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

Reduces the damage taken by the subject from falling by slowing the rate of descent.

Notes
There is a bug associated with this effect which makes it a very bad idea to use it on NPCs or creatures, particularly when an NPC or creature is following you and you go through a door into a new cell.  For some reason, the Slowfall effect will work in reverse, and increase the amount of damage they will take.  This bug can often be fatal, so it's never a good idea to use this spell on anyone but yourself.
Slowfall is best when combined with Jump and/or Fortify Acrobatics.  These spells allow you to jump much higher, while Slowfall makes you fall slower, but also stalls your horizontal momentum. You can still maneuver with your movement keys but will not be pushed in the jump direction after about 2 seconds of being airborne.
Any value of Slowfall will make you completely immune to fall damage. A Constant Effect enchantment of 1 point of Slowfall will eliminate fall damage from any height, while having hardly any effect on vertical fall speed.
Fall damage can also be negated by fortifying your Acrobatics to 125, which has no effects on falling speed and momentum.

Related Effects
Jump
Levitate
Morrowind:Reflect

Gives a M% chance that incoming hostile spells will be reflected back at their caster.  Spells that are not reflected will behave normally, doing their full effect.

Notes
Reflect works as a percentage chance based on the total on a given target. Unlike Spell Absorption, separate instances of reflect are additive. As such, 100% reflect can be created through using multiple items at the same time. Also, this means that more than 100% reflect does not have any extra value.
If a spell is reflected, the caster will be immediately subjected to its effects, regardless of the means the spell was cast. Reflected spells cannot be dodged or avoided, since they have no projectile or range.
Spells can only be reflected once.
100% Reflect will make you basically immune to all magical damage, with the exception of damage reflected back to you by an enemy who is also using spell reflection. If both the caster and the target have 100% Reflect spells in effect, the spell can only be reflected once, so the caster will end up being hit with the spell. 
Reflect will work in combination with Spell Absorption, whichever effect was applied first will take precedence. So if you have an absorption effect like Wombburn active, all Reflect applied afterwards can only work on spells not absorbed.
Spells which are not first reflected or absorbed can still be Resisted by the appropriate Resist effect. This includes your own spells that were reflected back at you. The strength of the spells are not first reduced by the original (pre-reflection) target's resistances. They are affected by the resistances of the new (post-reflection) target.
Many creatures possess an inherent Reflect ability, which may necessitate being immune or resistant to the effects on your weapons/spells. Effects such as Damage Attribute and Paralyze can be very powerful, but also very detrimental if they are reflected back at you without proper resistances. The following enemies always have some level of Reflect active: Atronachs, Dremora, Golden Saints, Winged Twilights, Dwarven Spectres, Ash Ghouls, Ash Slaves, Advanced Steam Centurions, Riekling Raiders, Karstaag, and all Aspects of Hircine.

Several artifacts and unique items make Reflect available as a constant effect:
Royal Signet Ring  provides 100%.
Robe of the Drake's Pride provides 25%.
Wraithguard (right gauntlet) provides 20%.
Marara's Ring provides 20%.
Darksun Shield provides 20%.
Helm of Graff the White provides 10%.
Dagger of Symmachus  provides 10%.
Her Hand's Helmet  provides 5%.
Other artifacts and unique items that provide this effect include:
Spell Breaker provides 10-20% for 30 seconds.
Warlock's Ring provides 10-20% for 30 seconds.
Chrysamere provides 5-20% for 30 seconds.
Spear of Bitter Mercy provides 20-30% for 30 seconds.

Related Effects
Spell Absorption
Resist Magicka, Resist Element, Resist Paralysis

Alchemy Ingredients
The following alchemy ingredients can be used to create a potion of Reflect:
Adamantium Ore 
Comberry
Diamond
Hound Meat
Morrowind:Spell Absorption

Gives a M% chance that incoming spells will be absorbed, and their casting cost will be used to restore the subject's Magicka pool instead of taking effect. Spells that are not absorbed will behave normally, doing their full effect.

