naist-nlp/zeshel huggingface dataset:
Staff of Ice Spikes The Staff of Ice Spikes is a staff in . Effects . The staff of ice spikes can be used to cast spikes of ice that strike the target for 25 Frost Damage , an effect that emulates the destruction spell Ice Spike . Charge consumed by the staff ' s use is reduced by higher Destruction skill and Fortify Destruction enchantments . Usage . Since the weapon drains the opponent ' s Stamina , it can be used to decrease the number of times a foe can sprint or use power attack s . Its damage is more effective at lower levels , as when the Dragonborn reaches higher levels , they can use more powerful weapons or spells . Crafting . With the addition of the add - on , this staff can be created at Neloth ' s staff enchanter in Tel Mithryn . It requires the following components :
Kingscrest Cavern ( Oblivion ) Kingscrest Cavern is a large , multi - level underground cavern located in northeastern Cyrodiil , in the Jerall Mountains . It is northeast of Lord Rugdumph ' s Estate , near Aerin ' s Camp . In the Kingcrest Withered Forest Room , which is accessible from a few underwater doors from the Kingcrest Cavern Chert Galleries , one will find a large underground dead forest . There are plenty of chests both above and below water . Some of these chests have Hard locks on them . Notable items . The only known plants inside are : Wisp Stalk grows abundantly in rings . Upon entering the main chamber , take the left tunnel . Continue to the door to find the closest ring .
Madness Boots Madness Boots can be forged from madness ore by the smith Cutter , who operates Cutter ' s Weapons in Crucible . She can forge one pair of boots from two pieces of madness ore . Providing a Madness Boots Matrix will cause the boots to be enchanted , as well . The quality of the boots and , if applicable , their enchantment is scaled to the Hero ' s level at the time when asking Cutter to make them .
Ironthread Ironthread is an item found in . It can be used for crafting items in the clothing skill line . It can be used to craft items from 40 to 60 , and requires Tailoring Rank VII . Acquisition . It can be purchased , or harvested from the ironweed plant .
Black Wide Pants Black Wide Pants are an extremely rare pair of pants . Only a few characters wear or carry them , most notably Vicente Valtieri . Their most notable quality is that they have 0 weight , making them ideal to enchant for a mage character , or if simply not wishing to wear armor . Characters . The following characters wear this type of clothing :
Giraud Scraeg Giraud Scraeg is a Breton found hiding in Chill House in Glenumbra . He says he is hiding from his Breton neighbors . Because his father was a reachman , they also think that Giraud is a cursed follower of Angof the Gravesinger . Background . Giraud ' s father came here to Glenumbra from the Reach thirty years ago with Durcorach ' s Horde . He was wounded at Daggerfall and left behind . His mother took him in and nursed him to health . His father had told him tales about Angof , he was terror even back then . He adds that if Angof and his cultists aren ' t killed he will have to leave this place . Maybe a ship captain in Aldcroft will take him as far as Wayrest if necessary .
Fiend Longbow Fiend Longbow is a steel longbow that is enchant ed with Alteration and Conjuration magic . Enchantment . Enchantment ID : " fiend longbow _ en " Both effects are cast when used on self : Characters . The following people own or sell a Fiend Longbow :
Calcinium Ore Calcinium Ore is a raw material in that can be mined and crafted into calcinium ingot s at a Blacksmithing Station , which can be found in most towns around Tamriel . Calcinium ore is found scattered in many places in the countryside . When it is mined , it will usually drop in three or four pieces .
Clothier Survey : Eastmarch The Clothier Survey : Eastmarch is a Crafting Survey map that marks where a bountiful supply of fibrous plants can be found . Acquisition . This item is given to the Vestige as one of the possible rewards inside a Clothier ' s Satchel IV , received after completing a " Clothier Writ " .
Torchbug Treacle Touchbug Treacle als called Glow Juice by Aldmeri Marines , is an item found in . It is used in the quest " Cast Adrift " to heal wounded sailors . Description . This gooey , sticky substance glows faintly within its bottle . It has a sickly sweet smell . Location . This item can be found in Shattered Shoals .
