniform to talk to characters of equal or lower rank, with the exception of Cavortius Albuttian, the Knight of the Garland. If you lose your Imperial cuirass, the article on Imperial Armor provides a list of locations where replacements can be found.


Notes
Three Legion quests didn't make it into the final version of the game. Information on them can be found here.
Morrowind:Mages Guild Quests

Mages Guild Quests
Morrowind:Skills

There are 27 skills in Morrowind, each of which determines how well you can perform various tasks. Each skill is governed by an attribute; there are three to five skills governed by each attribute (except Luck). Each class has five major skills, five minor skills, and seventeen miscellaneous skills. Each time your character increases any combination of major or minor skills ten times, they become eligible to gain a level. Each skill also belongs to one of three specializations. The numbers in parentheses are what the game uses to identify the skill. Skills are raised by using them, by paying for trainers, by reading skill books, and occasionally as quest rewards. Skills can be permanently damaged (though retrainable) by jail time, and – in theory – by the Damage   effect, though the latter is not encountered as an effect used against the player character except in early, unpatched versions of the game.

The base starting value of each skill is 5, but player choices regarding race and class modify those starting values. Each of the five major skills receive +25, and each of the five minor skills receive +10. Each skill governed by the character's chosen Specialization receives an additional +5. Each Race receives additional bonuses to starting skill levels. The highest possible starting value for a skill is 50, via a Bosmer with Marksman as a major skill, and Stealth as the chosen Specialization.



 
Notes
The following skills from Daggerfall are not included as skills in Morrowind:
:*Backstabbing: Replaced with a flat sneak attack damage bonus
:*Climbing: Characters can no longer climb, but higher Acrobatics allows ascending steeper slopes
:*Creature language skills: The sole instance where your character knowing another language is important is decided by a simple Intelligence check.
:*Critical Strike: No longer occur randomly in battle, although sneak attacks grant damage multipliers
:*Dodging: Superseded by Unarmored and Agility
:*Etiquette: Merged into Speechcraft
:*Medical: Diseases are now automatically diagnosed
:*Pickpocket: Subsumed by Sneak
:*Lockpicking: Merged into Security
:*Running: Merged into Athletics
:*Jumping: Merged into Acrobatics
:*Stealth: Merged into Sneak
:*Streetwise: Merged into Speechcraft
:*Swimming: Merged into Athletics
:*Thaumaturgy: Spells shifted to other schools  

 

 
Skills
Oblivion:Oblivion

''The Elder Scrolls IV: Oblivion, the fourth game in the Elder Scrolls'' series, is set within the province of Cyrodiil, the heartland and Imperial capital of Tamriel. Emperor Uriel Septim VII is assassinated in flight from his own palace, but just before he dies he passes on to you—the foreordained of his dreams—the mystic Amulet of Kings. The adventure proper begins with the quest to find Uriel's lost and illegitimate son—the only heir to the throne. In a world where the forces of darkness seek their ultimate dominion over the ranks of man and mer alike, you alone stand between the future of Tamriel and the gates of Oblivion.

The Elder Scrolls IV: Oblivion Game of the Year Edition and Game of the Year Edition Deluxe are available to buy from Steam or GOG.com; the former can also be bought from Bethesda.net. Oblivion is also available for Xbox 360 and PS3, and is backwards compatible on Xbox One. It is available to play on PS4 via the PlayStation Now cloud gaming service. Note that most add-ons are unavailable on the PlayStation version.

Additional general game information can be found here.

 

Quest Information
 
 

Character Information
 
 
 
 
 
 
 
 
 
 

Gameplay Information
 
 
 
 
 
 
 
 

World Information
 
 
 
 

 
 

Guides and Secrets
 
 
 
 
 
 

Technical Information
;Console Versions
: 
: 
;PC Version
: 
: 
: 
: 
;Other
: 
: 
: 
: 

Mods and Modding
 

Previews and Reviews
 
 
 

Miscellaneous Information
 
 
 

 
 
 
 
 
 

See Also
Oblivion:Technical Details

;Graphics: Oblivion uses a heavily modified Gamebryo engine, which is the successor of the NetImmerse Engine used in Morrowind. It is much more efficient than its predecessor and features -- among other things -- advanced pixel and vertex shaders. 

