naist-nlp/zeshel huggingface dataset:
Axe ( Skill ) Axe is a combat specialization skill in . The Axe skill determines the player ' s effectiveness when fighting with weapons of this type . Axe is governed by the Strength attribute . There are two primary types of weapons governed by this skill : one - handed ( war axe ) and two - handed ( battle axe ) . One - handed weapons are generally lighter and faster , and do less damage , but allow the use of a shield granting greater protection . Two - handed are generally heavier and slower , and do more damage , but prevent the use of a shield thereby sacrificing protection . The skill level is increased while wielding this weapon during combat . When a strike lands successfully , progress towards the skill increase a percentage . When the progression of the current skill level reaches 100 % , the skill level increases by 1 . Racial bonus . Certain races gain a one - time skill bonus during character creation :
Battlehorn Man - At - Arms Battlehorn Man - At - Arms are soldiers who fight to defend the Battlehorn Castle from four Marauders : one warlord , one battlemage , one archer and one fighter . The Hero can assist the men at arms and , if successful , receive the castle itself . They wear leveled heavy armor and are melee fighters . After the fight , the surviving men - at - arms will stay patrolling the castle , both inside and out .
Drowned Sorrows Drowned Sorrows is a quest available in . Background . Dagur at The Frozen Hearth in Winterhold asks for help in finding out what happened to Isabelle Rolaine , the disappeared lover of Ranmir . He dislikes the condition in which Ranmir has caused himself to be in . Asking the people at the inn leads to Vex , a thief in Riften , who knows more about her disappearance . Walkthrough . When spoken to , Dagur asks the Dragonborn to find out what happened to Ranmir ' s lover , Isabelle Rolaine , because he does not like the state Ranmir is in . Talking to Haran reveals that , one night , when the inn ran out of Honningbrew Mead , Ranmir flew into a rage . He said that Isabelle ran off with a thief named Vex , who lives in Riften . Ranmir will have nothing useful to say on the matter and , if questioned , will yell at the Dragonborn that they are never to speak Isabelle ' s name in his presence . Vex can be found in the Ragged Flagon ; she will speak to the Dragonborn regardless of whether or not they have gained entry to the Thieves Guild . Talking to Vex reveals that Isabelle wanted to make some money , but that Vex did not believe she was capable of it . Isabelle refused to be turned away , however , so Vex sent her to Hob ' s Fall Cave . Despite her misgivings , Vex seems to have expected her to make it back to Ranmir safely . Upon traveling to Hob ' s Fall , the Dragonborn discovers her corpse , along with a letter written for Ranmir explaining her intentions . The letter appears to have been written as if it was meant to be sent before she set off for Hob ' s Fall . Taking the letter and giving it to Ranmir gives him closure on his lover ' s death . After receiving this news , Ranmir states that he needs to think about things ; afterwards , he ceases drinking excessively . The quest has no reward , other than any experience gained through combat while completing it , but does count towards helping the people of Winterhold in the process of becoming Thane .
