naist-nlp/zeshel huggingface dataset:
Torvar Torvar is a Nord warrior , and a member of the Companions who resides within Jorrvaskr in Whiterun . He is one of the Companions ' newer members . Upon completion of the Companions ' main plotline , Torvar can be recruited as a follower and becomes a potential marriage candidate . He can be recruited into the Blades if the Dragonborn talks to Delphine while having him as a follower . Personality . Torvar is shown to be a drunk , as many of his comments are concerned with drink . He doesn ' t take well to the intensive training , and argues with Farkas about not being allowed to go out and fight . In a conversation between him and Athis , he states a preference for hammers and axes . At first glance , he acts friendly towards the Dragonborn . But as one progresses within the Companions ' ranks , he becomes more sour , and possibly even jealous . Interactions . During the last part of Blood ' s Honor , Torvar can be found outside Jorrvaskr , on the steps outside the front door , standing over a dead Silver Hand member . Torvar can be enlisted as a follower after completing Glory of the Dead . However , he can be obtained earlier by dropping armor in front of him while he is walking . He then asks the Dragonborn if he can have the item . If the Dragonborn says " " Consider it yours . " " , he becomes available after leaving the area and coming back . The Dragonborn can marry Torvar ( after Glory of the Dead ) if possessing an Amulet of Mara and speaking to him : If Torvar should happen to die , the Dragonborn may receive an inheritance of around 200 from him via a courier . Follower . His main skills , from highest to lowest : Torvar resists arrest along with the Dragonborn if the player gets into trouble in a Hold and fights the Hold Guard s without question , an uncommon trait amongst the rest of the Companions .
The Halls of Colossus ( Quest ) The Halls of Colossus is the fifth main quest of . In this quest , the Champion finds the fourth piece of the Staff of Chaos . Walkthrough . Halls of Colossus . The Halls of Colossus is a great maze inhabited by Zombies , Lizard Men , Rats , and Ghoul s . The First Level is composed by tens of complex corridors in which many creatures roam . There are six doors leading to the Second Level , however to reach the Third Level it is necessary to obtain seven keys which are scattered around the First Level : the Gold Key , Iron Key , Sapphire Key , Ruby Key , two Amethyst Keys , and the Diamond Key . However , it is possible to skip this part of the quest by using the spell Passwall to bypass the six doors of the Second Level or by using the Skeleton Key to open the doors . The main objective is to encounter and take the seven keys needed to open the doors to the Third Level . One key is immediately to the left of the entrance ( " north of the map " ) behind a hidden door . Another key on a room in the front of the main entrance . On the center of the ruins a key remains close to a lake , surrounded by unbreakable walls . Southeast of the map , a key remains surrounded by more unbreakable walls guarded by Zombies . On the southwest of the map , a solitary key is stored on a little room which can be accessed easily by swimming . Two keys are located on the northwest , one guarded in a little room and another behind an abyss . It is necessary to use the Second Level ' s doors to explore the ruins without using Passwall ( " the map on the right is extremely useful for orientation " ) . The Second Level is full of Rats , however at this point these creatures should not represent any danger . Once all the keys are obtained , it is possible to open the six doors of the Second Level and reach the last area . The Third Level is small , but it is also the most dangerous . Upon entering , a locked door will request the remaining key . The next door will give a riddle to be solved : A tribute to the architect is found on the southeast area of the First Level , protected by unbreakable walls and only reachable by water . His name is " Theodorus . " The next door will also provide a riddle : The answer is " 108 . " In this point , the effects " Invisibility " and " Resist Shock " can be applied . The last room where the Fourth Piece of the Staff of Chaos remains is dark and inhabited by terrifying , demonic creatures known as Homonculi . These flying demons guard the Fourth Piece and use a strong ranged shock spell . At this point , Homonculi are annihilative opponents who deal massive damage to the Champion . Once they are defeated and the Fourth Piece of the Staff of Chaos is conquered , the Eternal Champion can get out of the wretched ruins . Ambush . Once again , Jagar Tharn will eventually send his servants to kill the Eternal Champion and recover the Staff ' s pieces .
