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	<id>https://en.uesp.net/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=212.95.56.51</id>
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	<updated>2026-06-09T07:15:25Z</updated>
	<subtitle>User Contributions</subtitle>
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	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Mistveil_Keep&amp;diff=841217</id>
		<title>Skyrim:Mistveil Keep</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Mistveil_Keep&amp;diff=841217"/>
		<updated>2012-01-02T06:52:24Z</updated>

		<summary type="html">&lt;p&gt;212.95.56.51: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Place Summary&lt;br /&gt;
|type=Castle&lt;br /&gt;
|zones=3&lt;br /&gt;
|description=the castle of [[Skyrim:The Rift|The Rift]], at the southern end of [[Skyrim:Riften|Riften]]. Its grand stone walls stand out from Riften's wooden buildings and walkways.&lt;br /&gt;
|image=SR-place-Mistveil_Keep.jpg&lt;br /&gt;
|imgdesc=Mistveil Keep in Riften&lt;br /&gt;
|region=&lt;br /&gt;
|occupants=&amp;lt;span align&lt;br /&gt;
* Jarl [[Skyrim:Laila Law-Giver|Laila Law-Giver]]&lt;br /&gt;
* [[Skyrim:Anuriel|Anuriel]]&lt;br /&gt;
* [[Skyrim:Harrald|Harrald]]&lt;br /&gt;
* [[Skyrim:Saerlund|Saerlund]]&lt;br /&gt;
* [[Skyrim:Unmid Snow-Shod|Unmid Snow-Shod]]&lt;br /&gt;
* [[Skyrim:Wylandriah|Wylandriah]]&lt;br /&gt;
|locationcode=RiftenMistveilBarracks, RiftenMistveilKeep, RiftenMistveilKeepJarlsChambers&lt;br /&gt;
|city=Riften&lt;br /&gt;
|marker_id=35&lt;br /&gt;
|alchemy=1&lt;br /&gt;
|cooking=1&lt;br /&gt;
|enchanting=1&lt;br /&gt;
|marker_id=Castle_2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Mistveil Keep is home to [[Skyrim:Laila Law-Giver|Jarl Laila Law-Giver]], her steward [[Skyrim:Anuriel|Anuriel]], and her housecarl [[Skyrim:Unmid Snow-Shod|Unmid Snow-Shod]]. Laila's sons, [[Skyrim:Harrald|Harrald]] and [[Skyrim:Saerlund|Saerlund]], and her absent-minded court wizard, [[Skyrim:Wylandriah|Wylandriah]], can also be found here.&lt;br /&gt;
&lt;br /&gt;
If the [[Skyrim:Imperial Legion|Imperial Legion]] gains control of the Rift, [[Skyrim:Maven Black-Briar|Maven Black-Briar]] will become the Jarl, with her son [[Skyrim:Hemming Black-Briar|Hemming]] as her steward and [[Skyrim:Maul|Maul]] as her housecarl. Laila Law-Giver, Anuriel and Unmid Snow-Shod will seek refuge in Windhelm's [[Skyrim:Palace of the Kings|Palace of the Kings]].&lt;br /&gt;
&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
&lt;br /&gt;
== Related Quests ==&lt;br /&gt;
* {{Quest Link|I Done Got Thaned!}}&lt;br /&gt;
* {{Quest Link|Bring It!}}&lt;br /&gt;
* {{Quest Link|Hunt and Gather}}&lt;br /&gt;
* {{Quest Link|The Raid}}&lt;br /&gt;
* {{Quest Link|Supply and Demand}}&lt;br /&gt;
* {{Quest Link|Compelling Tribute (Imperial)}}&lt;br /&gt;
&lt;br /&gt;
{{Stub|Place}}&lt;/div&gt;</summary>
		<author><name>212.95.56.51</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Bring_It!&amp;diff=841213</id>
		<title>Skyrim:Bring It!</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Bring_It!&amp;diff=841213"/>
		<updated>2012-01-02T06:47:03Z</updated>

		<summary type="html">&lt;p&gt;212.95.56.51: description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Quests|Miscellaneous}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver= [[Skyrim:Harrald|Harrald]]&lt;br /&gt;
|Loc= [[Skyrim:Mistveil Keep|Mistveil Keep]]&lt;br /&gt;
|Reward=Several gems&lt;br /&gt;
|Image=&lt;br /&gt;
|Imgdesc=&lt;br /&gt;
|description=Deliver [[Skyrim:Harrald|Harrald]]'s sword&lt;br /&gt;
|ID=FreeformRiften16&lt;br /&gt;
}}&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
&amp;lt;!-- Instructions:  Provide a point-by-point list of the key tasks that need to be completed for this quest.  Spoilers should be avoided in the quick walkthrough. --&amp;gt;&lt;br /&gt;
* Speak with [[Skyrim:Harrald|Harrald]]&lt;br /&gt;
* Listen to Harrald&lt;br /&gt;
* Speak with [[Skyrim:Balimund|Balimund]] at [[Skyrim:The Scorched Hammer|The Scorched Hammer]]&lt;br /&gt;
* Return to [[Skyrim:Harrald|Harrald]] with the sword.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
&amp;lt;!-- Instructions: The detailed walkthrough should provide full information about the quest, organized into paragraphs.  Spoilers belong in this section.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
==Quest Stages==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|10||{{Quest Comment|Objective is assigned}}: Pick up Harrald's Sword from Balimund&lt;br /&gt;
|20||{{Quest Comment|Objective is assigned}}: Deliver Harrald's Sword&lt;br /&gt;
|30||&lt;br /&gt;
|200||&lt;br /&gt;
|250||&lt;br /&gt;
}}&lt;br /&gt;
{{Skyrim Quest Stages Notes}}&lt;br /&gt;
{{Stub|Quest}}&lt;/div&gt;</summary>
		<author><name>212.95.56.51</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Mistveil_Keep&amp;diff=841210</id>
		<title>Skyrim:Mistveil Keep</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Mistveil_Keep&amp;diff=841210"/>
		<updated>2012-01-02T06:45:00Z</updated>

		<summary type="html">&lt;p&gt;212.95.56.51: stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Place Summary&lt;br /&gt;
|type=Castle&lt;br /&gt;
|zones=3&lt;br /&gt;
|description=the castle of [[Skyrim:The Rift|The Rift]], nestled among the other wooden manors of [[Skyrim:Riften|Riften]]'s upper-class district.&lt;br /&gt;
|image=SR-place-Mistveil_Keep.jpg&lt;br /&gt;
|imgdesc=Mistveil Keep in Riften&lt;br /&gt;
|region=&lt;br /&gt;
|occupants=&amp;lt;span align&lt;br /&gt;
* Jarl [[Skyrim:Laila Law-Giver|Laila Law-Giver]]&lt;br /&gt;
* [[Skyrim:Anuriel|Anuriel]]&lt;br /&gt;
* [[Skyrim:Harrald|Harrald]]&lt;br /&gt;
* [[Skyrim:Saerlund|Saerlund]]&lt;br /&gt;
* [[Skyrim:Unmid Snow-Shod|Unmid Snow-Shod]]&lt;br /&gt;
* [[Skyrim:Wylandriah|Wylandriah]]&lt;br /&gt;
|locationcode=RiftenMistveilBarracks, RiftenMistveilKeep, RiftenMistveilKeepJarlsChambers&lt;br /&gt;
|city=Riften&lt;br /&gt;
|marker_id=35&lt;br /&gt;
|alchemy=1&lt;br /&gt;
|cooking=1&lt;br /&gt;
|enchanting=1&lt;br /&gt;
|marker_id=Castle_2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Mistveil Keep is home to [[Skyrim:Laila Law-Giver|Jarl Laila Law-Giver]], her steward [[Skyrim:Anuriel|Anuriel]], and her housecarl [[Skyrim:Unmid Snow-Shod|Unmid Snow-Shod]]. Laila's sons, [[Skyrim:Harrald|Harrald]] and [[Skyrim:Saerlund|Saerlund]], and her absent-minded court wizard, [[Skyrim:Wylandriah|Wylandriah]], can also be found here.&lt;br /&gt;
&lt;br /&gt;
If the [[Skyrim:Imperial Legion|Imperial Legion]] gains control of the Rift, [[Skyrim:Maven Black-Briar|Maven Black-Briar]] will become the Jarl, with her son [[Skyrim:Hemming Black-Briar|Hemming]] as her steward and [[Skyrim:Maul|Maul]] as her housecarl. Laila Law-Giver, Anuriel and Unmid Snow-Shod will seek refuge in Windhelm's [[Skyrim:Palace of the Kings|Palace of the Kings]].&lt;br /&gt;
&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
&lt;br /&gt;
== Related Quests ==&lt;br /&gt;
* {{Quest Link|I Done Got Thaned!}}&lt;br /&gt;
* {{Quest Link|Bring It!}}&lt;br /&gt;
* {{Quest Link|Hunt and Gather}}&lt;br /&gt;
* {{Quest Link|The Raid}}&lt;br /&gt;
* {{Quest Link|Supply and Demand}}&lt;br /&gt;
* {{Quest Link|Compelling Tribute (Imperial)}}&lt;br /&gt;
&lt;br /&gt;
{{Stub|Place}}&lt;/div&gt;</summary>
		<author><name>212.95.56.51</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Jora&amp;diff=839019</id>
		<title>Skyrim:Jora</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Jora&amp;diff=839019"/>
		<updated>2011-12-31T08:52:32Z</updated>

		<summary type="html">&lt;p&gt;212.95.56.51: stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Empty|NPC}}&lt;br /&gt;
{{NPC Summary&lt;br /&gt;
|essential=&lt;br /&gt;
|respawn=&lt;br /&gt;
|loc=Temple of Talos&lt;br /&gt;
|race=Nord&lt;br /&gt;
|gender=Female&lt;br /&gt;
|class=Priest&lt;br /&gt;
|faction={{Faction|Eastmarch}}; {{Faction|TownWindhelmFaction}}; {{Faction|WindhelmCandlehearthPatrons}}; {{Faction|WindhelmHallOfTheDeadFaction}}; {{Faction|WindhelmMarketBrowsers}}; {{Faction|WindhelmPriestsFaction}}; {{Faction|WindhelmTempleFaction}}; {{Faction|WindhelmViolaFaction}}&lt;br /&gt;
|refid=0001B11F&lt;br /&gt;
|baseid=00014120&lt;br /&gt;
|image=&lt;br /&gt;
|imgdesc=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
&amp;lt;!-- Instructions: Provide an initial sentence summarizing the NPC (race, job, where they live).  Subsequent paragraphs provide additional information about the NPC, such as related NPCs, schedule, equipment, etc.  Note that quest-specific information DOES NOT belong on this page, but instead goes on the appropriate quest page.  Spoilers should be avoided. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Jora''' is a priestess of [[Lore:Talos|Talos]] at the [[Skyrim:Temple of Talos|Temple of Talos]] in [[Skyrim:Windhelm|Windhelm]]. When spoken to, she offers you general information about Talos and his importance to the [[Lore:Wars#The Skyrim Civil War|ongoing civil war]] in Skyrim.&lt;br /&gt;
&lt;br /&gt;
Her farewell dialogue is, strangely, that of a priestess of [[Lore:Arkay|Arkay]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Instructions: If this NPC is related to any quests, uncomment this section and replace &amp;quot;Quest Name&amp;quot; with the quest's name--&amp;gt;&amp;lt;!--&lt;br /&gt;
== Related Quests ==&lt;br /&gt;
* {{Quest Link|Quest Name}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Stub|NPC}}&lt;/div&gt;</summary>
		<author><name>212.95.56.51</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Lore:Song_of_Hrormir&amp;diff=836083</id>
		<title>Lore:Song of Hrormir</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Lore:Song_of_Hrormir&amp;diff=836083"/>
		<updated>2011-12-29T08:05:17Z</updated>