Guide to Bruma Content . Father Talos , protect us all ! My name is Alessia Ottus , and I ' d like to tell you all about Bruma . Bruma is understood to be a Nibenese county , but in truth it is more Nord than Nibenese , on account of its close proximity to the Skyrim border , and on account of the terrible cold and discomfort of its location high in the Jerall Mountains . Bruma is always cold and covered with snow , with braziers kept burning in every quarter to prevent the citizens from freezing to death . Everything is built in wood , since trees are so plentiful in the forests of the Jeralls , and even rich men live here in dark , dirty wooden huts . It is little wonder that Nords are such drunken heathen savages , for life is impossible in such a climate , and one might be tempted to drink into insensibility or sell one ' s soul to just to find sanctuary from the bitter cold and relentless wind . Castle Bruma is cold and drafty , carelessly decorated , and dark with soot from the perpetually burning braziers . The smell of smoke and cinders is overpowering . The high ceilings are grand , but impossible to heat , and one is never able to get warm . The ancient layers of soot and filth encrusting the stonework makes it difficult to appreciate the exceptional stonecarving . Except in its stonework and grand scale , the castle is like the log huts of the people - - cold , dark , drafty , and dirty . Countess Narina Carvain is a Nibenean Heartlander , a dutiful chapelgoer , and a respected ruler , though she is a cunning and ruthless negotiator , and has a reputation for sharp - dealing and treachery . Administration of the county is efficient and well - ordered , and a well - trained and aggressive town watch under command of a hard - nosed Nord captain that thieves and beggars are not very troublesome , though Nords are famous for drunkenness and rioting . Access to the castle is through a gate west from the town into a courtyard . The shops , inns , guilds are located in the north , either on the western terrace near the castle gate , or below the terrace , north of the chapel . The chapel is the central feature of southern Bruma , with houses ranged along the inside of the walls along the east and south . The streets are cramped and barren , since few trees and plants can survive the cold , but the town is compact and quickly explored . Bruma ' s Nibenean citizens faithfully observe chapel Sundas rituals , but the lower classes are unregenerate followers of the heathen Nord gods , and they keep to their own secret superstitions and uncivilized practices . You will not be surprised to find you can purchase good quality weapons and armor here , for Nord smiths are famous for the quality of their wares . But you should not expect to be able to purchase books here , for Nords are ignorant and not fond of reading . The Fighters and Mages Guilds are poor and short - staffed , for no one wants to be posted to such a gray and cold land , but at least the Mages Guild is kept good and warm ( though I shrink from imagining what infernal engines are employed to produce and preserve that heat ) . May the Nine bless and save you !
The Ashlander Emissary : Tanethen Rotheloth Content . " The Ashlander crafts folk prefer sealed resins , strapped leather wrapping , and rudimentary mace spikes or serrated sword edges . " " May your kills be quick and many ! " So say the Ashlanders , a tribe of Dunmer harking back to the old ways of the Nerevarine cult and the prophet Veloth . While there was an uneasy truce between our Ashlander emissary and Bekleri Llenim , the Dunmeri champion , a separate dwelling , a slice of scuttle , and a tipple of golden wine helped temporarily mend the divide . While Azura ' s curse allows the Dunmer to take on a grim countenance , the Ashlander warrior adds ritual paint and markings to further emphasize his grayish - blue skin tones and piercing red eyes . Heavier armor is almost never worn ( it seems only crafted to be presented to a high - ranking village chief or elder ) . Instead , guar leather and chitin plates adorn the more primitive Dunmer , shells carefully heated and cooled until malleable , then pressed and twisted to form breastplate , fauld lames , and even elements of the asset , along with the shoulder plates . Ebony is usually shunned ; the Ashlander crafts folk prefer sealed resin , strapped leather wrapping , and rudimentary mace spikes or serrated sword edges . Those wishing the twisted blade of a dagger under their ribs might compare this to the arms of a Reachman . But I would never stoop so low .
The Frostmoon Hunters The Frostmoon Hunters is a quest in . Background . Asking Geldis Sadri at the Retching Netch about rumors will reveal that the Redoran Guard have spotted a pack of werewolves in the mountains . Walkthrough . The Dragonborn must travel to Frostmoon Crag , which located north of Raven Rock . Once there , they should speak to the hunters . As a werewolf . If the Dragonborn is a werewolf , the hunters will be friendly and offer to trade with the Dragonborn . Talking to Majni will call up a dialogue option to trade with him , four unique rings that enhance a werewolf ' s abilities may be purchased from him . Although , merely speaking to him will complete the quest . Not a werewolf . If the Dragonborn is not a werewolf , the hunters will be less inviting and ask the Dragonborn to leave . Loitering around their camp for too long will cause them to turn hostile and some hunters will transform into werewolves to attack .
