naist-nlp/zeshel huggingface dataset:
Thief ( Class ) The Thief is a premade class . Thieves are quick , agile and cunning . They are especially adept in bows and daggers to surprise an enemy from stealth or scout , or to deliver critical hits . Thieves typically develop skills more quickly than other character classes . To maintain their nimbleness and stealth , thieves typically utilize Light Armor , and use light shields . They are especially adept at using light weight weapons as the dagger , short sword , broadsword , sabre , war axe , and short bow . Due to this , a Thief is capable of switching to warrior or weak mage in higher levels . Description . Oblivion . The Thief is the archetypal Stealth character , being adept in all seven stealth skills . This naturally makes them great at subterfuge and burglary . On the downside , they are less able in martial or arcane areas , lacking any innate Combat or Magic skills . Sneak is a core thief skill . When plying their shady trade in towns and cities , sneaking lets thieves avoid the attention of guards and house owners , as well as offering opportunities to pick a few pockets . When out adventuring , a sneaky thief can avoid dangerous enemies or deliver powerful Marksman sneak attacks . Security allows the thief to bypass locked doors , or to pilfer dungeon chests full of valuable loot right under the noses of their guardians . Sneaky in social skills too , Mercantile comes in handy when a thief is selling off their ( possibly ill - gotten ) gains . Speechcraft helps butter up merchants to get even better prices , but perhaps more importantly is also key to resolving some quests without confrontation . Marksman is the only offensive skill that the thief has . Fortunately it works well with their other skills ; Acrobatics is great for getting to safe sniping perches , Sneak provides a damage boost against unaware enemies , and Light Armor provides some protection without slowing the thief down too much . Thieves prefer to fight using ambushes and evasion , placing guile above brawn . A thief is fast , agile , and highly mobile , and can make effective long range attacks with bows . However , they can find themselves in trouble if they let themselves get cornered by powerful melee opponents .
Suthay Suthay are a breed of Khajiit , a race that hails from the land of Elsweyr . Appearance and physiology . The Suthay are quite different from the first two types of small biped Khajiit , the Ohmes and the Ohmes - raht have easily distinguishable ' catlike ' features including upright pointed ears , fur , and a long tail . Around the size of Ohmes , the Suthay are smaller than Men or Mer . Unlike the Ohmes or Ohmes - raht , the Suthay have a digitigrade arrangement of the lower body skeletal structure , walking on their toes rather than walking flat on the ground . Influences of the moons . The Suthay are one of seventeen confirmed breeds of Khajiit , and each breed is born due to the influences of Nirn ' s two moons , Masser and Secunda . The former is Nirn ' s largest moon , and the main influencing force on Khajiit breeds . Depending on Masser ' s lunar lattice , the Khajiit will fall under one major appearance and physiology out of four possibilities . These are as follows : Secunda , Nirn ' s smaller moon , influences the appearance and physiology of a Khajiit in more subtle ways than that of Masser . Generally , the closer Secunda is to a full phase , the less beastlike a breed appears . The closer Secunda is to a Waning phase , the more beastlike a breed appears . The Suthay is a small biped , born under Masser ' s new Phase , and Secunda ' s new Phase . It is the second most beastlike of the small biped Khajiit .