Notes
For each active source of this effect, a check is made to see if an incoming spell is absorbed. The check is done on a scale of 100, meaning 1 point equals 1 percent. Unlike Reflect, if you are affected by two spells of 50 point Spell Absorption, the total chance to absorb spells is not 100%. After the initial check of 50%, another check of 50% makes the total chance 75% to absorb.
This effect is very useful to those born under the Atronach birthsign, since their Magicka does not regenerate with rest as normal due to Stunted Magicka. Fortunately, a 50% Spell Absorption is part of this birthsign's benefits. Although additional Spell Absorption would have lesser effect on characters with this birthsign, more is still better, as it's a good way to regain Magicka while avoiding hostile spells.
Spell Absorption will work in combination with Reflect, whichever effect was applied first will take precedence. So if you have an absorption effect like Wombburn active, all Reflect applied afterwards can only work on spells not absorbed.
Spells which are not absorbed or reflected can still be Resisted by the appropriate Resist spell. Spells which are absorbed are absorbed at full strength.  In the case of reflected spells, they are not first reduced by the original (pre-reflection) target's resistances. They are affected by the resistances of the new (post-reflection) target.
Spells with no magnitude such as Silence and Paralyze are not immune to Spell Absorption, since it is their casting cost, not their magnitude which is absorbed.
Tips for using Spell Absorption to regenerate Magicka include:
Summon a creature who attacks using spells, an Ancestor Ghost works especially well. Attack the summon three times so it turns on you, then absorb its spells.
Beneficial spells as well as attacks can be absorbed, including blessings and cures, such as those provided by Shrines, although constant absorption effects such as from The Atronach may prove detrimental if you need a shrine's blessing.
Two unique items provide Spell Absorption as a constant effect:
Necromancer's Amulet provides 25 points.
The spear Greed provides 20 points.
Other artifacts and unique items that provide this effect include:
The Ring of Equity provides 100 points for 30 seconds.
The Staff of Magnus provides 25-50 points for 60 seconds.
The Amulet of Heartthrum provides 10-20 points for 30 seconds.

Related Effects
Reflect
Resist Magicka, Resist Element, Resist Paralysis
Restore Magicka

Alchemy Ingredients
The following ingredients can be used to create a potion of Spell Absorption:
Fire Petal
Lloramor Spines*  
Vampire Dust
Void Salts
  This is a first-effect ingredient, so you will experience a small dose of the effect by eating it raw.
Morrowind:Resist Paralysis

Reduces the chance of being Paralyzed by M%.  Contrary to some sources, this does not reduce the duration of Paralysis effects.  Any Paralyze effect which is not resisted will still work at full strength. Resist Magicka does not protect against Paralysis. Vampires are 100% immune to Paralysis.

Related Effects
Paralyze
Cure Paralyzation
Resist Element, Resist Magicka
Reflect, Spell Absorption

Alchemy Ingredients
The following ingredients can be used to create a potion of Resist Paralysis:
Horn Lily Bulb*  
Timsa-Come-By flowers 
Sweetpulp 
  This is a first-effect ingredient, so a small dose of the effect can be experienced by eating it raw.

Notes
Morrowind:Resist Normal Weapons

Reduces the damage dealt by "normal weapons", by  % for   seconds. The only weapons affected by this are non-enchanted (with a few pre-enchanted exceptions) and made of lower-quality materials, including wood of various sorts, Chitin, Bonemold, Iron, and Steel (including Nordic and Imperial). Also affected are non-magical melee attacks by creatures who don't use weapons. Hand-to-hand combat by the player character and NPCs is not affected; humanoid fists are not considered normal weapons. Anything Silver or better (Glass, Ebony, Daedric, etc.) will not be affected by this resistance. An exception is Adamantium, provided by the Tribunal expansion; the apparent bug of classifying rare and expensive Adamantium as "normal" is fixed by MCP and various other code-patching projects.  Also unaffected are any magical attacks, and any enchanted weapons created by the player character manually or via an Enchanter, regardless of their material.

Notes
For a list of all weapons affected, see Normal Weapons.
This resistance also affects Corkbulb, Bonemold, Iron, and Steel arrows and bolts, unless they are fired from an enchanted bow or crossbow; either the weapon or the ammo must be immune to the effect, not both.
This effect is not available to you by any normal means other than Marara's Ring or the Necromancer's Amulet.
The only other way to experience it is to become a Vampire, which will give you a 50% resistance to normal weapons. 
Many creatures have resistance or even immunity to normal weapons, most notably most Daedra, some undead, and werewolves .