Blood on the Ice Blood on the Ice is a quest available in . Background . This is a multi - step quest which begins in Windhelm . It entails discovering the identity of a serial killer that has killed at least three young women by the time Windhelm is entered by the Dragonborn . The body of the latest victim is in the cemetery , and the quest is activated when the nearby Windhelm guard is queried . There are alternative paths through the quest , so following the quest markers exactly may not be optimum . There isn ' t really any forensic reasoning involved ; common sense will suffice for the initial portion . The warning about alternate routes through the quest should alert the Dragonborn to question some early conclusions the various dialogue options seem to force . The biggest " reward " from this quest is related to the Strange Amulet . After going through all the hassle , make sure not to bypass that section if desirous of having its full potential unlocked . Walkthrough . Initiating the quest . To initiate this quest , the Dragonborn must travel to Windhelm at around midnight ( between 7 : 01 PM to 6 : 59 AM ) . If the Dark Brotherhood quest - line has been started or completed , it could hinder the possibilities of starting this quest . If this happens and the murder scene doesn ' t appear , killing Grelod the Kind may fix this issue . Also , make sure no other quests that require a visit to Windhelm is active , such as Thieves Guild ' s small jobs or Companion ' s miscellaneous quests to increase the chance for this quest to appear . At this point , this quest can be completed in one of two ways : Catching the killer . If the amulet has been sold to Calixto earlier , it can be looted back after killing him . It turns out to be the fabled Necromancer ' s Amulet . It grants + 50 Magicka , Fortify Conjuration 25 % , and reduces Health and Stamina regeneration by 75 % .
Syl Syl is a bosmer noble , Duchess of Dementia . She is highly paranoid and suspects everyone around her of plotting to kill her and take her place on the throne of Dementia . Attire . Syl ' s formal gown is decorated with slaughterfish . When the Ritual of Dementia has started , she will change into Dark Seducer Armor and wield her unique warhammer , Nerveshatter . Relationships . Syl is feared by her subjects . Most worry that her paranoia may lead her to act rashly and kill or torture them . Many of them want her dead because of her ongoing relationship with Thadon . The only two she seems to trust most are Anya Herrick and Kithlan , though while both of them serve and protect her they fear her and her paranoid behavior . Interactions . The Lady of Paranoia . After restarting Xedilian , Lord Sheogorath will ask that the Hero learn more about both Thadon ' s court of Mania and Syl ' s court of Dementia . She will ask the Hero look into the current threat on her life . She will assign Herdir to help and allow them to proceed as they see fit . Ritual of Accession . After relighting The Cold Flame of Agnon , Sheogorath will ask his champion to replace either the Duke of Mania or the Duchess of Dementia . If the Champion decides to replace Syl , they will need to follow tradition and assassinate Syl and take her heart . It should be noted that once the Hero finds Syl she will attack on sight wielding her hammer Nerveshatter . If Thadon is picked to be replaced , Syl will become outraged to see Thadon killed and will join the Forces of Order . The Roots of Madness . If Syl was not killed and replaced as Duchess , she will be found leading the Forces of Order underneath the throne room in the fountainhead . She will need to be killed to stop order from overtaking .
The Whispering Door The Whispering Door is a quest available in . Walkthrough . The Dragonborn must be at least level 20 and must have finished the main quest " Dragon Rising " to receive this quest . Hearing a rumor about the Jarl ' s children at The Bannered Mare , and only at The Bannered Mare , begins a miscellaneous quest to " Ask about Balgruuf ' s strange children " . This requires speaking with Balgruuf the Greater . In the beginning , he is in Dragonsreach , but if the Dragonborn sided with the Stormcloaks in the Civil War , he is in the Blue Palace . When asked about his children , he reveals he is having problems with his youngest son , Nelkir , who has taken a sudden dark turn in his personality . This completes the miscellaneous quest and begins " The Whispering Door . " Nelkir is in Dragonsreach , even if his father is a prisoner in the Blue Palace . After a series of disrespectful words and a few dirty secrets of Balgruuf ' s , Nelkir tells the Dragonborn how the Whispering Lady tells him secrets . He directs the Dragonborn to the locked door in the basement ( the ' Old Wooden Door ' or ' The Whispering Door ' ) . Once there , when the Dragonborn listens at the door , a voice tells them that they are more worthy than Nelkir ( " The child is spirited , but lacks . . . agency " ) . She reveals herself to be Mephala , and orders