Alteration Alteration magic can be used to change the fundamentals of physics and biology . It can harden the caster ' s skin until it is like , cause a lock to pop open without a key , or burden an enemy with invisible weight . Alteration magic ' s greatest strengths are outside of combat . Many thieves and assassins make use of this school to benefit their careers . Alteration is different to Illusion in that it alters the rules of nature , creating a reality that is recognized by everyone , rather than in the mind of the caster and the target . The first recorded use of Alteration was by the Ayleid community in the village that is known as Bravil . They used Levitation and Waterbreathing to escape the army of Teo Bravillius Tasus ( whom the town was named after ) , a soldier of the Alessian Order . Lists of Alteration Spells . For a complete list of Alteration Spells , see the following pages :
Nibenay Valley The Nibenay Valley is the name given to the central lowlands along Niben River south of the Imperial City and north of Blackwood . The Valley is a fairly small region , occupying a swath on both sides of the Niben , and hemmed in by the Nibenay Basin , the Great Forest , and the Heartlands . The Valley proper begins along the Silverfish River and out to Niben Bay , then south to the lower Panther River . It stretches west past Bravil to the Larsius River where it brushes against the Great Forest . A high ridge between the Valley and Lake Canulus marks the eastern border . Both the Green and the Yellow Road s run through the Nibenay Valley . Though Imperial Maps label a section of countryside along the southern banks of the Niben River as " The Nibenay Valley , " the flora and fauna of everything south of the Panther is pure Blackwood . Additionally , islands of Blackwood are scattered throughout the southern portion of the Valley . The trees and shrubs of the Valley , as well as the hills and stones , are virtually indistinguishable from the Nibenay Basin . Flora and fauna . Plant s native to the area include Flax , Fly Amanita , Foxglove , Ginseng , Monkshood , and Summer Bolete . Nirnroot can be found , as usual , along the rivers and lakes of the region . Look along the Yellow Road between the Silverfish and the Panther River s for fairy rings composed of Fly Amanita and Summer Bolete mushrooms . On the west side of the Niben , near Fort Irony , there is a particularly lush peninsula with an abundance of Nightshade plants , as well as Bergamot plant , Dragon ' s Tongue Plant , Lavender , Mandrake and St . Jahn ' s Wort . Locations . The lowland city of Bravil lies in the northwest section of the Nibenay Valley . Alessia Ottus , author of the " Guide to Bravil " , utterly detests Bravil , saying it " is the dark grate of the sewer drain where foul and unappetising debris collects . . . plagued by criminals , drunkards , and skooma - eaters . " The small size of the Valley means that there are few other locations . The Imperial Bridge Inn overlooks the Silverfish River . Cadlew Chapel , a necromancers ' hideout , sits at the intersection of the Silverfish and the Niben River s . Other areas of interest . The region ' s only shrine , the Shrine of Peryite , can be found upstream from the Imperial Bridge Inn , along the banks of the Silverfish . A single tent with a sleeping mat overlooking Bravil . It is just west of Anutwyll .
Baenlin ' s House Baenlin ' s House belongs to Baenlin , a Bosmer resident of the city of Bruma . However , he spends most of his time outside of Bruma . The Nord , Gromm is Baenlin ' s manservant . His house is directly involved in the Dark Brotherhood quest " Accidents Happen . " When Baenlin is killed during said quest , his nephew Caenlin claims the house . Layout . This two story house has a basement with tables and chairs and some miscellaneous items . The first floor has a large entrance hall with a large fireplace , tables and chairs . Upstairs is the bedroom , a balcony overlooking the first floor and some storage rooms . Baenlin has three leveled chests , one in the bedroom , one in the storage room and one jewelry box , also in the bedroom . Quests . Accidents Happen . The Hero is tasked with killing a Bosmer named Baenlin in the town of Bruma . For the bonus reward , they must kill him in the manner specified as well as leaving the manservant Gromm alive .
The Eastern Provinces Content . . . . and even if we overlook the dubious moral and legal justifications for hundreds of years of occupation of these two provinces , what economic or military benefits can we derive from Morrowind and Black Marsh ? Indeed , a few beneficiaries of Imperial monopolies in the provinces do profit from exploitation of their wealth and resources . But does the Empire as a whole benefit ? Hardly . The vast machineries of the Imperial bureaucracies cost far more to maintain than can be recovered in duties and taxes . And the cost of establishing and maintaining the garrisons of the Imperial Legion in the far - flung wilderness posts of these provinces would be cost - effective only if there were evidence of a military threat from the East . But no such evidence . No army of Morrowind or Black Marsh has ever threatened the security of any other Imperial province , let alone the security of Cyrodiil itself . In fact , a greater threat to Imperial security lies in the idle legions that the taxpayer spends thousands of drakes to support . The generals of these legions , facing no enemies or opposition within the borders of their provinces , may look with ambition to the West . With their loyal veteran troops and coffers fattened by friendly monopolists , they become unpredictable political factors in the uncertainties surrounding the Imperial succession . If the occupation of Morrowind and Black Marsh were motivated by idealistic aspirations , perhaps there might lie some justification for bearing the burden of Empire . But consider the shame of the Empire ' s mute acceptance to the unspeakable practice of slavery in Morrowind . Instead of using our Imperial legions to free the wretched Khajiit and Argonian slaves from their Dunmer masters , we pay our troopers to PROTECT the indefensible institution of slavery . Within the ebony mines of Morrowind , bloated monopolists under Imperial charters exploit slave labor to harvest the outrageous profits assured by rampant graft and corruption . Consider the colossal arrogance of our proposition to bring Peace and Enlightenment to the East , when in fact , we have only brought our armies into lands who have never threatened us , and when we have only exploited the most shameful and evil practices we have found in Morrowind and Black Marsh simply to enrich the friends and flatterers of the Imperial family . Impartially considered , our occupation of the Eastern provinces is morally corrupt , militarily indefensible , and economically ruinous . The only conclusion is that we should disband the Eastern legions , withdraw the Imperial bureaucracies and monopolists from the East , and give these ancient lands and peoples their freedom . Only by doing so may we hope to preserve the fragile ideals and fortunes of Western culture .