Related Effects
Shield, Sanctuary
Fire Shield, Frost Shield, Lightning Shield
Resist Element, Resist Magicka, Resist Paralysis
Reflect, Spell Absorption
Weakness to Normal Weapons
Oblivion:Leveled Spell Notes

Leveled Spell Notes
The magicka cost for leveled spells rarely matches the value you would calculate from the Spell Cost equation.  In other words, if you were to create the same spell at the Spellmaking Altar, it would have a different magicka cost than the leveled spell.  Spells that are a bad deal, i.e. more expensive than a custom spell, are in  ; spells that are a good deal are in  .  The magicka cost if you were to create a custom spell at the Spellmaking Altar is shown in parentheses.

Magicka cost for spells is dependent upon your skill in the school (as modified by Luck, see Magic Overview). The provided baseline values are the magicka cost when your skill level is 33.  For other skill levels the magicka cost can be determined from:

: 

Difficulty indicates what skill level you must reach (or surpass) in order to use a spell.  Skill Level 0-24 = Novice, 25-49 = Apprentice, 50-74 = Journeyman, 75-99 = Expert, 100 = Master.
Lore:Strid River

The   is a large river that forms most of the boundary between   and  . It rises in the   to the southeast of   and flows west-southwest along the edge of the   before emptying into the   south of  . To the south, the river borders the Valenwood regions of   and  . The city of   is located on the southern bank of the river.

The Strid is an important trade route to the interior of the continent, and has therefore occasionally been preyed upon by pirates.  The jungle-covered islands in its treacherous estuary provide ample locations for criminals to shelter out of the reach of the authorities, including   and the infamous  , which features a warren of subterranean caverns.   
 
Gallery
 

See Also
For game-specific information, see the Oblivion article.

References
Lore:Larsius River

The   is a fairly short river that rises just on the   side of the border with   and flows north, then east, past the city of   to enter  . At this confluence are fetid lowland swamps, teeming with insects and rank with sewage runoff from the city.  
 
See Also
For game-specific information, see the Oblivion article.

References
Lore:Corbolo River

The Corbolo River is one of the largest tributaries of the Niben River, which it joins at the northeast corner of the Niben Bay. The river extends further north in the wilderness until it reaches a fork that connects to the Reed River, which empties from the Valus Mountains in the northeast and the stream that empties from Lake Poppad in the northwest. The Yellow Road runs over the river via the Crestbridge, right next to the ruined Fort Cedrian. The county seat of Cheydinhal is found on the banks of the Corbolo,  and the settlement, Drakelowe overlooks the river valley near the fork. It is next to a large drawbridge that leads deeper into the Nibenay Basin.  
 

Further Information
As you move further inland from the Niben Bay, the river turns into a valley surrounded by   by the time you passed the Crestbridge and the flooded Fort Cedrian. Before the first turn toward the north, several isolated jetties mark steep and winding paths that lead to caves like   and  , and even the little cabin of Drakelowe. North from there is the fork that leads either toward the Reed River and Lake Poppad.  When the   ravaged throughout central Cyrodiil, the Corbolo River marked the border between the main battlefield to the outer reaches of the  , which was largely untouched by the conflict. Both sides are connected by a large inactive drawbridge. At that time, Drakelowe Keep stood tall over the river valley, at the site of a former settlement, in the  's territory. 

People in the docks of   say that  , near the mouth of the Corbolo is an ideal base for a   operation.  Like other rivers in central Cyrodiil, there is a variety of fish in the river, which includes river fish such as the  , the  , and the  , but also lake fish like the  , the  , and the  .  There are several landmarks throughout the Corbolo River, however, they are found on the hills or slightly deeper into the forest, such as a  , the Shadow Stone (one of the   of Cyrodiil), and a couple of defunct oblivion gates. 

Pirates from the   have been known to travel far north into the Corbolo River and the Bravil region in the mid- . They would raid homesteads and capture barges back to back down the Niben River. 

Gallery
 

See Also
For game-specific information, see the Oblivion article.

