naist-nlp/zeshel huggingface dataset:
Regenerate Health ( Skyrim ) Regenerate Health , also known as Fortify Health Regen , is an alchemical and enchanting effect in . Effect . The rates below modify the base healing rates ( as a percentage of maximum health per second ) while in combat ( . 49 % ) and outside combat ( . 70 % ) so that a potion that increases regeneration rate to 50 % faster means that combat regeneration increases to and similarly for outside of combat : Alchemy . Potions with a Regenerate Health effect can be brewed at an alchemy lab . When consumed , they temporarily increase the rate at which health regenerates . The strength of the effect is determined by the Alchemy skill of the potion ' s creator . Ingredients . The following ingredients contain this effect : Enchanting . Certain apparel can be enchanted with Fortify Health Regen at an Arcane Enchanter . Apparel enchanted with this effect increases the rate at which health regenerates while equipped .
Reality and Other Falsehoods ( Online ) Content . It is easy to confuse Illusion and Alteration . Both schools of magic attempt to create what is not there . The difference is in the rules of nature . Illusion is not bound by them , while Alteration is . This may seem to indicate that Alteration is the weaker of the two , but this is not true . Alteration creates a reality that is recognized by everyone . Illusion ' s reality is only in the mind of the caster and the target . To master Alteration , first accept that reality is a falsehood . There is no such thing . Our reality is a perception of greater forces impressed upon us for their amusement . Some say that these forces are the gods , others that they are something beyond the gods . For the wizard , it doesn ' t really matter . What matters is the appeal couched in a manner that cannot be denied . It must be insistent without being insulting . To cast Alteration spells is to convince a greater power that it will be easier to change reality as requested than to leave it alone . Do not assume that these forces are sentient . Our best guess is that they are like wind and water . Persistent but not thoughtful . Just like directing the wind or water , diversions are easier than outright resistance . Express the spell as a subtle change and it is more likely to be successful .
East Empire Pendant An East Empire Pendant is a piece of jewelry found in . These amulets were made exclusively for the East Empire Company during the Third Era . The company gave them to their workers as a reward for extra effort . By the Fourth Era , they were no longer being made , and became a collector ' s item . There are 33 east empire pendants in total . Quests . Pain in the Necklace . These pendants can be sold to Fethis Alor in Raven Rock for 500 each , as part of his miscellaneous quest . Locations . They can be found all across Solstheim inside an East Empire Company Strongbox . For a list of locations where the strongboxes can be found , see this page .
Uravasa Othrelas Uravasa Othrelas is a Dunmer spell merchant in Bravil ' s Great Chapel of Mara . She also trains Apprentice level Speechcraft . Knights of the Nine . At the completion of the Knights of the Nine quest Nature ' s Fury , the Bravil chapel is attacked by Auroran s and its inhabitants killed . Spells for sale . Note : " Base Magicka Cost " refers to how much magicka it costs to cast the spell without factoring in player ' s skill level , attribute level , and individual spell effects . Generally , magicka costs are higher .
Drinks - With - Toes Drinks - With - Toes is an Argonian banker residing in the region of Bal Foyen . Background . Drinks - With - Toes can be found in Dhalmora in the cave with other merchants and crafters . He is a banker and the Vestige can view the Bank , the Guild Bank and the Guild Store by talking to him . His stand is called Drinks - Not - Investments .
Old Frikkhild Old Frikkhild is a Nord found inside her family home , in Windhelm . She is the only resident left in the house , and is probably the oldest member of the Coldheart family , and the namesake for Frikkhild Coldheart . She has no unique dialogue .
Synergy Synergy is a unique type of skill in . One example of a synergy skill is the Sorcerer class , which has a spell called Lightning Splash that , when cast , summons an area - of - effect lightning spell on the ground . A player can activate the synergy skill by pressing the appropriate keybind and it will cause the player using the synergy to cast a powerful area - of - effect shock damage to all enemies in their vicinity . This synergy is called " Conduit " . Monster Synergies . = List of Synergies = Bone Shield I : This synergy can no longer be activated by the caster .