Shady Sam Shady Sam is a Breton merchant who sells stealth - oriented wares . Background . He is a good source of purchasable lockpicks before the fences become available in the Thieves Guild . He has 30 lockpicks to sell at a time ; if all of them are purchased , they will reappear the next day . He also sells various poisons and potions , and also is one of three traders to sell Skooma , the others being Nordinor and Ri ' saad . Despite his shady nature , he will not buy stolen goods . He is available at all times of the day , every day . The persuasion game cannot be played with him however ; his Mercantile skill is only 51 . He has 400 gold available to barter with , although his store can be invested in . He carries a leveled shortsword . Location . Shady Sam isn ' t hard to find ; he stays along the Imperial City walls . To find him , start outside Imperial City and move clockwise along the city wall through the Chestnut Handy Stables . He should not be far from view - - to the north of the stables . At the sight of any law enforcement , he will flee .
Ironhand Gauntlets The Ironhand Gauntlets are a pair of unique Steel Nordic Gauntlets found in . Acquisition . The Ironhand Gauntlets are carried by Hajvarr Iron - Hand , the leader of a gang of bandits in Skyrim living in the cave at White River Watch . Smithing . The Ironhand Gauntlets can be upgraded at a workbench with an Iron Ingot and the Arcane Blacksmith perk , however it does not benefit from any Smithing perks . This means the armor cannot be improved past flawless quality without boosting the Smithing skill over 100 . This can be achieved by using enchanted items and / or blacksmithing potions to fortify Smithing . Enchanting . Wearing this piece of armor grants the following skill bonus : Unlike most unique pieces of armor , the gauntlets can be disenchanted to learn the Fortify Two - Handed enchantment .
Dragonstar ( Online ) Dragonstar is a town located in the region of Craglorn , High Rock . Dragonstar Arena . In 2E 583 , a long - abandoned arena in the hills north of Dragonstar was reopened . The Vestige and three of their companions entered the arena , where they met the Head Battlemaster Hiath . The Vestige and their companions entered the arena , where they fiercely fought against ten waves of tough enemies in exchange for great prizes , including gold and loot .
Words of the Grand Sermonizer Content . Faithful , Kvatch has stood as a bulwark against the darkness — and those that lurk in it — for generations . Your Wardens are the envy of cities across the Empire for their tireless watch against those skulking evils that would poison the purity of this place . But we must not grow complacent ! For it is now that we face our greatest peril : The Dark Brotherhood ! The Primate , in his infinite wisdom , has seen this threat approaching . Even now , they creep into our lands , finding purchase in the long shadows of Anvil and the overgrowth of our untamed wilderness . This decay has allowed them to infect our beloved Gold Coast and , unchecked , it will fester . Kvatch must lead by example . We must root out these murderers wherever they may be found , not just within our own realm . You too must become the warden . You too must become aspirants of the Hour . You too must raise the hue and cry , or draw the sword of justice against the sickly knives of these perverse fiends . When the light is cast upon them , you will find no fearsome creatures . Only the craven shell that remains when the shadows are dispelled . The hour of reckoning approaches , faithful , be ready to meet it .
Shield ( Arena Spell ) Shield is a 2nd Circinate spell in . Effect . Casting it creates an invisible shield around the caster , which will absorb 15 points of damage , plus an additional 5 points for every level of the caster before being dissipated . Acquisition . It can be researched at the Mages Guild or with a Court Wizard .
