naist-nlp/zeshel huggingface dataset:
Public Test Server The Public Test Server , commonly abbreviated as the PTS , is a feature available to players on PC / Mac through the game ' s launcher . ZeniMax Online Studios uses the server as a testing platform for expansions to the game prior to official release . The content within certain add - ons may be under a non - disclosure agreement ( NDA ) while the PTS is live . Access . To access the Public Test Server , click the Settings icon on the top - right corner of the launcher , check the box that says , " Show Public Test Environment , " and click " Apply . " The PTS will have to be downloaded separately from the base game ; this will effectively double the amount of space that official materials related to " The Elder Scrolls Online " takes up one one ' s hard drive . Once the PTS has been installed , a copy of one ' s character will be added to the PTS files ( ZeniMax periodically updates these as more patches are released ) . The original character will be unaffected by any changes in the PTS world , and vice versa , so the PTS can be uninstalled at any time without reversing progress in the actual game . Releases . The following table records the release date of new content or fixes to the game as it appears on the Public Test Server ; it does not document the dates of the full releases or final patch notes . For that information , see here .
Baldor Iron - Shaper ' s House Baldor Iron - Shaper ' s House is a house located next to the forge in the Skaal Village . It is the residence of Baldor Iron - Shaper . It also contains one of the volumes of " The Lusty Argonian Maid " .
Hastily Scrawled Note The text denotes the locations of the celestial phenomenon " Shade of the Revenant . " Content . Primary sites : The Dark Fissure Fort Istirius Fort Linchal Wendelbek Altars have been raised ; Anchorites have been called . Watch the skies ; once a week His Grace shines down on us .
Assured Glib Speech Assured Glib Speech is a Restoration spell in that temporarily increases the value of the speechcraft 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 command : codice _ 1
Hand to Hand Training Hand to Hand Training is a quest in . Trainers . The low - level Hand - to - Hand trainers are Nahsi at the Bravil Fighters Guild and Rufrius Vinicius at the Anvil guild . The mid - level trainers are Davela Hlaren who runs the Imperial Bridge Inn , and Thieves Guild member Ra ' qanar in Castle Cheydinhal . Walkthrough . The latter two will direct the Hero to master trainer Helvius Cecia once a Hand - to - Hand skill of 70 has been reached . He is in the Thieves Guild as well , and will have been encountered during the quest , " Turning a Blind Eye . " ( His house is used for the Gray Fox meeting ) . He will only agree to training if the Hero hits him unarmed for around 30 seconds . During this , he will not be affiliated with the Thieves Guild and it will not be possible to be expelled from the Guild for assault if already joined , though once he says to stop , it will be considered assault again . Once he has had enough , he will train the Hero .
Trappers Trappers are encountered in the wilds to the north of Riften at an unmarked location called Trapper ' s Dilemma , near a closed cage containing a wolf and baited with raw meat . They are apparently trapping wolves , and if they appear , they will be hostile to the Dragonborn . The wolf inside the cage ( sometimes outside it , but the game believes it to be caged ) is not hostile , and has enlarged eyes for some reason . The trappers will not appear ( from behind a nearby rock ) unless the Dragonborn opens the cage and releases the wolf . A dog may be encountered nearby that is also hostile , and may or may not belong to the trappers . Once dead , the trappers are a lootable source of animal pelts , meat , hide armor , weapons , and other random loot .
