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

Nymphs are fae creatures of unearthly beauty that attack with mystical energy. They can be hit by weapons of elven quality or higher.

Abilities
Nymphs drain 2 points of fatigue for every 1 point of health damage
Resistance to Paralysis and Poison

Spells
None

Fighting Strategies
Nymphs can be easily dispatched with a melee attack. The Nymph language skill can sometimes render an enemy non-hostile.

Notes
Nymphs do not spawn when ChildGuard is on.
Nymphs appeared in the first and second demos.
Daggerfall:Spriggan

Spriggans are plant-like monsters. They can be hit by weapons of any material.

Abilities
Due to their nature, spriggans are almost impossible to hit with arrows.

Spells
None

Fighting Strategies
Melee attacks work best.

Notes
Spriggans are immune to the Ring of Namira effects.
Spriggans in later games have a different look, closer to traditional dryads.
Daggerfall:Orc Sergeant

Orc Sergeants are Orcish fighters who are more powerful and well-equipped than normal Orcs. Orc Sergeants can be distinguished from their lesser brethren by their double-bladed axes, boots, and heavier armor. They can be hit by weapons of any material.

Abilities
None

Spells
None

Fighting Strategies
Melee attacks. The Orcish language skill can sometimes render an enemy non-hostile.

Notes
Orc Sergeants appear in the first and second demos.
Daggerfall:Orc Shaman

Orc Shamans are the spellcasters of Orsinium. They attack with powerful destruction spells, and make frequent use of their Invisibility spells in combat. Orc Shamans can be hit by weapons of any material.

Abilities
None

Spells
Fire Storm
Invisibility
Lightning
Spell Shield
Wizard's Fire

Fighting Strategies
Use ranged attacks to avoid the damaging spell effects encountered in melee. The use of Spell Reflection, Spell Resistance, or Spell Absorption is advised. The Orcish language skill can sometimes render an enemy non-hostile.

Notes
Orc Shamans appear in the first and second demos.
Daggerfall:Orc Warlord

Orc Warlords are elite warriors, by far the strongest and most dangerous members of the Orcish hordes. They appear similar to Orc Sergeants, with the addition of a tassel on their helms, capes, and gold bracers. Orc Warlords can be hit by weapons of any material.

Abilities
None

Spells
None

Fighting Strategies
Use ranged attacks at lower levels, melee attacks at higher levels. The Orcish language skill can sometimes render an enemy non-hostile.

Notes
Orc Warlords appear in the first and second demos.
Daggerfall:Wereboar

Wereboars are half-man, half-boar lycanthropes, whose attacks have a slight chance of passing their curse onto you. They can be hit by weapons of silver quality or higher.

Abilities
Each time a wereboar hits you, there is a 0.6% chance of contracting Lycanthropy from the attack.
Adrenaline Rush

Spells
None

Fighting Strategies
If you don't wish to become a wereboar yourself, ranged attacks are safer at lower levels. Higher levels can quickly dispatch a wereboar with melee attacks.
Daggerfall:Werewolf

Werewolves are half-man, half-wolf lycanthropes, whose attacks have a slight chance of passing their curse onto you. They can be hit by weapons of silver quality or higher.

Abilities
Each time a werewolf hits you, there is a 0.6% chance of contracting Lycanthropy from the attack.
Adrenaline Rush

Spells
None

Fighting Strategies
If you don't wish to become a werewolf yourself, ranged attacks are safer at lower levels. Higher levels can quickly dispatch a werewolf with melee attacks.
Daggerfall:Fire Atronach

Fire Atronachs are golems constructed of flames and possess a fire-based damage aura. They can be hit by weapons of any material.

Abilities
Damage Aura (1-6)
Fire atronachs are healed by fire-based spells
Immunity to Paralysis, Poison, Fire, and Disease
Regenerates Health in Darkness
Adrenaline Rush
Bonus to Hit Humanoids
Low Tolerance to Frost
Takes Damage from Holy Places

Spells
None

Fighting Strategies
Some people never experience the damage auras of atronachs , so melee attacks are recommended. Lower level characters who wish to avoid melee may use cold-based spells.

Notes
Fire Atronachs should not be confused with Fire Daedra. Note that some of the Fire Atronachs may be artificial like the golems in Arena , while others are Daedric creatures  similar to the Flame Atronachs in Morrowind, Oblivion, Skyrim and ESO.

References
Daggerfall:Flesh Atronach

Flesh Atronachs are golems made of stitched-together cadavers and possess a poison-based damage aura. They can be hit by weapons of any material.

