Netruk44/uesp-wiki-content huggingface dataset:
Daggerfall:Restoration

The school of Restoration is one of the six avenues of magical study. This school is devoted to the salubrious and soothing powers of magicka, evident in spells like Cure Poison and Troll's Blood. Buying, creating, and casting a spell devised to heal a target are less expensive for mages skilled in this path. 

Restoration's governing attribute is Willpower. The skill is checked whenever you cast a spell from the Restoration school of magic.
 

Description
 

Classes
The following classes have Restoration as a skill:
Primary Skill
Healer

Major Skill
Mage
Sorcerer

Minor Skill'''
Bard
Battlemage
Nightblade
Spellsword

Factions
The following factions have Restoration as a required skill:
Mages Guild
The Order of Arkay
The House of Dibella
The Benevolence of Mara
The Temple of Stendarr

Training
Restoration training is offered by the following factions:
Mages Guild
The Order of Arkay
The House of Dibella
The Benevolence of Mara
The Temple of Stendarr

Restoration Spells
Daggerfall:Running

You can move faster by holding down the run key while moving. How much faster you move depends upon your Running skill.
 
Running's governing attribute is Speed.
 

Description
 

Classes
The following classes have Running as a skill:
Primary Skill
Acrobat

Major Skill
Barbarian

Minor Skill
Archer
Burglar
Ranger
Rogue
Thief
Warrior

Factions
The following factions have Running as a required skill:
The Akatosh Chantry
The Temple of Kynareth

Training
Running training is offered by the following factions:
Dark Brotherhood
Fighters Guild
The Akatosh Chantry
The Temple of Kynareth
Daggerfall:Short Blade

Short Blade governs the ability to hit a target with daggers, shortswords, tantos, and wakazashis, adding skill % to hit chance. Contrary to the descriptions found in-game and in the game manual, Short Blade does not increase damage inflicted upon a target. Your Short Blade skill is automatically checked whenever you attack an opponent using a dagger, shortsword, tanto, or wakazashi.

Short Blade's governing attribute is Agility.
 

Description
 "Short Blade is a skill checked whenever one attempts to strike a target with a short-bladed stabbing weapon such as daggers and tantos, to determine the aim and damage possible in a strike."  

Classes
The following classes have Short Blade as a skill:

Primary Skill
Thief

Major Skill
Assassin
Bard
Burglar
Knight
Nightblade
Warrior

Minor Skill
Acrobat
Archer
Battlemage
Healer
Mage
Monk
Ranger
Sorcerer
Spellsword

Factions
The following factions have Short Blade as a required skill:
Dark Brotherhood
Fighters Guild
Thieves Guild
The Order of Arkay
The School of Julianos

Training
Short Blade training is offered by the following factions:
Dark Brotherhood
Fighters Guild
Thieves Guild
The Order of Arkay
The School of Julianos
Daggerfall:Spriggan (skill)

Some monsters can be pacified without resorting to spells and swords. However, the character must be able to speak the creature's language. Spriggan is the language skill that allows you to speak to Spriggans.

Spriggan's governing attribute is Intelligence.
 

Description
 

Classes
The following classes have Spriggan as a skill:
Primary Skill
None

Major Skill
None

Minor Skill
Ranger

Factions
The following factions have Spriggan as a required skill:
The Resolution of Zenithar

Training
Spriggan training is offered by the following factions:
Mages Guild
The Temple of Stendarr
The Resolution of Zenithar
Daggerfall:Stealth

Whenever you approach a creature and enter its detection range, your Stealth skill is automatically checked to determine whether the creature successfully detects you and (if hostile) engages you in active combat. In addition to your Stealth skill value, other factors affect your chance of successfully avoiding the creature's detection, including the creature's Stealth skill, your distance from and location in relation to the creature, and your movement speed. If the creature has initially seen and/or heard you, leaving the creature's sight and hearing range and then moving more slowly - i.e. by crouching or sneaking instead of walking or running - will enable you to continue to attempt to avoid their detection search until they give up after 8 hours have elapsed, while walking or running will result in detection by the creature. On the other hand, if the creature has not yet seen or heard you, you may continue to attempt to avoid detection while moving at any speed.
 
Stealth's governing attribute is Agility.
 