		<summary type="html">&lt;p&gt;212.95.56.51: +skyrim&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Book Summary&lt;br /&gt;
|OB=yes&lt;br /&gt;
|OBName=Song Of Hrormir&lt;br /&gt;
|SRName=Song Of Hrormir&lt;br /&gt;
|description=The epic narrative of Hrormir, one-time champion of Nocturnal&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
:Hrormir&lt;br /&gt;
:Son of Hrorgar&lt;br /&gt;
:Summoned to the Court of Vjindak,&lt;br /&gt;
:Son of Vjinmore, King of Evensnow.&lt;br /&gt;
::&amp;quot;Mighty caster of magic,&lt;br /&gt;
:I charge thee to go to Aelfendor,&lt;br /&gt;
:For its hoary Warriors do threaten my Land&lt;br /&gt;
:And bring forth their cousin Demons&lt;br /&gt;
:To terrify my People.&amp;quot;&lt;br /&gt;
:Hrormir&lt;br /&gt;
:Son of Hrorgar&lt;br /&gt;
:Heard the Words of Vjindak Evensnow.&lt;br /&gt;
::&amp;quot;By [[Oblivion:Hrormir's Icestaff|Icestaff]],&lt;br /&gt;
:Surely I would help thee&lt;br /&gt;
:But I have already a Quest to drink&lt;br /&gt;
:Twelve Flagons of [[Oblivion:Mead|Mead]] in one Hour,&lt;br /&gt;
:And then to bed four Wenches,&lt;br /&gt;
:Twice each.&lt;br /&gt;
:So I must with grace decline.&amp;quot;&lt;br /&gt;
:The King he did not smile&lt;br /&gt;
:At Hrormir and his jolly Spirit.&lt;br /&gt;
::&amp;quot;By thine Honor&lt;br /&gt;
:Must thou aidest my Cause&lt;br /&gt;
:For must thou takest up the Sword&lt;br /&gt;
:Of thy Companion Darfang&lt;br /&gt;
:Who took the Quest and failed.&amp;quot;&lt;br /&gt;
:Hrormir laughed.&lt;br /&gt;
::&amp;quot;Now I know thou jest.&lt;br /&gt;
:My boon Mate Darfang wouldst not fail.&lt;br /&gt;
:There be no finer Bladesman.&lt;br /&gt;
:If thou chargest him, he wouldst not fall.&amp;quot;&lt;br /&gt;
::&amp;quot;I did not say he fell.&lt;br /&gt;
:He joined the Dark Kings of Aelfendor&lt;br /&gt;
:And by doing so dishonored&lt;br /&gt;
:Himself and thee, his Friend.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Hrormir could not believe the Words,&lt;br /&gt;
:And yet, he knew Eversnow&lt;br /&gt;
:Didst not lie.&lt;br /&gt;
:So for twenty Days and three rodeth he&lt;br /&gt;
:To the Land of Night, the Kingdom of Fear,&lt;br /&gt;
:Where the Peasants ever carried Candles&lt;br /&gt;
:Knowing what Evil awaiteth them&lt;br /&gt;
:Should they stray beyond the Glow.&lt;br /&gt;
:The Sovereigncy of three Dark Kings:&lt;br /&gt;
:Aelfendor.&lt;br /&gt;
:There, Torch in Hand, didst Hrormir&lt;br /&gt;
:Pass through haunted Countryside&lt;br /&gt;
:And frightened Villages,&lt;br /&gt;
:And through the black Gates&lt;br /&gt;
:Of the blacker Castle of Aelfendor.&lt;br /&gt;
:The three Dark Kings didst sneer&lt;br /&gt;
:At the sight of mighty Hrormir&lt;br /&gt;
:And summoned they their Champion&lt;br /&gt;
:Darfang the Blade.&lt;br /&gt;
::&amp;quot;My boon Companion!&amp;quot;&lt;br /&gt;
:Hrormir called in the Hall of Night.&lt;br /&gt;
::&amp;quot;I dare not trust my Eyes,&lt;br /&gt;
:For then I wouldst believe&lt;br /&gt;
:That thou hast joined with Evil,&lt;br /&gt;
:And turned thy Way from Honor&lt;br /&gt;
:And Brotherhood!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::&amp;quot;Hrormir!&amp;quot;&lt;br /&gt;
:Darfang the Blade didst cry.&lt;br /&gt;
::&amp;quot;If thou dost not go now,&lt;br /&gt;
:One of us must die, for I hate thee!&amp;quot;&lt;br /&gt;
:But Hrormir was battle ready,&lt;br /&gt;
:And in the echoing Halls of Night&lt;br /&gt;
:The Blade of Darfang&lt;br /&gt;
:And the Staff of Hrormir&lt;br /&gt;
:Didst strike again and yet again.&lt;br /&gt;
:Mighty Warriors and Mages both,&lt;br /&gt;
:The boon Companions now Foes,&lt;br /&gt;
:Shook Mundus with their War.&lt;br /&gt;
:They might have fought for a Year&lt;br /&gt;
:If there were Sun in Aelfendor&lt;br /&gt;
:To mark Time,&lt;br /&gt;
:And either Hrormir or Darfang&lt;br /&gt;
:May verily have won.&lt;br /&gt;
:But Hrormir saweth through the Dark&lt;br /&gt;
:The Tears in the Eyes of his former Friend,&lt;br /&gt;
:And then he saweth the Shadow of Darfang&lt;br /&gt;
:Wert not his own.&lt;br /&gt;
:And so with Icestaff, he did strike&lt;br /&gt;
:Not Darfang, but his Shadow, which cried.&lt;br /&gt;
::&amp;quot;Hold, Mortal Man!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:The Shadow becameth the Hag,&lt;br /&gt;
:Bent and twisted, in her Cloak and Hood.&lt;br /&gt;
:From her faceless Shadows, she hissed.&lt;br /&gt;
::&amp;quot;Mortal Man called Hrormir&lt;br /&gt;
:The Soul of thy boon Companion&lt;br /&gt;
:Is my Plaything,&lt;br /&gt;
:But I will take thine in trade,&lt;br /&gt;
:For though ye both have strong Arms,&lt;br /&gt;
:Thou hast the more clever Mind&lt;br /&gt;
:Which my Sons the Dark Kings need&lt;br /&gt;
:For a Champion of Aelfendor.&amp;quot;&lt;br /&gt;
:Hrormir the brave didst not take a Breath&lt;br /&gt;
:Or pause before he boldly said.&lt;br /&gt;
::&amp;quot;Shadowy Hag, release Darfang,&lt;br /&gt;
:And thou mayst use me as thou will.&amp;quot;&lt;br /&gt;
:The Hag didst laugh and freed Darfang.&lt;br /&gt;
::&amp;quot;To save thine Honor this thou hast done,&lt;br /&gt;
:But now thou must be without Honor&lt;br /&gt;
:Mortal Man, as the Champion&lt;br /&gt;
:Of the Dark Kings, my Heirs of Gray Maybe,&lt;br /&gt;
:Thou must help them divide Aelfendor,&lt;br /&gt;
:And love me,&lt;br /&gt;
:Thy Shadowy Hag and thy Mistress well.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:For his loss of Honor,&lt;br /&gt;
:And his dear Friend's Sacrifice,&lt;br /&gt;
:Noble Darfang prepared to take his Dagger&lt;br /&gt;
:And plunge it in his good Heart,&lt;br /&gt;
:But Hrormir stayed his Brother's Hand and whispered.&lt;br /&gt;
::&amp;quot;No, boon Companion,&lt;br /&gt;
:Wait for me at the Village Banquet Hall.&amp;quot;&lt;br /&gt;
:And then did Darfang the Blade leave the Castle&lt;br /&gt;
:While Hrormir took the withered Claw&lt;br /&gt;
:Of the Hag, and pressed it to his Lips.&lt;br /&gt;
::&amp;quot;Shadowy Hag, to thee I pledge&lt;br /&gt;
:To only honor thy black Words&lt;br /&gt;
:To turn my back on Truth&lt;br /&gt;
:To aid thy Dark Kings' Ambition&lt;br /&gt;
:To divide their Inheritance fairly&lt;br /&gt;
:To love thee&lt;br /&gt;
:To think thee beautiful.&amp;quot;&lt;br /&gt;
:Then to the Chamber in the Heart of Night&lt;br /&gt;
:Hrormir and the Hag did retire&lt;br /&gt;
:Kissed he there her wrinkled Lips&lt;br /&gt;
:And her wrinkled, sagging Breasts,&lt;br /&gt;
:For ten Days and Nights and three did Hrormir&lt;br /&gt;
:And his Icestaff&lt;br /&gt;
:Battle thus.&lt;br /&gt;
&lt;br /&gt;
:Then Sweet [[Lore:Kynareth|Kynareth]] blew honeyed Winds&lt;br /&gt;
:O'er the Hills and Forest Glens of Aelfendor,&lt;br /&gt;
:And the Caress of warm blooded [[Lore:Dibella|Dibella]] &lt;br /&gt;
:Coaxed the Blossoms to wanton Display&lt;br /&gt;
:So that Aelfendor became a Garden&lt;br /&gt;
:Of all the Senses.&lt;br /&gt;
:The frightened Servants of the Dark Kings&lt;br /&gt;
:Woke to find there was naught to fear&lt;br /&gt;
:And through the once dark Streets of the Village&lt;br /&gt;
:Came the Cries of Celebration.&lt;br /&gt;
:In the Banquet Hall of the Village&lt;br /&gt;
:Hrormir and his boon Companion Darfang&lt;br /&gt;
:Embraced and drank of rich Mead.&lt;br /&gt;
:The Shadowy Hag too was smiling,&lt;br /&gt;
:Sleeping still in her soft Bed,&lt;br /&gt;
:Until the morning Sun touched her naked Face&lt;br /&gt;
:And she awoke, and saw All,&lt;br /&gt;
:And knew All saw her.&lt;br /&gt;
:And she cried out:&lt;br /&gt;
::&amp;quot;Mortal Man!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Night fell fast upon the Land&lt;br /&gt;
:As the Hag flew into the Banquet Hall&lt;br /&gt;
:Casting blackest Darkness in her Wake&lt;br /&gt;
:But all the Celebrants still could see&lt;br /&gt;
:Her Anger&lt;br /&gt;
:In her monstrous Face&lt;br /&gt;
:And they shook with Fear.&lt;br /&gt;
:The Hag had said the Kingdom was&lt;br /&gt;
:To be divided among her Heirs.&lt;br /&gt;
:But Aelfendor had been kept whole&lt;br /&gt;
:While her Children divided,&lt;br /&gt;
:Drawn and quartered.&lt;br /&gt;
:Hrormir was mightily amused.&lt;br /&gt;
:He swallowed his Laughter&lt;br /&gt;
:In his Mead,&lt;br /&gt;
:For none should laugh outright&lt;br /&gt;
:At the Daedra Lord [[Lore:Nocturnal|Nocturnal]].&lt;br /&gt;
:Without her [[Oblivion:Gray Cowl of Nocturnal|gray Cowl]] of shadowed Night,&lt;br /&gt;
:Her hideous Face forced the Moons&lt;br /&gt;
:To hide themselves.&lt;br /&gt;
:Hrormir the mighty did not quail.&lt;br /&gt;
::&amp;quot;Wherest be thine Hood, shadowy hag?&amp;quot;&lt;br /&gt;
::&amp;quot;Mortal Man hast taken it from me unaware.&lt;br /&gt;
:When I awoke, my Face unmasked,&lt;br /&gt;
:My Kingdom cast into the Light,&lt;br /&gt;
:My Dark King Heirs in Pieces cast,&lt;br /&gt;
:And here, my Champion smiles.&lt;br /&gt;
:Yet in truth, thou kept thy Promise truly,&lt;br /&gt;
:To never keep thy Promise true.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Hrormir&lt;br /&gt;
:Son of Hrorgar&lt;br /&gt;
:Bowed to the Hag, his Queen.&lt;br /&gt;
::&amp;quot;And evermore, &lt;br /&gt;
:'Til thou releaseth me, will I serve thee so.&amp;quot;&lt;br /&gt;
::&amp;quot;A clever Mind in a Champion&lt;br /&gt;
:Is a much overvalued Trait.&amp;quot;&lt;br /&gt;
:The Hag released Hrormir's Soul&lt;br /&gt;
:And he released her Hood.&lt;br /&gt;
:And so in the Light of darkest Dark,&lt;br /&gt;
:She left Aelfendor evermore.&lt;br /&gt;
:And after drinking twelve Flagons of Mead,&lt;br /&gt;
:And bedding four Wenches&lt;br /&gt;
:Twice each,&lt;br /&gt;
:Did Darfang return to Eversnow&lt;br /&gt;
:With Hrormir&lt;br /&gt;
:Son of Hrorgar.&lt;/div&gt;</summary>
		<author><name>212.95.56.51</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Whirlwind_Sprint&amp;diff=833486</id>
		<title>Skyrim:Whirlwind Sprint</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Whirlwind_Sprint&amp;diff=833486"/>
		<updated>2011-12-27T10:35:15Z</updated>

		<summary type="html">&lt;p&gt;212.95.56.51: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Shout Summary&lt;br /&gt;
|name=Whirlwind Sprint&lt;br /&gt;
|id=0002f7ba&lt;br /&gt;
|quote=The Thu'um rushes forward, carrying you in its wake with the speed of a tempest.&lt;br /&gt;
|words=Wuld Nah Kest&lt;br /&gt;
|letters1=WULD&lt;br /&gt;
|letters2=N4&lt;br /&gt;
|letters3=KEST&lt;br /&gt;
|translation=Whirlwind Fury Tempest&lt;br /&gt;
|cooldown=20 25 35&lt;br /&gt;
|info1=Range:&lt;br /&gt;
|info2=Range:&lt;br /&gt;
|info3=Range:&lt;br /&gt;
|location1=[[Skyrim:High Hrothgar|High Hrothgar]] (during [[Skyrim:The Way of the Voice|The Way of the Voice]])&lt;br /&gt;
|location2=[[Skyrim:Dead Men's Respite|Dead Men's Respite]]&lt;br /&gt;
|location3=Atop the hill containing [[Skyrim:Volskygge|Volskygge]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Whirlwind Sprint''' is a [[Skyrim:shout|shout]] that causes the player to rush forward. It can be used to close in on enemies, escape from battle, cross gaps to reach otherwise inaccessible areas, or simply travel faster. Sometimes it can also be used to get free if the character has gotten stuck in some areas. It can be used even if you are overencumbered.&lt;br /&gt;
&lt;br /&gt;
This shout carries you horizontally, so do not use it to go down slopes: you will find yourself in mid-air when the sprint ends.&lt;br /&gt;
&lt;br /&gt;
== Word Wall Translations ==&lt;br /&gt;
{{WordWall&lt;br /&gt;
|word1=WULD&lt;br /&gt;
|wordwall1=HET NOK KOPRaaN DO&amp;lt;br&amp;gt;WYNJULF FaaL WULD WEN&amp;lt;br&amp;gt;ViiNTaaS TUZ Vey ZeiM LahVU&amp;lt;br&amp;gt;DO RahGROL OGiiM&lt;br /&gt;
|translation1=Here lies (the) body of&amp;lt;br&amp;gt;Wynjolf the Whirlwind whose&amp;lt;br&amp;gt;shining blade cut through an army&amp;lt;br&amp;gt;from Ragron (the) Orc.&lt;br /&gt;
|word2=Nah&lt;br /&gt;
|wordwall2=NONVUL BRON DahMaaN DaaR ROK DO FIN FODiiZ BORMah OBLIVION LooST NID Nah MED SPaaN VahDIN BeyN&lt;br /&gt;
|translation2=Noble Nord, remember these words of the Hoar Father – Oblivion hath no fury like a shield maiden scorned.&lt;br /&gt;
|word3=KEST&lt;br /&gt;
|wordwall3=BEKKHILD WahLaaN QETHSEGOL&amp;lt;br&amp;gt;ahMULI VahRUKT EYOLF WEN&amp;lt;br&amp;gt;VeySUN LOS SIZaaN KO VUL&amp;lt;br&amp;gt;KEST KO OKaaZ DO LUV&lt;br /&gt;
|translation3=Bekkhild raised (this) stone&amp;lt;br&amp;gt;(in her) husband's memory, Eyolf, whose&amp;lt;br&amp;gt;ship was lost in (a) dark&amp;lt;br&amp;gt;tempest in (the) Sea of Tears.}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*While there are three [[Skyrim:Word Wall|Word Wall]] texts for this shout, only two of them will appear in any single game; the [[Skyrim:Greybeards|Greybeards]] will teach you one of the shout words.&lt;br /&gt;
&lt;br /&gt;
===Console Commands===&lt;br /&gt;
&lt;br /&gt;
player.teachword 2F7BB ; WULD = Whirlwind / Whirlwind Sprint&lt;br /&gt;
&lt;br /&gt;
player.teachword 2F7BC ; NAH = Fury / Whirlwind Sprint&lt;br /&gt;
&lt;br /&gt;
player.teachword 2F7BD ; KEST = Tempest / Whirlwind Sprint&lt;/div&gt;</summary>
		<author><name>212.95.56.51</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Merchants&amp;diff=832473</id>
		<title>Skyrim talk:Merchants</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Merchants&amp;diff=832473"/>
		<updated>2011-12-26T13:54:39Z</updated>