Dragonstone The Dragonstone is a quest item and artifact in . On the front is a map of Skyrim depicting the location of the Dragon Burial mounds . On the back is a passage written in the Dragon Alphabet . Acquisition . The stone can be retrieved from the corpse of the guardian of Bleak Falls Barrow who will be a Draugr Overlord . It is located in the Inner Sanctum , which is in the same room as the Word Wall . Quests . Bleak Falls Barrow . Return the Dragon Stone to Farengar Secret - Fire . He will only accept the Dragonstone after the quest " Dragon Rising " has begun . If the stone has been obtained before Bleak Falls Barrow has started , then it can be turned over to him immediately . Disadvantages . Presenting the Dragonstone to Farengar automatically starts the " Dragon Rising " mission . Upon completion of " Dragon Rising , " the game world irrevocably changes and the Dragonborn is thereafter subject to random dragon attacks , which not only makes travelling around Skyrim hazardous ( especially for low - level players ) , it occasionally results in the death of non - essential NPCs who may still have quests to be completed .
Schemer Schemer is a passive rat that inhabits the Dark Brotherhood Sanctuary in Cheydinhal . He is counted as a guild member , so other members can be expelled for killing him . However , during the " The Purification " quest , Schemer can be slain without consequence , though doing so accomplishes little to nothing as he is not a target of the quest . Physical appearance . Schemer has the same appearance of any other rat found in Cyrodiil . The only difference is that it bears a unique name .
Diseases ( Arena ) Diseases are similar to curses . The only difference is a disease damages Strength , Endurance , and makes Health slowly reduce , until one of them reaches zero . At that point death will occur . Diseases can be cured with spells and potions . Diseases , unlike other damaging effects slowly degrade whatever they normally attack . Curing diseases . There are a few ways to cure a disease :
Scroll Scouting Scroll Scouting is a quest in . Walkthrough . After the completion of the quest " Prophet " , the Dragonborn will be told by Dexion Evicus that all three Elder Scrolls must be obtained , in order for him to read the whole prophecy . If the Dragonborn has already obtained an Elder Scroll , during the Main Quest , then the Elder Scroll will already be in their inventory . If it was sold to Urag gro - Shub at the College of Winterhold , it must be bought back . He ' ll sell it back for 4 , 000 , unless the Dragonborn is the Arch - Mage , in which case he can be persuaded to sell it for half of that . However , if the Dragonborn is not yet the Arch - Mage , Urag can still be persuaded to sell it back for 3 , 000 . If the Dragonborn has not obtained the Elder Scroll from the Tower of Mzark , the quest will play out nearly identically to that of " Elder Knowledge " .
Miraak ' s Boots Miraak ' s Boots are a piece of light armor found in . Acquisition . Miraak ' s Boots can be acquired from the remains of Miraak at the conclusion of the quest " At the Summit of Apocrypha " , along with his robes , gloves , sword , and staff . Enchantment . Wearing this piece of armor grants the following bonuses : The enchantment only works when worn alongside Miraak ' s Robes . The robes themselves grant 15 % spell absorption , so wearing the boots brings this figure up to 20 % . Miraak ' s Gloves also bear the same enchantment , which adds another 5 % to the total . In addition , the boots cannot be disenchanted to learn its effects . Smithing . This piece of armor cannot be improved at a workbench . Usefulness . Miraak ' s gloves , boots and robes potentially grant a total of 25 % Spell Absorption , however they can be used to help achieve a figure of over 100 % if used alongside the The Atronach Stone ( 50 % ) and the Atronach Alteration perk ( 30 % ) . This means 100 % Spell Absorption will negate all damage from any incoming spells and will also restore the Magicka equal to the base cost of casting a spell .
Novice Necromancer A Novice Necromancer is a low - leveled , hostile necromancer encountered in various dungeons . They are mostly encountered wearing Necromancer ' s robes , with or without a hood . Combat behavior . They typically attack with the Frostbite spell and can use Raise Zombie to reanimate nearby corpses , including those of chickens , to fight for them . When their magicka is depleted , they engage targets in melee combat with an iron or steel dagger .
