Netruk44/uesp-wiki-content huggingface dataset:
Lore:Hackwing

Hackwings are described as both large birds and flying lizards with saw-like beaks, both expressions which are often interchanged.   They travel in large flocks and have the tendency to swarm when they feel threatened. They strike quickly in an attempt to wound or knock down their prey. They will fly off after wounding their victim, only to come back when the victim is almost dead from blood loss. Their victims are then ripped apart with the hackwings' saw-like beaks.     Hackwings are most common in Black Marsh, but their range also extends along the southern coast of Elsweyr.   

They are hunted for their thick, supple, and strong leather hides for use in crafting armor and furniture. Armor made from their hides facilitates quick movement while still allowing the wearer to withstand brutal attacks, qualities which are invaluable to the Argonian hunters of the Black Marsh.  They have a leathery "horn" on the top of their head that is referred to as a plumage.  Despite appearances, hackwings are capable of producing feathers. 

Hackwing anatomy is very similar to the cliff strider, and they may be possibly related to them. Some historians theorize the relation may have resulted from the Dark Elves raiding Black Marsh for thousands of years to bring back things they deemed valuable, such as slaves, livestock, and critters. 

Hackwings can be trained using a variety of tools such as a 'padded bludgeon' and 'wooden whistle'.  Weather vanes in Murkmire were sometimes crafted in the shape of hackwings. 

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

Gallery
 

References
Oblivion:Script Effect

Executes a script when the effect is applied and removed, and every frame while it is active. This effect is only used on very specific items, where the desired effect cannot be achieved through standard spell effects alone. This effect itself cannot be gained for spell making, enchanting, or alchemy. It is, however, possible to create special effect potions and poisons that have individual script effects from the ingredients used to create them.

Spells with Scripted Effects
Manipulate Weather 
Mora's Soul Trap
Namira's Shroud
Sheogorath's Protection 
Stark Reality
Summon Haskill 

Items with Scripted Effects
Apparel
Gray Cowl of Nocturnal
Ring of Disrobing 

Weapons
Mehrunes Razor 
Rose of Sithis 
Ruin's Edge 
Sanguine Rose 
Skull of Corruption 
Staff of the Everscamp 
Staff of Sheogorath 
Wabbajack 

Potions
Hist Sap
Relmyna's Tears  
Turpentine

Scrolls
Reverse Invisibility
Scroll of Transmutation  

Notes
Script Effect is considered an Alteration effect, and thus uses Alteration spell visual and sound effects. The skill does not affect any spells with this effect.
 
As Script Effect spells cannot use different icons, unique icons for Manipulate Weather, Sheogorath's Protection, and Summon Haskill go unused despite existing in the game files.

Alchemy Ingredients
The following Alchemy Ingredients have script effects:
Beating Heart  (Cannibal Consumption)
Chokeberry  (Poison Fruit)
Felldew  (Felldew Effect)
Greenmote  (Greenmote Rapture)
Heart of Order  (Favor of Jyggalag)
Poisoned Apple (Deadly Poison)
Rat Poison (Rat Poison)
Lore:Varanis

is a rural region situated in the southwest of the region of  , which is located in the province of  . Varanis is a largely uninhabited region, mainly used as a source of agriculture in the greater area of Stonefalls, as seen with the biggest settlement,   and the plot of land known as the  . On the western edge of Varanis lies the  , the largest place of worship for the   in all of Varanis. Both tribes of   in Stonefalls inhabit the Varanis region. The   centers around the Iliath Temple. The  's ancient burial grounds,  , is located in the central part.  The greatest landmark in Varanis is the  , which spews great clouds of ash and smoke, leading to many Dark Elves in Varanis to scramble for shelter.  

During the  , there was a settlement called Verarchen Hall located in the area which was ruled by Lord Zirath. It had a rivalry with the settlements of   and  .  It was neighbored by several settlements, including   in the southeast, and   in the northwest.  

 

Gallery
 

Notes
In an early concept map of Morrowind, there is a settlement called Veranis Hall, which comes from the Arena settlement, Verarchen Hall, and was adapted into "Varanis". It was depicted as a settlement occupied by  . 

References
Online:Oblivion Damage

Oblivion Damage is a type of magical damage.  It cannot be resisted by any damage reduction effects.  Fortunately, sources of Oblivion Damage are very rare, being found mostly as set bonuses.  Note that Oblivion Damage is not subject to Critical Strikes, so it is less effective against lightly armored opponents but more effective against heavily armored enemies or enemies who are Blocking or using a Damage Shield.