;Physics: Oblivion uses the Havok Physics Engine.

;Trees: Oblivion uses SpeedTree RT to render realistic looking trees and foliage. 

;AI: Oblivion uses  Bethesda Softworks' own Radiant AI engine. It is based not on specifying exact actions (scripting) for every NPC, but rather goals that are defined for every NPC which they must try to achieve in accord with the current state of the gaming world. If an NPC is hungry, they will try to acquire food; first, they will try to buy food, and if that doesn't work, they may go and hunt deer. If the moral ranking of the character is low, he may attempt to steal the food from a merchant.

;Combat: Bethesda has implemented and tested three different combat systems to see which one worked best in terms of gameplay and fun.

;Stealth: The components of stealth have been greatly overhauled. Shadows affect your visibility, and your current visibility is shown on  your crosshair. 

;Magic: Spells work fairly similarly to Morrowind, however the Magicka regeneration has been much improved and spells can be cast without switching to a casting stance.

;Alchemy: Potions can be used as poison on weapons (including arrows), or can be drunk by the player to enhance their abilities.
Morrowind:Rare Items

Locations for rare items are now documented on the various pages describing those items.  This page simply provides a list of links to the more relevant articles.

Alchemy Apparatus
See Alchemy Apparatus.

Armor
Locations where rare armor styles can be found are listed on the pages describing each armor style:
Daedric Armor
Ebony Armor
Glass Armor
Imperial Templar Armor
Orcish Armor

Individual armor items that are rare are:
Duke's Guard Silver Cuirass, locations provided at Imperial Armor Locations
Heavy Leather Boots, locations provided at Other Materials
Imperial Silver Cuirass, locations provided at Imperial Armor Locations
Imperial Silver Helm, locations provided at Imperial Armor Locations

Weapons
Locations where rare weapon styles can be found are listed on the page describing each weapon style:
Daedric Weapons
Ebony Weapons
Glass Weapons

Clothing
Only one style of clothing is considered to be rare:
Exquisite Clothing provides locations for all exquisite clothing items.
Morrowind:Creatures

Creatures
The various creatures of Morrowind.
: Ash Creatures – The various creatures comprising the Sixth House which can be found in the game.
: Beasts – The various generic creatures which can be found in the game.
: Daedra – The various Daedra which can be found in the game.
: Dwemer Centurions – The various Dwemer Centurions which can be found in the game.
: Kwama – The various Kwama which can be found in the game.
: Undead – The various Undead which can be found in the game.
: Special Creatures – The few special creatures which can be found in the game.
: Tribunal Creatures – Creatures added by the Tribunal expansion.
: Bloodmoon Creatures – Creatures added by the Bloodmoon expansion.
: Bloodmoon Undead – Undead added by the Bloodmoon expansion.
Morrowind:Morag Tong Quests

Morag Tong Quests


 

Notes
One extra quest, to assassinate Master Neloth, was removed from the game before release.
Morrowind:Temple Quests

Tribunal Temple Quests
Tes3Mod:Keyboard Shortcuts

These are all of the known keyboard shortcuts that perform actions quickly in the Construction Set. They are categorized by which context you can use them in, such as when the render window is in focus.

General


Render Window


Camera Control


Selection Control


Landscape Mode


Pathgrid Mode


Preview Window


Dialogue


Unknown


Bugs
Tes3Mod:Id Standards

Edit Needed
Expand this a bit.
Beginning a name with an underscore is undesirable because it messes up some scripts.
Cover factions, other stuff as well.
Maybe cover safety of renaming. Else cover in "Refactoring Mods".
Cover other naming standards. (Pull from Wrye Notes, etc.)