Mogrul ( Dragonborn ) Mogrul is an Orsimer loan shark in Raven Rock , on the island of Solstheim . He can be found wandering the marketplace during the day and relaxing in The Retching Netch in the evening . His bodyguard , Slitter , is constantly by his side . He wears a rare set of tavern clothes . He is the primary antagonist of the quest " A New Debt . " Interactions . A New Debt . Once Drovas Relvi is sent to work for Master Neloth during the quest " Reluctant Steward , " it is revealed that he owed Mogrul 1 , 000 . If he is not paid right away , he will send his thugs after the Dragonborn until he gets his gold . The debt can be reduced to 500 with a successful intimidation .
Ghoul Ghouls are creatures encountered in . Description . Ghouls are olive colored undead creatures who roam dungeons and feed on dead corpses and other flesh , it is possible to identify close Ghouls by their distinctive moan . These creatures are usually encountered in dungeons seeking aliment and they will attack intruders who enter their lairs . Ghouls use an edged weapon as offensive instrument and as a consequence of their habit of feeding on dead corpses , they are capable of transmitting diseases . Ghouls are a creature of average power and should not be underestimated by low level opponents , their attacks have sufficient damage to kill an enemy with a few swings . However , as the Eternal Champion obtains more experience , Ghouls become a minor enemy . Ghouls are between spiders and Hell Hound s in terms of strength . Ghouls are first encountered at Stonekeep during the quest " Fang Lair , " where a group of them surrounds the parchment together with goblins and skeletons .
Bloodskal Barrow ( Bloodmoon ) Bloodskal Barrow is a location found in expansion . Background . It is a cave found at the edge of Hirstaang Forest and is home to the unique sword Bloodskal . The barrow is located northwest of Raven Rock . The cave contains Draugr . When the sword Bloodskal is picked up , more enemies will spawn .
Dreugh Shell Armor Dreugh Shell Armor is an item card in . Strategy . Dreugh Shell Armor , being an item , can be used on creature cards , improving their power and health . This makes Dreugh Shell Armor helpful when an opponent ' s Health is low , allowing for one ' s stronger Creatures to finish them off more easily . Dreugh Shell Armor can also be used to enhance an important card on one ' s lanes , improving the chances of winning the battle , and the Creature ' s chances of prolonged survival , allowing them to hit an opponent and finish them off . Careful , if one would use it on his cards Dreugh Shell Armor may become useless if the opponent uses an action card to destroy it . It is advised to use Dreugh Shell Armor before commanding a Creature card to attack the opponent .
Virgile Celiane Virgile Celiane is a Breton mystic and a member of the Mages Guild . She is initially found at their branch in Aldcroft , where she sells her wares at her stall , Sorcerous Implements . Following the restoration of the Hollow City , she can be found at her new stall , The Garden of Gems , in the marketplace .
Zabeth Zabeth is an undead Sword - Disciple of the Rahni ' Za , School of Warriors who committed suicide when Abelazar attacked the school . He can be found on his knees , kneeling over a dead Sword - Disciple ' s corpse with a note next to him . Interactions . The Trials of Rahni ' Za . After the Vestige meets a student of the Rahni ' Za , School of Warriors in a camp near the school , she will tell them the school has been taken over by a traitor and former students of the school which he turned into thralls . It is up to the Vestige to defeat the traitor by completing the five " Trials of Rahni ' Za . "
Oghash gra - Magul Oghash gra - Magul is an Orsimer Rogue living in the city of Cheydinhal . Background . She is a member of Dulfish gro - Orum ' s skooma ring . Her role is to run the skooma to the Camonna Tong and return with the profits to Dulfish . Oghash lives an ordinary life , except on Tirdas , when she wakes at 6am and sets off for Imperial City . The journey takes most of the day and she usually arrives at 8pm . She then ventures to the Waterfront District and mounts the gang ' s Paint Horse and rides to the main part of the district . Once she arrives at the residential area , she searches for skooma , after which she returns home . On Fredas , she leaves Cheydinhal again and heads to Walker Camp . Once there , she gives all her Skooma to the Camonna Tong in exchange for all their gold . Returning home again , she waits until 10pm , when she gives all of that gold to Dulfish .
