Netruk44/uesp-wiki-content huggingface dataset:
Oblivion:Bruma Caverns

Related Quests

 
Notes
The Caverns provide a secret passage into Bruma through Jearl's Basement.

 
Exterior

The exterior is located at coordinates: Tamriel 4, 34
This location's map marker (M on map) is named Bruma Caverns (editor name BrumaCavernMapMarker).  The entrance door is ENE of the marker, 40 feet away.
The following plants can be found near the entrance: 36 Clouded Funnel Cap plants, 3 Milk Thistle plants, 1 Monkshood plant, 27 Motherwort plants, and 5 Wormwood plants

 
Zone 1:
thumb|right|170px|Bruma Caverns
Being a very small cave with only nuisance animals and lacking in terms of loot or valuables, it is fairly unremarkable. It does provide a secret entrance into Bruma through Jearl's house; which can be useful if you are trying to evade the guards. The door to Jearl's basement, however, is locked with a leveled lock, so either a spell or lockpicks are required. A key does exist, but is not available until the initiation of the Spies quest, at which it can be obtained from Jearl or her companion, Saveri Faram.

Occupants:
0-3 Nuisance Animals
Doors and Gates:
There are two doors in/out of this zone
1 door (at Out) leads outside
1 door (at C) leads out of dungeon to Jearl's Basement (locked, opened by Basement Key)
Bloodmoon:Tattered Note

Land somewhere NE of the colony. Wait until %PCName has left the site (the %PCRace can be identified based on descriptions previously provided.) Kill every living thing in the colony. Be sure to leave behind some Skaal armor and weapons; there needs to be evidence readily available, should the Empire choose to investigate.

Payment will be delivered at the designated meeting point once proof of the task's completion is presented.

C
Bloodmoon:Letter from Rigmor to Risi

Dearest Risi,

Why will you not see me? You know how I feel, and I know you feel the same about me. Please, simply consent to speak to me. Just a word, a moment with you, would ease my soul. If I cannot be with you, I will have to resort to something drastic.

Please, consider your feelings. Your husband is a lout, away for weeks at a time, with no consideration for your needs. I have always been there for you, and I always will be. We should be together, dear Risi.

RH
Battlespire:Features

Below is a list of features that made it to the release of Battlespire and are in the game to this day.


- Combination adventure/action. But still a Role Playing Game.

- Takes place on the Battlespire, meaning a small detailed world unlike Daggerfall.

- The entire game is in the realm of Oblivion.

- Detailed Three Dimensional environment that ranges to castles, to ruins and dungeons.

- Uses a First Person view for a realistic gameplay experience.

- Runs at 640x480 with 65,536 colors. (16Bit.)

- Runs in Software mode, no 3DFX support.

- Includes the Elder Scrolls SpellMaker.

- Daggerfall character creation system, but improved.

- Amazing special effects such as dynamic lighting and transparent water.

- Fully voiceovered dialog with all enemies in the game.

- Multiplayer with options for deathmatch, team and cooperative style gameplay through a number levels.
Oblivion:Ingredient Locations

The following table shows Alchemy ingredients found fenced in at locations around Tamriel.  It does not include gardens included in some of the official plug-ins; for those see the plugin pages:
Deepscorn Hollow has a Garden of Venomgrowth with 9 varieties of plants, in particular poisonous ones.
Frostcrag Spire has an Alchemy Garden with 29 varieties of plants, including some that are very rare.
The Priory of the Nine in the Knights of the Nine plug-in has a small farm plot with 8 varieties of plants including Dragon's Tongue, Ginseng, Flax and lots of carrots.


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Oblivion:Bleak Flats Cave

Related Quests

Notes
This cave requires a non-existent key until you start the associated quest, at which point it is automatically unlocked.
This cave contains 9 Cairn Bolete plants.

 
Exterior

The exterior is located at coordinates: Tamriel -19, 5
This location's map marker (M on map) is named Bleak Flats Cave (editor name BleakFlatsCaveMapMarker).  The entrance door is ESE of the marker, 60 feet away.
The following plants can be found near the entrance: 14 Alkanet plants, 2 Blackberry bushes, 4 Cinnabar Polypore plants, 24 Columbine plants, 37 Flax plants, 2 Lady's Smock plants, 2 Morning Glory plants, 20 Motherwort plants, 10 Nightshade plants, 12 Peony plants, 1 Primrose plant, 1 Strawberry bush, and 6 Viper's Bugloss plants
Aetherius Doom Stone is at location S on map
1 Reman Rune Stone is at S