Sources
Weapons
A weapon with a Glyph of Decrease Health enchantment, made with a subtractive potency rune and  , will deal Oblivion Damage.

Sets
The following sets either cause or synergize with Oblivion Damage:



Champion Points
Occult Overload in the Warfare tree grants the following effect: "Whenever you kill an enemy under the effect of a status effect, they violently explode for 2000 Oblivion Damage per stage to all other enemies in a 4 meter radius."''

Defense
There is no defense against Oblivion Damage.
Lore:Orcish

Orcish is the language of the  s, and a descendant of the language known as  . While it is unknown precisely when the transition from Old Orcish to modern Orcish took place, it could not have evolved any later than  , by the time of which it was well established by the Orcs of   and  .  However, seeing that there is evidence for the Old Orcish language having been largely forgotten by  ,   it's impossible to know for certain when this transition did in fact occur.
 

Language Family and Genetic Relationship
Orcish is likely a direct descendant of  .

Spread of Language
Due to its lesser age when compared to Old Orcish, modern Orcish has had a wider spread in society. During the years around  , Orcish linguistic training was provided by various Trainers in the   and Patricians in the  , as well as being a required skill in the former, in the provinces of High Rock and Hammerfell. 

Known Words
; Beshkar-nor: "Death-forge" 
; Norgim: "Death" 
; Tumnors: "Death Stones" 
; Vosh Rakh: " " 

Notes
There is apparently no word in Orcish for "delicacy",  nor "fragile" or "handle with care". 

References
Daggerfall:NPCs

NPCs in Daggerfall come in two different types: flats (the stationary ones), which are found inside buildings and sometimes dungeons, and townspeople (the wandering ones) that can be found exploring the streets of various towns and cities, or strolling around the premises of farmsteads and manors.

See People for a list of NPCs who wield political power in the Iliac Bay region.

Flats
thumb|left|A quester at a Fighters Guild
Flats' main purposes are to add detail to interiors, offer services, and to give or take part in various quests.

Interaction
Interaction with flats is mostly limited to dialogue and quests; there is no way to kill or pickpocket these NPCs. However, when a quest requires you to kill an NPC with dialogue options (such as Baltham Greyman in Former Student Part I), the NPC's flat will be replaced with a (usually) human enemy once their dialogue is finished.
 

Townspeople
thumb|right|A townsperson in Daggerfall city
Townspeople are most commonly found in towns or cities, and serve the purpose of livening up the cityscape while also supplying you with the locations of various building and places, as well as information about various factions, people, and any recent news.

Interaction
Unlike flats, townspeople can be killed or pickpocketed. However, getting caught carrying out any of these actions will summon the town guards. As in Arena, townspeople will only stop for you when your weapon is sheathed.

Movement system
Townspeople walking system is grid-based, with there being various different types of tiles.

Preferable (For paths or roads)
Undesirable (For grass or dirt areas)
No-Go (Inside buildings and other objects as well as water)
Online:Crown Store/Dyes/Rusty

Rusty
Online:Fonten Jodain

Fonten Jodain is a Breton drunkard who can be found as a passenger on the ship heading for Firemoth Island, prior to the ship being wrecked during Broken Bonds. He is the first NPC that the player will meet if they choose to play through the Morrowind tutorial.

He can be seen stumbling across the ship deck, drinking merrily from his mug, as he looks forward to new prospects in Vvardenfell, before he goes to take a seat at a table. When the ship struck the rocks, he was seen trying to shield himself, but is later found dead. 
 

Related Quests


Quest-Related Events
As part of the related quest, after reading the note on the table, Fonten Jodain will greet you by saying:
:Fonten Jodain: ''"What a fabulous voyage we've shared, my friend! To Vvardenfell and new opportunities!"
:Fonten Jodain: "Still reading that letter? A lover's note, hmm?"