		<summary type="html">&lt;p&gt;212.95.56.51: /* Army surplus */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Listing by Hold ==&lt;br /&gt;
&lt;br /&gt;
Why are these listed by hold, with the city as subcategory? I can't think of a single store that is '''not''' in a city, unless you count inns. -- [[User:Hargrimm|Hargrimm]] | [[User_talk:Hargrimm|&amp;lt;sup&amp;gt;Θ&amp;lt;/sup&amp;gt;]] 00:38, 26 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think you are right, but inns should be added, and they need a place to go.[[User:Ninti|Ninti]] 22:30, 5 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I think we should put all the merchants in a single table and add the hold as a column--this would allow us to quickly find all blacksmiths in Skyrim, for example. --[[User:Evil4Zerggin|Evil4Zerggin]] 18:07, 8 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I'd be in favour of combining everything into a single page to make it easier to sort information.  However, I didn't do it as part of my recent revamps because doing it properly isn't easy.  Columns need to be added for both city and hold.  More difficult is that I think the page still needs a table of contents, allowing readers to jump directly to the stores for a given city.  That means setting up a manually-created table of contents, and having anchors within the table so that Merchants#Riften still takes you to the start of the list of Riften stores.  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 17:48, 10 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== General tips ==&lt;br /&gt;
&lt;br /&gt;
Is there a page listing information about trading in the game? Well anyway, it's worth mentioning hints somewhere. I wanted to add that quitting the game resets the merchants' inventory and money, which is imo a very useful tip ~ [[User:Dwarfmp|Dwarfmp]] 20:24, 1 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Table for Gold ==&lt;br /&gt;
&lt;br /&gt;
I know that no one will really read this or tell me theyre opinion but i personally think (seeing that in skyrim, merchants only have so much gold to buy/trade with) that this section should also include the base amount of gold that the merchant has every 2 days, what do you guys think?&lt;br /&gt;
:Agreed I'll start adding amounts if anyone has objections tell me. [[User:Babytoke|Babytoke]] 23:29, 24 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::How do you plan on going about this? Are you going to add another column to the tables specific to this? Personally, I think that would be best.  [[User:Tyler.e|Tyler .e]] 19:44, 26 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I feel that this page could be made better if the tables for each merchant also included a row with their max available gold with and without the Investor/Master Trader perks. [[Special:Contributions/67.187.133.160|67.187.133.160]] 22:56, 4 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Merchant Services ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Services&amp;quot; category for merchants is kind of confusing. The current categories, such as &amp;quot;apparel&amp;quot; or &amp;quot;misc&amp;quot; are not a very good picture of what they buy and sell. There actually seems to be several categories of merchants:&lt;br /&gt;
&lt;br /&gt;
*Weapons/Armor - They sell and buy melee and archery weapons (but not staves), armor (but not robes or clothes), and misc stuff related to smithing, e.g. leather and ore.&lt;br /&gt;
*Potions - They buy and sell potions, ingredients, and a few books (will they buy any book?)&lt;br /&gt;
*Magic - Will buy and sell staves, some(all?) magic and mundane clothes and robes and some(all?) magic and mundane jewelry, as well as books, scrolls, and soul gems&lt;br /&gt;
*Food/Drink - Will buy any food or drink, and sometimes sell salt as well&lt;br /&gt;
*Innkeeper - Same as Food/Drink, but will also rent you a room&lt;br /&gt;
*Apparel - Will buy and sell some(all?) magic and mundane apparel and some(all?) magic and mundane jewelry&lt;br /&gt;
*General Store - Will buy or sell anything &lt;br /&gt;
&lt;br /&gt;
Did I miss anything or get anything wrong. If not, the services should be changed accordingly&lt;br /&gt;
[[User:Ninti|Ninti]] 22:15, 5 December 2011 (UTC)&lt;br /&gt;
:In revamping the tables just now, I switched all merchants to use the one-word identifier used in the game data.  I was then thinking of adding some information in the introduction summarizing what each of those identifiers mean.  At this point, however, the only info I can get out of the game data is what each merchant sells -- the flags saying what a merchant buys are stored differently than they were in Oblivion or Morrowind.  So most of the the buying info is going to have to be based on gameplay experience. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 06:28, 8 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Anoriath ==&lt;br /&gt;
&lt;br /&gt;
Someone keeps deleting the fact that you can invest with Anoriath but it doesn't do anything beyond giving him the initial 500g.&lt;br /&gt;
&lt;br /&gt;
Why?  Both facts are pertinent.&lt;br /&gt;
:Sorry, I'm the one who has been doing it.  It's mainly been happening because I've completely replaced the page contents about three times over the last couple days with updated information automatically generated from the game data -- where I'm determining who is available for investing based on who has the extra 500 gold available to be unlocked in their merchant chest.&lt;br /&gt;
:However, I'm not sure the information really belongs on this page, because as a summary page it should just help readers figure out how much gold each merchant can have, and Anoriath does not have the extra gold.  Instead, I believe the information belongs on Anoriath's individual page -- i.e., at [[Skyrim:Anoriath|Anoriath]].  I've now also added a note to the page introduction explicitly stating that bugged investees aren't listed on the page. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 17:41, 10 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Shop Reset and Cached Data ==&lt;br /&gt;
I had a weird experience with shop inventory reset and loading. I plan to investigate more, but want to note this here in case anyone has further information/experience.&lt;br /&gt;
&lt;br /&gt;
Background: PC Version. I returned to Whiterun after being gone for about a week. I did a bunch of smithing (without interacting with the vendor in any way), and stored a bunch of stuff in Breezehome. I then made a save. Then I went to see what was on sale at Warmaiden's (was looking for a fortify 1-handed item for disenchant purposes).&lt;br /&gt;
*Initial Attempt: It had a set of inventory that didn't include any item I was interested. Call this inventory set NI1.&lt;br /&gt;
*Reload 1: Without quitting the game, I reloaded the save I made prior to checking the inventory. The shop had a DIFFERENT set of inventory that didn't include any item I was intereseted in. Call this inventory set SS.&lt;br /&gt;
*Reload 2: Without quitting the game, I reloaded again and got inventory set SS again.&lt;br /&gt;
*Reload 3: Without quitting the game, I reloaded again and got inventory set SS again.&lt;br /&gt;
*Next Attempt: I quit the game, restarted, and loaded the save I made before checking the inventory. Now, I got a different inventory set from either NI1 or SS. Call this NI2. It still didn't have what I wanted.&lt;br /&gt;
*Reload 1: Without quitting the game, I reloaded the save again. I got inventory set SS again.&lt;br /&gt;
*Reload 2: Same behaviour.&lt;br /&gt;
*Next Attempt: I quit the game, restarted, and loaded the save I made before checking the inventory. This time, I got a different set of inventory NI3 that included an item I wanted, so I stopped at that point and bought it.&lt;br /&gt;
&lt;br /&gt;
Theory: SS looked awfully close to what was in Warmaiden's before I left Whiterun the week prior (I did not think to write it down, so going from memory on that). It looks like something about the shop reset is messed up by reloading within the same session. There are several possible explanations: it could only do shop resets on the first load of a new session, or the flag that says the shop needs to be reset could be left untouched by loading within the same session (even if it's set in the savefile). I hope to investigate further this evening.&lt;br /&gt;
&lt;br /&gt;
This is not the only place I have discovered odd behavior with same session reloading (see the [[Skyrim talk: Enchanting Effects|Enchanting Effects Discussion]] page).&lt;br /&gt;
[[User:Aetryn|Aetryn]] 19:48, 12 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I retested this with the blacksmith in Solitude and got the same behavior. This time I was definitely able to see that the &amp;quot;reload&amp;quot; inventory is the before-reset inventory (it had some items I had improved via Smithing and then sold). Also, loading a save for the first time in a session, then NOT checking his inventory before loading the save again still resulted in new inventory the first time I checked the merchant, but not any future times.&lt;br /&gt;
&lt;br /&gt;
:Conclusion: The &amp;quot;shop needs to be reset&amp;quot; flag (or &amp;quot;shop was last reset time&amp;quot; or however it's stored) is stored in the save file. However, any value existing in a play session (i.e. between quitting completely out) will not be overwritten by a new game load unless you quit out of the game completely. This sounds like a bug to me. [[User:Aetryn|Aetryn]] 02:00, 13 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::this seems similar to what i have experienced on Xbox, if you save it and return to the xbox dashboard, when you return to the game, the shopkeepers inventory, and money will have reset, this defiantly works on Xbox--i have used it to sell my loot and obtain ingots and soul gems multiple times. ([[user:Eddie the head|Eddie The Head]] 09:21, 21 December 2011 (UTC))&lt;br /&gt;
&lt;br /&gt;
== Army surplus ==&lt;br /&gt;
&lt;br /&gt;
It seems that the [[Skyrim:Military Camps|military camp]] quartermasters restock far more often than 48 hours. Possibly on every cell reload. [[Special:Contributions/212.95.56.51|212.95.56.51]] 13:54, 26 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>212.95.56.51</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:High_Hrothgar&amp;diff=831468</id>
		<title>Skyrim:High Hrothgar</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:High_Hrothgar&amp;diff=831468"/>
		<updated>2011-12-25T14:15:59Z</updated>

		<summary type="html">&lt;p&gt;212.95.56.51: /* Etched Tablets */ oops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Place Summary&lt;br /&gt;
|image2=Highhrothgarmaplocation.png&lt;br /&gt;
|type=Military Fort&lt;br /&gt;
|location=South of [[Skyrim:Whiterun|Whiterun]]&lt;br /&gt;
|image=SR-place-High Hrothgar.jpg&lt;br /&gt;
|imgdesc=High Hrothgar&lt;br /&gt;
|region=Whiterun Hold&lt;br /&gt;
|description=A small settlement at the top of the [[Skyrim:Throat of the World|Throat of the World]].&lt;br /&gt;
|addbelow=It is a major landmark and home to the reclusive [[Skyrim:Greybeards|Greybeards]] who are masters of [[Skyrim:The Voice|The Voice]].&lt;br /&gt;
|locationcode=HighHrothgar&lt;br /&gt;
|zones=1&lt;br /&gt;
|marker_id=Fort&lt;br /&gt;
}}&lt;br /&gt;
Traveling to High Hrothgar requires taking the 7,000 steps. The steps begin in [[Skyrim:Ivarstead|Ivarstead]].&lt;br /&gt;
&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
== Encounters ==&lt;br /&gt;
On the way up to High Hrothgar, you will encounter enemies like the [[Skyrim:Snow Bear|Snow Bear]] and [[Skyrim:Frost Troll|Frost Trolls]]. Usually there will be several more Frost Trolls than bears; bear encounters may occur, but an encounter with a frost troll is a certainty. As well as enemy encounters, travelers and pilgrims will be seen on the way to the top - Pilgrims that are exploring and reading the ancient tablets, which contain wise sayings. Reading all of the tablets grants the [[Skyrim:Voice of the Sky|Voice of the Sky]] effect for 24 hours, which prevents animals from either attacking or fleeing from the character.&lt;br /&gt;
&lt;br /&gt;
== Etched Tablets ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center&amp;quot;&amp;gt;&lt;br /&gt;
'''Emblem I'''&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
Before the birth of men, the [[Lore:Dragons|Dragons]] ruled all&amp;lt;/br&amp;gt;&lt;br /&gt;
[[Lore:Mundus|Mundus]].&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
Their word was [[Skyrim:The Voice|the Voice]], and they spoke only for&amp;lt;/br&amp;gt;&lt;br /&gt;
True Needs.&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
For the Voice could blot out the sky and flood the&amp;lt;/br&amp;gt;&lt;br /&gt;
land.&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
'''Emblem II'''&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
Men were born and spread over the face of&amp;lt;/br&amp;gt;&lt;br /&gt;
Mundus&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
The Dragons presided over the crawling masses&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
Men were weak then, and had no Voice&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
'''Emblem III'''&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
The fledgling spirits of Men were strong in [[Lore:Mythic Era|Old&amp;lt;/br&amp;gt;&lt;br /&gt;
Times]]&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
Unafraid to war with Dragons and their Voices&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
But the Dragons only [[Skyrim:Shout|shouted]] them down and&amp;lt;/br&amp;gt;&lt;br /&gt;
broke their hearts&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
'''Emblem IV'''&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
[[Lore:Kynareth|Kyne]] called on [[Lore:Paarthurnax|Paarthurnax]], who pitied Man&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
Together they taught Men to use the Voice&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
Then Dragon War raged, Dragon against Tongue&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
'''Emblem V'''&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
Man prevailed, shouting [[Lore:Alduin|Alduin]] out of the world&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
Proving for all that their Voice too was strong&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
Although their sacrifices were many-fold&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
'''Emblem VI'''&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
With roaring Tongues, the [[Lore:Children of the Sky|Sky-Children]] conquer&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
Founding the [[Lore:First Empire of the Nords|First Empire]] with Sword and Voice&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
Whilst the Dragons withdrew from this World&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
'''Emblem VII'''&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
The Tongues at [[Lore:Battle of Red Mountain|Red Mountain]] went away humbled&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
[[Lore:Jurgen Windcaller|Jurgen Windcaller]] began His Seven Year&amp;lt;/br&amp;gt;&lt;br /&gt;
Meditation&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
To understand how Strong Voices could fail&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
'''Emblem VIII'''&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
Jurgen Windcaller chose silence and returned&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
The 17 disputants could not shout Him down&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
Jurgen the Calm built His home on the [[Skyrim:Throat of the World|Throat of&amp;lt;/br&amp;gt;&lt;br /&gt;
the World]]&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
'''Emblem IX'''&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
For years all silent, the [[Skyrim:Greybeards|Greybeards]] spoke one name&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
[[Lore:Tiber Septim|Tiber Septim]], stripling then, was summoned to Hrothgar&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
They blessed and named him {{sic|[[Skyrim:Dovahkiin|Dohvakiin]]}}&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
'''Emblem X'''&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
The Voice is worship&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
Follow the Inner path&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
Speak only in True Need&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
&lt;br /&gt;
== NPCs Living Here==&lt;br /&gt;
{{Skyrim:High Hrothgar People}}&lt;br /&gt;
&lt;br /&gt;
==Related Quests ==&lt;br /&gt;
*{{Quest Link|The Way of the Voice}}&lt;br /&gt;
*{{Quest Link|The Horn of Jurgen Windcaller}}&lt;br /&gt;
*{{Quest Link|The Throat of the World}}&lt;br /&gt;
*{{Quest Link|Season Unending}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skyrim Settlements}}&lt;/div&gt;</summary>
		<author><name>212.95.56.51</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:High_Hrothgar&amp;diff=831467</id>
		<title>Skyrim:High Hrothgar</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:High_Hrothgar&amp;diff=831467"/>
		<updated>2011-12-25T14:15:20Z</updated>