 
Zone 1:
thumb|right|254px|Bleak Flats Cave thumb|right|Erthor at his base
This cave is largely linear and contains a minimum of treasure, so your main objective is to locate Erthor at Q and kill the seven Deranged Zombies on your way. The first room contains one zombie that is easily dispatched, but characters favoring melee should take care in the second room, as it is easy to be swamped by three zombies attacking from the front and sides. Once those three have been dealt with, don't forget to pick up the minor treasure (green dot on map) in the small cave to the west. Continuing around to the third cave there is a fifth zombie and then two together in the penultimate cave. The last cave is where you meet Erthor, who will refuse to follow you if there are any zombies left. His quarters contain a bedroll (b), the skill book ''''Lord Jornibret's Last Dance at C, and a locked chest. If you steal any of the items in front of Erthor, you will be cast out of the Mages Guild. With Erthor following you, push the handle (cyan dot on map) which will lower the Rock Wall at D, then head all the way back to door Out.

Occupants:
Erthor (non-respawning) at location Q on map
7 Deranged Zombies (quest-specific leveled zombies; drop Bonemeal instead of Mort Flesh; non-respawning)
Treasure:
1 Light Armor Skill Book: ''Lord Jornibret's Last Dance at location C on map
2 Chests 01 (1 locked)
1 Chest 03
The following plants will always be found: 9 Cairn Bolete plants
Doors and Gates:
There is one door (at Out) in/out of this zone, leading outside
1 Rock Wall (opened remotely) at D
Other:
1 bedroll at location b''' on map
Morrowind:Quick Info

This page provides all the basic preview information about Morrowind at a quick glance as well as giving links to the best sites for more information.

Basic Information
Title: The Elder Scrolls III: Morrowind (sequel to The Elder Scrolls II: Daggerfall)
Genre: Computer Role Playing Game (CRPG)
Produced by: Bethesda Softworks
Released: May 2002

Game Information
Format: 1st Person Perspective (3rd Person as well)
Display: 3D, designed for high end T&L 3D cards at end of 2001 (GEForce3 is typically mentioned)
System Requirements: Win ME/98 (128 MB RAM), Win XP/2000 (256 MB RAM), 500 MHz Intel Pentium III, Celeron, or AMD Athlon processor, 8x CD/DVD-ROM Drive, 1 GB free hard disk space, Windows swapfile, DirectX 8.1 (included), 32MB Direct3D Compatible video card and DirectX 8.1 compatible driver, DirectX 8.1 compatible sound card, Keyboard, Mouse.
Recommended System: 800 MHz or faster Intel Pentium III or AMD Athlon processor, 256 MB RAM, NVIDIA GeForce2 GTS, or ATI Radeon 7500 or faster video card.
Gameplay: Complete open end system allows you to do whatever you wish. Follow the main quest or many side quests, join and advance in guilds or just explore the land.
Editor: The game comes with the Elder Scrolls Construction Set which is the same game editor that the developers used to create most of the game. The editor is easy to learn and uses drag-and-drop techniques to allow easy creation of mods.

Preview Information
:Please note that the official site is no longer active. The links have been preserved for posterity.
Graphics: Concept Art and many Screenshots have been released.
Sound: 2 music files can be found at the Official Site.
Movies: 7 Movies can be found at the Official Site.
Demo: No demo yet released and there are currently no plans to release one.
Forum: Check out the official  .
Website: www.elderscrolls.com has preview information, links and an official forum.
FAQ: There has only been a short official FAQ released for Morrowind so far.
Previews: Many previews of the game have been written by game magazines (both online and print). Check the official site for the latest.

Links
Official: www.elderscrolls.com
Unofficial FAQ: Destination Morrowind
Oblivion:Gold Coast

thumb|left|Gold Coast
 
thumb|400px|Map showing the Gold Coast region of Cyrodiil

The Gold Coast is a coastal area covering the peninsula on the west coast of Cyrodiil. It is bordered on the west by Hammerfell and the Abecean Sea. The borders of the Colovian Highlands and the West Weald lie to the east. The Gold Road, running from Kvatch to Anvil, cuts through the middle of the region.

Within the Gold Coast lie the cities and counties of Anvil and Kvatch.

Along the coast itself are plentiful Water Hyacinth plants, along with a few of the elusive Nirnroot. Farther inland there is a bounty of Aloe Vera, Fennel, Lady's Mantle and Goldenrod plants - providing ingredients that are rare elsewhere in Cyrodiil. There are also many Arrowroot, Bergamot, Ginseng, Mandrake, St Jahn's Wort and Lily plants, but those ingredients are also found elsewhere.
 