Description
 

Classes
The following classes have Stealth as a skill:

Primary Skill
Assassin
Burglar
Nightblade
Rogue
Thief

Major Skill
Acrobat
Bard

Minor Skill
None

Factions
The following factions have Stealth as a required skill:
Dark Brotherhood
Thieves Guild
The Akatosh Chantry
The Resolution of Zenithar

Training
Stealth training is offered by the following factions:
Dark Brotherhood
Thieves Guild
The Akatosh Chantry
Daggerfall:Streetwise

Characters considered Streetwise know all the slang, attitude, and tone needed to be respected by the fringes of society. Underworld figures and peasants tend to respond better to people who adopt their style. Selecting the BLUNT tone while in dialogue automatically uses this skill.

Streetwise's governing attribute is Personality.
 

Description
 

Classes
The following classes have Streetwise as a skill:
Primary Skill
Bard

Major Skill
Rogue

Minor Skill
Burglar
Healer
Thief

Factions
The following factions have Streetwise as a required skill:
Dark Brotherhood
Thieves Guild
The Benevolence of Mara
The Resolution of Zenithar

Training
Streetwise training is offered by the following factions:
Dark Brotherhood
Thieves Guild
The House of Dibella
The Benevolence of Mara
The Resolution of Zenithar
Daggerfall:Thaumaturgy

The school of Thaumaturgy is one of the six avenues of magical study. This school concentrates on exposing or manipulating known forces and objects within their natural laws. This is evident in spells like Levitate and Water Walking. Buying, creating, and casting spells of thaumaturgy are less expensive for mages skilled in this path.

Thaumaturgy's governing attribute is Willpower. The skill is checked whenever you cast a spell from the Thaumaturgy school of magic.
 

Description
 

Classes
The following classes have Thaumaturgy as a skill:
Primary Skill
Mage
Sorcerer

Major Skill
Battlemage
Healer
Nightblade

Minor Skill
Spellsword

Factions
The following factions have Thaumaturgy as a required skill:
Mages Guild
The School of Julianos
The Resolution of Zenithar

Training
Thaumaturgy training is offered by the following factions:
Mages Guild
The School of Julianos
The Resolution of Zenithar

Thaumaturgy Spells
Daggerfall:Swimming

A better Swimming skill gives you more speed and endurance in the water. It also enables you to hold your breath longer. Argonians have a natural advantage in this, but they can improve their abilities with this skill. 

This skill is increased at 2x rate.

Swimming's governing attribute is Endurance.
 

Description
 

Classes
The following classes have Swimming as a skill:

Primary Skill
None

Major Skill
Barbarian
Monk
Ranger

Minor Skill
Acrobat
Archer
Knight
Rogue
Warrior

Factions
There are no factions which have Swimming as a required skill.

Training
Swimming training is offered by the following factions:
Dark Brotherhood
Fighters Guild
Thieves Guild
The Akatosh Chantry
Daggerfall:Dragonish

Some monsters can be pacified without resorting to spells and swords. However, the character must be able to speak the creature's language. Dragonish is the language skill that allows you to speak to draconic creatures.

Dragonish's governing attribute is Intelligence.
 

Description
 

Classes
The following classes have Dragonish as a skill:
Primary Skill
None

Major Skill
None

Minor Skill
Mage
Sorcerer

Factions
The following factions have Dragonish as a required skill:
All Knightly Orders
The Akatosh Chantry
The Temple of Kynareth

Training
Dragonish training is offered by the following factions:
Mages Guild
The Akatosh Chantry
The Temple of Kynareth
Morrowind:Llethri Manor

Manor Entrance
thumb|Inside of Llethri Manor
This is the first area as you enter the Manor. It consists of a main room with hallways leading to doors in three directions, and an upper ring on the outside. A large tree grows in the center. Doors on both levels of the southwestern side lead to the Guard Quarters. Both northwestern doors on the side lead to the Manor Bedrooms. And the one door on the lower level of the northeastern side leads to the Private Quarters. The southeastern door leads back to the Manor District, and the stairs across from it connect the two levels. In this section, you will find Dinara Othrelas, Eindel, and Llanel Brenos, as well as four unnamed Redoran Guards. There is absolutely nothing in here worth taking.

Guard Quarters
These are accessed via the southwestern doors in the Entrance area. There are eight beds here for the house guards, three of whom are found in this section. On the table across from the stairs, you will find a copy of The Marksmanship Lesson, a Marksman skill book. On the bed in the southernmost corner are four Darts of Judgment, powerful Daedric darts needed for a Thieves Guild quest. The closets and chests here just contain low-grade clothing for the guards. There are two bottles of sujamma on top of the closet in the south corner. A Llethri Manor Key can be found on top of the closet on the south side of the stairs. It opens a chest in the Manor Bedrooms containing a Redoran Master Helm.