Ingredient Classification 12 : Frost Elements Content . Our Nord friends are usually the ones trading large quantities of frost elements , as it is easy for them to cross the Reach , navigate the northern climes of Hammerfell , come to Wayrest for bartering , and stay for the mead . The Master is interested in two forms of ice : white and blue . It is recommended that due care and attention are made with the freezing of these substances ( whether via cumbersome encasement in normal ice or magical means ) , as we tend to frown on the hapless and unprepared , who set off with blue ice for trade , and arrive at this establishment carrying a sodden cloth of water . When you banish a frost atronach back to Oblivion , expect a residue to form , and within that detritus , frost salts can be extracted . Certain ice creatures are also known to have this odd substance , which is a blue powder with a crystalline structure wet to the touch without melting . Our apothecary staff take great care to ensure these types of materials aren ' t stored near fire elements , as certain impurities can ruin the quality of both types of ingredients . The finest quality of white ice available is gathered across the wintery climes of Skyrim , excavated from tombs or the frozen forms of an ice wraith or other magical species favoring the cold . The texture of white ice is flaked , like freshly churned snow , and has a delicate nature . It should fluff without melting , leading some to name it " snow fur from Skyrim . " Blue is entirely different ; it has a deep blue color to it , and is extremely dense . The most expensive blue ice can break a Goblin ' s pickaxe . Frost Salts . The essence of a frost atronach , but also rarely found in the wild , these are highly sought after . Proven Benefits ( in Enchanting ) : White Ice . Thin and magically imbued , the texture of white ice can vary from frozen water to Falmer skin . Proven Benefits ( in Enchanting ) : Blue Ice . White found among the remains of certain Daedra , " dark water ice " is also gathered from lakes . Proven Benefits ( in Enchanting ) :
Necromancer ' s Bluff Necromancer ' s Bluff is an unmarked location found in . Description . It is located east of Sleeping Tree Camp . When approached , skeletons will attack the Dragonborn . At the peak of the bluff , there is an altar with the body of a novice necromancer on it , and another on the ground in front of it , among other ingredients and items .
Spark Touch Spark Touch is a Novice level Destruction spell added by the fourth plug - in " Spell Tomes " . Locations . As with all Spell Tomes , Spark Touch spawns randomly depending on multiple factors such as character ' s level and spell level . However , for the best odds of finding a Spell Tome , search boss - level chests in Necromancer and Conjurer lairs .
Jubilee Cake Voucher The Jubilee Cake Voucher is a promotional item for offered for free through the Crown Store . It is only available during the annual " The Elder Scrolls Online " anniversary celebration in April . It granted players access to the anniversary event quest " Ache For Cake " given by Chef Donolon .
Buried Secrets Buried Secrets is a quest available in . A researcher named Neramo asks the Vestige for help exploring the Dwemer Ruins of Bthzark . Walkthrough . After finding Neramo outside the Bthzark ruin , he explains he and his brother Bhosek have secured the exterior of the ruin but he needs to get inside as there are fascinating ancient mechanics to be found . Two focusing Crystals are missing to repair the automaton he has , who he believes can open the entrance and he asks the Soulless One to assist in finding them . Follow the markers to find the crystals , fight the creatures attacking and then return to the entrance to speak with Neramo . He is delighted and starts to repair the automaton and the rod that controls it . Then he performs a demonstration for the Soulless One to watch and observe . He sends it off to open the door . Enter the ruin with Neramo , and he asks for another favor . He suspects the usual defenses are in place and as he is averse to danger could they help him repair the Dwemer generators inside . After accepting the task he gives the control rod to them and explains how it works . The automatom needs to be escorted to the each generator so it can repair them . Escort the automaton to the generators , and meet up with Neramo after it ' s done in the central chamber of the ruin . He is once again delighted and that Bthzark breathes again . Then he asks for a more personal project that will give more coin in reward . He explains he accepted the request from Bhosek to explore the ruins as he knew there where something inside he believes others have died trying to obtain . Knowledge is the greates tresure , The Dwemer guarded their secrets very well and hid a set of schematisc , mechanical drawings that he greatly desire to possess . If they find anyone of those earlier explorers they might have the schematics nearby . Enter the assembly chamber with Neramo and fight the Dwarven Spiders on the way , passing some skeletons and finally the last skeleton deep inside . Beside him is the Dwemer Schematics . Pick it up and head outside to find Neramo . He pretends he was just on his way to find them and asks if the Vestige found the schematics . Give them to him and he is ecstatic and says that this places him in their debt . He asks if there is something he can do in return , and he is intrigued as he heard Kaleen was on her way to Betnikh , then he can do some research on the ruins there but he promise to help with the heist first . He rewards the Vestige with Neramo ' s Staff and some .