He will then take a seat directly opposite to you, to which he will continue.
:Fonten Jodain: "No need to confirm or deny it. We all have our secrets."
:Fonten Jodain: "I wonder what Vvardenfell has in store for us!"
An uproar above deck then breaks out, and a Sailor gives the following warning:
:Sailor: "Jagged rocks ahead! Brace yourselves!"
To which Fonten Jodain utters:
:Fonten Jodain: "Well, that doesn't sound good."''
 His body can be found beside the wrecked ship near Seyda Neen once the related quest has been completed. The note from the related quest can be found next to his corpse. On characters created before the release of Morrowind, as well as other characters who skipped the related quest and/or completed Breaking Through the Fog instead, Fonten will always be lying dead next to the note.
Lore:Leafwater

Leafwater is a riverside region in the southeastern section of  . It borders the northern region of   and the western region of  . The town of   is the most populated settlement in the region and was built from the remains of a pirate ship. The   is where many   eggs are hatched, under a large   Tree. There are other Argonian settlements located in Leafwater such as the   and the  .
 
Notes
The Legends card called the   was named after the region.
Lore:Daen Seeth

Daen Seeth (or Daen Seth ) is a coastal region in east-central  , within the larger region of  . It borders the region of   to the west, and the region of   to the east. The capital of region is the city of  , which is a   port city in the  .   is one of the two volcanoes located in Stonefalls and it houses one of the  , Balreth. The town of   is located along a   near the volcano. The  s was a battlefield during the time of the  .

References
Lore:Zabamat

Zabamat is a region located on the northwestern section of  . Zabamat is home to a wide variety of farms and other settlements. The region borders the   region to the east and the   region to the west. The capital is the city of  , located on an island west of  .   is a fortress located along the pass between Stonefalls and   in  . The ruins known as the   are just south of Ebonheart and was once the site of a war between the   and the  . The town of   is an   populated town that means an Assimilated Nest in  .     was an infamous battlefield during the  , which led to the formation of the  .

References
Lore:Reticulated Spine

The Reticulated Spine is a region located in northern   and is on the border of the province of  . To the north is the region of   in  , to the south is the region of  , and to the southeast is the region of  .  

The city of   is based on the northern river, built on the site of an   ruin.    was one of the last   settlements to survive after the  .   The ruins of   were once built by the   for the  ,  , but it was abandoned sometime later.    was an ancient temple settlement  but was later abandoned and inhabited by  .  
 

References
Online:Crown Store/Dyes/Nuptial

Nuptial
Redguard:Guardian

thumb|left|Guardian
Two Daedric guardians appear in the realm of Clavicus Vile after you agree to play Vile's game. One always tells the truth and the other always lies. You must ask one of them a question to determine which door is correct in order to win Iszara's soul and not lose your own.

The left one always tells the truth and the right one always lies. However, choosing any option except "Which Door Would the Other Say is Correct?" dooms you to lose your soul and die. You can still lose if you pick the left door after asking that question.
 

Related Quests


Dialogue
 
Topics

Greeting 
Which Door is Correct? 
Which Door is Not Correct? 
Which Guard is Lying? 
Are You the Guard Who Lies? 
Is He the Guard Who Lies? 
Is Clavicus Vile Lying? 
Which Door Would Vile Say is Correct? 
Which Door Would the Dog Say is Correct? 
Which Door Would the Other Say is Correct? 
Do Both Doors Lead to Death? 
What is Behind This Door? 
Greeting
(If you have already asked a question)

:Clavicus Vile: "Just one question. Just one. Choose wisely... Hee hee!"


----

Which Door is Correct?
:"Which door is correct?"

:Left guardian:
::"The right door"

:Right guardian:
::"The left door"


Which Door is Not Correct?
:"Which door is not correct?"

:Left guardian:
::"The left door"

:Right guardian:
::"The right door"


Which Guard is Lying?
:"Which guard is lying?"
:"He is"


Are You the Guard Who Lies?
:"Are you the guard who lies?"
:"No"


Is He the Guard Who Lies?
:"Is he the guard who lies?"
:"Yes"


Is Clavicus Vile Lying?
:"Is Clavicus Vile lying?"

:Left guardian:
::"No"

:Right guardian:
::"Yes"


Which Door Would Vile Say is Correct?
:"Which door would Vile say is correct?"

:Left guardian:
::''"He wouldn't choose"

:Right guardian:
::"He would choose both"


Which Door Would the Dog Say is Correct?
:"Which door would the dog say is correct?"

:Left guardian:
::"He wouldn't choose"

:Right guardian:
::"He would choose both"


Which Door Would the Other Say is Correct?
:"Which door would the other one say is correct?"
:"The left door"


Do Both Doors Lead to Death?
:"Do both doors lead to death?"