A Giant Issue A Giant Issue is a Fighters Guild quest available during the events of . The Agent is sent into a nearby dungeon , amid a rise in giant attacks in the region . Background . Having proven their worth by completing some menial tasks , the Agent can join the Fighters Guild in the Iliac Bay . With full Fighters Guild membership , the Agent will be paid for completing quests for the Guild , and will improve their reputation to gain ranks within . Walkthrough . When speaking to a Questgiver from one of the Iliac Bay ' s Fighters Guild Guildhalls , it is revealed to the Agent that a giant has recently moved into the local area . Ordinarily , the Guild would not have to act on this information but a noble has complained that the giant " has been having a fine old time feastin ' on [ their ] sheep . " While the giant has also been feasting on the local villagers , the Noble is paying the Guild to deal with the giant before it eats the rest of his flock , and so the Agent is sent off to kill it in its lair . A Bigger Problem . The Questgiver will mark the location of giant ' s lair , a dungeon , on their map , with the Agent having to enter said dungeon to find the giant within . Other than the giant , the Agent will encounter a random assortment of creatures and enemies , potentially including several other giants . One of those will be the target giant , although when the target is slain , the Agent will face another issue : As many as six more giants will appear , one by one , to kill the Agent for killing their leader , making the escape much harder than initially thought . They do not need to be killed , however , so all the Agent has to do is escape the dungeon and return to the Questgiver before the time limit expires . ( Potential ) The Next Meal . After slaying the target giant , the Agent has a one in three chance of coming across a merchant , hiding out in the dungeon after being kidnapped . When spoken to the villager will remark : The Agent has the option to aid the merchant or leave them for dead , although there will be no extra reward for aiding them , other than a reputation boost among the merchants . Should the Agent choose to aid them , they will be asked to take the merchant to their home town , which must be completed before the Agent returns to the Questgiver . Rewards . The Agent will be paid a random amount of for killing the beast , as well as a standard boost to their reputation within the Guild . Furthermore , the Agent has a one in three chance of receiving a random map from the Questgiver for successfully killing the creature . Failing the quest will not only see the Agent forfeit a reward , but also have their standing with the Guild harmed : Choosing to save the kidnapped merchant will grant an additional reputation boost : Refusing to aid the kidnapped merchant will result in the following loss of reputation :
Noble ( Skyrim ) Nobles are Imperials who can be found in many locations across Skyrim , which can typically be encountered via Random Encounter . Interactions . They can be found in a random encounter . Noble on the Horseback . Sometimes , the Dragonborn can find a noble traveling to Solitude on a horseback with his bodyguard , an Imperial Legion member . He will be rude and threatening to tell his guard to attack . However , he will be less hostile if his guard is dead . It is also possible to try to rob him , however he will only run away and his bodyguard will turn hostile . Marriage . Another random encounter includes two nobles of both genders , traveling along with their guard . Their destination is Solitude . They hope to make it for the Vittoria Vici ' s wedding . It is possible for the Dragonborn to approach the male noble and try to rob him , however he will run away and his bodyguard will turn hostile . Additionally if the quest " Bound Until Death " has been completed , the Dragonborn can find the very same pair of nobles with the female one walking barefoot , complaining that they didn ' t make it to the wedding and that she destroyed her boots . Two Nobles . It is also possible to meet two nobles escorted by two Imperial guards . They carry some valuable items and it is possible to try to rob them in order to get them , however it will only make them flee and their guards fight .
Chaos Damage Chaos Damage is a Weapon enchantment in . Effect . This enchantment has a 50 % chance of dealing fire , frost , and shock damage simultaneously , affecting the target ' s Health , Stamina and Magicka . The enchantment itself has eight different possible outcomes , with the majority of the time either one or two effects being delivered to the target . With two one - handed weapons enchanted with Chaos Damage , there are 64 possible outcomes , with the majority of the time all the effects being placed , and a 1 / 64 chance for no enchantment damage done . Weapons . The Chaos Damage enchantment can be found on the following weapons :
Dunmeth Pass Dunmeth Pass is an unmarked location found in . Description . The western side of the road , within Skyrim , is located in the hold of Eastmarch . The road itself is east of Windhelm , near the mouth of the White River . The eastern side of the road , which emerges in Morrowind , is located west of the city of Blacklight . History . During the end of the Third Era , Dunmeth Pass served as a base for Imperial troops guarding the road . Following the Red Year , thousands of refugees from Morrowind used the pass to escape the disaster into Skyrim . The decrepit tower Refugees ' Rest , located on Skyrim ' s side of the pass , served as a meeting place for the refugees who achieved safe passage into Skyrim . It was where they could find loved ones , and leave notice for others who could not be found .