		<summary type="html">&lt;p&gt;212.95.56.51: /* Etched Tablets */ blueify&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Place Summary&lt;br /&gt;
|image2=Highhrothgarmaplocation.png&lt;br /&gt;
|type=Military Fort&lt;br /&gt;
|location=South of [[Skyrim:Whiterun|Whiterun]]&lt;br /&gt;
|image=SR-place-High Hrothgar.jpg&lt;br /&gt;
|imgdesc=High Hrothgar&lt;br /&gt;
|region=Whiterun Hold&lt;br /&gt;
|description=A small settlement at the top of the [[Skyrim:Throat of the World|Throat of the World]].&lt;br /&gt;
|addbelow=It is a major landmark and home to the reclusive [[Skyrim:Greybeards|Greybeards]] who are masters of [[Skyrim:The Voice|The Voice]].&lt;br /&gt;
|locationcode=HighHrothgar&lt;br /&gt;
|zones=1&lt;br /&gt;
|marker_id=Fort&lt;br /&gt;
}}&lt;br /&gt;
Traveling to High Hrothgar requires taking the 7,000 steps. The steps begin in [[Skyrim:Ivarstead|Ivarstead]].&lt;br /&gt;
&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
== Encounters ==&lt;br /&gt;
On the way up to High Hrothgar, you will encounter enemies like the [[Skyrim:Snow Bear|Snow Bear]] and [[Skyrim:Frost Troll|Frost Trolls]]. Usually there will be several more Frost Trolls than bears; bear encounters may occur, but an encounter with a frost troll is a certainty. As well as enemy encounters, travelers and pilgrims will be seen on the way to the top - Pilgrims that are exploring and reading the ancient tablets, which contain wise sayings. Reading all of the tablets grants the [[Skyrim:Voice of the Sky|Voice of the Sky]] effect for 24 hours, which prevents animals from either attacking or fleeing from the character.&lt;br /&gt;
&lt;br /&gt;
== Etched Tablets ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center&amp;quot;&amp;gt;&lt;br /&gt;
'''Emblem I'''&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
Before the birth of men, the [[Lore:Dragons|Dragons]] ruled all&amp;lt;/br&amp;gt;&lt;br /&gt;
[[Lore:Mundus|Mundus]].&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
Their word was [[Skyrim:The Voice|the Voice]], and they spoke only for&amp;lt;/br&amp;gt;&lt;br /&gt;
True Needs.&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
For the Voice could blot out the sky and flood the&amp;lt;/br&amp;gt;&lt;br /&gt;
land.&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
'''Emblem II'''&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
Men were born and spread over the face of&amp;lt;/br&amp;gt;&lt;br /&gt;
Mundus&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
The Dragons presided over the crawling masses&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
Men were weak then, and had no Voice&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
'''Emblem III'''&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
The fledgling spirits of Men were strong in [[Lore:Mythic Era|Old&amp;lt;/br&amp;gt;&lt;br /&gt;
Times]]&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
Unafraid to war with Dragons and their Voices&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
But the Dragons only [[Skyrim:Shout|shouted]] them down and&amp;lt;/br&amp;gt;&lt;br /&gt;
broke their hearts&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
'''Emblem IV'''&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
[[Lore:Kynareth|Kyne]] called on [[Lore:Paarthurnax|Paarthurnax]], who pitied Man&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
Together they taught Men to use the Voice&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
Then Dragon War raged, Dragon against Tongue&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
'''Emblem V'''&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
Man prevailed, shouting [[Lore:Alduin|Alduin]] out of the world&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
Proving for all that their Voice too was strong&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
Although their sacrifices were many-fold&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
'''Emblem VI'''&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
With roaring Tongues, the [[Lore:Children of the Sky|Sky-Children]] conquer&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
Founding the [[Lore:First Empire of the Nords|First Empire]] with Sword and Voice&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
Whilst the Dragons withdrew from this World&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
'''Emblem VII'''&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
The Tongues at [[Lore:Battle of Red Mountain|Red Mountain]] went away humbled&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
[[Lore:Jurgen Windcaller|Jurgen Windcaller]] began His Seven Year&amp;lt;/br&amp;gt;&lt;br /&gt;
Meditation&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
To understand how Strong Voices could fail&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
'''Emblem VIII'''&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
Jurgen Windcaller chose silence and returned&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
The 17 disputants could not shout Him down&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
Jurgen the Calm built His home on the [[Skyrim:Throat of the World|Throat of&amp;lt;/br&amp;gt;&lt;br /&gt;
the World]]&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
'''Emblem IX'''&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
For years all silent, the [[Skyrim:Greybeards|Greybeards]] spoke one name&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
[[Lore:Tiber Septim|Tiber Septim]], stripling then, was summoned to Hrothgar&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
They blessed and named him {{sic|[[Skyrim:Dovahkiin|Dohvakiin]]}}&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
'''Emblem X'''&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
The Voice is worship&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
Follow the Inner path&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
Speak only in True Need&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
&lt;br /&gt;
== NPCs Living Here==&lt;br /&gt;
{{Skyrim:High Hrothgar People}}&lt;br /&gt;
&lt;br /&gt;
==Related Quests ==&lt;br /&gt;
*{{Quest Link|The Way of the Voice}}&lt;br /&gt;
*{{Quest Link|The Horn of Jurgen Windcaller}}&lt;br /&gt;
*{{Quest Link|The Throat of the World}}&lt;br /&gt;
*{{Quest Link|Season Unending}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skyrim Settlements}}&lt;/div&gt;</summary>
		<author><name>212.95.56.51</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Standing_Stone&amp;diff=830112</id>
		<title>Skyrim:Standing Stone</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Standing_Stone&amp;diff=830112"/>
		<updated>2011-12-24T10:28:55Z</updated>

		<summary type="html">&lt;p&gt;212.95.56.51: all apparel becomes weightless&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Places}}&lt;br /&gt;
[[File:SR-place-The Lord Stone.jpg|thumb|right|The Lord Stone]]&lt;br /&gt;
[[File:SR-place-The Atronach Stone.jpg|thumb|right|The Atronach Stone]]&lt;br /&gt;
[[File:SR-place-The Apprentice Stone.jpg|thumb|right|The Apprentice Stone]]&lt;br /&gt;
[[File:SR-mapicon-Doomstone.png]] The '''Standing Stones''' are magical stones found in the wilderness which can give your character special abilities and powers. There are thirteen Standing Stones in total, each associated with one of Tamriel's thirteen [[Lore:Astronomy#Constellations|constellations]].  Only one stone's effects can be active at a time, although you can change which stone is active at any time in the game. &lt;br /&gt;
&lt;br /&gt;
The first three stones most players will encounter are the three '''Guardian Stones''': The Mage Stone, The Thief Stone, and The Warrior Stone.  These three stones are found together in a circle outside the starting dungeon.  Selecting one of these stones allows you to effectively specialize in one group of [[Skyrim:skills|skills]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stone !! Location !! Description !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|The Apprentice Stone}}&lt;br /&gt;
| On an island in a river just southwest of the line joining [[Skyrim:Morthal|Morthal]] and [[Skyrim:Solitude|Solitude]]. &lt;br /&gt;
| ''Those under the sign of The Apprentice recover Magicka faster, but are more susceptible to Magicka damage.''&lt;br /&gt;
| +100% Magicka regeneration, +100% weakness to Magicka&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|The Atronach Stone}}&lt;br /&gt;
| South of [[Skyrim:Windhelm|Windhelm]] in the southernmost part of the hot-springs zone, between an axe-shaped lake and a U-shaped lake.&lt;br /&gt;
| ''Those under the sign of The Atronach absorb a portion of incoming spell damage and have a larger pool of Magicka, but recover it more slowly.''&lt;br /&gt;
| +50 Magicka, 50% absorb spells, Magicka regenerates 50% slower.&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|The Lady Stone}}&lt;br /&gt;
| In a lake, on an island directly north of [[Skyrim:Falkreath|Falkreath]].&lt;br /&gt;
| ''Those under the sign of The Lady regenerate Health and Stamina more quickly.''&lt;br /&gt;
| Regenerate Health and Stamina 25% faster&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|The Lord Stone}}&lt;br /&gt;
| East of [[Skyrim:Morthal|Morthal]], about one and a half times as far as [[Skyrim:Stonehills|Stonehills]], up on the mountain.&lt;br /&gt;
| ''Those under the sign of The Lord are more resistant to both Magicka and physical damage.''&lt;br /&gt;
| +50 Armor Rating; 25% Magic Resistance&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|The Lover Stone}}&lt;br /&gt;
| East of [[Skyrim:Markarth|Markarth]], just north of [[Skyrim:Kolskeggr Mine|Kolskeggr Mine]]. Approach from the west, as the east side is a cliff.&lt;br /&gt;
| ''Those under the sign of The Lover always feel a Lover's Comfort. (All skills improve faster.)''&lt;br /&gt;
| Learn all [[Skyrim:skills|skills]] 15% faster &amp;lt;br&amp;gt; ''See [[#Notes|notes]]''&lt;br /&gt;
|-&lt;br /&gt;
| {{Linkable Entry|The Mage Stone}}&lt;br /&gt;
| Southwest of [[Skyrim:Riverwood|Riverwood]], one of the Guardian Stones.&lt;br /&gt;
| ''Those under the sign of the Mage will learn all [[Skyrim:magic|magic]] skills 20% faster.''&lt;br /&gt;
| Learn [[Skyrim:skills|magic skills]] 20% faster&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|The Ritual Stone}}&lt;br /&gt;
| East of Whiterun, above the entrance to [[Skyrim:Graywinter Watch|Graywinter Watch]].&lt;br /&gt;
| ''Once a day, those under the sign of The Ritual can reanimate nearby corpses to fight for them.''&lt;br /&gt;
| Raise all dead to fight for you for once a day&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|The Serpent Stone}}&lt;br /&gt;
|  Directly east of [[Skyrim:College of Winterhold (place)|College of Winterhold]] and northeast of [[Skyrim:Wreck of The Pride of Tel Vos|Wreck of The Pride of Tel Vos]], on an island.&lt;br /&gt;
| ''Once a day, those under the sign of The Serpent can use a ranged [[Skyrim:Paralyze|paralyzing]] poison on opponents.''&lt;br /&gt;
| Paralyze 5s on target, also doing 25pts damage&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|The Shadow Stone}}&lt;br /&gt;
| South of [[Skyrim:Riften|Riften]], near [[Skyrim:Nightingale Hall|Nightingale Hall]].&lt;br /&gt;
| ''Once a day, those under the sign of The Shadow can become [[Skyrim:Invisibility|invisible]] for an extended period.''&lt;br /&gt;
| Become invisible for 60 seconds once a day&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|The Steed Stone}}&lt;br /&gt;
| Northwest of [[Skyrim:Solitude|Solitude]], near [[Skyrim:Ironback Hideout|Ironback Hideout]]. ([http://uesp.net/wiki/File:The_Steed_Stone_MAP.bmp])&lt;br /&gt;
| ''Those under the sign of The Steed can carry more and do not suffer a movement penalty from armor.''&lt;br /&gt;
| Players do not suffer a speed loss from wearing armor, +100 Carry Weight, Equipped [[Skyrim:Apparel|apparel]] is weightless&lt;br /&gt;
|-&lt;br /&gt;
| {{Linkable Entry|The Thief Stone}}&lt;br /&gt;
| Southwest of [[Skyrim:Riverwood|Riverwood]], one of the Guardian Stones.&lt;br /&gt;
| ''Those under the sign of the Thief will learn all [[Skyrim:stealth|stealth]] skills 20% faster.''&lt;br /&gt;
| Learn [[Skyrim:skills|stealth skills]] 20% faster&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|The Tower Stone}}&lt;br /&gt;
| About halfway between [[Skyrim:Dawnstar|Dawnstar]] and [[Skyrim:Winterhold|Winterhold]], on a high cliff.&lt;br /&gt;
| ''Once a day, those under the sign of The Tower have the option to automatically open an Expert or lower lock.''&lt;br /&gt;
| Unlock any ''Expert'' or lower level lock instead of picking it once a day&lt;br /&gt;
|-&lt;br /&gt;
| {{Linkable Entry|The Warrior Stone}}&lt;br /&gt;
| Southwest of [[Skyrim:Riverwood|Riverwood]], one of the Guardian Stones.&lt;br /&gt;
| ''Those under the sign of the Warrior will learn all [[Skyrim:combat|combat]] skills 20% faster.''&lt;br /&gt;
| Learn [[Skyrim:skills|combat skills]] 20% faster&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
[[Skyrim:Achievements|Achievements]] related to the Standing Stones are:&lt;br /&gt;
* [[File:SR-achievement-Blessed.jpg|30px]] '''Blessed''' -- Select a Standing Stone Blessing&lt;br /&gt;
** You must discover one standing stone, then activate its blessing.  This is most easily accomplished using one of the three Guardian Stones.&lt;br /&gt;
* [[File:SR-achievement-Standing Stones.jpg|30px]] '''Standing Stones''' -- Find 13 Standing Stones&lt;br /&gt;
** You must discover all thirteen of the standing stones.&lt;br /&gt;
** Note there is a glitch allowing you to receive the Standing Stones achievement by visiting any standing stones a total of 13 times rather than finding all 13.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* The Standing Stones are comparable to the [[Oblivion:Doomstones#Birthsign Stones|Birthsign Stones]] from [[Oblivion:Oblivion|Oblivion]].&lt;br /&gt;
* The Lover Stone acts as a permanent Lover's Comfort bonus, and thus the player cannot obtain other [[Skyrim:sleeping|sleeping]] bonuses.&lt;br /&gt;
* A caveat exists while under the effects of The Atronach Stones which causes some [[Skyrim:Conjuration_Spells|Conjuration]] spells to fail. Conjure Familiar, Flame Atronach, Frost Atronach, Storm Atronach and Dremora Lord all target the caster when used, so they have a 50% of being absorbed as magicka and cancelling the summon.&lt;br /&gt;
* (Xbox 360) The achievement for finding all thirteen Standing Stones can sometimes be given before all thirteen are found. The Standing Stones found section in your General Stats will sometimes be updated whenever you arrive at a standing stone, regardless if you are fast-traveling there again or found it the first time.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:SR-place-Guardian Stones.jpg|Guardian Stones - Mage, Thief, Warrior&lt;br /&gt;
File:SR-place-Apprentice Stone.jpg|Apprentice Stone&lt;br /&gt;
File:SR-place-Lady Stone.jpg|Lady Stone&lt;br /&gt;
File:SR-place-Lover Stone.jpg|Lover Stone&lt;br /&gt;
File:SR-place-Lord Stone.jpg|Lord Stone&lt;br /&gt;
File:SR-place-Ritual Stone.jpg|Ritual Stone&lt;br /&gt;
File:SR-place-Serpent Stone.jpg|Serpent Stone&lt;br /&gt;
File:SR-place-Shadow Stone.jpg|Shadow Stone&lt;br /&gt;
File:SR-place-Steed Stone.jpg|Steed Stone&lt;br /&gt;
File:SR-place-Tower Stone.jpg|Tower Stone&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>212.95.56.51</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:The_Mind_of_Madness&amp;diff=828815</id>
		<title>Skyrim:The Mind of Madness</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:The_Mind_of_Madness&amp;diff=828815"/>
		<updated>2011-12-23T12:34:05Z</updated>