Enlightenment Needs Salt Enlightenment Needs Salt is a quest available in . Nojaxia wants to join the Mages Guild in Ebonheart . She is trying to create an elixir that replicates the visions an Argonian receives after licking a Hist Tree . Nojaxia requests the Vestige ' s help in completing her elixir ' s formula .
Black - Briar Lodge ( Skyrim ) Black - Briar Lodge is a location east of Riften . This lodge is one of the houses the Black - Briar family owns , possibly serving as a holiday home . Overview . Currently , no member of the Black - Briars resides here , but the place is protected by mercenaries , both inside and out . The mercenaries are hostile when approached . Frost , Sibbi Black - Briar ' s horse , is found here at the stables and may be stolen during the quest " Promises to Keep . " The Lodge is divided into three sections , the ground floor , second floor and the basement . Quests . No Stone Unturned . One of the Stones of Barenziah is here on the top floor in the bedroom . It is next to the bed . Promises to Keep . Help Louis Letrush get Frost from Sibbi Black - Briar .
Drain Spear Drain Spear is a Destruction spell available in that temporarily lowers the value of spear . The skill returns to its original value when the spell ends . 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 command : codice _ 1
Im - Kilaya Im - Kilaya is an Argonian who lives in Ebonheart , Morrowind . He is the leader and consul of the Argonian Mission , where he can be found . Interactions . Rabinna ' s Inner Beauty . The Nerevarine can lead the slave Rabinna to Im - Kilaya , instead of delivering her to Vorar Helas as originally intended . Alms from Argonian Mission . Im - Kilaya will give the Nerevarine 200 gold as alms for the poor , in order to prove that the Dunmer claims of Argonians being primitive are untrue .
Two - Handed ( Skyrim ) Two - Handed is a skill in , and is one of the six skills that falls under The Warrior play - style . Two - handed skill is raised by the use of large melee weapons that are wielded with two hands . Due to the use of both hands , a spell or another weapon cannot be used while a two - handed weapon is equipped . When using two - handed weapons , the weapon can be used to block incoming attacks . Two - handed weapons do significantly more damage , but they take more time to swing and their power attacks use more stamina than any other type of weapon . Two - handed weapons have a larger range than one - handed weapons . Comparisons with other games . Staves no longer require two hands to wield . Books and quests . Books . The rewards for the following miscellaneous quests increase the Two - Handed Skill : Two - Handed weapons . The following are the weapons that benefit from this skill : Craftable weapons . This is a list of Two - Handed weapons that the player is able to craft at a Forge given the appropriate perks . Non - craftable weapons . This is a list of Two - Handed weapons that are not able to be crafted by the player . They are either received as a quest reward or looted throughout the world . They may or may not be unique . Perks . The following are perks that become available to select as the skill is leveled up . Damage . The two - handed skill directly increases the damage dealt with two - handed weapons . For each skill level , the damage increases by 0 . 5 % . This increase is multiplicative with damage increase from the barbarian perk and weapon improvements . Comparison to dual - wielding or weapon + shield . A two - handed build is balanced between dual wielding and shield builds in both attack and defense . Both hands are reserved for an offensive weapon , giving improved damage over " sword and board " shield builds , however not as high as dual wielding against single foes ( with the Sweep perk , 2 - handers can deal the highest damage in specific crowded situations ) . One major advantage of 2h over dual wielding is blocking , and particularly activating the Quick Reflexes perk in the Block skill tree , which causes the game to enter slow motion whenever an enemy power attacks . In crowded situations , a two - handed build with the Sweep perk can be much more survivable than a dual wield build , causing stagger to whole groups of enemies in front of the player and activating Quick Reflexes nearly nonstop .
Mara ( Character ) Mara is a Bosmer archer who will fight on the Nerevarine ' s side during the quest " Siege at Firemoth . " Usefulness . Mara uses an Ebony Broadsword as melee weapon , which , especially at a low level , can prove useful for the Nerevarine , both due to its damage and its value .