The Black Dragon ' s Journal , Part 2 Content . I sought out the ruins of Knightsgrave after the Enclave of the Hourglass began to feel too confining , too full of life . I don ' t deserve to mingle with so many vibrant , living beings . Death has become more than my vocation — it ' s a vital part of my life . So why not linger in this place of the dead ? < nowiki > * * * < / nowiki > I admired the statues on the stairs that descended into these ruins . The founders of the Order of the Hour were great and faithful warriors . For a time , I was proud to count myself among their number . But now ? Now I ' m not so sure . < nowiki > * * * < / nowiki > It seems that the founders or whoever came after them set out to protect this place from unwanted visitors . Obviously , the braziers serve as a key of sorts to open the way into the Path of Order . I just need to figure out how best to turn this key . < nowiki > * * * < / nowiki > Determining the order in which to ignite the braziers was child ' s play . I ' m surprised that more people haven ' t found their way into these hallowed depths . < nowiki > * * * < / nowiki > There must be another way to gain entry into the ruins . How else have these minotaurs made their way down here ? I had to kill one of the proud beasts when it surprised me . After that , I took great pains to avoid the creatures . After all , no one has ordered me to murder them . And , I suppose , they serve as guardians of a sort . Why not allow them to continue in that role ? < nowiki > * * * < / nowiki > Just beyond the armory , I encountered a chamber dedicated to the Order ' s original First Sword . I admit I feel a certain connection to Justia . I wonder if she ' d smile upon one such as I for taking up her weapon ? < nowiki > * * * < / nowiki > I spent a long time praying in the circle of pillars known as the Paragon ' s Crown . Maybe Akatosh heard my plea , for I soon discovered a tunnel into an even more ancient portion of the ruins . It appears that the Order built their original home atop an ancient cave that harkens back to a more ancient time . An impressive and , dare I say it , frightening statue of Akatosh dominates the cave . I can only assume that this place owes its existence to the Alessian Order and their efforts to raise Akatosh above all other gods . Even the scattered cages hint at darker rites than those practiced by Primate Artorius and his ilk in the Cathedral of Kvatch . < nowiki > * * * < / nowiki > The Primate , the Order , the Brotherhood — damn them all for turning me into what I ' ve become ! Perhaps down here , in the shadow of Akatosh ' s most fearsome presence , I ' ll finally discover who I ' m truly meant to be .
Broken Oar Grotto Broken Oar Grotto is a cave in , located almost directly north of Solitude , along the coastline . Background . It is the hideout of the Blackblood Marauders , a group of bandits led by Jaree - Ra , his sister Deeja , and Captain Hargar . After they rob the Icerunner with the help of the Dragonborn , they will take the loot and hide it here . Quests . Amulet of the Moon . Find the Moon Amulet inside Broken Oar Grotto . Ancient Technology . Sorine Jurard may send the Dragonborn to Broken Oar Grotto to retrieve some Enhanced Crossbow Schematic s . Kill the Bandit Leader . Kill the Bandit Leader located at Broken Oar Grotto . Lights Out ! . The Dragonborn must defeat Jaree - Ra , leader of the Blackblood Marauders in the Broken Oar Grotto as the last objective in this quest .
Bergama ( Daggerfall ) The Barony of Bergama is a region in the province of Hammerfell , in the Illiac Bay region . It is an enclave of Alik ' r region . The primary regional deity is Akatosh and the dominant vampire bloodline is Anthotis . The regional capital is the City of Bergama . The region is often considered a part of the Alik ' r . During the events in the Warp in the West , this region became a part of Sentinel . According to a Blade spy , there was a strong roar of a sandstorm on 9th of Frost Fall . The sandstorm hit his camp and buried it . He had to walk to the city of Bergama from his camp , and when he arrived , he learned that the entire populace of Bergama seemed to just skip a day of their lives , the 10th of Frost Fall , and continued with 11th , which resulted in the fall of Bergama under the rule of Sentinel . Locations . < tabber > Cities = Dungeons = Graveyards = Homes = Temples = Taverns = < / tabber >
Increased Bandit Activity Content . Headwoman Harrani , While this one understands the guard is needed to help Mistral recover from the storm , cessation of regular patrols has led to increased bandit activity along the roads . One can hardly step away from one ' s stall without being accosted by ruffians . If it is not bandits , it is harpies driven inland by heavy winds . If not harpies , scavengers " mistaking " our wares for flotsam washed up on the shore ! Karpu - sa has contracted with a pair of mercenaries to help deal with these dangers , but not all of my kin are able to do so . When can we expect patrols to resume ? Patiently awaiting your response , — Karpu - sa , Merchant
Scroll of Invisibility ( Morrowind ) Scroll of Invisibility is an Illusion scroll that conceals the presence of the caster from observers . Attacking , speaking or interacting with an object dispels the effect . Inscription . This scroll ' s inscription reads : SHADOWS AND FOG Characters . The following people possess or sell this scroll : Locations . A Scroll of Invisibility can be found at the following location ( s ) : 2 Scrolls of Invisibility are received as a quest reward for completing A Contact in the Dark Brotherhood . They can also be generated at random ( there are an additional 260 possible occurrences ) .