		<summary type="html">&lt;p&gt;212.95.56.51: /* Notes */ getting to inventory&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Quests|Daedric}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Skyrim:Dervenin|Dervenin]]&lt;br /&gt;
|Reward=[[Skyrim:Wabbajack|Wabbajack]], set of Fine Clothes&lt;br /&gt;
|Disp=&lt;br /&gt;
|Rep=&lt;br /&gt;
|Prev=&lt;br /&gt;
|Conc=&lt;br /&gt;
|Next=&lt;br /&gt;
|Loc=[[Skyrim:Solitude|Solitude]], [[Skyrim:Pelagius_Wing|Pelagius Wing]] of the [[Skyrim:Blue_Palace|Blue Palace]]&lt;br /&gt;
|Image=&lt;br /&gt;
|ImgDesc=&lt;br /&gt;
|description=Gain access to and solve the mystery of the [[Skyrim:Pelagius Wing|Pelagius Wing]].&lt;br /&gt;
|ID=DA15&lt;br /&gt;
|Icon=SR-qico-Daedric.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
# Investigate a man called Dervenin, he is walking around the streets near the [[Skyrim:Bards College|Bards College]].&lt;br /&gt;
# Gain access to the Pelagius Wing of the [[Skyrim:Blue_Palace|Blue Palace]].&lt;br /&gt;
# Use the key to gain access to the Pelagius Wing.&lt;br /&gt;
# Search for [[Skyrim:Dervenin|Dervenin]]'s master in the [[Skyrim:Pelagius_Wing|Pelagius Wing]].&lt;br /&gt;
# Use the Wabbajack to escape from Pelagius' Mind.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
&lt;br /&gt;
===Solitude===&lt;br /&gt;
While in [[Skyrim:Solitude|Solitude]], you may hear a rumor at the Inn about a mad beggar roaming the streets and ranting, or come across the beggar near the Blue Palace. Dervenin will be walking in the streets, lamenting his missing master. Speak to him, and he will complain that his master is neglecting his duties and that chaos will ensue. He says that his master is in the Pelagius wing of the Blue Palace, having tea with an old friend. He will claim you will need &amp;quot;the hipbone&amp;quot;, and give you the hipbone of Pelagius.&lt;br /&gt;
&lt;br /&gt;
===Blue Palace===&lt;br /&gt;
Enter the Blue Palace and locate one of the cleaning staff. Either pick her pockets for the key or intimidate her into giving it to you. Alternatively, you can convince [[Skyrim:Falk Firebeard|the castle steward]] to let you in if you have completed the quest [[Skyrim:The Man Who Cried Wolf|The Man Who Cried Wolf]]. Exploring briefly in the wing will show it in a state of disrepair; however, a large amount of unused silverware might be useful for sale. Further travel will require you to cut through some spider webs before you suddenly find yourself transported into a strange realm.&lt;br /&gt;
&lt;br /&gt;
===Pelagius' Mind=== &lt;br /&gt;
You will find yourself suddenly wearing a full set of Fine Clothes. The scene before you appears to be an extravagant dinner, set in the middle of a misty wood, surrounded by stone archways. Two people are sitting at the table, one wearing a distinct outfit and sitting in a throne, and the other a depressed man. The latter appears to be [[Lore:Pelagius_Septim_III|Pelagius III]], complaining of various woes though he sounds strangely sane, which delights the man across from him. Pelagius will leave after a short conversation, in which the other man will try to cheer Pelagius up.&lt;br /&gt;
&lt;br /&gt;
Walk up to the other man and talk with him. It's [[Skyrim:Sheogorath|Sheogorath]] himself. Tell him that you have a message for him, and that he needs to come back from vacation. Sheogorath says he will leave if you can make your way out of Pelagius' mind. He will give you the [[Skyrim:Wabbajack|Wabbajack]] to help you. Depending on which arch you walk through, you will have one of three scenes. Go through all three and complete the scenes before going back to Sheogorath.&lt;br /&gt;
&lt;br /&gt;
===Pelagius' Night Terrors===&lt;br /&gt;
&lt;br /&gt;
You will see a bed in the middle of the forest with Pelagius sleeping on it. Sheogorath tells you that Pelagius has been suffering from night terrors since he was a child, and to get rid of them. Use the Wabbajack on Pelagius to start the sequence, and then attack each terror as they come. They will turn into something more innocuous. Do not attack the innocuous creatures; instead, use the Wabbajack on Pelagius again to call the next terror. If you fail to prevent the terror from attacking Pelagius long enough, you will have to repeat the scene from the start. &lt;br /&gt;
&lt;br /&gt;
You will have to fight a wolf, a bandit chief, a hagraven, a flame atronach and lastly, a dragon priest who tends to summon a frost atronach to help him. When the dragon priest is taken care of, Pelagius will wake up and the scene will end.&lt;br /&gt;
&lt;br /&gt;
===Pelagius' Confidence===&lt;br /&gt;
&lt;br /&gt;
In this scene you will see Pelagius' Anger beating up Pelagius' Confidence. Confidence doesn't look like he is doing too well, since he is tiny and Anger is a giant. Sheogorath wants you to tip the scales. Use Wabbajack on Anger until he is tiny, and then on Confidence until he is as big as Anger was. It is a bit tricky getting Confidence big enough to finish the quest, as if you will wait too long, he will go back to being tiny.&lt;br /&gt;
&lt;br /&gt;
===Pelagius' Paranoia===&lt;br /&gt;
&lt;br /&gt;
The third scene will be a small fort like structure, with steps leading up to the edge. In the middle of this structure there is an arena, occupied by two fighting storm atronachs. Supposedly, one is yours and one is your opponent's, who is on the other side of the fort. He is flanked by two other men. Sheogorath will tell you Pelagius' mother had a hand inflaming his paranoia. He wants you to find Pelagius' paranoia and win the fight you are witnessing.&lt;br /&gt;
&lt;br /&gt;
If you shoot your opponent's atronach with the Wabbajack, it will result in one or both of the creatures changing into an atronach of another type. The best configuration is your atronach being frost, and the other flame, so even though yours is losing life, it will heal, making the fight infinite. Either way, the atronach fight has nothing to do with solving the scene.&lt;br /&gt;
&lt;br /&gt;
Aim for one of the two men sitting next to your opponent, and Wabbajack them. Both of the men will turn into wolves, and attack your opponent, kiling him. Sheogorath will happily comment on how you finally came up with the way to deal with the situation, though he will say the same thing regardless of whether shooting the two men was the first thing you did or not.&lt;br /&gt;
&lt;br /&gt;
===Your Reward===&lt;br /&gt;
&lt;br /&gt;
Go back to Sheogorath when you've finished his tasks and tell him you've fixed Pelagius' mind. He will answer that &amp;quot;treated&amp;quot; is a more appropriate word, and that he is going back to the Shivering Isles. Upon checking if he is ready, he will summon Dervenin and his lugagge. Finally, he will say that you can keep the Wabbajack, and send you back to the real world. You will appear back in the Pelagius Wing of the Blue Palace.&lt;br /&gt;
&lt;br /&gt;
Continue down to the basement after completing the quest to find a copy of &amp;quot;Surfeit of Thieves&amp;quot;, a +1 Lockpicking skill book.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*In his conversation with Pelagius, Sheogorath will make some references to the events in Oblivion, indicating he is in fact the Champion of Cyrodiil, who successfully took the place of the Mad God. See [[Skyrim:Sheogorath|Sheogorath]]'s page for more details.&lt;br /&gt;
* The Items, Magic, Map and Skills menus are disabled during the quest. Consequently, it is also impossible to open the chest in the Night Terrors scene. The Favorites menu and hotkeys are also disabled.&lt;br /&gt;
* You can still access your inventory by causing the goat to be killed by one of the other attackers in the Night Terrors scene and then looting its corpse. This will give you access to [[Skyrim:Quest_Items|quest items]], which are not removed from your inventory, should you want to access them for whatever reason.&lt;br /&gt;
* You cannot pickpocket Sheogorath or Pelagius the Mad, but you can pickpocket Dervenin once he is summoned, and he will not notice anything even if you are not hidden.&lt;br /&gt;
* The Sultry Maiden in the Night Terrors scene features a male voice. This only happens if she speaks to you as you get close to her, as you are unable to activate a dialogue.&lt;br /&gt;
* [[Shivering:Dervenin|Dervenin]] was in [[Shivering:Shivering Isles|Shivering Isles]], as the Priest of Mania.&lt;br /&gt;
* After finishing the quest and leaving the mind of Pelagius, you will still be in the clothing given and worn during the quest. You will also keep any other items taken from inside the mind, such as the food on the table and harvested [[Skyrim:Ingredients|ingredients]].&lt;br /&gt;
* Just southeast of the dreams portion of the area, accessible only via the TCL console command, is a free-standing door leading to &amp;quot;The Mind of a Madman&amp;quot; which contains two very odd looking linked areas. There are no items or NPCs.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*If you enter Pelagius' Mind while you have the Stray Dog in your company, the dog won't be here upon your return - other companions such Lydia (human) or Barbas (dog) seem unaffected.&lt;br /&gt;
*Entering Pelagius Wing, going upstairs and walking through the tables into the narrow corridor will make the game freeze instantanously.&lt;br /&gt;
&lt;br /&gt;
==Quest Stages==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|10||Dervenin wants me to talk to his master about returning from vacation. To do so, I need to gain entrance to the Pelagius Wing of the Blue palace.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Gain access to the Pelagius Wing of the Blue Palace&lt;br /&gt;
|45||{{Quest Comment|Objective is assigned}}: Use the key to gain access to the Pelagius Wing&lt;br /&gt;
|50||Dervenin wants me to talk to his master about returning from vacation. His master should be somewhere in the Pelagius Wing of the Blue Palace.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Search for Dervenin's master in the Pelagius Wing&lt;br /&gt;
|100||Dervenin wants his master Sheogorath to return from vacation. I have tracked Sheogorath and been transported by him in to Pelagius's mind.  If I can find a way to home Sheogorath has promised to return home as well.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Use the Wabbajack to escape from Pelagius's Mind&lt;br /&gt;
|150||{{Quest Comment|Objective is assigned}}: Escape from the Blue Palace&lt;br /&gt;
|200|Yes|I have helped Dervenin by convincing his master Sheogorath to return from vacation inside the mind of Pelagius. Sheogorath has rewarded me with the Wabbajack for my troubles.&lt;br /&gt;
}}&lt;br /&gt;
* The following empty quest stages were omitted from the table: 0, 20, 30, 40, 55, 90, 95, 190&lt;br /&gt;
{{Skyrim Quest Stages Notes}}&lt;br /&gt;
{{Stub|Quest}}&lt;/div&gt;</summary>
		<author><name>212.95.56.51</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:J%27zargo%27s_Experiment&amp;diff=828723</id>
		<title>Skyrim:J'zargo's Experiment</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:J%27zargo%27s_Experiment&amp;diff=828723"/>
		<updated>2011-12-23T10:42:22Z</updated>

		<summary type="html">&lt;p&gt;212.95.56.51: /* Detailed Walkthrough */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Quests}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=J'zargo&lt;br /&gt;
|Reward=&lt;br /&gt;
|Disp=&lt;br /&gt;
|Rep=&lt;br /&gt;
|Prev=&lt;br /&gt;
|Conc=&lt;br /&gt;
|Next=&lt;br /&gt;
|Loc=&lt;br /&gt;
|Image=&lt;br /&gt;
|ImgDesc=&lt;br /&gt;
|description=Help J'zargo test out a fiery new spell&lt;br /&gt;
|ID=MGRAppJzargo01&lt;br /&gt;
|Icon=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
*Obtain the scrolls from [[Skyrim:J'zargo|J'zargo]], which cast a modified version of [[Skyrim:Destruction Spells#Flame_Cloak|Flame Cloak]].&lt;br /&gt;
*Travel to any location populated by the [[Skyrim:Undead|undead]] (such as [[Skyrim:Draugr|Draugr]]) and use the scrolls to kill at least three undead enemies.&lt;br /&gt;
*Return to J'zargo with your results (you will retain any unused scrolls).&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
Simply use J'zargo's scrolls near undead enemies; you should have no trouble finding them in any barrow, ruin, or tomb. The scrolls will surround you with a standard flame shield which will damage any enemy in close proximity to you.&lt;br /&gt;
&lt;br /&gt;
You will discover that J'zargo's cloak causes a massive explosion whenever it comes into contact with undead. Clearly, this makes the scrolls as harmful to yourself and your allies as to the undead. Damage seems to be around 100-110 hp, so players with low health caps or reserves might be killed instantly. Also be wary of using this spell when dealing with multiple undead enemies, as multiple explosions can quickly kill even the hardiest of characters.&lt;br /&gt;
&lt;br /&gt;
Another of J'zargo's oversights, is that the cloak burns friendlies, too. Ask your [[Skyrim:Followers|follower]] to stay behind when you test the scrolls, as an angry follower can be more hazardous to you than exploding draugr.&lt;br /&gt;
&lt;br /&gt;
Make sure you use the scrolls to kill only [[Skyrim:Undead|undead]] enemies. A quest marker will appear with each undead killed while under the effects of J'zargo's Flame Cloak Scrolls. Undead do not need to be killed by the scrolls' damage; dying of other weapon or spell damage while under the effects of the scroll will satisfy the quest conditions. However, undead that are killed indirectly by the explosions of other undead do not count. If you use up all ten scrolls without killing three undead enemies, the quest will be failed. &lt;br /&gt;
&lt;br /&gt;
Undead enemies may be found in most crypts and ruins, including [[Skyrim:Bleak Falls Barrow (place)|Bleak Falls Barrow]], [[Skyrim:Saarthal|Saarthal]], Whiterun's [[Skyrim:Hall_of_the_Dead_(Whiterun)|Hall of the Dead]] and [[Skyrim:Folgunthur|Folgunthur]]. Undead may also be encountered in [[Skyrim:The_Midden|The Midden]], allowing convenient completion of this quest without travel if the quest is accepted before venturing down there.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
*You cannot speak to J'zargo if the quest [[Skyrim:The Staff of Magnus]] is active.&lt;br /&gt;
&lt;br /&gt;
==Quest Stages==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|10||&lt;br /&gt;
|20||J'zargo has asked for help with a project he's been working on. I'm supposed to test out Flame Cloak scrolls he made, and report back to him when I've tried them out on several undead creatures.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Test J'zargo's Flame Cloak spell on the undead (&amp;lt;Global&amp;amp;#61;MGRJ1Test&amp;gt;/&amp;lt;Global&amp;amp;#61;MGRJ1Total&amp;gt;)&lt;br /&gt;
|30||{{Quest Comment|Objective is assigned}}: Speak to J'zargo&lt;br /&gt;
|200|Yes|I've informed J'zargo that the Flame Cloak scrolls he created don't work exactly as he intended. I doubt he'll be asking for additional help.&lt;br /&gt;
|255||I told J'zargo that I ran out of the scrolls he'd given me, and he no longer wants my help.&lt;br /&gt;
}}&lt;br /&gt;
{{Skyrim Quest Stages Notes}}&lt;br /&gt;
{{Stub|Quest}}&lt;/div&gt;</summary>
		<author><name>212.95.56.51</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:J%27zargo%27s_Experiment&amp;diff=828721</id>
		<title>Skyrim:J'zargo's Experiment</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:J%27zargo%27s_Experiment&amp;diff=828721"/>
		<updated>2011-12-23T10:40:40Z</updated>