Tribes of Murkmire : Black - Tongues Content . Today we came across an unusual sight , a mound of empty flasks set against the base of a phossa tree . Our guide explained , " The Black - Tongues have tapped this tree . " He then went on to explain that the " Kota - Vimleel , " or the " Black - Tongues , " is another one of the many tribes of Argonians living in the Murkmire region of Black Marsh . Unlike the belligerent Tum - Tahleel or the eerie Veeskhleel , the Black Tongues tend to be polite and soft - spoken — under the right circumstances . If caught off - guard , however , they react uniformly hostile and have been known to kill those trespassing upon their territory without hesitation or mercy . Accomplished alchemists , they often leave flasks and other alchemical tools out in the open as a warning to outsiders marking their territory . The Black - Tongues are ardent Sithis worshippers . As such , they dedicate almost all their resources to producing as many Shadowscales as possible . What is a Shadowscale , you ask ? I wish I knew . Most locals simply refuse to discuss the very notion with outsiders . Argonian commoners revere them with what appears to be a combination of awe and terror , and even mentioning the name out loud seems to be a cultural taboo . A few of the less - superstitious Argonians I ' ve met did share a few facts with , however . Apparently , the Shadowscales are members of a bizarre monastic order of highly trained assassins . Any Argonian born under the sign of the Shadow is given to the order and raised as one of these mysterious murderers . I was aghast . " Surely it ' s just the hostile tribes that follow this barbaric practice ? " I asked . But no . This appears to be a completely ubiquitous practice . Even the amiable Bright - Throats and wise Miredancers participate in this tradition . The Black - Tongues take the obligation very seriously , however . They use their encyclopedic knowledge of swamp vegetation and wildlife to craft a powerful contraceptive called " Gloom Nectar . " Drinking the potion allows the tribe to synchronize their egg - laying cycle , thus guaranteeing a huge crop of new Argonians born under the Shadow sign every year . Their alchemical prowess serves the Shadow - born well in their future professions as assassins . Black - Tongues are known to craft some of the deadliest potions in all of Tamriel . Even the Gloom Nectar will kill — if ingested by non - Argonians . And this is just more proof that almost anything found in Black Marsh will kill you under the right circumstances . While I would love to meet one of the Kota - Vimleel in person and find out more about their alchemical skills and their ties to the mysterious Shadowscales , lingering in their territory without an invitation is not a wise practice . I ' d just as soon not have Viper ' s Bite slipped into my morning tea .
Ahzidal ' s Ring of Necromancy Ahzidal ' s Ring of Necromancy is a unique piece of enchanted jewelry found in . Locations . It can be found in Kolbjorn Barrow during the second stage of the quest " Unearthed . " Utility . The ring can be best put to use with the Ritual Stone and the Aetherial Crown . Bind the Ritual Stone power to the Crown , equip the ring of necromancy , and use the Ritual power to raise an army of undead that explode for 50 frost damage . Remove and don back the crown to reset the ritual power . Enchantment . " " Whenever a creature you have reanimated takes damage , they explode for 50 points of Frost damage and die . " " Note : This enchantment does not work when given to Followers using Conjuration .
Loriasel Tablet , Entry 2 Content . My translation of the Loriasel tablet is woefully inelegant , but I believe it says the following : " Speak the life - treaty of Irrai before the blessed - stone . Call the Daedric herald who was cast down . Accept the shadow of Irrai . Truth and not - truth come as water within many - waters . " The word ' Irrai ' appears twice in the script . I find no reference to this word in any of my books regarding the Ayleid language . It seems to be a name , but of what ?
Giant Slaughterfish The Giant Slaughterfish is a very large slaughterfish . It is found in the Bravil Wizard ' s Grotto at the bottom of the underwater cavern . This is part of the quest Arrow of Extrication , from the Thieves Guild . Unlike its smaller counterparts , the giant slaughterfish is a tough beast for any adventurer who should enter its underwater lair . General stats . Drops . This fish is loaded with many items from its years living in the cave .