 

Gold Coast Places
A list of places found in the region of Gold Coast:

Major Cities
 
 

Villages, Farms, and Settlements
 
 
 
 

Roads
Gold Road — Main road from the Imperial City to Skingrad, Kvatch and ultimately Anvil.

Bodies of Water
Abecean Sea — Sea on the western coast of Cyrodiil.

Daedric Shrines
 

Ayleid Ruins
 
 
 
 

Forts
 
 
 

Mines
 
 

Caves
 
 
 
 

Inns
 
 

Campsites
 
  (plugin-related)
 
  (plugin-related)

Gold Coast Quests
A list of all quests involving the region of Gold Coast:

Fighters Guild



:* 



Mages Guild


Dark Brotherhood


Daedric Quests


Master Training


Miscellaneous Quests







Official Plug-ins
Thieves Den

Orrery
Bloodmoon:Colony Status Report

RAVEN ROCK PROGRESS UPDATE


As the Factor is no doubt aware, the mine has been expanded, yielding an increase in ore output by 18 percent. Weekly quotas are being met regularly.

During the last two shipments of supplies, two crates of wickwheat were noted to be rotten. The matter has been addressed with the supplier, and a refund should be arriving at the Factor's office sometime within the next few days.

At this time, there is nothing further to report.


Humbly,


Falco Galenus
Bloodmoon:Erna's Note to Brandr

Dearest Brandr,


I decided to take a walk on the banks of the Isild.  The river is so beautiful this time of year, don't you think?  Come find me, and we shall talk about our future, and freedom from your shrew of a wife.


Your love, Erna
Bloodmoon:Erna's Note to Erna

Note to Self


Must buy more forks.
Bloodmoon:Note from a Glenmoril Witch

Dearest Sisters,

The Coven wil remember your dedication and service. We realize Solstheim is an inhospitable place, but we go where we are needed. Anyone seeking the cure must perform the Rite of the Wolf Giver, of course. But I do understand the sensitive nature of the ritual, and realize it may not be possible to perform it again and again, if the Lord Hircine claims more than one soul.

So, I have prepared a Scroll of the Wolf Ender. The Daedric lettering on that scroll contains all the power of the ritual itself. I have taken great pains to prepare the parchment, and it will work as well as the Rite of the Wolf Giver. But heed these words! I do not wish the scroll to be used unless absolutely necessary! It was not easily created, and it is the wish of the Coven that it be saved for future use if possible.

The scroll has already been hidden in the gloomy cave that will serve as your hovel for the duration of your stay on Solstheim. It is inside the hollowed-out icicle that hangs from the cave's ceiling. You'll need to use your raven form -- or a potion of levitation -- to reach it.


Agnes
Bloodmoon:Note from Carnius

%PCName,


Reading this, you've successfully completed my little task for you. Before you return, however, I have one last deed for you. Hroldar should've given you a few scrolls along with this note; since he can't read, he won't realize that I intend for you to kill him.

The scrolls should grant you control over his wolves long enough to put an end to him. You don't need to know the details; only that I can no longer trust him and that his usefulness to me is at an end. I'd do the job myself, but then... that's what I have you for. Why take risks, when someone else can take them for me?

I expect you to return shortly. Do not keep me waiting.


C.M.
Bloodmoon:Odd Rumor

Olga,


Did you hear about the raven at the Altar of Thrond? It's enormous! They're saying it's a sign that the Witches have come to Solstheim....


Helena
Bloodmoon:Old, Wet Note

Winter-Fist,

It is as we had feared. Angria and her rabble are intent on stealing the Snow Prince's armor from  . My men drove them off, but they grabbed the helmet. I know they're hiding somewhere here on the island. They've been seen before near Lake Fjalding and the Frykte ice cave, so try looking there. I'll join up with you as soon as I'm able.


Heinlen the Heavy
Bloodmoon:Pirate Captain's Note

Near the mighty sun's great stone, 
An arch marks withered flesh and bone. 
And at the base you'll know sweet luck, 
If dig you will straight through the muck.
Bloodmoon:Thauraver's Orders

Thauraver,


I'm tired of waiting. The hell with the Dark Brotherhood, the hell with the Morag Tong. You're all I need. Find those damn slaves and bring them back. If they won't come back, kill them. Actually, just kill them. They're damaged product and I don't need the aggravation.