Scholar ' s Insight Scholar ' s Insight is an ability found in . Acquisition . It is one of three possible abilities gained from the quest " " . Effect . " " Reading Skill Books gives you an extra Skill Point . " " Example : If the Dragonborn initially has 19 destruction before reading a skill book , with Scholar ' s Insight it can become raised to 21 instead of 20 . This does not give a Skill Perk to spend on Skill Trees . This skill does not affect the Oghma Infinium .
Skyforge Steel War Axe The Skyforge Steel War Axe is a one - handed weapon found in . It is identical to the Steel War Axe in appearance , but has a higher damage rating which is on par with an Elven War Axe , but lighter , giving it a faster attack speed . Acquisition . The only merchant who sells the Skyforge Steel War Axe is Eorlund Gray - Mane in Whiterun . The Dragonborn can also acquire it at no cost by asking for it after the Companions initiation . Smithing . The Skyforge Steel War Axe cannot be crafted , but it can be upgraded with a Steel Ingot at a grindstone and also benefits from the Steel Smithing perk , which doubles the improvement .
Hammer of Glass ( Book ) Content . The first Orsinium started not as a city but as an armed camp . Eventually , the camp grew into a village , and the village expanded into a town . In just a few short years , it became a sprawling , indefensible mass of people and buildings that were ripe for attack . Forge - wife Mortuga , first and greatest of King Torug ' s many wives , sought out a master mason to build a stone wall around the city and define its borders . He had to be a master crafter , as well as possessed of the skills of a warrior and a negotiator to complete the task in record time . She chose Kuthbarg the Steady to handle the job . Kuthbarg did as he was tasked , raising strong walls around Old Orsinium that can still be seen to this day . As a reward , he was given the Hammer of Glass - a hammer carved from a single crystal . It is believed that the striking sculpture still resides in the ruins of Old Orsinium .
Scroll of the Dawn Sprite Scroll of the Dawn Sprite is a Mysticism scroll that increases the user ' s Agility for a limited time . Inscription . This scroll ' s inscription reads : FOR THE GODS ! Characters . The following people possess or sell a Scroll of the Dawn Sprite : Locations . A Scroll of the Dawn Sprite can be found at the following locations : This scroll can be generated at random ( there are an additional 260 possible occurrences ) .
Cylarne Cylarne is located on The Isle of Flame and this is where the Flame of Agnon in the main questline is held . Overview . The Dark Seducers hold the left side of the ruin and the Golden Saints the right side . There is one chest outside in the garden along with multiple urns and chests inside , all with various minor loot such as potions or coins . A key is required to enter and can be obtained by speaking to one of the guards during part of the main quest . Quests . The Cold Flame of Agnon . After completing both the " Addiction " and " The Lady of Paranoia " quests , the Hero must speak to Sheogorath . He will reveal that the real reason they are in the Shivering Isles is to stop the Greymarch by becoming the new Sheogorath . If they fail he notes , he will swallow their soul and vomit it into " the everfilling Chamberpot of the Ageless . "
Luther Broad ' s Boarding House Luther Broad ' s Boarding House is an inn located in the Elven Gardens District . It is run by Luther Broad , who charges 10 for a room for the night . It may serve as a secret base of operations for undercover Blades ; certainly , the inn is party to one Blades operation , in which the Hero and Baurus of the Blades track down leads on the identity of the Mythic Dawn . It is in the basement of the Boarding House that the two Blades kill the Mythic Dawn tracker agent , Astav Wirich . Quests . The Path of Dawn . After discovering that the Amulet of Kings was taken by the Mythic Dawn during the assault on Weynon Priory , Jauffre wants the Hero to meet with Baurus in Imperial City to help find the location of the Amulet of Kings .