Elenwen ( Online ) Elenwen is an Altmer who resides in the town of Silsailen , where she runs the local inn . She is the daughter of Canonreeve Valano . Background . Elenwen grew up in Silsailen , and was raised by Canonreeve Valano . She ran the town ' s inn until the attack by the Veiled Heritance . The Vestige first meets her outside of Silsailen , shortly after a group of Veiled Heritance members disguised as First Auridon Marines launched an attack against the town , in hopes of making it look like Queen Ayrenn would be blamed for it . However , Elenwen and many other townspeople still suspect that the marines were fake . She may task the Vestige with going to the center of town to meet with Teldur . While the Vestige frees the marines , Elenwen witnesses Teldur taking her father , Valano , up towards his mansion . Believing that Teldur was the traitor who sold out Silsailen to the Veil , she requests that the Vestige travel to the mansion to kill Teldur and free her father . However , it is revealed that Teldur had uncovered evidence that Valano was actually a member of the Veiled Heritance , and brought him to the mansion for interrogation purposes . After learning that her father was the real traitor , and of his subsequent execution , she takes over as the Canonreeve of Silsailen , in order to undo the damage that her father had done to the town . Interactions . Silsailen Rescue . The town of Silsailen is under attack by imposters disguised as First Auridon Marines . The townspeople suspect these men and woman are a part of a group called the Veiled Heritance . Real Marines . While in Silsailen , I learned that the imposters have taken real Auridon Marines captive . Teldur ' s End . Teldur has kidnapped Canonreeve Valano and taken him into the manor .
Recruit Llarar Bereloth Recruit Llarar Bereloth is a Mages Guild quest available in . Summary . This quest can be obtained from Ranis Athrys in Balmora after completion of the first four quests by Ajira . This quest is given at the same time as the Manwe ' s Dues quest , although they are separate in all respects besides being close in terms of locations . The Nerevarine must convince Llarar Bereloth , a Telvanni sorcerer in Sulipund to join the Mages Guild , or to kill him . It is possible to either convince or to kill Llarar . Detailed Walkthrough . After completing the first four quests for Ajira , if the player speaks to Ranis Athrys about guild duties , she will ask the player to convince Llarar Bereloth , a Telvanni sorcerer , to join the Mages Guild , or to kill him if he refuses . Llarar lives in Sulipund . to get there , take the road east from Balmora , past Moonmoth Legion Fort . Then cross the bridge to Molag Amur and follow the trail east until you hit a lake . The Dunmer stronghold south of the lake is your destination . Once you get there , talk to Llarar Bereloth . At first , he will refuse to join the guild , but he will agree to join if his disposition is raised to 70 or higher . Alternatively , the player may simply kill him . However , if the player is also a member of House Telvanni , killing him is not advised , as you would risk getting kicked out of house Telvanni . After convincing / killing him , return to Ranis Athrys to finish the quest .
On the Tel Var Stones , Vol . II Series . This book is part of the " On the Tel Var Stones " series . Content . To the Imperial Academy of Alchemists : The preparation of the Tel Var Stones shall be performed thusly : Grind a Tel Var Stone in any mortar and pestle in whatever quantity you please . Add filtered water and distill it in an alembic of expert and scholarly make , separating the vapor for separate study . Pour the powdery soup into a calcinator of inferior quality , and only such , as the natural vugginess of the ramekin made from simple materials will prevent the entire mixture from turning to ash . Stir and clear it with an iron ladle , gathering together the whitish curds that swim at the top like rendered fat . When the color of the water is clear no longer ( and , in fact , emits a rather odd glow ) strew upon it auripigmentum powder equivalent to the initial quantity of the Tel Var Stone powder , plus about as much realgar as will lie upon a half Dwemer coin piece of eighteen or twenty pebble weight . After the auripigmentum and realgar have wed , stir in a capsule of crimson nirnroot powder as well . The powder will flash and glow . When the glow subsides , take out the now iridescent curds with a ladle having a lip or notch in the brim for regimented measurement , and release precisely half of the mixture into a master alchemist retort . Extract a few small drops of the remaining liquid and allow it to trickle out of the dropper into a separate phial of purified water . Please note : if these driblets are round and without tails , then there is not enough Tel Var within — likely due to insufficient heat . If this indeed the case , the recipe is lost , and the magicka held in stasis has been released without study .