Objects
When creating a mod, the most common thing you do is to copy an existing object and give it a new name in order to make it unique. In order for your item not to conflict with another mod the user might have running, the name must be unique. There are a few ways to ensure your name is unique using the following naming conventions and suggestions:
# Start your names with a string unique to yourself, such as your initials or name. This will give you your own indepedent namespace, apart from any other mod designer's objects.
# Include your mod name (or a short form), in the second part of your item name, preventing you from making duplicate names in different mods.
# Include a short form of the item's location next. Most people seem to like using two characters for the city/district name and another 2 or 3 for the actual 'zone'.
# Starting item names with an underscore help so that they sort to the top of the list, making finding your items a bit faster. Unfortunately, scripts cannot start with an underscore.

An example using this syntax:
  dvh_shad_scpt_chest01
  _dvh_shad_armr_table02
Both names use my hopefully unique name (DVH), the mod name (short for Shadow). The first name represents a script for some chest01. The second is a table in an Ald'ruhn (AR) Manor (MR). This syntax can create long names very quickly which can yield to some difficulties in choosing them in some drop-down lists (which cut off everything past 20 characters or so). Suggestions on improving this format are welcome, but in the long run it makes managing a large number of names in multiple mods easier.

It should be noted that if you plan to reference an object in a script then it you should NOT use a leading underscore. Leading underscores will cause problems in the script. See here in Scripting Pitfalls Scripting Pitfalls
Morrowind:Propylon Indices

thumb|right|The locations of all 10 indices
The ten Propylon Indices allow you to travel instantly via the Propylon Chambers at the ten Dunmer Strongholds around Vvardenfell. In order to travel to a location, you must have the Index for that destination. They all weigh 2.0, and are worth 500 gold each, unless the official Master Index plugin is installed, when the Valenvaryon Propylon Index is revalued to 25 gold. The plugin allows you to have the individual indices combined into a Master Propylon Index, and use the Caldera Mage's Guild as a travel hub to the Propylon Chambers.


 
Master Index
Morrowind:Main Quest

Main Quest

:''"They have taken you from the Imperial City's prison, first by carriage and now by boat, to the east to Morrowind. Fear not, for I am watchful. You have been chosen."'' - Azura

  


Quest Flowchart
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Key
Morrowind:Gra-Muzgob Informant

Quick Walkthrough
# Receive your next orders from Caius Cosades in Balmora.
# Talk to Sharn gra-Muzgob at the Mages Guild.
# Ask her about the errand she wants you to do for her.
# The Skull of Llevule Andrano is in the Andrano Ancestral Tomb, which is south of Pelagiad and northeast of Seyda Neen.
# Look for the skull in a burial chamber next to a magical chitin dagger.
# Return to Sharn gra-Muzgob, give her the skull, and take the note to Caius Cosades.

Detailed Walkthrough
Sharn gra-Muzgob
Speak to Caius Cosades about orders. He will ask you to obtain information from Sharn gra-Muzgob. Sharn gra-Muzgob can be found in the Balmora Mages Guild. She will ask you to retrieve the Skull of Llevule Andrano from the Andrano Ancestral Tomb. She will give you an enchanted weapon and a few scrolls to deal with undead creatures found in the tomb as they cannot be hurt by normal weapons.

Andrano Ancestral Tomb
You are given directions to the Andrano Ancestral Tomb, which can be found just south of Pelagiad and northeast of Seyda Neen. To get there from Balmora, you can take the silt strider to Seyda Neen, and then proceed on foot. Inside the tomb, you will find the skull of Llevule Andrano and the Dagger of Judgement. Return to Sharn gra-Muzgob and give her the skull. She will give you the Nerevarine cult notes to take to Caius Cosades.

Return to Caius Cosades
When you give Caius Cosades the notes, he will promote you to a Blades Apprentice and suggests that you take some time to train before coming back to him. Be sure to talk to him about your new rank for a few more free scrolls.

Notes
The notes from Hasphat to Cosades, from the previous quest, must be read by the player, or the Gra-Muzgob quest will not start.
You can find a copy of the Unarmored skill book 36 Lessons of Vivec, Sermon 15 on an altar in the tomb.
The notes from Gra-Muzgob to Cosades provide useful background information and are worth reading before you give them to Caius Cosades.

Bugs
 
  This can be fixed by entering the console command:  . See Sharn gra-Muzgob's page for more details.
 

Quest Stages