		<summary type="html">&lt;p&gt;212.95.56.51: scroll/quest mechanics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Quests}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=J'zargo&lt;br /&gt;
|Reward=&lt;br /&gt;
|Disp=&lt;br /&gt;
|Rep=&lt;br /&gt;
|Prev=&lt;br /&gt;
|Conc=&lt;br /&gt;
|Next=&lt;br /&gt;
|Loc=&lt;br /&gt;
|Image=&lt;br /&gt;
|ImgDesc=&lt;br /&gt;
|description=Help J'zargo test out a fiery new spell&lt;br /&gt;
|ID=MGRAppJzargo01&lt;br /&gt;
|Icon=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
*Obtain the scrolls from [[Skyrim:J'zargo|J'zargo]], which cast a modified version of [[Skyrim:Destruction Spells#Flame_Cloak|Flame Cloak]].&lt;br /&gt;
*Travel to any location populated by the [[Skyrim:Undead|undead]] (such as [[Skyrim:Draugr|Draugr]]) and use the scrolls to kill at least three undead enemies.&lt;br /&gt;
*Return to J'zargo with your results (you will retain any unused scrolls).&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
Simply use J'zargo's scrolls near undead enemies; you should have no trouble finding them in any barrow, ruin, or tomb. The scrolls will surround you with a standard flame shield which will damage any enemy in close proximity to you.&lt;br /&gt;
&lt;br /&gt;
You will discover that J'zargo's cloak causes a massive explosion whenever it comes into contact with undead. Clearly, this makes the scrolls as harmful to yourself and your allies as to the undead. Damage seems to be around 100-110 hp, so players with low health caps or reserves might be killed instantly. Also be wary of using this spell when dealing with multiple undead enemies, as multiple explosions can quickly kill even the hardiest of characters.&lt;br /&gt;
&lt;br /&gt;
Another of J'zargo's oversights, is that the cloak burns friendlies, too. Ask your [[Skyrim:Follower|follower]] to stay behind when you test the scrolls, as an angry follower can be more hazardous to you than exploding draugr.&lt;br /&gt;
&lt;br /&gt;
Make sure you use the scrolls to kill only [[Skyrim:Undead|undead]] enemies. A quest marker will appear with each undead killed while under the effects of J'zargo's Flame Cloak Scrolls. Undead do not need to be killed by the scrolls' damage; dying of other weapon or spell damage while under the effects of the scroll will satisfy the quest conditions. However, undead that are killed indirectly by the explosions of other undead do not count. If you use up all ten scrolls without killing three undead enemies, the quest will be failed. &lt;br /&gt;
&lt;br /&gt;
Undead enemies may be found in most crypts and ruins, including [[Skyrim:Bleak Falls Barrow (place)|Bleak Falls Barrow]], [[Skyrim:Saarthal|Saarthal]], Whiterun's [[Skyrim:Hall_of_the_Dead_(Whiterun)|Hall of the Dead]] and [[Skyrim:Folgunthur|Folgunthur]]. Undead may also be encountered in [[Skyrim:The_Midden|The Midden]], allowing convenient completion of this quest without travel if the quest is accepted before venturing down there.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
*You cannot speak to J'zargo if the quest [[Skyrim:The Staff of Magnus]] is active.&lt;br /&gt;
&lt;br /&gt;
==Quest Stages==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|10||&lt;br /&gt;
|20||J'zargo has asked for help with a project he's been working on. I'm supposed to test out Flame Cloak scrolls he made, and report back to him when I've tried them out on several undead creatures.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Test J'zargo's Flame Cloak spell on the undead (&amp;lt;Global&amp;amp;#61;MGRJ1Test&amp;gt;/&amp;lt;Global&amp;amp;#61;MGRJ1Total&amp;gt;)&lt;br /&gt;
|30||{{Quest Comment|Objective is assigned}}: Speak to J'zargo&lt;br /&gt;
|200|Yes|I've informed J'zargo that the Flame Cloak scrolls he created don't work exactly as he intended. I doubt he'll be asking for additional help.&lt;br /&gt;
|255||I told J'zargo that I ran out of the scrolls he'd given me, and he no longer wants my help.&lt;br /&gt;
}}&lt;br /&gt;
{{Skyrim Quest Stages Notes}}&lt;br /&gt;
{{Stub|Quest}}&lt;/div&gt;</summary>
		<author><name>212.95.56.51</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Giant%27s_Toe&amp;diff=826244</id>
		<title>Skyrim:Giant's Toe</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Giant%27s_Toe&amp;diff=826244"/>
		<updated>2011-12-21T14:22:26Z</updated>

		<summary type="html">&lt;p&gt;212.95.56.51: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Empty}}&lt;br /&gt;
{{Ingredient Summary&lt;br /&gt;
|id=0003ad64&lt;br /&gt;
|value=20&lt;br /&gt;
|weight=1&lt;br /&gt;
|eff1=[[Skyrim:Damage Stamina|Damage Stamina]]&lt;br /&gt;
|type1=neg&lt;br /&gt;
|eff2=[[Skyrim:Fortify Health|Fortify Health]]&lt;br /&gt;
|eff3=[[Skyrim:Fortify Carry Weight|Fortify Carry Weight]]&lt;br /&gt;
|eff4=[[Skyrim:Damage Stamina Regen|Damage Stamina Regen]]&lt;br /&gt;
|type4=neg&lt;br /&gt;
|nsamples=&lt;br /&gt;
|nplants=&lt;br /&gt;
|icon=&lt;br /&gt;
|image=&lt;br /&gt;
|imgdesc=&lt;br /&gt;
}}&lt;br /&gt;
'''Giants' toes''' can be acquired from most alchemists, or taken from a slain [[Skyrim:Giant|Giant]]. (Each giant provides only one toe.)&lt;br /&gt;
&lt;br /&gt;
During [[Skyrim:A Night To Remember|A Night to Remember]], a giant's toe will be acquired, and marked as a quest item until the end of the quest. This makes all your toes weightless, but they cannot be used or removed from your inventory.&lt;br /&gt;
&lt;br /&gt;
For some reason, any [[Skyrim:Fortify Health|Fortify Health]] potion made from a giant's toe lasts for 300 seconds instead of 60. This makes them worth about five times as much gold and experience, and is the most highly valued alchemy effect available. This provides a fast way to [[Skyrim:Alchemy#Leveling up Alchemy|level up Alchemy]].&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
*[[Skyrim:Largashbur|Largashbur]] has one giant's toe (owned) on the shelf in the Apothecary's Shack.&lt;/div&gt;</summary>
		<author><name>212.95.56.51</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Erdi&amp;diff=826243</id>
		<title>Skyrim:Erdi</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Erdi&amp;diff=826243"/>
		<updated>2011-12-21T14:20:25Z</updated>

		<summary type="html">&lt;p&gt;212.95.56.51: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC Summary&lt;br /&gt;
|essential=&lt;br /&gt;
|respawn=&lt;br /&gt;
|loc=Blue Palace&lt;br /&gt;
|race=Nord&lt;br /&gt;
|gender=Female&lt;br /&gt;
|class=Citizen&lt;br /&gt;
|faction={{Faction|Haafingar}}; {{Faction|SolitudeBluePalaceFaction}}; {{Faction|TownSolitudeFaction}}&lt;br /&gt;
|refid=000198C7&lt;br /&gt;
|baseid=00013271&lt;br /&gt;
|image=&lt;br /&gt;
|imgdesc=&lt;br /&gt;
}}&lt;br /&gt;
'''Erdi''' is a [[SR:Nord|Nord]] maid living in the [[Skyrim:Blue Palace|Blue Palace]] of [[Skyrim:Solitude|Solitude]] in Skyrim. She is involved in the quest [[Skyrim:The Mind of Madness|The Mind of Madness]], where she provides the player with the key to the [[Skyrim:Pelagius Wing|Pelagius Wing]] of the palace.&lt;br /&gt;
&lt;br /&gt;
If the player is female, Erdi will talk idly about her aspirations:  &amp;quot;Maybe you need a partner? Hmm? Just picture it. Two women, the dusty road, strapping men at every tavern, a fortune in gold to be claimed...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It is also notable that during a Thieves Guild quest, you are required to steal a crate of wine from the Blue Palace, later, it is likely that she will send Hired Thugs after you.&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
&amp;lt;!-- Instructions: If this NPC is related to any quests, uncomment this section and replace &amp;quot;Quest Name&amp;quot; with the quest's name--&amp;gt;&lt;br /&gt;
== Related Quests ==&lt;br /&gt;
* {{Quest Link|The Mind of Madness}}&lt;br /&gt;
&lt;br /&gt;
{{Stub|NPC}}&lt;/div&gt;</summary>
		<author><name>212.95.56.51</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Alchemy&amp;diff=826049</id>
		<title>Skyrim:Alchemy</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Alchemy&amp;diff=826049"/>
		<updated>2011-12-21T07:40:40Z</updated>

		<summary type="html">&lt;p&gt;212.95.56.51: /* Skill Perks */ &amp;quot;it's&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skills Summary&lt;br /&gt;
|Image=SR-skill-Alchemy.png&lt;br /&gt;
|Special=Stealth&lt;br /&gt;
|ExTrail=[[Skyrim:Stealth|Stealth]]&lt;br /&gt;
}}&lt;br /&gt;
'''Alchemy''' is the art of brewing [[Skyrim:potions|potions]] and [[Skyrim:poison|poison]]s by combining [[Skyrim:ingredients|ingredients]] with matching [[Skyrim:Alchemy_Effects|effects]]. These are initially unknown and must be discovered by eating, trial and error brewing, or from reading [[Skyrim:recipes|recipes]].  Perks in this skill allow discovering more effects by eating, increase the effectiveness of created potions and poisons, remove the positive effects from poisons and the negative effects from potions, and allow you to gather twice as many ingredients from plants. The Alchemy skill tree has a total of 9 perks, requiring a total of 15 perk points to fill.&lt;br /&gt;
&lt;br /&gt;
In-game Description: ''An alchemist can create magical potions and deadly poisons.''&lt;br /&gt;
&lt;br /&gt;
==Skill Perks==&lt;br /&gt;
{{Perk Tree Setup|width=300}}&lt;br /&gt;
{{Perk Tree|perks=&lt;br /&gt;
{{Image Mark|244|914|Alchemist|mark_alt=Alchemist (5 ranks): 0/20/40/60/80 Alchemy. Potions and poisons you make are 20/40/60/80/100% stronger.|position=bottom}}&lt;br /&gt;
{{Image Mark|697|843|Physician|mark_alt=Physician: 20 Alchemy. Potions you mix that restore Health, Magicka or Stamina are 25% more powerful.|position=bottom}}&lt;br /&gt;
{{Image Mark|611|650|Benefactor|mark_alt=Benefactor: 30 Alchemy. Potions you mix with beneficial effects have an additional 25% greater magnitude.|position=right}}&lt;br /&gt;
{{Image Mark|574|497|Experimenter|mark_alt=Experimenter (3 ranks): 50/70/90 Alchemy. Eating an ingredient reveals first two/first three/all its effects.|position=right}}&lt;br /&gt;
{{Image Mark|506|83|Purity|mark_alt=Purity: 100 Alchemy. All negative effects are removed from created potions, and all positive effects are removed from created poisons.|position=top}}&lt;br /&gt;
{{Image Mark|335|636|Poisoner|mark_alt=Poisoner: 30 Alchemy. Poisons you mix are 25% more effective.|position=bottomleft}}&lt;br /&gt;
{{Image Mark|357|482|Concentrated Poison|mark_alt=Concentrated Poison: 60 Alchemy. Poisons applied to weapons last for twice as many hits.|position=left}}&lt;br /&gt;
{{Image Mark|392|283|Green Thumb|mark_alt=Green Thumb: 70 Alchemy. Two ingredients are gathered from plants.|position=topleft}}&lt;br /&gt;
{{Image Mark|551|239|Snakeblood|mark_alt=Snakeblood: 80 Alchemy. 50% resistance to all poisons.|position=right}}&lt;br /&gt;
}}&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Perk&lt;br /&gt;
!class=unsortable|Rank&lt;br /&gt;
!class=unsortable|Description&lt;br /&gt;
!class=unsortable|ID&lt;br /&gt;
!class=num_sort|Skill Req.&lt;br /&gt;
!Perk Req.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=5|''{{LE|Alchemist}}''&lt;br /&gt;
| 1&lt;br /&gt;
| Potions and poisons you make are 20% stronger.&lt;br /&gt;
| {{ID|000be127}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Potions and poisons you make are 40% stronger.&lt;br /&gt;
| {{ID|000c07ca}}&lt;br /&gt;
| 20 Alchemy&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Potions and poisons you make are 60% stronger.&lt;br /&gt;
| {{ID|000c07cb}}&lt;br /&gt;
| 40 Alchemy&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Potions and poisons you make are 80% stronger.&lt;br /&gt;
| {{ID|000c07cc}}&lt;br /&gt;
| 60 Alchemy&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Potions and poisons you make are twice as strong.&lt;br /&gt;
| {{ID|000c07cd}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; 80 Alchemy&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Physician}}''&lt;br /&gt;
| Potions you mix that restore Health, Magicka or Stamina are 25% more powerful.&lt;br /&gt;
| {{ID|00058215}}&lt;br /&gt;
| 20 Alchemy&lt;br /&gt;
| Alchemist&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Benefactor}}''&lt;br /&gt;
| Potions you mix with beneficial effects have an additional 25% greater magnitude.&lt;br /&gt;
| {{ID|00058216}}&lt;br /&gt;
| 30 Alchemy&lt;br /&gt;
| Physician&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=3|''{{LE|Experimenter}}''&lt;br /&gt;
| 1&lt;br /&gt;
| Eating an ingredient reveals first two effects.&lt;br /&gt;
| {{ID|00058218}}&lt;br /&gt;
| 50 Alchemy&lt;br /&gt;
| Benefactor&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Eating an ingredient reveals first three effects.&lt;br /&gt;
| {{ID|00105f2a}}&lt;br /&gt;
| 70 Alchemy&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Eating an ingredient reveals all {{sic|it's}} effects.&lt;br /&gt;
| {{ID|00105f2b}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;50&amp;lt;/span&amp;gt; 90 Alchemy&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Poisoner}}''&lt;br /&gt;
| Poisons you mix are 25% more effective.&lt;br /&gt;
| {{ID|00058217}}&lt;br /&gt;
| 30 Alchemy&lt;br /&gt;
| Physician&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Concentrated Poison}}''&lt;br /&gt;
| Poisons applied to weapons last for twice as many hits.&lt;br /&gt;
| {{ID|00105f2f}}&lt;br /&gt;
| 60 Alchemy&lt;br /&gt;
| Poisoner&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Green Thumb}}''&lt;br /&gt;
| Two ingredients are gathered from plants. †&lt;br /&gt;
| {{ID|00105f2e}}&lt;br /&gt;
| 70 Alchemy&lt;br /&gt;
| Concentrated Poison&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Snakeblood}}''&lt;br /&gt;
| 50% resistance to all poisons.&lt;br /&gt;
| {{ID|00105f2c}}&lt;br /&gt;
| 80 Alchemy&lt;br /&gt;
| Experimenter ''or'' Concentrated Poison&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Purity}}''&lt;br /&gt;
| All negative effects are removed from created potions, and all positive effects are removed from created poisons.&lt;br /&gt;
| {{ID|0005821d}}&lt;br /&gt;
| 100 Alchemy&lt;br /&gt;
| Experimenter ‡&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
† Green thumbs also get extra ingredients from crops, egg nests, barnacle clusters, and other harvestable objects, but not from [[Skyrim:Creatures|creatures]], [[Skyrim:Passive Creatures|passive creatures]], or [[Skyrim:Nirnroot|nirnroot]] plants.&lt;br /&gt;
&lt;br /&gt;
‡ {{Bug|Although the in-game perk tree indicates that the prerequisite perk for Purity is Snakeblood, in fact the only required perk is Experimenter.|nobullet=1}}&lt;br /&gt;
&lt;br /&gt;
==Skill Usage==&lt;br /&gt;
[[File:SR-Alchemy_Prerelease.jpg|thumb|right|An Alchemy Laboratory]]&lt;br /&gt;
Alchemy can only be performed at designated [[Skyrim:Alchemy Labs|Alchemy Labs]].&lt;br /&gt;
&lt;br /&gt;
To create a potion (or poison) you must combine two or more [[Skyrim:ingredients|ingredients]] which share a [[Skyrim:Alchemy Effects|magical effect]].  If the shared effect is a beneficial one (e.g., [[Skyrim:Restore Health|Restore Health]]), you create a potion; if the shared effect is a negative one (e.g. [[Skyrim:Damage Health|Damage Health]]), you create a poison.  Multiple-effect potions can be created if the combined ingredients share more than one effect in common.  A list of useful craftable potions is provided at [[Skyrim:Useful Potions|Useful Potions]].&lt;br /&gt;
&lt;br /&gt;
Each ingredient has a total of four available effects.  Tasting the ingredient always allows you to discover an ingredient's first effect; the [[Skyrim:Experimenter|Experimenter]] perk causes additional effects to be discovered when you taste an ingredient.  Additional effects can be discovered by experimenting to see what ingredient combinations successfully yield potions. You can simply mix ingredients randomly together. When an ingredient is selected, it will grey out all other ingredients where a combination has been attempted and failed.  Note that unlike in [[Oblivion:Alchemy|Oblivion]], your alchemy skill level has no effect on which effects you can discover or use.&lt;br /&gt;
&lt;br /&gt;
Your alchemy skill level determines the strength of any potions or poisons that you create.  In turn, mixing potions/poisons leads to alchemy skill increases.&lt;br /&gt;
&lt;br /&gt;
The effects of multiple Fortify Skill potions generally do not stack; if you already have a [[Skyrim:Fortify Enchanting|Fortify Enchanting]] potion in your system, there is no benefit to drinking another.  The exception to this rule are [[Skyrim:Fortify Restoration|Fortify Restoration]] potions, which while they do not stack, their bonus applies to each succesive potion.  So if 3 [[Skyrim:Fortify Restoration|Fortify Restoration]] 100% potions are drank in a row, the second potion would provide a 200% bonus and the third would provide a 300% bonus. {{VN}}&lt;br /&gt;
&lt;br /&gt;
A useful tip is that ingredient shops replenish their stocks every 48 hours. Markarth is exactly 25.5 hours away from Riften. So fast-travelling from Markarth to Riften will make sure you get into town during the same time you left plus 1.5 hours, a day later. Thus, you can create a 51-hour round trip circuit between the two cities if you have large amounts of materials to buy or sell. This will cut down on your waiting for shops to be open if you arrive during night-time.&lt;br /&gt;
&lt;br /&gt;
===Leveling up Alchemy===&lt;br /&gt;
Alchemy increases proportionally to the cost of the potion being brewed. Potions with multiple effects generally cost more (effect costs are additive, even if the effects themselves do not mix well, such as &amp;quot;Damage Health&amp;quot; and &amp;quot;Restore Health&amp;quot;), and different effects have different costs (for example, &amp;quot;[[Skyrim:Slow|Slow]]&amp;quot; effect costs a lot, while &amp;quot;[[Skyrim:Damage Health|Damage Health]]&amp;quot; is very cheap). Effect strength increases with skill level, perks, and certain apparel enchants.&lt;br /&gt;
&lt;br /&gt;
The most expensive single effects are [[Skyrim:Paralyze|Paralyze]], [[Skyrim:Damage Magicka Regen|Damage Magicka Regen]], [[Skyrim:Invisibility|Invisibility]], and [[Skyrim:Slow|Slow]]. Since the effect costs are additive, a potion with more effects may have higher cost than a potion with one of these high value effects. [[Skyrim:Hanging Moss|Hanging Moss]] + [[Skyrim:Bear Claws|Bear Claws]] + [[Skyrim:Giant's Toe|Giant's Toe]] and [[Skyrim:Vampire Dust|Vampire Dust]] + [[Skyrim:Luna Moth Wing|Luna Moth Wing]] are some good cost/reagent combinations.&lt;br /&gt;
&lt;br /&gt;
It is also best to make big batches of potions at one time. First visit the thief guardian stone and if eligible get the well rested benefit. With these two bonuses and mixing high value potions this can greatly reduce the time drag in leveling alchemy.&lt;br /&gt;
&lt;br /&gt;
[[Skyrim:Enchanting|Enchanting]] apparel is an excellent way to create more potent and valuable potions.Bracers/gloves, helms/circlets, rings, and amulets can all be enchanted with [[Skyrim:Fortify Alchemy|Fortify Alchemy]] , and the effects stack additively to create an alchemist's wardrobe to wear while mixing potions. Creating/collecting an &amp;quot;alchemy suit&amp;quot; of four +25% (or higher) items can more than double the price of the potion (and thus the skill increase).&lt;br /&gt;
&lt;br /&gt;
When you combine [[Skyrim:Giant's Toe|Giant's Toe]] and [[Skyrim:Wheat|Wheat]] at an alchemy lab, the resulting potion increases the alchemy skill considerably more than any other potion besides the glitched Restoration potion, including the previously mentioned Slow, Invisibility and Paralyze potions. When combined with the Thief Stone power and enchanted equipment, the potion can increase the skill one level every potion.&lt;br /&gt;
&lt;br /&gt;
Note: The Restoration Potion creation/Overpowered glitch helps level up the skill insanely fast due to the increasing strength/cost of the potions. One runthrough from the first potion to a negative potion (where the numbers roll over) got me from 56 to 100. Up to your discretion if you want to use the resulting potions to break the game.&lt;br /&gt;
&lt;br /&gt;
==Skill Increases==&lt;br /&gt;
===Character Creation===&lt;br /&gt;
The following [[Skyrim:Races|races]] have an initial skill bonus to Alchemy:&lt;br /&gt;
* +5 bonus: [[Skyrim:Bosmer|Bosmer]], [[Skyrim:Breton|Breton]], [[Skyrim:Dunmer|Dunmer]], [[Skyrim:Khajiit|Khajiit]]&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Trainers|Trainers]]===&lt;br /&gt;
*[[Skyrim:Lami|Lami]] in [[Skyrim:Morthal|Morthal]] (Common)&lt;br /&gt;
*[[Skyrim:Arcadia|Arcadia]] in [[Skyrim:Whiterun|Whiterun]] (Expert)&lt;br /&gt;
*[[Skyrim:Babette|Babette]] in the [[Skyrim:Dark Brotherhood Sanctuary|Dark Brotherhood Sanctuary]] (Master)&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Skill Books|Skill Books]]===&lt;br /&gt;
* ''[[Skyrim:De Rerum Dirennis|De Rerum Dirennis]]''&lt;br /&gt;
* ''[[Skyrim:A Game at Dinner|A Game at Dinner]]''&lt;br /&gt;
* ''[[Skyrim:Herbalist's Guide to Skyrim|Herbalist's Guide to Skyrim]]''&lt;br /&gt;
* ''[[Skyrim:Mannimarco, King of Worms|Mannimarco, King of Worms]]''&lt;br /&gt;
* ''[[Skyrim:Song of the Alchemists|Song of the Alchemists]]''&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
* +1 alchemy reward for completing the quest [[Skyrim:Rare Gifts|Rare Gifts: Bring one Song of the Alchemists to Lami]]&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
One [[Skyrim:Achievements|achievement]] is related to alchemy:&lt;br /&gt;
* [[File:SR-achievement-Artificer.jpg|30px]] '''[[Skyrim:Artificer|Artificer]]''' -- Make a [[Skyrim:Smithing|smithed]] item, an [[Skyrim:Enchanting|enchanted]] item, and a potion&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Additional effects add to a potion's value regardless of whether the effect is negative or positive.&lt;br /&gt;
* Guards will talk about your alchemy skills if they are high; &amp;quot;Fancy yourself an alchemist? Never could get the hang of that.&amp;quot; and &amp;quot;You're an alchemist, huh? Can you brew me an ale?&amp;quot;&lt;br /&gt;
* There are (according to preliminary calculations) 21974 distinct and efficient alchemy recipes possible in Skyrim using the original 11/11/11 ingredient set.  &amp;quot;Distinct&amp;quot; means order of ingredient listing is ignored.  &amp;quot;Efficient&amp;quot; means each ingredient contributes at least one effect the mixture would otherwise lack.&lt;br /&gt;
&lt;br /&gt;
==External Resources==&lt;br /&gt;
* [http://skyrim.tapiocacollective.com/ Skyrim Ingredients Selector]&lt;br /&gt;
* [http://windowsphone.com/s?appid=04ecbe6a-d303-4d4c-a217-920d37cb72c0 Skyrim Herbarium - app for Windows Phone 7]&lt;br /&gt;
* [http://bitemyapp.com/potions/ Potion Helper - Input your ingredients, output the most valuable potions to earn XP and gold]&lt;br /&gt;
* [http://skyrim.melian.cc/?cmd=cmdSkyrimAlchemyWizard Darliandor's Alchemy Lab - Alchemy Laboratory Wizard]&lt;br /&gt;
* [http://skyrim.iamnoah.com Skyrim Alchemy Helper]&lt;br /&gt;
* [http://bit.ly/skyrimalchemy Skyrim Alchemy Wizard]&lt;br /&gt;
* [http://skyrim.warlore.org Skyrim Online Alchemy Tool]&lt;br /&gt;
* [http://rp.eliteskills.com/skyrim.html Skyrim alchemy recipe generator with filters]&lt;br /&gt;
&lt;br /&gt;
{{Skills in Skyrim}}&lt;/div&gt;</summary>
		<author><name>212.95.56.51</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Alchemy&amp;diff=826047</id>
		<title>Skyrim:Alchemy</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Alchemy&amp;diff=826047"/>
		<updated>2011-12-21T07:39:16Z</updated>