Calibar Calibar is an who will approach the Vestige at the wayshrine in Shimmerene , Summerset when they set foot on the island for the first time . Interactions . The Queen ' s Decree . Calibar will approach the Vestige about an unexpected attack by mysterious creatures nearby , and will direct them to Razum - dar to start the quest .
Nimphaneth Nimphaneth is a Bosmer conjurer and cannibal residing in Reachcliff Cave in The Reach . She is a member of the Coven of Namira . Interactions . The Taste of Death . During the event of the possible sacrifice of Brother Verulus , Nimphaneth can be found inside Reachcliff Cave as a participant of the feast .
Jiub ' s Opus ( Page 2 ) Summary . " Jiub ' s Opus ( Page 2 ) " is a missing page from the first volume of Saint Jiub ' s twenty - six volume biography . Content . a menace with an insatiable hunger that plagued innocent travelers simply trying to get home . It was my self - sworn task to hunt them down one - by - one and drive them from the skies . Their fury knew no bounds and their war cry resonated across the land . They were the notorious cliff racer s , and they had to be destroyed . On a particularly hot day during Sun ' s Height , I was
Velyn Harbor Velyn Harbor , also sometimes called " Port Velyn , " is an Altmeri city in the region of Malabal Tor . When first encountered , it has been taken over by Redguards and the Drublog Clan of Wood Orcs . The city is divided into four sections , each separated by a body of water . The north - west section of the city is occupied by the city docks ; the north - east is the warehouse district ; the south - east is made up of ruins and the town hall and the south - west forms the city ' s marketplace . Characters . < nowiki > * < / nowiki > Buying a drink for Turuk in this location works towards an achievement .
Barenziah ( Tribunal ) Barenziah is a Dunmer Queen Mother residing in her chambers in the Royal Palace of Mournhold . During the events of , she is already an elderly woman , and a counsel to her son Helseth , the current king of Morrowind . Background . The story of Barenziah ' s life has filled several books and is not to be repeated at this point . An overview may be found here . At the time of , she has returned from Wayrest with her son Helseth , who subsequently became King . Barenziah is adored by her people . They are delighted to have their lady back in Morrowind and speak only well of her . According to herself , Barenziah is not interested to participate actively in the politics any more , as she has been Queen twice before . She sees her function as a representative one , giving joy to the people when she shows herself in public processions . But she is still interested what goes on in her son ' s monarchy and in the society , and has her own channels of information . Personality . Barenziah is described as charming , graceful , sharp , and as a woman of the people without any airs of royalty . Judging from the conversations with her , she is a wise , thoughtful and still energetic woman . She shows compassion towards the widow of the former King Llethan , Ravani Llethan , as she hersef knows and has experienced several times how it is to lose loved ones .
Bloodthorn Assassins Bloodthorn Assassins is a quest available in . Bloodthorn assassins plan to kill King Casimir . If the king dies , the entire Daggerfall Covenant could fall apart . Walkthrough . Finish speaking to Captain Aresin , then head down to the docks and locate Sasana at - Abbas . Speak with her to learn about the location of " suspicious cargo " items located on the ships in her port . Search either The Hotspur or The Lydia for assassins . Board the ship from the right - hand side and head through the door closest to the bow . The suspicious crate is at the top of the stairs , and interact with it to force the assassin hiding inside to burst out . After defeating the assassin , return to Daggerfall Castle . Head inside , and before the Vestige can warn the king , three of the Bloodthorn attack the keep . Kill all of them with some help from the guards . One of the guardsmen will tell them to protect King Casimir , who ' s fled upstairs . Once reaching the King , they ' ll find he ' s being attacked by the leader of the assassins , Verrik . His attacks are the same as the other Bloodthorns , but he has more health and stamina and frequently uses healing items . Attack quickly to prevent him from using them , and use interrupt / dodge roll to block or avoid his special attacks . Defeat Verrik and speak with King Casimir to complete the quest , earning 85 gold pieces and a new greatsword , the King ' s Justice .