Sanguine Transcendant Wisdom Sanguine Transcendant Wisdom is a Restoration spell in that temporarily increases the value of the conjuration skill . The skill returns to its original value when the spell ends . The magnitude is the value of the increase in the skill . Acquisition . This spell is not available for purchase in " Morrowind " or expansion packs . Although not intended for use by the Nerevarine , it can be acquired on the PC by using the console : codice _ 1
Eyja Eyja is a Nord living in Skingrad . Eyja is also a servant for hire for 150 if the Hero has bought the Servants quarters in Rosethorn Hall . Background . She was orphaned at a young age and worked for Gunder , who " shared a bed with her " but never married her . He never treated her badly , but never gave her much attention , acting like she was " just another part of his shop . " Interactions . Helping Hands . Eyja can be hired to work at Rosethorn Hall , and can provide Shepherd ' s Pie and Rosethorn Mead if asked . She will also sleep in the basement of Rosethorn Hall , making her an easy target for vampires .
Abah ' s Landing Merchant Lords , V . 5 Content . Prepared by Tamonir , Master of Secrets for the Queen of Taneth Now I want to tell you about the sad and unfortunate fate of the fourth major merchant house of Abah ' s Landing , an organization I like to call , " the Fallen House . " Gurges and Associates dates back to a powerful and important Imperial family that has all but disappeared from the Cyrodiil records . It came to prominence during the rise of the merchant lords of Hew ' s Bane , when Isobel Gurges - known as the Regal Pirate of the Abacean - retired from raiding and pillaging to form a more or less legitimate business . Of course , legitimate business means something very different in a place like Abah ' s Landing . Isobel began by making loans with exorbitant interest rates , but it wasn ' t long before she took Gurges and Associates into gambling , fencing , laundering , and highjacking ( where she had her crews steal cargo from merchant vessels so they could sell it back to those same merchants for an immediate profit ) . When the merchant house crisis rocked Abah ' s Landing fifteen years prior , Gurges and Associates was nearly bankrupted . The tumult since , as well as events leading up to the Three Banners War , all but spelled the doom of the merchant house . Today , the Gurges family has only a handful of blood members and vassals , leaving its current patriarch , Martinus Gurges , a bitter and jealous man . He has plans , however . Plants to rebuild his company , reclaim his fortune and holdings , and once again make the Gurges name something to be honored and respected , if not feared , in Abah ' s Landing . He has a long way to go to make his dream come true . ( NOTE : These dispatches were " recovered " from a Taneth vessel and delivered to an interested party in Abah ' s Landing . I have published them so we may all know what our cousins across the bay think of us .
Juicedaw Feather Ring Juicedaw Feather Ring is a generic ring that is enchant ed to temporarily decrease the wearer ' s encumbrance , resulting in a slower loss of Fatigue and an increased capacity to carry items . One of these rings is required for " Juicedaw Ring , " a Fighters Guild quest . Enchantment . Enchantment ID : " ulms juicedaw ' s feather _ en " Acquisition . Juicedaw Feather Ring appears primarily as a leveled item . There are 323 instances that it can possibly be generated in addition to 1 static occurrence in Nar gro - Shagramph ' s inventory . He can be found at Vivec City ' s Hlaalu Plaza .
Governor Vinticae Governor Vinticae is the Nord governor of Dawnstar . He is responsible for banishing his four champions . He tasks the Hero of Dawnstar with finding the champions , those being Alhavara , Beatrice , Chung and Delacroix . According to Vinticae , one of them has betrayed him , and the Soul is tasked with finding out who the culprit is .
Karthspire Karthspire is a cave in . It is located east of Markarth in The Reach and within a mountain nestled in the river valley that contains Karthspire Camp . Upon arrival to Karthspire , the Dragonborn will be greeted by Forsworn that surround the entrance . Enemies . A Forsworn Briarheart and several weaker Forsworn have set up camp in the first room . Puzzles . The first puzzle is the one to lower the bridge to get to the other side of the room . If Delphine or Esbern are following the Dragonborn , they will reference the cave as being " definitely Akaviri stonework . " To solve the puzzle , turn the symbols to the Dragonborn symbol , the one shaped a little bit like a heart . The second puzzle is with labeled pressure plates . Flames will shoot up through the holes in the panels if the Dragonborn steps on any pressure plate , other than the plate with the Dragonborn symbol . Activating the chain at the pillar in the back of the room will disable the floor traps . Any followers , other than Delphine or Esbern , should wait . One may also cross this area using either Whirlwind Sprint or Become Ethereal . The perk Light Foot works here , so a stealth - oriented Dragonborn shouldn ' t have much trouble . Solving the third puzzle will allow entrance to the Sky Haven Temple . To complete this puzzle , the Dragonborn must be accompanied by Esbern . Upon activating the circle on the floor , the Dragonborn cuts their hand over a giant Blood Seal symbol and the door to Sky Haven Temple will then open .