References
Lore:Reed River

The   is a short river that has its source in the steep hillsides south of  . It flows southeast and joins the   in just a few miles.
Lore:Gold Road

The Gold Road runs east to west between the Imperial City and Anvil, passing through Skingrad and Kvatch.  It originally diverged at the Brina Cross north of Anvil to connect to the settlement of Sutch,  but it was taken off the main route sometime in the Third Era after the settlement's abandonment. 

The Gold Road supposedly continues on to Hammerfell, passing west of the Shrine to Malacath near Sutch. 
 
See Also
For game-specific information, see the Oblivion article.

References
Morrowind:Lugrub gro-Ogdum

Lugrub gro-Ogdum is an aggressive Orc warrior and Trooper of the Imperial Legion located in the Lower mines in Gnisis Eggmine. When you walk into the lower level, he warns that he will attack you after the count of 10, and does. As it turns out, he is the murderer of the recently-deceased victim, Mansilamat Vabdas, who was Widow Vabdas' husband. A clue can be found lower down in the mine. In actuality, Lugrub is there to stop you from discovering the truth behind the murder.

Lugrub wears an Imperial chain cuirass with matching greaves, netch leather boots, and a pair of common pants. In combat, he relies on an iron war axe. Like all Orcs, he has a natural resistance to magicka, and can boost his health, fatigue and attack for short periods, at the cost of agility; otherwise he knows no spells.

 
Related Quests
Imperial Legion


Dialogue
Greeting:
''"You're not supposed to be in here. I'm gonna count to ten. And if you're still here when I'm done, you're gonna be in big trouble."  
"Darius says you can be here, so it's okay with me."''

Notes
The two Flin bottles next to Lugrub's bedroll are owned by Lugrub, and will count as stolen items if you take them.
After starting the quest Gnisis Eggmine, he will no longer act hostile towards you.
Oblivion:Aleswell Inn

thumb|right|Aleswell Inn

  After completing Zero Visibility quest - it is not available before then.
Oblivion:Border Watch Inn

Related Quests
 

Notes
S'thasa is one of the few leveled merchants in the game, causing her to gain 1.5 points of Mercantile skill each time her level increases. Therefore, her Mercantile skill at any point in the game will be  .
Oblivion:The Lonely Suitor Lodge

Related Quests




Notes
Alval Uvani, the traveling merchant you will have to assassinate in the A Matter of Honor quest, can be found here on Morndas and Tirdas.
Ranaline, a High Elf with a secret, is the cook here, although the inn doesn't have a kitchen.
Another regular, Kurdan gro-Dragol, can be found here for the Caught in the Hunt quest.
Thieves Guild doyen S'Krivva can often be found here when not in her house.
Yet another regular, the Thieves Guild fence Luciana Galena can be found eating and conducting business here every night.
A handbill advertising the inn is listed in the Construction Set, but cannot be found in-game. It would have read: "The Lonely Suitor Lodge is ideal for all Bachelors and Bachelorettes. Our rooms are private and soundproof. Our staff asks no questions and tells no tales. Reasonable rates for food and lodging."
Abhuki from Faregyl Inn owns the rentable room here. This has no effect on gameplay, since ownership is reset after you first rent a room here, and was done so that the publican Bogrum Gro-Galash won't trespass there.
Oblivion:Bleaker's Way Goodwill Inn

thumb|right|Bleaker's Way Goodwill Inn

   
Notes
Kirsten is one of the few leveled merchants in the game, causing her to gain 1.5 points of Mercantile skill each time her level increases. Her Mercantile skill at any point in the game will therefore be  .
 Should Kirsten survive the fight during her related quest, she will no longer offer bartering services.
Oblivion:West Weald Inn

Related Quests
 
 
 

Notes
For both the Seeking your Roots and Alchemy Master Training quests you will have to seek out Sinderion, who lives in the basement.
Oblivion:The Sleeping Mare

Notes
Candice is one of the few leveled merchants in the game, causing her to gain 1.5 points of Mercantile skill each time her level increases. Therefore, her Mercantile skill at any point in the game will be  .