		<summary type="html">&lt;p&gt;212.95.56.51: /* Skill Perks */ &amp;quot;plants&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skills Summary&lt;br /&gt;
|Image=SR-skill-Alchemy.png&lt;br /&gt;
|Special=Stealth&lt;br /&gt;
|ExTrail=[[Skyrim:Stealth|Stealth]]&lt;br /&gt;
}}&lt;br /&gt;
'''Alchemy''' is the art of brewing [[Skyrim:potions|potions]] and [[Skyrim:poison|poison]]s by combining [[Skyrim:ingredients|ingredients]] with matching [[Skyrim:Alchemy_Effects|effects]]. These are initially unknown and must be discovered by eating, trial and error brewing, or from reading [[Skyrim:recipes|recipes]].  Perks in this skill allow discovering more effects by eating, increase the effectiveness of created potions and poisons, remove the positive effects from poisons and the negative effects from potions, and allow you to gather twice as many ingredients from plants. The Alchemy skill tree has a total of 9 perks, requiring a total of 15 perk points to fill.&lt;br /&gt;
&lt;br /&gt;
In-game Description: ''An alchemist can create magical potions and deadly poisons.''&lt;br /&gt;
&lt;br /&gt;
==Skill Perks==&lt;br /&gt;
{{Perk Tree Setup|width=300}}&lt;br /&gt;
{{Perk Tree|perks=&lt;br /&gt;
{{Image Mark|244|914|Alchemist|mark_alt=Alchemist (5 ranks): 0/20/40/60/80 Alchemy. Potions and poisons you make are 20/40/60/80/100% stronger.|position=bottom}}&lt;br /&gt;
{{Image Mark|697|843|Physician|mark_alt=Physician: 20 Alchemy. Potions you mix that restore Health, Magicka or Stamina are 25% more powerful.|position=bottom}}&lt;br /&gt;
{{Image Mark|611|650|Benefactor|mark_alt=Benefactor: 30 Alchemy. Potions you mix with beneficial effects have an additional 25% greater magnitude.|position=right}}&lt;br /&gt;
{{Image Mark|574|497|Experimenter|mark_alt=Experimenter (3 ranks): 50/70/90 Alchemy. Eating an ingredient reveals first two/first three/all its effects.|position=right}}&lt;br /&gt;
{{Image Mark|506|83|Purity|mark_alt=Purity: 100 Alchemy. All negative effects are removed from created potions, and all positive effects are removed from created poisons.|position=top}}&lt;br /&gt;
{{Image Mark|335|636|Poisoner|mark_alt=Poisoner: 30 Alchemy. Poisons you mix are 25% more effective.|position=bottomleft}}&lt;br /&gt;
{{Image Mark|357|482|Concentrated Poison|mark_alt=Concentrated Poison: 60 Alchemy. Poisons applied to weapons last for twice as many hits.|position=left}}&lt;br /&gt;
{{Image Mark|392|283|Green Thumb|mark_alt=Green Thumb: 70 Alchemy. Two ingredients are gathered from plants.|position=topleft}}&lt;br /&gt;
{{Image Mark|551|239|Snakeblood|mark_alt=Snakeblood: 80 Alchemy. 50% resistance to all poisons.|position=right}}&lt;br /&gt;
}}&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Perk&lt;br /&gt;
!class=unsortable|Rank&lt;br /&gt;
!class=unsortable|Description&lt;br /&gt;
!class=unsortable|ID&lt;br /&gt;
!class=num_sort|Skill Req.&lt;br /&gt;
!Perk Req.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=5|''{{LE|Alchemist}}''&lt;br /&gt;
| 1&lt;br /&gt;
| Potions and poisons you make are 20% stronger.&lt;br /&gt;
| {{ID|000be127}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Potions and poisons you make are 40% stronger.&lt;br /&gt;
| {{ID|000c07ca}}&lt;br /&gt;
| 20 Alchemy&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Potions and poisons you make are 60% stronger.&lt;br /&gt;
| {{ID|000c07cb}}&lt;br /&gt;
| 40 Alchemy&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Potions and poisons you make are 80% stronger.&lt;br /&gt;
| {{ID|000c07cc}}&lt;br /&gt;
| 60 Alchemy&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Potions and poisons you make are twice as strong.&lt;br /&gt;
| {{ID|000c07cd}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; 80 Alchemy&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Physician}}''&lt;br /&gt;
| Potions you mix that restore Health, Magicka or Stamina are 25% more powerful.&lt;br /&gt;
| {{ID|00058215}}&lt;br /&gt;
| 20 Alchemy&lt;br /&gt;
| Alchemist&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Benefactor}}''&lt;br /&gt;
| Potions you mix with beneficial effects have an additional 25% greater magnitude.&lt;br /&gt;
| {{ID|00058216}}&lt;br /&gt;
| 30 Alchemy&lt;br /&gt;
| Physician&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=3|''{{LE|Experimenter}}''&lt;br /&gt;
| 1&lt;br /&gt;
| Eating an ingredient reveals first two effects.&lt;br /&gt;
| {{ID|00058218}}&lt;br /&gt;
| 50 Alchemy&lt;br /&gt;
| Benefactor&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Eating an ingredient reveals first three effects.&lt;br /&gt;
| {{ID|00105f2a}}&lt;br /&gt;
| 70 Alchemy&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Eating an ingredient reveals all its effects.&lt;br /&gt;
| {{ID|00105f2b}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;50&amp;lt;/span&amp;gt; 90 Alchemy&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Poisoner}}''&lt;br /&gt;
| Poisons you mix are 25% more effective.&lt;br /&gt;
| {{ID|00058217}}&lt;br /&gt;
| 30 Alchemy&lt;br /&gt;
| Physician&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Concentrated Poison}}''&lt;br /&gt;
| Poisons applied to weapons last for twice as many hits.&lt;br /&gt;
| {{ID|00105f2f}}&lt;br /&gt;
| 60 Alchemy&lt;br /&gt;
| Poisoner&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Green Thumb}}''&lt;br /&gt;
| Two ingredients are gathered from plants. †&lt;br /&gt;
| {{ID|00105f2e}}&lt;br /&gt;
| 70 Alchemy&lt;br /&gt;
| Concentrated Poison&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Snakeblood}}''&lt;br /&gt;
| 50% resistance to all poisons.&lt;br /&gt;
| {{ID|00105f2c}}&lt;br /&gt;
| 80 Alchemy&lt;br /&gt;
| Experimenter ''or'' Concentrated Poison&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Purity}}''&lt;br /&gt;
| All negative effects are removed from created potions, and all positive effects are removed from created poisons.&lt;br /&gt;
| {{ID|0005821d}}&lt;br /&gt;
| 100 Alchemy&lt;br /&gt;
| Experimenter ‡&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
† Green thumbs also get extra ingredients from crops, egg nests, barnacle clusters, and other harvestable objects, but not from [[Skyrim:Creatures|creatures]], [[Skyrim:Passive Creatures|passive creatures]], or [[Skyrim:Nirnroot|nirnroot]] plants.&lt;br /&gt;
&lt;br /&gt;
‡ {{Bug|Although the in-game perk tree indicates that the prerequisite perk for Purity is Snakeblood, in fact the only required perk is Experimenter.|nobullet=1}}&lt;br /&gt;
&lt;br /&gt;
==Skill Usage==&lt;br /&gt;
[[File:SR-Alchemy_Prerelease.jpg|thumb|right|An Alchemy Laboratory]]&lt;br /&gt;
Alchemy can only be performed at designated [[Skyrim:Alchemy Labs|Alchemy Labs]].&lt;br /&gt;
&lt;br /&gt;
To create a potion (or poison) you must combine two or more [[Skyrim:ingredients|ingredients]] which share a [[Skyrim:Alchemy Effects|magical effect]].  If the shared effect is a beneficial one (e.g., [[Skyrim:Restore Health|Restore Health]]), you create a potion; if the shared effect is a negative one (e.g. [[Skyrim:Damage Health|Damage Health]]), you create a poison.  Multiple-effect potions can be created if the combined ingredients share more than one effect in common.  A list of useful craftable potions is provided at [[Skyrim:Useful Potions|Useful Potions]].&lt;br /&gt;
&lt;br /&gt;
Each ingredient has a total of four available effects.  Tasting the ingredient always allows you to discover an ingredient's first effect; the [[Skyrim:Experimenter|Experimenter]] perk causes additional effects to be discovered when you taste an ingredient.  Additional effects can be discovered by experimenting to see what ingredient combinations successfully yield potions. You can simply mix ingredients randomly together. When an ingredient is selected, it will grey out all other ingredients where a combination has been attempted and failed.  Note that unlike in [[Oblivion:Alchemy|Oblivion]], your alchemy skill level has no effect on which effects you can discover or use.&lt;br /&gt;
&lt;br /&gt;
Your alchemy skill level determines the strength of any potions or poisons that you create.  In turn, mixing potions/poisons leads to alchemy skill increases.&lt;br /&gt;
&lt;br /&gt;
The effects of multiple Fortify Skill potions generally do not stack; if you already have a [[Skyrim:Fortify Enchanting|Fortify Enchanting]] potion in your system, there is no benefit to drinking another.  The exception to this rule are [[Skyrim:Fortify Restoration|Fortify Restoration]] potions, which while they do not stack, their bonus applies to each succesive potion.  So if 3 [[Skyrim:Fortify Restoration|Fortify Restoration]] 100% potions are drank in a row, the second potion would provide a 200% bonus and the third would provide a 300% bonus. {{VN}}&lt;br /&gt;
&lt;br /&gt;
A useful tip is that ingredient shops replenish their stocks every 48 hours. Markarth is exactly 25.5 hours away from Riften. So fast-travelling from Markarth to Riften will make sure you get into town during the same time you left plus 1.5 hours, a day later. Thus, you can create a 51-hour round trip circuit between the two cities if you have large amounts of materials to buy or sell. This will cut down on your waiting for shops to be open if you arrive during night-time.&lt;br /&gt;
&lt;br /&gt;
===Leveling up Alchemy===&lt;br /&gt;
Alchemy increases proportionally to the cost of the potion being brewed. Potions with multiple effects generally cost more (effect costs are additive, even if the effects themselves do not mix well, such as &amp;quot;Damage Health&amp;quot; and &amp;quot;Restore Health&amp;quot;), and different effects have different costs (for example, &amp;quot;[[Skyrim:Slow|Slow]]&amp;quot; effect costs a lot, while &amp;quot;[[Skyrim:Damage Health|Damage Health]]&amp;quot; is very cheap). Effect strength increases with skill level, perks, and certain apparel enchants.&lt;br /&gt;
&lt;br /&gt;
The most expensive single effects are [[Skyrim:Paralyze|Paralyze]], [[Skyrim:Damage Magicka Regen|Damage Magicka Regen]], [[Skyrim:Invisibility|Invisibility]], and [[Skyrim:Slow|Slow]]. Since the effect costs are additive, a potion with more effects may have higher cost than a potion with one of these high value effects. [[Skyrim:Hanging Moss|Hanging Moss]] + [[Skyrim:Bear Claws|Bear Claws]] + [[Skyrim:Giant's Toe|Giant's Toe]] and [[Skyrim:Vampire Dust|Vampire Dust]] + [[Skyrim:Luna Moth Wing|Luna Moth Wing]] are some good cost/reagent combinations.&lt;br /&gt;
&lt;br /&gt;
It is also best to make big batches of potions at one time. First visit the thief guardian stone and if eligible get the well rested benefit. With these two bonuses and mixing high value potions this can greatly reduce the time drag in leveling alchemy.&lt;br /&gt;
&lt;br /&gt;
[[Skyrim:Enchanting|Enchanting]] apparel is an excellent way to create more potent and valuable potions.Bracers/gloves, helms/circlets, rings, and amulets can all be enchanted with [[Skyrim:Fortify Alchemy|Fortify Alchemy]] , and the effects stack additively to create an alchemist's wardrobe to wear while mixing potions. Creating/collecting an &amp;quot;alchemy suit&amp;quot; of four +25% (or higher) items can more than double the price of the potion (and thus the skill increase).&lt;br /&gt;
&lt;br /&gt;
When you combine [[Skyrim:Giant's Toe|Giant's Toe]] and [[Skyrim:Wheat|Wheat]] at an alchemy lab, the resulting potion increases the alchemy skill considerably more than any other potion besides the glitched Restoration potion, including the previously mentioned Slow, Invisibility and Paralyze potions. When combined with the Thief Stone power and enchanted equipment, the potion can increase the skill one level every potion.&lt;br /&gt;
&lt;br /&gt;
Note: The Restoration Potion creation/Overpowered glitch helps level up the skill insanely fast due to the increasing strength/cost of the potions. One runthrough from the first potion to a negative potion (where the numbers roll over) got me from 56 to 100. Up to your discretion if you want to use the resulting potions to break the game.&lt;br /&gt;
&lt;br /&gt;
==Skill Increases==&lt;br /&gt;
===Character Creation===&lt;br /&gt;
The following [[Skyrim:Races|races]] have an initial skill bonus to Alchemy:&lt;br /&gt;
* +5 bonus: [[Skyrim:Bosmer|Bosmer]], [[Skyrim:Breton|Breton]], [[Skyrim:Dunmer|Dunmer]], [[Skyrim:Khajiit|Khajiit]]&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Trainers|Trainers]]===&lt;br /&gt;
*[[Skyrim:Lami|Lami]] in [[Skyrim:Morthal|Morthal]] (Common)&lt;br /&gt;
*[[Skyrim:Arcadia|Arcadia]] in [[Skyrim:Whiterun|Whiterun]] (Expert)&lt;br /&gt;
*[[Skyrim:Babette|Babette]] in the [[Skyrim:Dark Brotherhood Sanctuary|Dark Brotherhood Sanctuary]] (Master)&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Skill Books|Skill Books]]===&lt;br /&gt;
* ''[[Skyrim:De Rerum Dirennis|De Rerum Dirennis]]''&lt;br /&gt;
* ''[[Skyrim:A Game at Dinner|A Game at Dinner]]''&lt;br /&gt;
* ''[[Skyrim:Herbalist's Guide to Skyrim|Herbalist's Guide to Skyrim]]''&lt;br /&gt;
* ''[[Skyrim:Mannimarco, King of Worms|Mannimarco, King of Worms]]''&lt;br /&gt;
* ''[[Skyrim:Song of the Alchemists|Song of the Alchemists]]''&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
* +1 alchemy reward for completing the quest [[Skyrim:Rare Gifts|Rare Gifts: Bring one Song of the Alchemists to Lami]]&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
One [[Skyrim:Achievements|achievement]] is related to alchemy:&lt;br /&gt;
* [[File:SR-achievement-Artificer.jpg|30px]] '''[[Skyrim:Artificer|Artificer]]''' -- Make a [[Skyrim:Smithing|smithed]] item, an [[Skyrim:Enchanting|enchanted]] item, and a potion&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Additional effects add to a potion's value regardless of whether the effect is negative or positive.&lt;br /&gt;
* Guards will talk about your alchemy skills if they are high; &amp;quot;Fancy yourself an alchemist? Never could get the hang of that.&amp;quot; and &amp;quot;You're an alchemist, huh? Can you brew me an ale?&amp;quot;&lt;br /&gt;
* There are (according to preliminary calculations) 21974 distinct and efficient alchemy recipes possible in Skyrim using the original 11/11/11 ingredient set.  &amp;quot;Distinct&amp;quot; means order of ingredient listing is ignored.  &amp;quot;Efficient&amp;quot; means each ingredient contributes at least one effect the mixture would otherwise lack.&lt;br /&gt;
&lt;br /&gt;
==External Resources==&lt;br /&gt;
* [http://skyrim.tapiocacollective.com/ Skyrim Ingredients Selector]&lt;br /&gt;
* [http://windowsphone.com/s?appid=04ecbe6a-d303-4d4c-a217-920d37cb72c0 Skyrim Herbarium - app for Windows Phone 7]&lt;br /&gt;
* [http://bitemyapp.com/potions/ Potion Helper - Input your ingredients, output the most valuable potions to earn XP and gold]&lt;br /&gt;
* [http://skyrim.melian.cc/?cmd=cmdSkyrimAlchemyWizard Darliandor's Alchemy Lab - Alchemy Laboratory Wizard]&lt;br /&gt;
* [http://skyrim.iamnoah.com Skyrim Alchemy Helper]&lt;br /&gt;
* [http://bit.ly/skyrimalchemy Skyrim Alchemy Wizard]&lt;br /&gt;
* [http://skyrim.warlore.org Skyrim Online Alchemy Tool]&lt;br /&gt;
* [http://rp.eliteskills.com/skyrim.html Skyrim alchemy recipe generator with filters]&lt;br /&gt;
&lt;br /&gt;
{{Skills in Skyrim}}&lt;/div&gt;</summary>
		<author><name>212.95.56.51</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Giant%27s_Toe&amp;diff=826015</id>
		<title>Skyrim:Giant's Toe</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Giant%27s_Toe&amp;diff=826015"/>
		<updated>2011-12-21T07:17:05Z</updated>