Shadow Shape Shadow Shape is a journeyman - level Illusion spell in . It renders the caster completely invisible for 30 seconds . Actions such as interacting with an object or attacking will break the spell . Acquisition . Shadow Shape can be purchased from Ita Rienus , who resides in the Bravil Mages Guild .
Cast out of the Thieves Guild The Thieves Guild has several rules ( read the Thieves Guild rules ) . If the Hero of Kvatch murders or attacks their fellow thieves , they will receive a hefty fine . The Hero will also be fined for stealing from them . The Hero will not be cast out as such or have to do any special missions , but you will have to pay fines .
Nedhelfin Nedhelfin is a Bosmer Nightblade and a criminal hiding in Hrota Cave , located north of Anvil . He wears leveled armor and wields leveled weapons . Interactions . Den of Thieves . The Hero is hired by Azzan to go to the cave and eliminate the thieves during this quest for the Fighters Guild .
Smelting Smelting is the process in which one transforms ore ( or Dwemer metal scraps ) into ingot s . Although related to Smithing , smelting does not improve the Smithing Skill . Smelter s can be found in most large towns , as well as near many mine entrances . Dwarven Metal . There are six different materials that can be smelted into Dwarven metal ingots , but looting all of them from Dwemer Ruins will usually be impossible because of their weight . However , if one has the patience to walk throughout a Dwemer ruin , once one leaves , they can drop enough ingot material to fast travel anywhere they need to place the metal in a secure place . Then simply fast travel back to the ruins and pick up what they can carry , repeat as necessary . ( Note : make sure to place the Dwemer metal at the front entrance to the ruins , so that when fast traveling back and forth , they do not need to go hunting for treasures that they already looted ) . A better option would be to have a horse waiting out front and fast travel once mounted . Due to the ratio between weight and resulting ingots , it is a lot more efficient to collect Small Dwemer Plate Metal , Large Dwemer Plate Metal and Bent Dwemer Scrap Metal , than either of the struts or Solid Dwemer Metal . Also note that , confusingly , Dwemer Scrap Metal can not be smelted at all .
Letter to Imperial City Content . This is the third letter I am attempting to send to the Imperial Council in Cyrodiil for guidance in the matter surrounding the threat to Fort Frostmoth . A sizable dark elf force has established a stronghold on the southwestern portion of Solstheim . I ' ve given them ample opportunity to surrender , but all attempts to communicate with them have met with conflict . I will continue to do whatever ' s necessary to ensure the safety of Fort Frostmoth and rid Solstheim of these invaders until I receive orders stating otherwise . General Falx Carius garrison commander , Fort Frostmoth
The Secrets of Ragnvald Content . Two hero - heartsTwo hidden keys One fallen Priest Who lies beneath Hail , Hail Torsten Raise them in your songsWho tricked mad - king Otar and rescued Ragnvald for all Otar ! once our chieftainGlorious in battleFair in judgmentThose days ended in pain Dark voices whisperedinto Otar ' s mindnobility shouted downOnce good now craven Priest Fair folk of RagnvaldGood Nords and TrueBroken by his willour city eaten alive Send ! Send Torsten ! Sure spiritsswords that don ' t fail Otar was bent backbut never destroyedBound instead , containedTwo Heroes , Two Keys
No - h ' s Picture Book of Wood Summary . " An interesting book about wood " Content . Wood is pretty Wood is nice If one looks good I ' ll make it twice ! [ Upon reaching the last page of the book , the words ' Boat Ack ' , are seen scrawled about the margin in a vandalistic manner . ]
Amber Guard Amber Guard is a village in the province of Skyrim . It is one of several possible locations that the Eternal Champion may discover in . Geography . Amber Guard is connected to two settlements . To the southwest is Karthwasten Hall , and to the east is Lainalten .