:Left guardian:
::"No"

:Right guardian:
::"Yes"


What is Behind This Door?
:"What is behind this door?"
:"The loss of your soul"


What is Behind the Other Door?
:"What is behind the other door?"
:"The return of Iszara's soul"''

Notes
These Daedra are similar in appearance to Skaafin, a race of horned, yellow-skinned Daedra who first appeared in ESO in the service of Clavicus Vile.
Redguard:A'tor

thumb|right|"You never did kill the Prince, Richton. He lives!"
'''Prince A'tor''' was the son of High King Thassad II and heir to the Kingdom of Hammerfell.

With Thassad's death, a civil war erupted between the two major factions, Crowns and Forebears. A'tor fled to Stros M'Kai when the Forebears captured Sentinel, and there he gathered his forces. The Crowns won many battles and planned to retake the capital, but the Forebears signed a treaty allying themselves with Tiber Septim and his Empire. Imperial legions and Forebears combined were too much for the Crowns. Knowing the fate of his kingdom was at stake, the Prince decided to make a last stand at Stros M'Kai.

The Emperor sent Admiral Richton to conquer the island, as well as the dragon Nafaalilargus to ensure victory. A'tor commanded his fleet in the Battle of Stros M'Kai, but was shot down by Richton's assassin, Dram. His wizard, Archmage Voa, tried to save him but could only put the Prince's soul in a soul gem and his body in a stasis field. Despite the destruction of the flagship, A'tor's body was moved to land and hidden in the Temple of Arkay, while the soul gem was acquired by the Restless League.

Cyrus learns about the Prince's location either from Iszara while planning to recover the soul gem, or from Brother Nidal. The priest keeps it a secret until you earn his trust by finding Kithral's journal. Having obtained the soul gem and Voa's ring, and saved Hayle's soul, you can ask Saban to restore the Prince. She performs the ritual, but A'tor's soul enchants the sword rather than his body, to the dismay of Basil and the League. Wielding the soul sword, Cyrus delivers a powerful speech, claiming the Prince chose this form to symbolize his intentions.

A'tor's spirit guides Cyrus into the Palace through a secret entrance. The soul sword is much stronger than your old sabre and with it, you storm the Palace and make your way up to the Dwemer airship in which Richton plans to escape. Outmatched, the Governor feigns surrender but Dram catches Cyrus off guard and holds a knife to his throat. In this final moment, the soul sword rises and A'tor uses it himself to kill both Richton and Dram.
 

Related Quests


Notes
thumb|right|Cyrus as A'tor
While looking in the Mage's Guild's magic pool, Cyrus has a future vision of himself lying in the same position as A'tor with the same outfit
Online:Common Hall

A copy of Proper-Life: Three Chants lies on a nightstand. There's a dog on the porch.
 

Residents
Mevura Arothan
Eager-to-Leave
Admaer
Jyrwinn

Gallery
Lore:Understanding House Hlaalu

Written in the 121st Year of the Golden Peace

Stand proud, kin of  ! You belong to one of the original   of the civilized  . From our capital in the city of  , our influence extends throughout the central region of  . Some call us opportunistic like it's a curse. But as Grandmaster Hesleth always implored, "The Dunmer who ignores opportunity deserves every failure that comes his way."

From the earliest days of the House, Hlaalu focused on trade and crafts. Our maxim was simple. The goal for every housekin was to succeed in business and turn a tidy profit. The   reminds us to "seize every chance to make a profit, but remember that your reputation also has value."

Without huge armies or vast holdings, it fell to our housekin to become experts at diplomacy and negotiation. Our words became our strength. Oh, there were also the less-savory attributes that went along with fast-talking and deal-making. We became thieves and sneaks, blackmailers and backstabbers. Still, we always appreciated the value of the deal. As the Book of Grasping Fortune tells us, "The perfect approach to negotiations is to compromise with an eye toward securing the best possible deal."

Our influence and our wealth has always been distinguished by our willingness to live in peace with our neighbors. While there can be short-term profit in conflict and war, sustainable growth only comes from harmony and fair trade. It falls to House Hlaalu to acknowledge our Dunmer culture with one hand while using the other to adapt to changing conditions as necessary in order to succeed. And what is success? A satisfying deal and a tidy profit, of course!