Abilities
Damage Aura (1-10)
Flesh atronachs are healed by poison-based spells
Immunity to Paralysis, Poison, and Disease
Regenerates Health in Darkness
Adrenaline Rush
Bonus to Hit Humanoids
Low Tolerance to Poison (see note)
Takes Damage from Holy Places

Spells
None

Fighting Strategies
Some people never experience the damage auras of atronachs,  so melee attacks are recommended. Lower level characters who wish to avoid melee may use electricity-based spells.

Notes
Flesh Atronachs should not be confused with zombies. Some may be daedra similar to those Atronachs in Morrowind, Oblivion, and Skyrim,  while others are artificially created. 
Although Flesh Atronachs have the Low Tolerance to Poison disadvantage, it is negated by their Immunity to Poison advantage.

References
Daggerfall:Ice Atronach

Ice Atronachs are golems constructed of ice shards and possess a cold-based damage aura. Unlike other atronachs, Ice Atronachs may also be encountered underwater. They can be hit by weapons of any material.

Abilities
Damage Aura (2-12)
Ice atronachs are healed by cold-based spells
Immunity to Paralysis, Poison, Frost, and Disease
Regenerates Health in Darkness
Adrenaline Rush
Bonus to Hit Humanoids
Low Tolerance to Fire
Takes Damage from Holy Places

Spells
None

Fighting Strategies
Some people never experience the damage auras of atronachs , so melee attacks are recommended. Lower level characters who wish to avoid melee may use fire-based spells.

Notes
Ice Atronachs should not be confused with Frost Daedra. Note that some of the Ice Atronachs may be artificial like the golems in Arena , while others are Daedric creatures  similar to the Frost Atronachs in Morrowind, Oblivion, Skyrim and ESO.

References
Daggerfall:Iron Atronach

Iron Atronachs are powerful metal golems that possess an electricity-based damage aura. They can be hit by weapons of any material.

Abilities
Damage Aura (1-8)
Iron atronachs are healed by electricity-based spells
Immunity to Paralysis, Poison, Shock, and Disease
Regenerates Health in Darkness
Adrenaline Rush
Bonus to Hit Humanoids
Low Tolerance to Magic
Takes Damage from Holy Places

Spells
None

Fighting Strategies
Some people never experience the damage auras of atronachs , so melee attacks are recommended. Lower level characters who wish to avoid melee may use poison-based spells.

Notes
Iron Atronachs should not be confused with constructs such as the Dwemer Centurions in Redguard, Morrowind, and Skyrim, nor with Sotha Sil's Fabricants from Tribunal. While some may be artificially created,  others may be Daedric beings, such as those seen in ESO. 

References
Daggerfall:Ancient Lich

Ancient Liches are undead beings of immense power; stronger, smarter, faster, and tougher to destroy than their lesser brethren. They are one of the most dangerous monsters any adventurer will ever face, though this danger is mitigated by their tendency to blow themselves up with their own spells (albeit less frequently than ordinary liches). Ancient Liches can be hit by weapons of mithril quality or higher.

Abilities
None

Spells
Balyna's Antidote
Fireball
Free Action
Lightning
Shock
Toxic Cloud
Wizard Rend

Fighting Strategies
Due to the extreme danger of the Ancient Lich's spellcasting abilities, the use of Spell Reflection, Spell Resistance, or Spell Absorption is a definite must when fighting one.

Your safest bets are to attack with ranged weapons or have plenty of healing potions and spells on hand. Ancient Liches will sometimes use area affect damage spells at too close a range and harm or even destroy themselves.

Unlike a normal lich, an Ancient Lich cannot detect camouflaged or invisible foes, so use these spells to your advantage. 

Notes
At level 21, the Ancient Lich is the highest-leveled non-humanoid enemy in Daggerfall, and also the creature with the lowest Armor Rating.
Ancient Liches appear in the first and second demos.
Daggerfall:Ghost

Ghosts are the angry spirits of the dead. They can be hit by weapons of silver quality or higher.

Abilities
None

Spells
Wizard Rend

Fighting Strategies
At lower levels, ghosts are best attacked from a distance, or in melee while protected by Spell Reflection, Spell Resistance, or Spell Absorption. Higher level characters can easily destroy a ghost with melee attacks.

Notes
Ghosts appear in the first and second demos.
Daggerfall:Lich

Liches were powerful mages in life, and achieved undeath of their own accord. They have retained their intellect—including their spellcasting abilities&mdash;while becoming much more physically powerful at the same time. As such, a lich is a dangerous adversary for even the most seasoned adventurers—provided they don't first annihilate themselves with their own magic, which they frequently do. They can be hit by weapons of mithril quality or higher.