Conjuration Training Conjuration Training is a quest in . Trainers . The low - level trainers are Fathis Aren , the court mage at Castle Bravil , and Sulinus Vassinus at the Skingrad Mages Guild . The medium trainers are Alberic Litte of the Chorrol Mages Guild , and Arentus Falvius , the high priest of Bruma ' s Great Chapel of Talos . Walkthrough . Once the Hero ' s skill reaches level 70 , the above trainers will send them to Olyn Seran , who can be found at Molag Bal ' s Shrine , which is located in the Great Forest west of the Imperial City . Once found , Seran wants the Hero to " put on a little magic show , " in which they are required to summon a Faded Wraith before him . While this pricey spell can be purchased from Athragar at the Chorrol Mage ' s Guild , and Caranya and Gaspar Stegine at the Arcane University , it can only be cast when their Conjuration skill is 75 . However , there is a scroll with the spell on it , but the Hero cannot buy it and it has no fixed location . It should appear in Necromancer dungeons and loot ( the closest lair to Seran is Elenglynn , which is to the west - southwest of the Shrine ) .
Armorer ( Oblivion ) The Armorer skill determines the effectiveness while trying to repair damaged weapons and armor . The Hero can increase the skill level by attempting to fix their own damaged equipment rather than taking it to a smith for repairs . Repairs attempted with the armorer skill are augmented by repair hammers . It returns in as a skill called Smithing . Skill selection advice . While it may seem like a simple ' trade ' skill , Armorer is crucial for any combat intensive character . Especially for long combat runs , like when closing Oblivion gates , armor and weapons will fall apart quickly . Having a high armorer skill will allow repair of enchanted items , and repair them past their original usefulness . Also , repair hammers are heavy ( they weigh a pound each ) , and the lower the armorer skill , the more hammers will be needed to carry during each raid ( because they break more often for low - level armorers ) . Being a master in armorer will allow the need for only one repair hammer , as it no longer breaks . Leveling text . Apprentice . " Long days and nights at the forge make you strong and tough . You are now an Apprentice Armorer . Your repair hammers now last twice as long . You cannot repair magical items yet . " Journeyman . " Long days and nights at the forge make you strong and tough . You are now a Journeyman Armorer . Using repair hammers , you can now fully repair magic weapons and armor . " Expert . " Long days and nights at the forge make you strong and tough . You are now an Expert Armorer . Using repair hammers , you can repair items up to 125 % of their normal health . Weapons with health above 100 % do extra damage . Armor with health above 100 % provides extra protection . " Master . " Long days and nights at the forge make you strong and tough . You are now a Master Armorer . A Master Armorer does not wear out repair hammers while repairing weapons and armor . One repair hammer lasts you a lifetime . " NPC dialogue . Once one ' s Armorer skill level reaches 70 or higher , NPCs will say : " " You ' ve got the hands of a smith . Must have spent some time repairing your gear . " " Usefulness . Armorer helps raise Endurance which in turn raises maximum health . Without this skill , armor will often be completely worn down by the time a dungeon is completed . The expert perk in Armorer raises overall protection , and damage output . The master skill perk makes repair hammers unbreakable .
Orinthal Orinthal is a Redguard assassin who resides in the city of Bliss , New Sheoth in the Shivering Isles . Background . Orinthal claims to have been a former assassin before ending up in the Shivering Isles . Now , he spends his time counting and gathering facts and numbers . He lives in the southern part of Bliss , next door to Thaedil . His house is filled with a large number of books and crumpled paper strewn all over his house . Other than the books , there is little of value . Not much is known about Orinthal , Other than what he claims . He might have been a scholar due to his obsession with facts , and numbers , Though nothing is known about him that can be known as fact . It is unknown why he entered the Shivering Isles . Perhaps knowledge , perhaps he was telling the truth that he was an assassin , and that he was tracking a target . He seems to have an obsession over triviality . It is likely a result of The Manic personality of The Shivering Isles . He has no major use in the game . He will continue to spread his apparent knowledge for as long as he lives .