Manor Bedrooms
This section has two bedrooms connected by a hallway on the upper level. A ramp leads down from this hallway leading to the Private Quarters, and then switches back and leads to another ramp which, like the upper door, goes back to the Manor Entrance. In the larger bedroom, on the side of the main hallway, you'll find Fathasa Llethri, the wife of Garisa and mistress of the household. The aforementioned chest with the Redoran Master Helm is to the right of the door as you enter. In the smaller bedroom at the end of the hallway is the Llethris' son Sanvyn.

Private Quarters
This section consists of a main room with doors on the southwest and southeast sides, leading to the Manor Bedrooms and the Manor Entrance respectively. Another door on the northwest side leads to a hallway with two smaller rooms, one of them separated by another door. Here you will find the master of the house, Garisa Llethri, with his two bodyguards. There is a selection of liquor on the shelf in the eastern corner, and in the room on the right off the northwest hallway are some food stores. In the small room on the left of the hallway is a   chest containing a copy of Redoran Cooking Secrets, also needed for a Thieves Guild quest.

Related Quests
Main Quest

House Redoran



Thieves Guild


House Telvanni

Vampiric


People


Maps
thumb|left|Map of Llethri Manor
Oblivion:Willow Bank

It is the home of Eilonwy and Orintur. Orintur claims to divide his time between the Cheydinhal Mages Guild and pursuing his private studies in Willow Bank but in fact he never sets foot in Willow Bank except right at the start of the game. His wife, Eilonwy, never enters the building either. Both of them carry the key to the front door, which is locked with a hard lock.

On the ground floor as you enter are two chests, a crate, various barrels and a cupboard, all containing minor loot. As you climb the stairs to the second floor, there is a table with two strong potions of health upon it.  The bedroom upstairs includes a set of drawers on top of which is Incident in Necrom, an Illusion skill book, and a jewelry case with a leveled lock. The basement area reveals two wine racks with six bottles of Surilie Brothers Wine, five bottles of Tamika's West Weald Wine and a single bottle of Surilie Brothers Vintage 415. The unlocked chest contains up to three pieces of randomly chosen equipment.
Morrowind:Ramoran Manor

This manor is home to Hlaren Ramoran and his family and retainers.  It is divided into two sections:

Ramoran Manor
thumb|left|Inside of Ramoran Manor
This area serves as the entryway for the Manor.  It is pretty much just a straight hallway leading down to the Private Quarters.  There are four bedrooms off to the sides, presumably for the guards.  The only named NPC here is Garvs Ramarys, who has nothing much to say other than giving you directions to find his Master.  There's fairly little of value worth the trouble of stealing here.

Private Quarters
This section consists of a main room with stairs leading down to a hallway that connects five bedrooms.  The only people worth talking to are in the main room, Councilman Hlaren Ramoran and his longtime servant (and secret admirer) Nalvyna Sarinith.  There is not much of value here either, unless you like cheap liquor, of which there is a selection on a shelf in the main room.  In the bedrooms, you'll find nothing but food and low-grade clothing.

 
Related Quests
Main Quest

House Redoran


House Telvanni


People


Maps
thumb|left|Map of Ramoran Manor
Morrowind:Sarethi Manor

This manor is home to Athyn Sarethi and his family and retainers.  It is divided into two sections:

Sarethi Manor
thumb|Inside of Sarethi Manor
This section is pretty much the only important part of the Manor.  Here you'll find Councilman Athyn Sarethi, his wife Domesea, and the house guards.  If you follow the hallway to the back, you'll find Athyn's bedroom on the left and the Guard Quarters on the right.  The bedroom has an 80 point lock, and the only keys are held by Athyn and his wife, but there's very little here worth stealing, so it's not really worth the effort.

Guard Quarters
The Guard Quarters of the Manor are actually completely unguarded, so you can take whatever you want from here.  There's not much of value, but look for a copy of 36 Lessons of Vivec, Sermon 17, a Long Blade skill book, on the table in the first bedroom on the right.  You can also score some cheap liquor, food, and low-grade clothing and weapons.  Not a great haul, but easy pickings since the place is deserted.