Abilities
None

Spells
Balyna's Antidote
Fireball
Free Action
Shock
Wizard Rend

Fighting Strategies
These creatures can detect camouflaged or invisible foes, so these spells will not help you. However, the use of Spell Reflection, Spell Resistance, or Spell Absorption is a definite must; a lich can easily kill you if you aren't prepared.

Your safest bets are to attack with ranged weapons or have plenty of healing potions and spells on hand. Liches will sometimes use area affect damage spells at too close a range and harm or even destroy themselves.

Notes
Liches appear in the first and second demos.
Liches have a chance to be pacified with the Etiquette skill.
Daggerfall:Mummy

Mummies are preserved corpses given new life. They pack a powerful punch, and their nature makes them vectors for disease. Mummies can be hit by weapons of silver quality or higher.

Abilities
There is a 5% chance per hit of contracting a disease from a mummy
Immunity to Disease

Spells
None

Fighting Strategies
Mummies are best attacked with ranged weapons to avoid the chance of contracting a disease.
Daggerfall:Vampire

Cruel, cunning, and immortal predators, vampires hunt the night, sometimes singly, sometimes in packs. Their powers and strength are certainly the stuff of legends, as is their ability to pass the curse of undeath onto unwitting victims. Vampires are able to detect camouflaged or invisible foes and can be hit by weapons of silver quality or higher.

Abilities
There is a 2% chance per hit of contracting a disease from a vampire
There is a 0.6% chance per hit of being infected with vampirism
Immunity to Poison and Disease
Bonus to Hit Humanoids
Takes Damage from Sunlight and Holy Places

Spells
Sleep

Fighting Strategies
Spell Reflection, Spell Resistance, or Spell Absorption are recommended when fighting a vampire. Use ranged weapons if you want to avoid the chance of contracting a disease or vampirism. It is best to avoid direct melee attacks at lower levels.
Daggerfall:Vampire Ancient

The Vampire Ancient (sometimes styled Ancient Vampire) is possibly the most dangerous foe in the game. Unlike Ancient Liches and Daedra Lords, they appear very frequently at higher levels and have no ranged spells&mdash;therefore, they can't blast themselves into Oblivion with their own attacks.

Vampire Ancients are able to detect camouflaged or invisible foes, so these types of spells provide no protection. They can be hit by weapons of mithril quality or higher.

Abilities
There is a 2% chance per hit of contracting a disease from a Vampire Ancient
There is a 0.6% chance per hit of being infected with Vampirism
Immunity to Paralysis, Poison, and Disease
Adrenaline Rush
Regenerates Health in darkness
Takes Damage in Holy Places
Bonus to hit Humanoids

Spells
Paralysis
Shock

Fighting Strategies
Spell Reflection is a life saver, but Shock or Spell Resistance are of great use. Having healing spells at the ready is also recommended, provided you have the chance to use them.

Ranged weapons are almost useless, since Vampire Ancients are very fast and can be within melee range before you have reloaded your weapon. Spell Absorption is little help, unless you have a lot of empty Magicka which can be restored by the Ancient's Shock spells, and these attacks are quite powerful. Characters with a capacity of at most 50 Magicka will probably not be able to absorb even a single Shock spell before it causes damage.

On the other hand, if you have a powerful Spell Reflection spell, the Vampire Ancient will kill itself easily with its own Shock attacks. And although they are immune to paralysis, they can be paralyzed if their own spells are reflected back at them (making for an easy target).
Daggerfall:Wraith

Like ghosts, wraiths are the spirits of the dead, but are much more powerful than their counterparts&mdash;both in melee and with magic. They are able to detect camouflaged or invisible foes, and can be hit by weapons of silver quality or higher.

Abilities
Resistance to Magic

Spells
Far Silence
Lightning

Fighting Strategies
Wraiths can do massive melee damage so the use of ranged attacks is recommended, except at higher levels where they can be easily killed with melee attacks.

Notes
Wraiths appear in the first and second demos.
Daggerfall:Zombie

Zombies are animate, rotting corpses. They can deliver a powerful blow, and their decaying flesh harbors festering diseases. Zombies can be hit by weapons of any material.

Abilities
There is a 2% chance per hit of contracting a disease from a zombie

Spells
None

Fighting Strategies
At lower levels, use ranged weapons to avoid the zombie's attacks and chance of disease. At higher levels, zombies can be easily destroyed with melee attacks.

Notes
Zombies are considered animals by the game, not undead.
Zombies should not be confused with Flesh Atronachs, nor with the Ash Zombies of Morrowind or the draugr of Skyrim.
Daggerfall:Daedra Lord

With weapons and magic at their disposal, Daedra Lords are powerful and dangerous opponents. Like all daedra, they are able to detect camouflaged or invisible foes and can only be hit by weapons of mithril quality or higher.

Abilities
Immunity to Paralysis, Poison, and Disease
Regenerates Health (General)
Takes Damage from Holy Places

Spells
Balyna's Antidote
Energy Leech
Fireball
Free Action
Shock

Fighting Strategies
One of the most dangerous foes in the game, the Daedra Lord possesses formidable fighting abilities in close combat. When fighting a Daedra Lord, close in quickly to prevent him from using magic too frequently, and backpedal after striking to avoid his attacks. Spell Reflection, Spell Resistance, or Spell Absorption is a must, especially when fighting at distance as he will use his area effect Fireball spell. A Daedra Lord will sometimes use this spell too close, resulting in his own harm or destruction from its blast.

The Daedric language skill can sometimes render an enemy non-hostile.

Notes
Daedra Lords appear again in Battlespire, though with a much different appearance. However, the Dremora that appear in the game use the same sound effect as and use a similar graphic to the Daedra Lord. Thus, Daedra Lords can be considered to essentially be Dremora.
Daggerfall:Daedra Seducer

Daedra Seducers appear to be alluring spellcasters at first, but when attacked reveal their true bat-winged forms. Like all daedra, they are able to detect camouflaged or invisible foes and can only be hit by weapons of mithril quality or higher.

Abilities
None

Spells
Energy Leech
Vampiric Touch

Fighting Strategies
Daedra Seducers are best fought with ranged weapons or magic, as their spells can be devastating at close range (see Bugs). Spell Reflection, Spell Resistance, or Spell Absorption are recommended when fighting one. The Daedric language skill can sometimes render an enemy non-hostile.

Bugs
The Daedra Seducer's spells are broken in the last official patch. Their respective effects will do the opposite to your character when used, i.e. your health and fatigue will be restored when hit with her spells.

Notes
Daedra Seducers do not spawn when ChildGuard is on.
Daggerfall:Fire Daedra

Fire Daedra are flame-clad horrors from Oblivion. In addition to their burning swords, these creatures can cast fire-based spells from afar. Like all daedra, they are able to detect camouflaged or invisible foes and can only be hit by weapons of mithril quality or higher.

Abilities
Immunity to Fire

Spells
Fireball
Fire Storm

Fighting Strategies
Close in quickly and use melee attacks to deny the Fire Daedra an opportunity to cast its ranged spells. You may also wish to protect yourself with Spell Reflection, Spell Resistance, or Spell Absorption, or attack with cold-based offensive spells. The Daedric language skill can sometimes render an enemy non-hostile.

Notes
Fire Daedra, though slightly different in appearance, correspond to the Flame Atronachs seen in Morrowind, Oblivion, Skyrim and ESO.
Fire Daedra appear similar to Fire Atronachs, but are much more challenging. Take care not to confuse the two creatures.
Fire Daedra appear in the first and second demos.
Daggerfall:Frost Daedra

Frost Daedra are wreathed in the cold mists of Oblivion. Not only do their warhammers pack a devastating punch, but Frost Daedra can cast cold-based spells. Like all daedra, they are able to detect camouflaged or invisible foes and can only be hit by weapons of mithril quality or higher.

Abilities
Immunity to Frost

Spells
Ice Bolt
Ice Storm

Fighting Strategies
Close in quickly and use melee attacks to deny the Frost Daedra an opportunity to cast its ranged spells. You may also wish to protect yourself with Spell Reflection, Spell Resistance, or Spell Absorption, or attack with fire-based offensive spells. The Daedric language skill can sometimes render an enemy non-hostile.

Notes
Frost Daedra, though slightly different in appearance, correspond to the Frost Atronachs seen in Morrowind, Oblivion, Skyrim and ESO.
Frost Daedra appear similar to Ice Atronachs, but are much more deadly. Take care not to confuse the two creatures.
Frost Daedra appear in the first and second demos.
Online:Swarm

Swarm summons a swarm of Fetcherflies to attack your enemies.  The swarm attacks a single target for 10 seconds, dealing Magic Damage over time.  The Fetcher Infection morph deals additional damage on every alternate casting, while Growing Swarm causes the swarm to spread to additional targets after the initial duration has elapsed.

 
Notes
Fetcher Infection is a recommended morph for the Beast Caller build.