Bugs
Oblivion:Silverhome on the Water

Silverhome on the Water also appears in Legends''.
Oblivion:Moslin's Inn

Related Quests


Notes
Vlanhonder is one of the few leveled merchants in the game, causing him to gain 1.5 points of Mercantile skill each time his level increases. Therefore, his Mercantile skill at any point in the game will be  .
The first time you spend a night at Moslin's Inn, one of the Hackdirt Brethren will attack you, unless they have all been killed beforehand.
Bloodmoon:Zeno Faustus

Zeno Faustus is an Imperial guard and the resident blacksmith at the Fort Frostmoth Armory. He sells mostly low-grade weapons and armor, including iron, steel, silver, and Imperial types. He may know a thing or two about the Frostmoth smugglers that have been stealing weapons from the fort. Aside from his natural charm and ability to absorb fatigue from others, he knows no spells. Strangely, Zeno is a blacksmith who does not sell armorer's hammers.

 
Related Quests
 

Dialogue
Voice:
"What is it you want?"
Greeting:
''"Terrible stuff happening here. But...I've got business to attend to. What do you need?"
weapons being smuggled:
"Why should I talk to you? Find someone else to bother, %PCRace."  
If you are investigating with Lusius:
:*"Smuggling? Well, if you're with Lusius, I guess I can tell you what I've heard. Check out the Gandrung Caverns, a bit northeast of the fort. I've heard a couple of the soldiers talk about the place. They mentioned weapons that were stashed there. Look, you didn't hear it from me, though. I'll deny it."
:*[Disposition ≥ 60] "I heard you're with Lusius, so I figure you must be okay. Listen up. I overheard some of the soldiers talking about a place, the Gandrung Caverns, that's a bit northeast of the fort. Something about weapons being stashed there. I didn't want to know more than that. Maybe you should check that place out. But if you find them, you'll have to kill them...unless you can find some other arrangement."
:*[Disposition ≥ 60] "There's nothing more I can tell you about that."
If you are investigating with Artoria:
:*"I'm not sure I should talk about that. I don't know you, and even though I heard you were working with Artoria, she doesn't scare me a bit."
:*[Disposition ≥ 80] "Okay, look, here's the deal. I overheard some of the soldiers talking about a place, the Gandrung Caverns, that's a bit northeast of the fort. Something about weapons being stashed there. I didn't want to know more than that. Maybe you should check that place out. But if you find them, you'll have to kill them...unless you can find some other arrangement."

Notes
You can only use his services after you have given a guard a drink in the Rebellion at Frostmoth quest.

Wares
 

| 

|}
Bloodmoon:Raccan

Raccan is a Redguard guard for the Imperial Legion at Fort Frostmoth. 

He is wearing a full set of Imperial steel armor, excluding the helm (which is random), he wields a silver spear, and he carries a torch. Like all Redguards, he has a natural resistance to poison and disease, and can boost his health, strength, agility and endurance for a short period of time; otherwise he knows no spells.
Bloodmoon:Vilbia Herennia

Vilbia Herennia is an Imperial guard and Trooper in the Imperial Legion stationed at Fort Frostmoth.

Dialogue
Greetings:
''"The fort...the creatures. It's horrible. And, the Captain, I haven't seen him... Find Artoria..she may know what to do."'' [Goodbye]
Bloodmoon:Fryssa

Fryssa was a Nord sorceress who was killed by her own creation - a magical robe called Whitewalker. She can be found in the frozen cave of Benkongerike, just east of Castle Karstaag in the Moesring Mountains on the north shore of Solstheim. Whitewalker is a very powerful robe, in that it grants the wearer a permanent 50% Chameleon effect, but it is laced with some nasty and fatal side-effects (see Hints for instructions on how to protect yourself from these side-effects).

She wears her robe, Whitewalker, along with some common shoes. She also carries her journal.
Oblivion:Ayleid Ruins

: 
: 
: 
: 
: 
: 
: 
: 
: 
: 
: 
: 
: 
: 
: 
: 
: 
: 
: 
: 
: 
: 
: 
: 
: 
: 
: 
: 
: 
: 
: 
: 
: 
: 
: 
: 
: 
: 
: 
: 
: 
: 
: 
: 
: 
: 
: 
: 
: 
: 
: 
: 
: 
: