naist-nlp/zeshel huggingface dataset:
Console Commands ( Skyrim ) / Enchantments This is a complete list of every enchantment effect available within Skyrim , and its corresponding console identification code , to be used with the playerenchantobject command . Provided by aerionop . Obviously this list needs to be properly organized , and not all of them are guaranteed to work , however the ones in the brackets that , for example , say EnchFortifySneakConstantSelf supposedly work 100 % of the time , as they ' re used by the game ' s enchanting process itself . To enchant an object via the console , a series of ID codes must be entered : playerenchantobject < nowiki > < ObjectID > < Enchantment ID > < Enchantment ID > < / nowiki > Only one actual Enchantment ID needs to be used for the command to work . The enchantments will be applied based on the value of the player ' s enchanting skill . A skill of 85 would apply a sneaking skill of 85 % , and so on . This also means that any fortify enchanting effects of potions or apparel will affect the strength of the enchantments . Some Enchantments can only be used by themselves such as the Ebony Blade Absorb Health . In order to see what Enchantment must be by itself look for the Only Enchantment Section . If the Enchantment has to be used by itself you will see a Y if not you will see a N . Tips . If you want a permanent and inmortal with 0 magica cost atronach , use the summon < element > atronach spell on a piece of armour . This will summon an atronach of your election permanently , being instantly re - summoned whenever it dies . Note : This trick may work on familiars and other summoned beings , but it has not been proven . Also , the spell on weapons does not work because the spell its " summon < element > atronach for + 0 seconds " so every time you hit it instantly disappears . If you want to create some really crazy stuff , this command to give yourself a full set of apparel ( head , arms , legs , body ) all with the fortify enchanting enchantment ( id code : 00109632 ) applied twice . Then equip all of these items and repeat the process of giving yourself the enchanted apparel . The second set of apparel will be exponentially stronger than the first and this process can be repeated until the game crashes ( don ' t know exactly why this happens , it seems to happen when either the value of the item exceeds 1 trillion or when the enchantment is stronger than 1 billion ) this game crashing level of awesome only took about 5 repeats of the process ( which is very quick because pushing the up arrow key when in command prompt accesses the last command you typed ) . Seeing as only two or three repeats of this process can make you armor and weapons that have similar effect to toggling god mode on ( that command is TGM ) it is suggested that you stop there , because after that the game will crash often and it become difficult to predict when it crash after this point . Save after every step . Note : You will not be able to learn enchantments from the items you receive using the playerenchantobject command . Some sort of working and interesting enchantments to use on items are :
Humilis Nonius Humilis Nonius is an Imperial commoner working at the Wildeye Stables just outside Bruma . Interactions . He offers no quests or training nor any useful information . When speaking to him , he refers to Petrine if the Hero is wanting to buy a horse . When spoken to , he will say he grew up in the Heartlands , and that he believes that they work harder than the local Nords .
Tower of Mzark Camp Tower of Mzark Camp is an unmarked location found in . Description . Outside the elevator exit for the Tower of Mzark is an adventurer ' s camp . Whoever was here has left a knapsack containing a skill book , two chests ( one is empty ) , three bedrolls , some food , and Dwarven clutter , including some pieces that can be smelted .
TouchDrain Medium Armor TouchDrain Medium Armor is a Destruction spell available in that temporarily lowers the value of medium armor . 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
Elrindir Elrindir is a Bosmer merchant . He and his brother Anoriath own The Drunken Huntsman in Whiterun . Background . One night , whilst under the influence of some mead , Elrindir and his brother went out hunting ; however , in his drunken state , Anoriath mistook Elrindir for a deer and fired an arrow into his rump . Thus , the two brothers decided upon the humorous moniker " Drunken Huntsman " for their hunting shop . Interactions . If following the Dark Brotherhood side quests , the Dragonborn may be tasked with killing his brother . If this has been done , he will sometimes begin dialogue by saying , " " Something you need , you miserable wretch ? " " even if his brother was killed in secret . He will also use unique dialogue depending on the Dragonborn ' s race . Elrindir gives no other indication that he is upset about his brother ' s death and will not send thugs after his killer . Rescue Mission . A radiant quest from Vilkas , the Dragonborn is sent to a random location to rescue Elrindir . Hired Muscle . Erlindir has been causing trouble for someone around Whiterun . The Dragonborn is sent to rough him up to remind him of his obligations and return to Farkas when it is done .
Ancient Steel Armor Ancient Steel Armor is a complete set of heavy armor in . It is said to have been worn by the fabled Snow Prince during the Battle of the Moesring . The set is unenchanted and looks identical to standard steel armor . Acquisition . A note found on a corpse at the bottom of Lake Fjalding reveals the locations of the armor pieces : Comparison . Each piece of this nine - piece set has one additional point of base armor rating compared to its standard steel armor counterpart . With 100 points of Heavy Armor skill the complete set ( including shield ) provides 487 armor points , while a complete set of standard steel armor provides 451 , a difference of 36 points . The pieces ' enchant value , monetary value , and weight are all equal to standard steel armor . The set ' s major drawback is its item health , which is half that of standard steel armor .
Andragil Andragil is a Master Block trainer who lives on the second floor of a shack near the main entrance to Bravil , across from the Fighters Guild . She will agree to train the Hero after passing a blocking test . She is also growing a Nirnroot in a pot next to her bed .
Remedy Remedy is an apprentice - level Restoration spell in . It restores 10 points of the caster ' s health and 20 points of fatigue for 2 seconds upon cast . Acquisition . Remedy can be purchased from Earil , who resides at Earil ' s Mysteries in Crucible , New Sheoth .
Characters ( Oblivion ) Non - player characters , or NPCs , are any characters in the game world that are not controlled by the player . NPCs are controlled by " Radiant AI " , a complex system in which NPCs move about the world in a non - scripted , lifelike manner and perform daily tasks including shopping , hunting for food , going to church , painting , selling , or even going on a mission of assassination . In general , the term " NPC " refers specifically to humanoid NPCs , meaning all races , including those which are not playable . Details about non - player characters . Day to day schedules . Many of the NPCs within cities and towns often have a day to day schedule . An NPC may do a variety of different things during the day , including :
Confront the King Confront the King is a quest in . Hannibal Traven tasks the Hero with killing Mannimarco , the King of Worms . Traven promotes the Hero to Arch - Mage , sacrifices himself and puts his own soul into the Colossal Black Soul Gem . Walkthrough . Arch - Mage ' s quarters . After Hannibal has sacrificed himself and died , search his body and take his key and the Soul Gem . Head to Echo Cave , where the King of Worms can be found . Echo Cave . Outside the cave , Bolor Savel , Mannimarco ' s last lieutenant and guardian of Echo Cave , will be waiting . He gives a speech and states he will die protecting the key , and then attacks . After taking his key , enter the cave , which has Necromancers and leveled undead . Go through the cave to the bottom level where Mannimarco awaits . He also has a speech , in which he recognizes the growing annoyance the Hero is to necromancers , and then uses his enthrall spell ( the same spell that turned Mucianus Allias into a worm thrall ) on them . However , the presence of the Colossal Black Soul Gem in the Hero ' s possession negates this effect . Thus robbed of his critical weapon , he attacks . Mannimarco is seven levels above the Hero , with an array of spells and scrolls . He is also standing next to a lever that activated a claw trap . Once slain , he can be looted for the Staff of Worms , which reanimates the dead , and his unique Necromancer robes . Arcane University . Head back to the University , where Raminus Polus will acknowledges the Hero as Arch - Mage and provide guidance on what to do next . Becoming Arch - Mage has several benefits : Speak to Raminus about Alchemy Acquisitions after being made Arch - Mage for a short quest regarding the chest .