Patch Notes
Online:Betty Netch (skill)

Betty Netch summons a small Netch to increase your   and   and periodically remove negative effects. It is free to cast and lasts for 19-25 seconds.  The Blue Betty morph will also restore   over time, while Bull Netch will restore   over time.

 
Notes
The netch will remain for its full duration, even if the skill is removed from your skill bar (most likely via weapon swap).  Thus, it can be useful to keep it on your secondary weapon swap and only switch over to summon when needed, freeing up the slots on your main skill bar for other things.
Due to this skill's zero cost, casting this with the Bond With Nature passive unlocked can be a good way to regain health when out of resources.
Blue Betty is a recommended morph for the Warden Initiate, Beast Caller, and Master Herbalist builds, while Bull Netch is recommended for Savage Stalker and Guardian of the Wild.

Patch Notes
Online:Falcon's Swiftness

'''Falcon's Swiftness increases your Movement Speed allowing you to run faster.  Deceptive Predator adds Minor Evasion, increasing your chances of dodging attacks while active, while Bird of Prey gives you Minor Berserk, increasing your damage dealt instead.

 
Notes
Bird of Prey is a recommended morph for the Warden Initiate and Savage Stalker builds, while Deceptive Predator is recommended for Guardian of the Wild.

Patch Notes
Online:Bond With Nature

Bond With Nature restores your   whenever one of your Animal Companions is killed or unsummoned.  The Feral Guardian is the only companion that can actually be killed, but this will still work with the other skills - Dive and Scorch will both heal you when they hit, and Swarm, Betty Netch, and Falcon's Swiftness will heal you when they expire.  All of these are delayed effects, so it's not extremely effective as a means of self-healing compared to dedicated healing spells such as those in the Green Balance line or Frost Cloak, but being able to attack and heal at the same time is very helpful.
Online:Savage Beast

Savage Beast restores your   whenever you use any Animal Companions ability.

Patch Notes
Online:Flourish

Flourish increases your   and   if you have any Animal Companions ability slotted.
Online:Advanced Species

Advanced Species increases your damage done for each Animal Companions ability you have slotted, up to 6% or 12% with two points in the passive.   

Patch Notes
Online:Dubdil Alar Tower

It is a Telvanni mushroom tower that belongs to Dubdil Alar. He and his Research Assistants perform a ritual here before the world boss spawns.

This boss fight consists of continuous waves of Skaafin enemies, several of which must be defeated in order to summon Mehz the Cozener. Once you defeat Mehz, you will need to activate the central Transmutational Breach long enough for it to be destroyed. If you take too long sealing the breach, Dubdil Alar will be killed and you will not get the related achievement for saving him. Skaafin will continue to spawn as you attempt to seal the breach, so it may be advisable for several players to activate it in order to speed up the process considerably.
 
Completion
To clear this location and mark it as complete, you need to kill the following bosses:
: 

Related Quests


Achievements
There are two Achievements associated with this location:
 

Notes
This location was the site of the Daedra-infested cave of Dubdilla in The Elder Scrolls III: Morrowind, presumably named after Dubdil Alar.
Online:Event Hubs

Guildhalls right
This page details event hubs, locations where repeatable quests can be obtained during special events. These locations are usually unmarked on the map, only getting a map icon for the duration of the event. After the event has ended, the location structures remain standing but the NPCs disappear.

Auridon






Cyrodiil




Eastmarch


Glenumbra






Northern Elsweyr



Stonefalls






Summerset



Vvardenfell



Western Skyrim
Online:Jester's Festival (Auridon)

It is only marked during the Jester's Festival event. During the event, several NPCs can be found here.
 
Related Quests



Residents
These NPCs are only present while the event is live.
Many Festival Merrymakers
Jester King Emeric
Jester King Jorunn
Jester Queen Ayrenn   (22px Festival Herald)
Online:Jester's Festival (Stonefalls)

It is only marked during the Jester's Festival event. During the event, several NPCs can be found here.
 
Related Quests




Residents
These NPCs are only present while the event is live.
Many Festival Merrymakers
Jester King Emeric
Jester King Jorunn   (22px Festival Herald)
Jester Queen Ayrenn
Soars-in-Laughter
Online:Jester's Festival (Glenumbra)

It is only marked during the Jester's Festival event. During the event, several NPCs can be found here.
 
Related Quests



Residents
These NPCs are only present while the event is live.
Many Festival Merrymakers
Jester King Emeric   (22px Festival Herald)
Jester King Jorunn
Jester Queen Ayrenn