Frighten the Fearsome Frighten the Fearsome is a quest available in . Walkthrough . Starting from the Marbruk Wayshine , go through the arch to the south towards Bramblebreach . The quest is almost directly south of the wayshrine , just a little to the left of Bramblebreach . Talk to the Khajiit Hazazi who is having trouble convincing the Bosmer there to join the Dominion . They are opposed to Queen Ayrenn and just want to play jokes on him and pull his tail . The Vestige offers to help , and Hazazi tells them to talk to Treethane Niriel . As soon as he mentions the Treethane , a Bosmer walks up and starts dancing behind him . The Vestige can hear Hazazi say " If only Hazazi was allowed to eat you , " " Enjoying the Dominion or not ? " and " Why do you dance ? " Go up the root path to the Treethane ' s Chambers on the left . The Treethane is sitting in a wooden chair in the back center of the room . She thinks the Vestige is a tourist and mentions that they don ' t get many visitors , which most choosing to stay behind the shiny , new walls of Marbruk including King Camoran . Their problem with the Dominion is that the Wilderking , who they obey , doesn ' t seem to like Queen Ayrenn . In order to talk with the Wilderking , they need to gain the Treethane ' s trust by driving away the Wood Orcs , then they need to plant Lurcher s in the camp , then kill the Wood Orc Chieftain . The Shimmering Tree has the lurcher seeds . Go down the path and head east . On the ground level , the Vestige may see drummers and dancers . This path takes them past some more treehouses , those these ones are closer to the ground . The Shimmering Tree is behind two houses . It looks like a small palm tree surrounded by red flowers . Approaching the tree will cause the quest objective to change from ' Find the Shimmering Tree ' to ' Talk to Aranias ' who is kneeling to the left of the tree . Aranias also asked to see the Wilderking . She and a colleague offered to drive out the Wood Orcs , but the Treethane turned them down . She suggests they use essence from the Kollopi tree to hide themself in a cloud of forest moths , so the Wood Orcs won ' t see them . The Vestige can ask her about her background , the Wilderking and Andurs . Andurs is standing behind her . He has been watching the Wood Orc camp . He says not to attack the entire camp and to be careful when fighting the Chieftain . He suggests attacking the shaman who is always near his side first . The Kollopi essence and seeds are collected from the tree , and the Vestige heads off to plant them . The planting sites are inside Camp Gushnukbur , which is surrounded by a tall wooden wall . There are Senche Tigers and Orcs to fight , but once the Lurchers are planted they will help , too . A Wood Orc shaman and lookout will be waiting near the east side of the camp . The shaman can teleport . Defeat them and enter the cave . Inside , there are more enemies , including Ravagers , Rangers and Sentries . The Shaman and The Chieftain are sitting at a table in the south end of the cave . Once they are defeated , go back to the Treethane . She keeps her bargain and gives the Vestige 200 gold .
Hospitality Papers Content . < nowiki > * Certification of Hospitality * < / nowiki > By Proclamation of House of Telvanni , Town of Sadrith Mora , District of Vvardenfell , by Authority of the Sovereign Council of the Great House Telvanni and its Several Client and Subsidiary Houses and Clans Hereas at the general Sessions of the Mage - Lords and their Mouths held for the District of the House of Telvanni at the Town of Sadrith Mora on the 16th day of Second Seed in the four - hundred - and - twenty - first year of the Reign of our Sovereign King Hlaalu Athyn Llethan , by the Grace of All Gods , King of Morrowind , Duke of Mournhold ; Defender of the People and the Law ; Loyal Servant of the Emperor and Empire ; etc . Muthsera Master Angaredhel Mage - Lord , Prefect of Hospitality of the Town of Sadrith Mora aforesaid , hath entered into Recognizance with Sureties , before us his Majesty ' s Magistrates of Peace , within the said District , whose Names are hereunder written : We therefore his Majesty ' s said Magistrates , have hereby Licensed , and allowed the said % PCName the % PCClass , % PCRace , to travel abroad in the town of Sadrith Mora and its environs upon his own recognizance , to visit with all and sundry , and make conversation and arrangements and to seek lodgings with the citizens , tradesmen , and publicans of said town as put forth under law by the Collective Articles of the Council of the Great House Telvanni , Vvardenfell District for three full years , from henceforth next ensuing , or till such other time as shall be by us , or some of our fellow Magistrates thereunto appointed ; Provided that if the said % PCName the % PCClass , % PCRace do not from time to time during that time , well and truly observe the Collective Articles of the Council of the Great House Telvanni , then this License shall presently cease , and be utterly void . Signed , Muthsera Master Angaredhel Mage - Lord Representing the Sovereign Council of the Great House Telvanni