the Dragonborn to open the door . When asked how , she says that all of Whiterun is experiencing a severe case of paranoia , and that the boy knows of what she speaks . In order to find who has the keys , it is necessary to talk to Nelkir again . He says only Farengar Secret - Fire and Jarl Balgruuf carry the key , and adds that " " nobody will notice if Farengar went missing - I promise you . " " At this point , it is necessary to find the Jarl or Farengar . If the Dragonborn sided with the Stormcloaks , then the Jarl is back at the Blue Palace , but Farengar is still at Dragonsreach . After acquiring the key and unlocking the door , Mephala instructs the Dragonborn to take the Ebony Blade , which is next to a book warning of its corrupting evil . Mephala now says the Ebony Blade does not match its legendary description , and has fallen to a lesser form due to its aging without use . In order to restore its former strength , it must taste the " blood of deceit " . For the blade to do this , the Dragonborn must kill someone who trusts them : a person for whom a quest was done , or a follower . This completes the quest , although the blade still needs " charging . " People who trust the Dragonborn can be identified based on what they say . They may say something like " It is a fine day with you around " , or " You ' ve been a good friend to me . That means something . " However , it is far easier to simply use a follower . Considering this , it may be easiest to use the Ebony Blade in the quests " Boethiah ' s Calling , " " The Taste of Death , " or " Lights Out ! . "
Treasury Orders Content . Dearest Tenisi , Your assistance has been profitable to us both , in many ways . I have but one more favor to ask . Find the land deeds for the Ascadian Isles . Replace the documents owned by Rovone Arvel with those of your own clever design . Soon we will have enough to leave Vvardenfell together . Until then , you know what must be done , know also that you have my love . Odral Helvi
Cath Bedraud Cath Bedraud is a graveyard in the region of Glenumbra , High Rock . Here the final battle with Angof will take place . Around and outside the graveyard are Zombies and other undead creatures along with Bloodthorn Cultist s . Quests . Mists of Corruption . Sir Lanis and the Knights of the Dragon are ready to march into Cath Bedraud to deal with Angof , but the mist from Angof ' s vines creates a hazard they can ' t overcome . The Labyrinth . The final battle against Angof begins now . The Vestige needs to get inside and navigate the labyrinth of catacombs to find a safe place for Gabrielle and the soldiers to teleport into . Angof the Gravesinger . Darien discovered that we need three shard - keys to open the three locks that protect Angof ' s inner sanctum .
Stalleo Stalleo is a Nord . He can be found outside on the east side of Treva ' s Watch that begins the quest " Infiltration , " his appearance is radiant . Even after the quest is completed , he can often be found in the campsite just outside the fort . Background . Stalleo once lived with his family in Treva ' s Watch , their personal castle . After High King Torygg died there was bad blood between Stalleo and his rival Brurid . Eventually he , along with his men , left to help in the ongoing war between the Imperials and rebel Stormcloaks . While doing so , Brurid and a larger group of bandits took over his castle . Stalleo mentions that he attempted retaking the castle with his men , but it went " sour " , as he describes it to the Dragonborn . All that is left of his men is Stalleo and two of his bodyguards . Interactions . Infiltration . The Dragonborn is asked to infiltrate Treva ' s Watch and help Stalleo and his bodyguards retake the fort .
Dorthe Dorthe is a Nord child . She is the young cousin of Hadvar and daughter of Sigrid and Alvor the blacksmith , who both live in Riverwood . Background . She is her father ' s self - appointed apprentice at the forge and looks forward to making her own weapons someday . She can usually be found inside her parents ' house or around her father ' s forge . Dorthe , despite her age , is also known to send hired thugs after the Dragonborn , if they choose to steal from Riverwood . Dorthe is good friends with the only other child in Riverwood , Frodnar , although sometimes he plays mean pranks on her . Dorthe can be seen sitting on the bench outside Sleeping Giant Inn talking to Frodnar and his dog Stump . They also occasionally play tag or hide - and - seek . Conversations . Sigrid and Dorthe . When the family enjoys quality time together , it is quite common to hear Sigrid argue with her daughter , who at times drags her innocent father , Alvor , into the conversation . Sigrid and Dorthe will choose between three random lines :