Patches ( Online ) / Patch 2 . 2 . 11 OVERVIEW The Elder Scrolls Online v2 . 2 . 11 is an incremental patch that addresses a couple issues in the DLC game pack , the Camouflaged Hunter ability , and includes additional improvements to performance in Cyrodiil . Content FIXES & IMPROVEMENTS , ORSINIUM DLC GAME PACK Dungeons & Group Content Exploration & Itemization Quests & Zones FIXES & IMPROVEMENTS , BASE GAME PATCH Combat & Gameplay . Miscellaneous FIXES & IMPROVEMENTS , ORSINIUM DLC GAME PACK Dungeons & Group Content Maelstrom Arena . Arena 9 : Theater of Despair Exploration & Itemization . Fishing . Fixed an issue where a previous fix had resulted in a sudden spawning frenzy in all of Wrothgar ' s waters , leading to some of you being able to catch multiple fish per cast . The season has turned and fish are now back to normal . Quests & Zones . General FIXES & IMPROVEMENTS , BASE GAME PATCH Combat & Gameplay Guild Fighters Guild . Camouflaged Hunter ( Expert Hunter morph ) : Fixed an issue where this ability could proc multiple times with a Dual Wield Heavy Attack . Miscellaneous General
Lacerate Lacerate is a Weapon - Skill Ultimate that was introduced into as of Update 12 . Description . Speed , precision , and finesse define duel wielding , and Lacerate utilizes them all . Unleash a flurry of attacks on all enemies in front of you , dealing Physical Damage and bleeding damage - over - time , and replenishing your health for 50 % of the damage done . They ' ll never know what hit them !
Thelas ' Pillows Thelas ' Pillows is an unmarked side quest in . There are no journal entries for this quest . Background . Drarayne Thelas has been waiting for a shipment of pillows , but the ship carrying the supplies has been shipwrecked . Walkthrough . Locate the invoice , which can be found inside the cabin of the Abandoned Shipwreck , on top of the desk . The ship is located in the Sheogorad region , near Vas . Reading the invoice will reveal that the ship was carrying 40 pillows that were to be delivered to Drarayne Thelas . Find Drarayne inside her house and talk to her about the " pillow shipment " . After she expresses her sorrow for the lost pillows , she will thank the player for the information and give them a reward .
Uderfrykte Matron The Uderfrykte Matron is a monster lurking in the high country in northeastern Cyrodiil . The easiest way to find her is to start from Aerin ' s Camp . Once there , head north behind the rocks to find the body of Andre Labouche . On the body is a letter from Labouche ' s daughter that mentions a creature known as the " Horror of Dive Rock " . Location . Dive Rock is the peak of the mountain to the northeast . At the top of the mountain , head north to a rock - strewn gully and follow the gully southwest . Climb out of the west side at the first opportunity , then follow the slopes west , until Dive Rock appears on the compass . Once there , an unoccupied campsite featuring a tent , some supplies , and " Agnar ' s Journal " can be seen on a nearby icy sliver of rock . From there , head back to the gully and follow it southeast to a rock strewn shelf . The body of Agnar is here , and nearby , the Matron herself . Combat . The Uderfrykte Matron has 500 hit points , a permanent chameleon effect , and a 100 percent frost resistance . She does , however , have a 75 % weakness to fire and is made more visible with the spell detect life .
Pact Territory The Pact Territory is a region that appears in Cyrodiil in . The Region is occupied by the Ebonheart Pact . The Gates of Chalman , Horunn , and Winter mark the borders of the Pact Territory and the Covenant Territory while the Alessia , Culotte , and Niben Bridges mark the borders of the Pact Territory and the Dominion Territory .