Related Quests
Main Quest



 
House Redoran









House Telvanni


People


Maps
thumb|left|Map of Sarethi Manor
Morrowind:Morag Tong Guild

Morag Tong Guild could refer to one of several things:

The Morag Tong, a guild in Morrowind
Morag Tong Guildhall (Ald'ruhn), the guild hall in Ald'ruhn
Morag Tong Guild (Balmora), the guild hall in Balmora
Morag Tong Guild (Sadrith Mora), the guild hall in Sadrith Mora
Morag Tong Guildhall (Vivec), the guild headquarters in Vivec
Morrowind:Morag Tong Guildhall

Morag Tong Guildhall could refer to one of the following branches of the Morag Tong:

Morag Tong Guildhall (Ald'ruhn), the guild hall in Ald'ruhn
Morag Tong Guild (Balmora), the guild hall in Balmora
Morag Tong Guild (Sadrith Mora), the guild hall in Sadrith Mora
Morag Tong Guildhall (Vivec), the guild headquarters in Vivec
Morrowind:Hla Oad Homes

Hla Oad is an out-of-the-way location, which can be reached by ship from Gnaar Mok, Ebonheart, and Vivec.  Intervention spells will get you to the Balmora area.  The only services offered here are at Fatleg's Drop Off, which is mainly a hideout for the Camonna Tong.  Since the Tong are fairly hostile towards outsiders, you're not likely to get good service from them.  The houses are all small and fairly poor, with almost nothing of value to interest a potential thief.  All in all, this is not one of the more attractive places to set up shop.

Services
Fatleg's Drop Off

 
thumb|Fadila Balvel's House
Fadila Balvel's House
Storage: 4 Barrels, 1 Chest, 1 Crate, 3 Sacks 
Occupant(s): Hrondar Highlander.  (Fadile Balvel can be found wandering outside.) 
Description: One of the larger houses in town, but that's not saying much.  About the only thing of interest in here is a copy of A Dance in Fire, Chapter 1, an Acrobatics skill book.  The owners of this homestead are both completely unimportant.

 
thumb|Murudius Flaeus' House
Murudius Flaeus' House
Storage: 2 Barrels, 1 Basket, 1 Crate, 5 Sacks 
Occupant(s): Murudius Flaeus 
Description: This small shack on the south dock is the home of Murudius Flaeus, who owes some money to House Hlaalu.  Look for a copy of Charwich-Koniinge, Volume 2, a Hand-to-hand skill book, on the one table in this tiny house.

 
thumb|Okur's House
Okur's House
Storage: 3 Barrels, 1 Chest, 8 Sacks 
Occupant(s): Okur 
Description: This medium-sized shack is the home of Okur, an Argonian woman with a sense for restless spirits.  You'll need to visit her for the Imperial Cult.  Her house contains almost nothing of value, so there's not much reason to visit here other than for the quest.

 
thumb|Relien Rirne's House
Relien Rirne's House
Storage: 2 Barrels, 1 Chest, 2 Crates, 4 Sacks 
Occupant(s): None (Relien Rirne wanders around outside.) 
Description: This small shack on the north dock is the home of Relien Rirne, though she is always found outside of it.  It is the only house in town with a lock on its door (20 points), but there is no key.  There's fairly little of value inside, however, so it's not really worth the effort to break in.  You'll mostly just find common ingredients and not much else of use.

 
thumb|Shurkul gro-Sharga's House
Shurkul gro-Sharga's House
Storage: 2 Barrels, 1 Crate, 5 Sacks 
Occupant(s): Shurkul gro-Sharga 
Description: Shurkul gro-Sharga lives in this small shack, an Orc pauper so poor he can't even afford a shirt.  As expected, there's little of value here, even less so than the other houses in town.  There's pretty much no reason to visit here.
Morrowind:Relien Rirne's House

As you enter, to your right are two crates and a sack that sits on top of one of them, in one of the crates is 4 random food items. The other crate contains quite a few items; 6 random clutter items, 10 gold, 1 rare loot item, 1 restoration potion, and 20 arrows or throwables. The sack contains 7 random ingredients.

To your left is three sacks and a barrel. The barrel contains; 5 gold, 5 random clutter items, 1 rare loot item and 20 arrows or throwables. One sack contains 5 cheap food items, and the other two contain 7 random ingredients each.

There is a   chest to the left of the hammock, it contains 10 gold, 20 arrows or throwables, 1 rare loot item, 1 random iron weapon, 1 random food item, 1 random book, and 3 random clutter items. Behind this chest is a barrel that contains 20 random ingredients.
Morrowind:Shurkul gro-Sharga's House

To your right as you enter, there is a barrel that contains 5 cheap food items. To your left are five sacks, four of them contain 5 cheap food items each, and the fifth one contains 7 random ingredients. 

There is a lone crate by the hammock, it contains; 6 random clutter items, 5 gold, 1 rare loot item, 1 restoration potion, and 20 arrows or throwables. Behind this crate is an upturned barrel that contains; 5 random clutter items, 5 gold, 1 rare loot item, and 20 arrows or throwables
Tes4Mod:Cobl/Modding/GenericLore

This is Cobl's version of the generic lore script. It is being overridden to provide a means for mods to communicate some informaiton ~without~ becoming depedendent on Cobl. It's a limited use trick and we'll be using it VERY  sparingly. (As of Cobl v1.42, just for enabling dual mode option icons.)