Bero ' s Support Bero ' s Support is a House Hlaalu quest available to the Nerevarine , if they joined House Hlaalu , in . Walkthrough . Once the Nerevarine has killed Banden Indarys to remove some pressure from House Hlaalu , Crassius Curio will inform them that they require the support of another councilor . He suggests that Dram Bero is the Nerevarine ' s best bet , although they will have to find him somewhere in Vivec City . The Hidden Councilor ' s Champion . Asking around Vivec will reveal that there is a haunted manor in the St . Olms Canton . Inside the manor is a locked door ( there is a key hidden under a table in a different room ) behind which the councilor Bero can be found . Bero will agree to support the Nerevarine , if they can defeat his champion , Garding the Bold , in a duel in the Arena . To defeat Garding the Bold , the Nerevarine must either get him to low health or knock him out ( using hand - to - hand ) when they are in the Arena . Once Garding the Bold has been defeated , the Nerevarine must first return to Bero ( to confirm his support ) before returning to Curio to complete the quest .
Nirya Nirya is an Altmer sorceress found in the College of Winterhold . As a student , she has a grudge against Faralda , but claims it is the other way around . Personality . In general , she seems to be ambitious and highly confident in her own leadership abilities , often and openly criticizing Savos Aren as Arch - Mage . Her tone changes to be flattering and self - promoting when the Dragonborn becomes Arch - Mage , saying , " " I ' m sure you ' ve made note of who ' s been the most helpful during your time here , arch - mage . " " despite doing nothing to assist the Dragonborn throughout the College ' s questline . She is also shown to be paranoid towards Faralda , accusing her of jealousy and spreading rumors about her . Faralda herself shows no sign of animosity towards her or even acknowledges Nirya ' s aggressiveness . However , if Nirya is killed , a letter from Faralda is received , saying that she knows the Dragonborn killed her , but that she will not tell anyone . Skill level . Nirya wears Expert Robes of Destruction although her only skill to exceed level 25 is Alteration , which is level 31 .
Frostfire Cave Frostfire Cave is a small cave in northern Cyrodiil , southeast of Bruma . It is populated with several levelled beasts . The cave plays a major role in the quest " Tears of the Savior " and there is nothing else of interest to loot as there are no chests anywhere in the cave . Quests . Tears of the Savior . A Khajiit named S ' drassa asks the Hero of Kvatch to find Garridan ' s Tear s . S ' drassa enjoys collecting crystals , especially those of a magic al nature , and is willing to pay a handsome amount of gold for each Tear recovered . Speak to him about the Tears . S ' drassa describes a bit about Garridan ' s Tears . Apparently , they ' re literally tears of a knight named Garridan who was killed and frozen while battling a Frost Atronach ages ago . To find where they may be located , he suggests speaking to Julienne Fanis at the Arcane University in the Imperial City .
On the Detachment of the Sheath Content . Arch - Prelate Fervidius Tharn Though all given Concavities , or sheathes within the integument of the Aurbis , are necessarily contained by the Aurbis , Right Reaching dictates that a defined sheath may be detached from the integument by invocation of Mnemoli . Upon intercourse with the star - orphan , the Beseeching Alesstic performs eversion of the organ of thought , an employment of the Hurling Disk that recapitulates the truth that a circle turned sidewise is a Tower . By same - truth , twisting the enveloping sheath into the middle dawn ( to the number of seventeen ) brings it to untime and unplace . Eventualism , of course , predicts reabsorption upon depletion of the Wheeling Force , but the absence of duration may render even eventuality moot .