Sharamph Sharamph is an elder ly Orsimer wise woman residing in the stronghold of Mor Khazgur in The Reach . Background . Being the oldest and the wisest of the Orcs at Mor Khazgur , she is one of the most respected members of the community . The residents of the stronghold come to her seeking advice and guidance , so that they can remain true to the Code of Malacath . She serves as their spiritual leader , performing ceremonies in which she reads the entrails of an animal . Like most Orc wise women , she is the mother of the chief , in this case Larak . She has two daughters - in - law named Bagrak and Shuftharz . Borgakh the Steel Heart and Olur are her grandchildren . Being the local alchemist , she sells potions and ingredients . Her workshop is next to Larak ' s Longhouse , and contains an alchemy lab , along with some ingredients and potions . Sharamph appears to wear Hooded Black Mage Robes , but she actually wears regular Black Mage Robes , along with a Shrouded Hood . This hood is normally only obtainable from the Dark Brotherhood .
Come to Vvardenfell Content . Cousin , I know you ' ve got a place above that store in Stormwind , but you really have to join me in Vvardenfell . I ' ve been here less than a year and I ' ve already got my own place just outside Balmora . I ' m making enough gold that I take voyages down to Vivec City every month or so . You wouldn ' t believe the architecture here . They built " the City of the Warrior - Poet " right out on the water . All these multi - layered cantons — I have a hard time finding my way around ! And Balmora has a canal running right through the center of the town . I though they ' d call it the " town of waters , " but it really should be " the town of beautiful barmaids . " There ' s a Dark Elf woman working at one of the inns who really likes me , I can tell . Anyway , when you get here , find me in Balmora . It ' s north of Seyda Neen . If you land in Vivec City , spend the extra gold for a barge trip . The wildlife along the road can be a bit dangerous . Arturian
Imperial ( Skyrim Enemy ) Imperials are enemies in . Imperials , in this sense , are randomly generated Characters who are invariably hostile . They can be encountered for no reason and their appearance is in no way affected by quests . They are low level , from 5 – 15 depending on player level . Equipment . They wear iron or steel armor however the sets do not match ( They might wear an iron cuirass with Steel Gauntlets and a steel helmet ) . Imperials usually fight with a Steel Dagger but can use ranged weapons as well , but never magic . They are most common within The Reach and are rare in cities .
Bugs ( Morrowind ) This is a page for all glitches and other bugs in . Wall phase / no citizenship . One of the glitches confirmed to be in the Xbox version of " Morrowind " is near the beginning of the game . After leaving the building in which you assign your skills you will be in a closed off space with a door and a barrel . Inside the barrel is a ring . Behind the door is a room where you talk to an official who tells you laws and information . Before entering that door you must walk along the brick wall until you are stopped by the building with the barrel next to it . Once you are stopped , begin jumping . It should take 3 – 7 jumps before you phase through the wall . By doing this you have completely cut out the process of being a citizen of Morrowind . If you try to buy or sell anything at any shop or when you try to talk to certain people you will be denied . The shop will say you cannot buy without citizenship . After performing this glitch you " cannot " phase back through the wall . And will NOT be able to enter back through the door as it will be locked . Permanently increase attributes . There is a glitch in Morrowind that allows you to create a spell that you can use to permanently increase your skills or attributes . Go to Arrille ' s Tradehouse in Seyda Neen . Buy ' Jack of Trades ' spell from Arrille . Go to the Mages Guild in Balmora and talk to Masalinie Merian in the basement . Buy ' Soultrap ' from her . Talk to Estirdalin nearby and choose spell making and go down to ' Fortify Attribute ' ( or fortify skill ) . Choose one off the list ( ex . Strength ) and put the Magnitude to 100 – 100 and set it on ' self ' . Then , choose ' soultrap ' and set it on ' Target ' do not change the duration or area of the spell . Once you cast it successfully it increases the chosen skill or attribute by 100 . You can also use a bound weapon of any style and switch it back and forth * using the triggers and holding x * and your skill for that weapon will increase permanently no matter how many times you do it . Increasing attributes to very high levels will eventually result in a very negative value . This is probably due to integer overflow . Money at start . At the very beginning , as you choose your Traits , there should be a shelf to your right with a Limeware Platter to the right , if you pick it up quickly , then turn towards the door , right click before the guard tells you to hand over " Any stolen goods " drop it , and then close your inventory , then when he asks you to give any stolen goods to him , do it , then when you exit the window , it should be there to pick it up . Should at least be 650 Coins .