Skills ( Daggerfall ) Skill types . Etiquette . Etiquette is somewhat similar to Speechcraft and Speech skills , however , it is increased slowly by talking to characters and saying things that are not insulting to them . The School of Mysticism . Mysticism experiments with the most arcane aspects of Magicka and expanding these " accidents " into a useful if eclectic range of spells . Because the forces being manipulated by Mysticism are dangerous and unknown , the spell effects are purposefully specific . They include Far Silence and Soul Trap among many others . Buying , creating , and casting spells of mysticism are less expensive for mages skilled in this experimental path . The School of Restoration . Restoration is devoted to the salubrious and soothing powers of Magicka , evident in spells like cure poison and Troll ' s Blood . Buying , creating , and casting Spell devised to heal a target are less expensive for mages of this path . The School of Thaumaturgy . Thaumaturgy concentrates on exposing or manipulating known forces and objects within their natural laws . It is evident in Spells like Levitation and Detection . No Thaumaturgical spell can permanently change the appearance or structure of a force or object . Buying , creating , and casting spells of thaumaturgy are less expensive for mages skilled in this path . This skill also exists in . The School of Illusion . Illusion works with magicka in its capacity to camouflage , illuminate , or obscure without changing an object ' s structure . Invisibility and Light are two of the School ' s most basic spells . Buying , creating , and casting a spell of illumination are less expensive for mages skilled in this path . The School of Destruction . The School is concerned with the purely destructive capabilities of Magicka evident in spells like Fireball and Acidic Field . Buying , creating , and casting spell devised to harm or destroy a target is less expensive for mages skilled in this path . The School of Alteration . The School concerns itself with magicka ' s ability to change , often radically , the structure and composition of any object . Unlike the School of Illusion , Alteration deals with actual change , not the appearance of it . Slowfalling and Shield are two classic spells of the School of Alteration . Buying , creating , and casting spells of alteration are less expensive for mages skilled in this path . Table of skills . < nowiki > * < / nowiki > In ' s successor , , this skill was replaced by Acrobatics . Skills by Faction . Each of the Factions in Daggerfall can help to teach certain skills to the character , if their disposition is high enough .
Molag Bal ' s Shrine Molag Bal ' s Shrine is located deep within the Great Forest . It is southeast of Chorrol , northeast of Skingrad and west of the Imperial City . Head straight west out of the bridge from the Talos Plaza District . Keep going west , past Breakneck Cave , until you come to the Ayleid ruin of Narfinsel . Travel south until the shrine is seen . Followers . Olyn Seran and Yushi speak of Lord Molag Bal but the priest Amir will give the Hero the information they need to receive the shrine ' s quest . A few scattered Steel - Blue Entoloma , some Viper ' s Bugloss , and a Monkshood plant are the only species important to Alchemy that are found here . Quests . Molag Bal . Once the Hero is level 17 or higher and has a Lion Pelt in the inventory , they can approach the shrine . The Hero must corrupt a man , Melus Petilius , to kill them in order to be rewarded by Molag Bal .
Falmer Skulker Falmer Skulkers are a type of falmer in . The sixth strongest type of Falmer , Skulkers are found in Dwemer Ruins and caves , usually assisted by a few normal Falmer or fighting alongside higher - level Falmer such as Gloomlurkers or Nightprowlers . Although they don ' t wear much armor , they have larger health pools than normal Falmer and can cast spells such as Ice Spike and Sparks , which can quickly slow down and overpower the Dragonborn in close quarters . Therefore , it is best to take Skulkers out from a distance before they can close in .
Knifepoint Ridge Knifepoint Ridge is a bandit camp , located northwest of Falkreath in Falkreath Hold . It is also the main camp for the Knifepoint Gang . There is a master - locked chest under the ramp behind the smelter , leading to Boethiah ' s previous champion . This location can only be marked as " Cleared " if the quest " Boethiah ' s Calling " has not been started . Quests . Boethiah ' s Calling . Boethiah demands the Dragonborn to slay everyone using stealth . This will then cause the Ebony Mail to become accessible . Treasure Hunt . One possible location where a Treasure Hunter ' s Note leads to . New Moon . One possible location where the Moon Amulet can be found for Kharjo . Becoming Thane . One possible location where Jarl Siddgeir will ask the Dragonborn to slay the leader of the location . Lost Relic . One possible location where Florentius Baenius will ask the Dragonborn to retrieve an artifact . Rescue . One possible location where Florentius Baenius will inform the Dragonborn that a victim is being held in the location and needs to be rescued . Mining . Six iron ore veins , and three iron ores : When the quest Boethiah ' s Calling has been started :