There is a dark stain on our history, however. Our natural tendencies encourage others to use bribes and favors to influence our housekin. This means that for every honest and fair councilor Hlaalu produces, there might be as many as four or five that are underhanded and corrupt. Does this concern us? Not overly, as history shows us that even the corrupt can wind up serving the common good. Or, at least, the profit earned has no moral component. As the Book of Grasping Fortune proclaims, "You can trade with a friend forever, steal from a fool once or twice, and bargain with the dead not at all, so always go for the most sustainable profit."
Legends:Vision of the Tenth Eye

It cannot be obtained as part of your collection but can be added to your hand by   when there are no valid targets for the cost of the action to be drawn. This can normally only occur through the use of cards like  .   

Notes
Vision of the Tenth Eye first appeared in Skyrim as an Illusion spell used during the Illusion Ritual Spell quest.

Gallery
Online:Black Snails

The   are an unscrupulous mercenary group who are behind the illness of Mistress Dratha and the resulting power struggle in Vos. They have a stronghold in the cave of Pinsun. 

Members


Locations
Pinsun
Tes2Mod:Daggerfall Unity

Daggerfall Unity is a fan-made open source project to recreate Daggerfall in the Unity engine.

Features and improvements
Daggerfall Unity features a variety of improvements over classic Daggerfall, such as:
Native support for Windows, Mac, and Linux
Many screen resolutions
Open source code allowing for transparent modifications
Much easier modding through Unity and C#
Fewer bugs, including all quest fixes such as DFQFIX and new community quest fixes
Improved enemy behavior
Terrain generation with far greater height variance
A far greater view distance even without applying mods
New quest actions and conditions
A quest debugger to show status for all active quests
Native translation support

Progress
As of June 6, 2021, Daggerfall Unity's latest stable build is version 0.11.4. The project's current development stage is listed on the Roadmap.

Technical Information
 
 
 
 

Gameplay Information
 
 
 
 
 

Modding
Daggerfall Unity section of Nexus Mods The storage site for most Daggerfall Unity mods.

Released Mods section of the Daggerfall Workshop forums, where a few other mods can be found.
 
 

Individual Guides
 Jay_H's Character Creation Guide
 Quest Pack 1 Guides
 Kab's Unleveled Spells

See Also
The Daggerfall Workshop website The main development page, including updates and news.
The Daggerfall Workshop forums Web forums with help, support, and up-to-date information regarding Daggerfall Unity and its mods.
Live Builds The page to download the current version of Daggerfall Unity.
The Daggerfall Unity section of Nexus Mods For hosting and organization of several mods.
DaggerXL: A project attempting to rewrite Daggerfall's game engine.
Online:Cliff Darter

Cliff Darters are bird-like creatures that are native to Morrowind, and can be seen flying over Bal Foyen, Deshaan, Stonefalls and Vvardenfell.
 
  
Notes
According to Morrowind Fauna, Part One, the Cliff Darters are related to the Cliff Racers.
The Cliff Darters are not identified by name in the game. That is done only in ''The Improved Emperor's Guide to Tamriel''.
Online:Suran Prison

It is only enterable at a certain point in The Scarlet Judge. Entering is considered trespassing and thus being seen by the Hired Guards patrolling there encounters a bounty.
Although never seen there, Warden Libo is the prison overseer.

 


Related Quests
Online:Arcane

Arcane is a trait which can only be found on jewelry. As of Update 18, this may be crafted using   Cobalt. Items with the Arcane trait will increase your   by an amount dependent on the level and quality of the item.
Online:Robust

Robust is a trait which can only be found on jewelry.  As of Update 18, this may be crafted using   Zinc.  Items with the Robust trait will increase your   by an amount dependent on the level and quality of the item.
Online:Healthy (trait)

Healthy is a trait which can only be found on jewelry.  As of Update 18, this may be crafted using   Antimony.  Items with the Healthy trait will increase your   by an amount dependent on the level and quality of the item.
Online:Sharpened

Sharpened is a trait which can only be found on weapons.  Once you have researched the trait on a given item type, you can craft Sharpened weapons by using   Fire Opal.  Items with the Sharpened trait will increase your Physical and Spell Penetration by an amount dependent on the level and quality of the item.  2-handed weapons provide twice the bonus of 1-handed.
Online:Defending

Defending is a trait which can only be found on weapons.  Once you have researched the trait on a given item type, you can craft Defending weapons by using   Turquoise.  Items with the Defending trait will increase your Physical and Spell Resistance by an amount dependent on the level and quality of the item.  2-handed weapons provide twice the bonus of 1-handed.