Ingredient Gathering Ingredient Gathering is a Mages Guild quest available during the events of . The Agent is offered the chance to improve their standing with the Mages Guild , by venturing into a dungeon to retrieve an ingredient . Background . After escaping from Privateer ' s Hold , the Agent may wish to enhance their reputation within one of the major organisations of the Iliac Bay : The Mages Guild . However , without any true standing within the guild , the Agent will have to complete a few menial tasks for the Guild to prove their worthiness , as well as enhance their skills to meet the Guild ' s standards . Walkthrough . Although the Agent lacks any standing within the Mages Guild , one of the Guildmagisters of the organisation will offer the Agent the chance to improve their worth . The Guildhall requires a specific ingredient to complete some research , yet only one sample is ( apparently ) known to exist . Should the Agent be willing to forgo a fee for getting the ingredient , the Guildmagister will " put in a good word " for the Agent . A Commonly Difficult Ingredient . Although the ingredient may seem mundane , the specific sample the Guildmagister wants is to be found in one of the Iliac Bay ' s many dungeons . The sample itself can be found lying on the ground somewhere within the dungeon , but the Agent will likely have to fight their way through the usual collection of creatures and enemies . Regardless of foes , the Agent must find the targeted ingredient . Once the ingredient has been picked up , the Agent must return to the Guildmagister , with the item in their inventory , before the time limit expires . Rewards . The Agent has a one in three chance of receiving a map from the Guildmagister for their efforts , alongside the boost to their reputation within the Guild . The penalties for failing the quest are relatively high by comparison , but will also see gains among some anti - Mage Guild factions :
The Truth in Sequence : Volume 2 Content . Taken from the sermons of Deldrise Morvayn , Fourth Tourbillon of the Mainspring Ever - Wound . By the word , I wind the gears . The will of Sotha Sil is the chrononymic will . The Nameless Will . For what is " Name ? " The Divine Metronome tells us that " Name " is the wedge that pries gear from pinion . The residue of Lorkhan ' s Great Lie that loosens the wheel chain and corrodes the frame . The et ' Ada Gears named each and each , in their way . Our lessers see this as a kindness , but the Mainspring Ever - Wound calls it a curse , rooted in selfish pride . To name is to cleave one from another . It is the death of Anu ic convergence and the Nirn - Ensuing — the misassembled dragon that breathes dry falsehood and whose name is " Multitude . " There is only one name that is not Name . Seht , the convergent Clockwork God , whose will pumps like a piston into both " then " and " after . " Sotha Sil , Father of Mystery , whose heart drives the Wheels Eternal and whose blood oils the All - Axle . Si , the Divine Engine , whose mind merges " they " and " we " and births the Nirn - Ensuing . Lesser wills are wisps of smoke , born and lost in a sea of endless sky . Lost children whose freedom is death . For what is freedom , child of the Tribunal ? The counter - lever to slavery ? No . Have you not heard the words in sequence ? The chrononymic will is the pendulum that swings only once . It cannot do otherwise . To swing twice would break one intention from another and prove the blasphemy of two . As Padomay is illusion , so too is the named will . For what is " choice " if not chaos ? What is " free will " if not the lack of order , vulgar and triumphant ? The true wheels spin clockwise , ever clockwise . In the unity of Nirn - Ensuing , each belongs to all , and all belong to none — save Tamriel Final . Anuvanna ' si . So lay down your cheap burdens , child . " Shall I do thus ? " Such " choice " is delusion . Give yourself to the pursuit of unity , for in the end , you cannot do otherwise . By the word , I wind the gears .
Graywinter Watch Graywinter Watch is a cave in Whiterun Hold . Located east of the city of Whiterun , it is inhabited by two trolls that seem to have killed the bandits who had been camping there . It is a simple one - room cave , but contains several notable items . Quests . Kyne ' s Sacred Trials . Froki ' s Bow can be found in this cave . Animal Extermination . The cave is a possible location for this quest .
Jester King Jorunn Jester King Jorunn is a Khajiit impersonating Jorunn the Skald - King in the Jester ' s Festival and acts as Festival Herald , located in southern Ebonheart . Interactions . The Jester ' s Festival . A scroll has made its way to the Vestige , and they must travel south of Ebonheart to meet one of three Festival Heralds , Jester King Jorunn . A Noble Guest . King Jorunn wants his bride - to - be back with him to celebrate the Festival of Fools , and so asks the Vestige to steal her from her minders using mudcrab apples .