How this works. This vanilla quest script is overridden here and new variables are defined. The new variables can be used to communicate some informaiton between mods without establishing a direct dependency between the mods. E.g. Cobl can set the ref of a variable here to Cobl's options container. Other mods can then check this ref variable, and if it's not equal to zero, assume that it is the Cobl container. If the variable is not set, then Cobl is not present and the mod can treat its options in some default way.

For this to work, both Cobl and the other mod must have a copy of this script in which not only identical variables are defined, but in which those variables are all assigned the same index. It's the index that's the tricky part. The index is the internal compiled identifier of the variable. E.g. whenever one part of the game needs to refer to a variable in the script, it actually does so by the index. 

And this is where things can go badly -- if one script thinks that variable number 23 is a ref that points to a container, while another script thinks that variable number 23 is an float reprenting a weight, then the miscommunication between those data types is very likely to cause CTDs or at least very odd behavior. THIS IS THE REASON FOR THE WARNINGS! 

Cobl actually uses a trick to force the indices of the variables it defines to be higher than normal (starting at 100 rather than 1). This should help avoid certain bugs. But it also means that you can't just copy this script to your mod and recompile -- the indices will be different. Instead, you (as modder), should use Tes4Gecko to merge the Cobl version of this script into your mod. A special resource esp is provided for just this purpose. After the merge, be careful not to edit and recompile this script. (Recompiling by itself won't hurt, but doing so after an edit in which variables were added or removed -- even temporarily -- runs the risk of corrupting existing assigned indices. 

If in doubt, you can use Tes4View to check for conflicts between the version of this script in your mod and the version in Cobl.

Why Generic Lore? GenericLore is a vanilla Oblivion quest with this script attached. Because GenericLore is already running, has a script attached, and is not common target for modification, the chances of conflict in modifying the script are very low. (Unusused test scripts were also considered, but it was figured that other modders might have thought the same thing -- and hence such "unused" scripts were actually more likely to be modified than this script.

Current variables in use:
Morrowind:Almu Cave Dwelling

The three crates on the right all contain: 6 random clutter items, 10 gold, 1 rare loot item, 1 restoration potion, and 20 arrows or throwables.

The chest next to the hammock contains 3 random common female clothes.

There is an Apprentice's Armorer's Hammer and two Miner's Picks by the bed.
Morrowind:Sorkvild's Tower

It is currently occupied by the necromancer Sorkvild the Raven and his cronies. All are hostile and will attack on sight. The ruins are small and you can avoid most of the fighting by just going straight from the entrance. Hlora Long-Leg is in the main room, and you'll have to deal with him, but the hatch to the tower where Sorkvild lives is at the back of the room.

Sorkvild carries the fabled Masque of Clavicus Vile (he does not wear it, as it is heavy armor, and he prefers medium). Also in this room, you'll find two skill books, Charwich-Koniinge, Volume 4 and Night Falls On Sentinel, for Hand-to-hand and Blunt Weapon, respectively. There's a daedric dagger and a limeware flask on the table near the hatch, and the skeleton on top of the shelf in the back may be carrying some interesting magical loot. There are five potted plants here, two black anther, two scathecraw, and a fire fern. You can also collect some rare ingredients here, including three ghoul hearts, a daedra skin, and some sload soap. You might want to get Minedhel's Saint's Black Sword as well, he's in the room to the right from the entrance downstairs.
 
Related Quests
Imperial Legion


People
 


Notes
Most items and containers in Sorkvild's Tower are owned by Sorkvild; taking these items, or items from these containers, counts as theft. The only things not owned by Sorkvild are the Rusted Dwemer Cabinet on the main floor and the copy of Night Falls On Sentinel in Sorkvild's chamber.
It is illegal to sleep in Sorkvild's Tower.

Maps
thumb|left|Map of Sorkvild's Tower
 

Gallery
Morrowind:Mamaea (disambiguation)

Mamaea can refer to several things:
Mamaea, a Sixth House hideout in the West Gash region
Mamaea (person), a merchant who can be found at the Ahemmusa Camp
Mamaea Ashun-Idantus, an Ashlander found at Shashurari Camp
Mamaea Ularshanentus, an Ashlander found in the Ashlands

Foyada Mamaea, the ravine that runs from the Dagoth Ur facility to south of Balmora