You've never let me down before and I know you won't let me down now.


-K
Bloodmoon:Jeleen's Sad Farewell

Without my beautiful Mirisa, life is just not worth living. Only in death may I see my love again, so death is the course I choose. May the Nine Divines have mercy on my soul.


Jeleen


Imperial Cult Priest, Fort Frostmoth
Oblivion:Damage Attribute

Reduce the value of the target's given Attribute by M points each second for D seconds.  (The duration is 1 second if not specified).  The total damage is MxD points and lasts until the attribute is magically restored.

Internally, all of the various Damage Attribute effects are considered to be the same.  However, there is currently no way to acquire any of them as a spell without using the console, and therefore they are not available at the Spellmaking Altar.  (However, if you could acquire one as a spell, spell-making and enchanting are both enabled for this effect).

Notes
Normally, Damage Attribute effects do not show up in your Active Effects menu (just as Damage Health does not show up in your Active Effects menu).  Instead, the affected attribute's value is displayed in red text in your statistics menu.
If you can damage an NPC's Strength to zero, they will be frozen in place because of their zero Encumbrance. This can also be accomplished by Damaging Speed to zero.

See also
Sections:
Drain vs Damage vs Absorb: A comparison of these similar effects.

Related effects:
Absorb Attribute, Drain Attribute, Fortify Attribute, Restore Attribute
Damage Fatigue, Damage Health, Damage Magicka

Alchemy Ingredients
The following alchemy ingredients can be used to create poisons of Damage Attribute:
Tes4Mod:Actor Value Indices

The following tables provide a list of all Actor Values recognized by Oblivion, as well as their corresponding numerical indices.  The actor values include all attributes (primary and derived) and all skills.  They also contain most active magical effects -- the primary exception being fortify/damage-type effects that modify the value of another actor value.  The names provided here for the actor values are the internally-recognized names (e.g., "HandToHand" instead of "Hand To Hand").

Many mod file records and save file records use the provided numerical indices.  In addition, the actor values can be modified using the setav console command -- the setav command uses the actor value names, not the numerical indices.

Skill Indices provides the numerical indices used for skills in some records where only skills can appear.

Standard Actor Values
These are the most commonly used actor values.


Extra Actor Values
These values are only recognized in some places, such as the console command setav and the script function SetActorValue.

† Although two indices are reserved for Fame and Infamy, they are not recognized as actor values by most functions.

Notes
More information on these values can also be found at  
Starting at offset 0x4E1390 in TESConstructionSet.exe is an array of 155 records of 32 bytes each. One of the fields in these records are an offset to a string in the EXE file.
Oblivion:Fatigue

Fatigue determines the efficiency of your actions. As fatigue goes down it begins to negatively affect certain actions in the game. For instance, melee damage is severely reduced when fatigue is at zero. Likewise, the ability to use stealth and pickpocketing may also be affected.  Spellcasting ability, however, is not affected by your fatigue.

The maximum fatigue score is the sum of your current Endurance, Strength, Agility, and Willpower. Changes to any of these attributes has an equal change in your overall maximum fatigue score; attribute increases past 100 continue to increase your fatigue. You lose fatigue by performing actions that would typically tire you (jumping, attacking). It is restored over time, at a rate of 10 points per second (without any mods). Running will not lower your fatigue, but it will reduce the rate of fatigue restoration, unless you have master level Athletics.

Note that if your character suffers a spell or a hand-to-hand attack that lowers fatigue below 0, he or she will collapse on the ground until the Fatigue exceeds zero. NPCs and most Creatures can suffer the same effects. So if you have any enchanted weapons and/or spells that damage or drain fatigue, use them to your advantage! Will-o-the-wisps, ghosts, and wraiths are unaffected because they lack a falling animation. 

See Damage Fatigue for more details.

Effects

Melee damage (Damage Formula) is further modified by fatigue:

 Damage * ( ( Fatigue / MaxFatigue ) + 1 ) / 2

See Also
A summary of equations that govern Fatigue, including the amount lost by various actions and the rate at which it regenerates, is provided at  .
Oblivion:Azura's Star

Azura's Star is a Daedric artifact that can be obtained by completing '''Azura's Daedric Quest'''. It is essentially a reusable Grand Soul Gem. When you enchant an item or recharge an enchanted weapon using Azura's Star it becomes empty, but the Star itself remains in your inventory. It cannot hold non-player character (NPC) souls; Black Soul Gems are necessary for that. See the Lore entry on Azura for information on the history of Azura's Star.
Oblivion:Skeleton Key