Ash Curse : Spell Points Ash Curse : Spell Points is a Destruction spell in that reduces an adversary ' s Magicka . It also inflicts the caster with Corprus disease . Effects . Both effects are inflicted instantly : Characters . Senise Thindo , a Battlemage at the Tel Aruhn living quarters is the only person who knows Ash Curse spells . 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
Battle of Old Hroldan The Battle of Old Hroldan or the Sack of Old Hroldan was a historical conflict during the Interregnum in 2E 852 . The attack on Old Hroldan is very significant for the history of the Third Empire , it was where Hjalti Early - Beard was discovered and lead to the beginning of the Tiber Wars . History . Second Era . During the Interregnum in 2E 852 , King Cuhlecain of Falkreath sought to unite the Colovian Estates but needed to secure the northern border near The Reach . With the help of his Nordic allies , Cuhlecain ' s Colovian army under the administration of Hjalti Early - Beard had invaded the fortress of Old Hroldan . Hjalti was renowned for being a shrewd tactician and was able to force the Reachmen back into Old Hroldan with what little fighters he had at disposal . The siege of Old Hroldan was seemingly impossible until after one stormy night , Hjalti appeared before the gates and broke through it with the power of his Thu ' um . Early - Beard ' s forces stormed the fortress and defeated the Reachmen , bringing victory to the city - state of Falkreath . The Nord s of Hjalti ' s forces were in awe of their leader ' s power and became to call him , Hjalti Talos , which means Stormcrown . With his newly - invincible general , Cuhlecain reunited the Colovian West and conquered the Nibenay , establishing himself as Emperor Zero . His reign would come to an end when he was assassinated , and Talos , now under the name of Tiber Septim established the Third Empire and began the Tiber Wars . After the Battle of Old Hroldan , the view of the Reachmen deteriorated , making them out as a barbaric bunch , irrational and unwilling to reason with , basically animalistic .
The Waking Dreamer The Waking Dreamer is a quest available in . Walkthrough . Entering The Vile Manse in Valenwood , it is possible to find several messages pointing to Graccus as a wizard who killed an entire Bosmeri town to keep some treasure buried deep below the area . In one of the Manse ' s rooms , inside a pair of boots , the keys can be found . From there , down the cellar , hordes of foes , usually grouped in four , two being healers . After finding the Mysterious Tome , Hermaeus Mora appears and says that Graccus holds deep down the Manse the Oghma Infinium , and even offers the magnificent book if the wizard is defeated . Finding a way beneath the cellar , there is a hole on the ground that goes pretty deep . Taking the drop , it ends in a large pool in an enormous cave . As Hermaeus Mora appears , he indicates down the path where Graccus and the Oghma Infinium are , where the ruins of the swallowed city remains . Going through ways of solid ice and some Frost Atronachs , Graccus is located at the far end performinf a ritual . After stopping and killing Graccus , reading the Oghma Infinium will grant a screaming action and the book to disappear . Hermeaus Mora projects himself atop of the altar table and is relieved that his artifact will be secure once again in Apocrypha . If asked , admits that lied about giving the book for his own purposes . Anyway , impressed , he rewards the task with Discourse Amarantine and its hidden knowledge .
Bhisha ( Skyrim ) Bhisha was a Khajiit who traveled in one of the Khajiit Trade Caravans . She is mentioned in the book " Ghosts in the Storm " and traveled with Ri ' saad . According to the book , she was killed when the caravan was ambushed by Falmer during a snowstorm . Her subsequent death - cry was loud enough to alert her fellow travelers , who slew three of the Falmer before they retreated .
Ogre ( Oblivion ) Large and powerful beasts with cannibalistic tendencies , Ogres are a daunting opponent in singular combat and a major threat in large numbers . It is best to fight them one at a time to avoid being quickly overwhelmed . Despite their strength , they are sluggish and are quite easy to outrun and out - maneuver . With a Speed of approximately 60 or higher ( can be buffed with a potion ) can easily avoid their powerful fists just by moving backwards in combat . Their attacks may also be dodged with an Acrobatics level of 50 . What little — if any — culture they possess seems to be primitive . They can often be observed taunting their opponents , inviting them to engage in combat with a waving hand motion . Despite the fact that the ogres in Cyrodiil reside in the northern mountains near the border to Skyrim , they are not present In Skyrim . During the Malacath quest , the Hero will encounter the six ogres at Bleak Mine who are being used as slaves . Pale Pass Ogres . Pale Pass Ogres are ogres that possess a blueish color from the cold . They are found in Serpent ' s Trail and Pale Pass . Although unintelligent , they are powerful : they have decapitated an Akaviri soldier and broken the spine of another by using a boulder .
Redguard ( Morrowind ) Redguards are the athletic natives of Hammerfell . Phenomenal in weapon and armor arts , Redguards excel at Warrior - based classes . Preferred play style . Redguards excel at close combat , hacking away at enemies and using the Adrenaline Rush racial ability to relieve the stress of intense battles . They are proficient in the use of many weapon types , though long blades are recommended for Redguards due to their + 15 skill modifier with those weapons . To compliment their weapon , heavy or medium armor is preferred . Notable Redguards . The following is a list of notable Redguards in :
Falmer Heavy Helm The Falmer Heavy Helm is a piece of heavy armor and part of the Falmer Heavy Armor set found in . The helm seems to be crafted from the head of a Chaurus hunter . Location . The helm is commonly worn by Falmer Warmonger s and occasionally by Falmer Shadowmaster s . Smithing . The helm can be upgraded at a workbench with a Chaurus chitin . It also benefits from the Advanced Armors perk , which doubles the improvement .
Scroll of Red Death Scroll of Red Death is a Mysticism scroll that reduces an opponent ' s Health while increasing the user ' s Health by an equal amount . Inscription . This scroll ' s inscription reads : WOE UPON YOU Characters . The following people possess or sell a Scroll of Red Death : Locations . A Scroll of Red Death can be found at the following location ( s ) : This scroll can be generated at random ( there are an additional 260 possible occurrences ) .
Luaffyn Luaffyn is a Dunmer bard residing at Candlehearth Hall , in the city of Windhelm . Background . Luaffyn works inside the Candlehearth Hall in Windhelm , despite Elda Early - Dawn ' s alleged disdain for the Dunmer . Located on the second floor in a corner , she plays the flute , lute , and drums for patrons 24 hours a day . She knows three songs , all of which the Dragonborn can request . Interactions . Blood on the Ice . Luaffyn is a potential murder victim during the course of the Dragonborn ' s investigation into said murders .
Amiel Septim Amiel Septim was a son of Emperor Uriel Septim II , and brother to Pelagius Septim II . He was also the uncle of Antiochus , Potema , Cephorus , and Magnus Septim . In 3E 80 , he was meeting with Arch - Mage of Mages Guild in Firsthold , so it is possible that he was a sorcerer . No other records of him or his deeds are found .
Right - Wind Right - Wind is an Argonian member of the Fighters Guild in Bruma and his skills with a blade have not gone unnoticed in Bruma . When asked about rumors , the citizens will say , " " I ' ve heard Right - Wind is good with a blade . No wonder he ' s in the Fighters Guild . " " They will also give the Hero yet another good reason to join the guild . Interactions . Training . The Hero can get Blade training Apprentice level , for a small fee of .
Fellglow Keep Fellglow Keep is a fort in . It is a ruined fort located east - northeast of Whiterun in Whiterun Hold . Led by The Caller , mages that had left the College of Winterhold fled to this location to practice forbidden experiments . Sublocations . The main door to Fellglow Keep is locked and requires a key when first discovered . If the Dragonborn is not on any quest related to the keep the door will be unlocked but access to the path leading to the Ritual Chamber will be blocked by rubble . In a ruined tower there are stairs leading down to the door into the dungeon . Fellglow Keep Ritual Chamber . This is the final room in which the stolen books needed for the quest " Hitting the Books " are found . These books are guarded by the leader of the Fellglow Mages , named The Caller . With a high enough Speech skill , she can be convinced to let go of the books and avoid a fight . If the Dragonborn decides to kill her , she can be looted for her key . This key will open a treasury room filled with alchemy ingredients , potions , and a chest containing random loot . This treasury room cannot be opened without the key , and pickpocket ing it off The Caller is not possible . One may attempt to persuade The Caller to give away the books if the Dragonborn is a stealth character , in order to kill her without resistance . At higher levels . she will summon a Storm Atronach ; even if she is apparently killed in one hit , but the atronach will disappear just as it begins to attack .
Adainaz ' s Journal Content . Rocks fell , no way out . Henrien doesn ' t look well . Red - faced and irritable . Threatened to gut this Khajiit . Won ' t share this one ' s last rations with him . Could this be the fabled Great Engine of the Dwemer ? It would explain Henrien ' s condition . Had to tie him down . Won ' t last long here . Can feel this one ' s mind slipping . Slipping like Henrien ' s . Should destroy infernal machine . Four power sources . Small chance to use them to overload engine with its own magicka . But need missing control rod . Couldn ' t even scratch it with blade . Impervious to any spells this one can cast .
36 Lessons of Vivec , Sermon 25 Content . The Scripture of the City : ' All cities are born of solid light . Such is my city , his city . ' But then the light subsides , revealing the bright and terrible angel of Veloth . He is in his pre - chimerical form , demonic VEHK , gaunt and pale and beautiful , skin stretched painfully thin on bird ' s bones , feathered serpents encircling his arms . His wings are spread out behind him , their red and yellow ends like razors in the sun . The wispy mass of his fire hair floats as if underwater , milky in the nimbus of light that crowns his head . His presence is undeniable , the awe too much to bear . ' This is God ' s city , different from others . Cities from foreign countries put their denizens to sleep and walk to the star - wounded East to pay homage to me . The capital of the northern men , crusty with eon ' s ice , bows before Vivec the city , me it together . ' Self - thought streets rush through tunnel blood . I have rebuilt myself . Hyper eyed signposts along my traffic arm , soon to be an inner sea . My body is crawling with all gathered to see me rising up like a monolithic instrument of pleasure . My spine is the main road to the city that I am . Countless transactions are taking place in veins and catwalks and the roaming , roaming , roaming , as they roam over and through and add to me . There are temples erected along the hollow of my skull and I will ever wear them as a crown . Walk across the lips of God . ' They add new doors to me and I become effortlessly trans - immortal with the comings and goings and the stride - heat of the market where I am traded for , yell of the children hear them play , scoffed at , amused , desired , paid for in native coin , new minted with my face on one side and my city - body on the other . I stare with each new window . Soon I am a million - eyed insect dreaming . ' Red - sparking war trumpets sound like cattle in the ribcage of shuffling transit . The heretics are destroyed on the plaza knees . I flood over into the hills , houses rising like a rash , and I never scratch . Cities are the antidotes to hunting . ' I raise lanterns to light my hollows , lend wax to the thousands the candlesticks that bear my name again and again , the name innumerable , shutting in , mantra and priest , god - city , filling every corner with the naming name , wheeled , circling , running river language giggling with footfalls mating , selling , stealing , searching , and worry not ye who walk with me . This is the flowering scheme of the Aurbis . This is the promise of the : egg , image , man , god , city , state . I serve and am served . I am made of wire and string and mortar and I accede my own precedent , world without am . ' The ending of the words is ALMSIVI .
Exarch ' s Orders Content . Extract the red brittle from the surrounding rock , making sure not to break the larger pieces . Heat the red brittle until the element glows like a burning ember . While the red brittle still glows hot , grind it beneath the millstone wheels or pound it beneath the steam hammers until it becomes a fine , crimson powder . . Collect the red brittle powder ( the Scaled Court calls it nirncrux ) into carts and distribute it evenly to Armorer Uthik , Runescriber Kulth , and Regent Boward of the Scaled Court . Blood for our enemies , steel for our tribe ! — Exarch Braadoth
Shield of the Armiger Shield of the Armiger is a Restoration spell in that increases the subject ' s resistance to blight disease . Effects . Resist Blight Disease - 30 % for 10 seconds on Self Characters . The following people use and / or sell this spell :