The Skeleton Key is an unbreakable lockpick that increases your Security skill by 40 pts whenever the key is in your possession. You can receive this key by completing '''Nocturnal's Daedric quest'''. The Skeleton Key's effect is not a typical skill boost, because the Fortify Security effect is implemented as an ability.
Tes4Mod:Skill Indices

The mod file format uses skill indices in various places to refer to skills. These locations include:
:*BOOK - DATA subrecord: Skill increase books



Note that this is the same skill order as found in  except with an index offset of -12.
Tes4Mod:Biped Object Flags

Flags for setting what a piece of armor are clothing are used in various places including:
:*ARMO - BMDT subrecord
:*CLOT - BMDT subrecord
Oblivion:Boreal Stone Cave

Related Quests


Notes
This cave can be entered and fully explored before starting the related quest. In this case, Raynil Dralas and the Waterlogged Chest won't appear.

 
Exterior

The exterior is located at coordinates: Tamriel -1, 37
This location's map marker (M on map) is named Boreal Stone Cave (editor name BorealStoneCaveMarker).  The entrance door is WNW of the marker, 60 feet away.
2 Wilderness Creatures (Mountains variety) are near the entrance.
1 Wilderness Creature (Snowy Mountains variety) is near the entrance.
The following plants can be found near the entrance: 43 Clouded Funnel Cap plants, 19 Milk Thistle plants, and 3 Wormwood plants

 
Zone 1:
thumb|right|180px|Boreal Stone Cave
This cave is quite small and linear. If you have started the related quest, the very first room will contain a Waterlogged Chest (Q) and Raynil Dralas (R) who will attack you on sight. Continuing through the cave will lead you to two minor loot chests.

Occupants:
Raynil Dralas at location R on map
Treasure:
1 Waterlogged Chest containing a Mundane Amulet (only during the quest A Brotherhood Betrayed; non-respawning) at location Q on map
1 Chest 03
1 Chest 04
Doors and Gates:
There is one door (at Out) in/out of this zone, leading outside
Oblivion:Oghma Infinium

The   is a book which is obtained upon completion of Hermaeus Mora's Daedric Shrine quest.  When you read the book, it increases three skills and two attributes by 10 pts each, permanently. Which skills and attributes depends which of three paths you choose when you use it. You may only choose one path, then the book disappears.   The choices are as follows:


Skills can be increased above the usual maximum of 100 pts.  This is of limited use, however, because skill increases over 100 do not grant special abilities and usually do not increase damage/armor rating/spell effectiveness etc. One advantage is that you are able to gain extra levels if the Oghma Infinium raises major skills.

Using this book, all attributes except Endurance, Personality and Luck (but only two of them per character, depending on which Path you choose) can be raised above 100 to at most 110 with a corresponding increase in all derived values, such as Magicka, running speed or carrying capacity (see Attributes over 100 for details).

Notes
The text inside is identical to the text in the Mysterium Xarxes.
Although your attributes are increased by 10, you are not notified of the increases in the upper left of your display in the same way as you are for the skill increases. This is because the game handles the attribute changes differently; it checks what your current attribute is, then adds 10 to it.
It is possible to benefit more from the Oghma Infinium by leaving it until you have maximized the attributes on the Path you want to choose (see post 100 Attributes). At anytime before your Attributes are maximized (100) it is possible to keep leveling and raise them through lowering your skills (see Maximum Character Level), so reading the book is of limited use before then.
If the skills raised by the Oghma Infinium are major skills to you, they count to raise your level. This means that if more than one of the skills raised are your major skills, you will raise your level more than once. If this happens, only the first level increase receives the attribute bonuses that you get per level as normal. The second or third level increases only allow +1 attribute gains. However, this can be "exploited" to give you an extra few levels when you have otherwise maximized your level. 
 
If a skill or attribute is increased to 255 (either by exploiting Felldew or the console), and you use the Oghma Infinium, it will automatically loop back to zero, with the message "You now have a basic understanding of this skill." shown if a skill is affected.

Bugs
 
An easy way to account for this bug is to use   in the console, which will increase willpower by 10.
An alternative console command is   (# = what your willpower should be), however you must unequip all Fortify Willpower items to use it correctly, which is typically more of a hassle. 
On the 360 and PS3, no current patch fixes this problem, making the Path of Spirit far less attractive.  Increasing skills above 100 does not decrease casting cost.
 
    may fix this problem.