		<summary type="html">&lt;p&gt;212.95.56.51: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Empty}}&lt;br /&gt;
{{Ingredient Summary&lt;br /&gt;
|id=0003ad64&lt;br /&gt;
|value=20&lt;br /&gt;
|weight=1&lt;br /&gt;
|eff1=[[Skyrim:Damage Stamina|Damage Stamina]]&lt;br /&gt;
|type1=neg&lt;br /&gt;
|eff2=[[Skyrim:Fortify Health|Fortify Health]]&lt;br /&gt;
|eff3=[[Skyrim:Fortify Carry Weight|Fortify Carry Weight]]&lt;br /&gt;
|eff4=[[Skyrim:Damage Stamina Regen|Damage Stamina Regen]]&lt;br /&gt;
|type4=neg&lt;br /&gt;
|nsamples=&lt;br /&gt;
|nplants=&lt;br /&gt;
|icon=&lt;br /&gt;
|image=&lt;br /&gt;
|imgdesc=&lt;br /&gt;
}}&lt;br /&gt;
Giants' toes can be acquired from most alchemists, or taken from a slain [[Skyrim:Giant|Giant]]. (Each giant provides only one toe.)&lt;br /&gt;
&lt;br /&gt;
During [[Skyrim:A Night To Remember|A Night to Remember]], a giant's toe will be acquired, and marked as a quest item until the end of the quest. This makes all your toes weightless, but they cannot be used or removed from your inventory.&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
*[[Skyrim:Largashbur|Largashbur]] has one giant's toe (owned) on the shelf in the Apothecary's Shack.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* For some reason, a [[Skyrim:Fortify Health|Fortify Health]] potion made from a giant's toe lasts for 300 seconds instead of 60. This makes them worth about five times as much gold and experience, and is the most highly valued alchemy effect available. This provides a fast way to [[Skyrim:Alchemy#Leveling up Alchemy|level up Alchemy]].&lt;/div&gt;</summary>
		<author><name>212.95.56.51</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Soul_Gems&amp;diff=774723</id>
		<title>Skyrim talk:Soul Gems</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Soul_Gems&amp;diff=774723"/>
		<updated>2011-11-23T13:51:38Z</updated>

		<summary type="html">&lt;p&gt;212.95.56.51: /* Soul Gem Levels */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I was trying to capture souls today, and ran into something wierd.&lt;br /&gt;
Giants, who were one shotting me, only provided a greater soul, but a mamoth (the one the was with the giant) who did not one shot me, gave me a grand soul.&lt;br /&gt;
this is very strange to me, has any one else had this happen?&lt;br /&gt;
I thought for sure giants would be grand souls [[Special:Contributions/205.250.71.148|205.250.71.148]] 02:00, 21 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Soul Gem Levels ==&lt;br /&gt;
&lt;br /&gt;
Alright so on page 86 of the Guide book when disgussing Soul Gems:&lt;br /&gt;
&lt;br /&gt;
* Petty Soul Gem: Can hold creature souls below lvl 4 so I guess a petty soul is lvl 1-4&lt;br /&gt;
* Lesser Soul Gem Can hold creature souls below lvl 16 so I'm assuming a Lesser soul is lvl 5-16&lt;br /&gt;
* Common Soul gem can hold creature souls below lvl 28 so that might make it 17-28&lt;br /&gt;
* Greater Soul Gem can hold up to lvl 38 so lvls between 29 and 38&lt;br /&gt;
So therefore Grand souls are any creature with a base lvl of 38-39 and above.&lt;br /&gt;
&lt;br /&gt;
So cross referencing this with the Bestary begining on page 101 excluding humanoids, that leads to the following being grand souls:&lt;br /&gt;
&lt;br /&gt;
* Mammoth&lt;br /&gt;
* Elder and Ancient Dragons&lt;br /&gt;
* Draugr Deathlord&lt;br /&gt;
* Draugr Death Overlord ((the one with ebony weapon not ancient Nord Weapon))&lt;br /&gt;
* Dragon Priest&lt;br /&gt;
* Falmer Shadowmaster spellsword/warrior((assuming these are creatures and not humanoids))&lt;br /&gt;
* Shadowmere ((can only be killed once))&lt;br /&gt;
&lt;br /&gt;
And that's it. Mammoth is probably the easiest though.&lt;br /&gt;
&lt;br /&gt;
Any comments on this?&lt;br /&gt;
&lt;br /&gt;
:In other words, just get the Black Star. Note that dragons cannot be soul-trapped (not that it would make any difference, since you absorb their souls yourself).&lt;/div&gt;</summary>
		<author><name>212.95.56.51</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Followers&amp;diff=774689</id>
		<title>Skyrim:Followers</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Followers&amp;diff=774689"/>
		<updated>2011-11-23T13:21:25Z</updated>

		<summary type="html">&lt;p&gt;212.95.56.51: /* Quest Followers */ add an important column&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|NPCs}}&lt;br /&gt;
{{Pre-Release}}&lt;br /&gt;
Various NPCs and creatures can '''follow''' you while you're playing the game and be your ally. These followers can fight at your side; some can also carry your equipment and perform other tasks. Followers can be divided into those who follow you permanently (until they die or are dismissed), and those who follow you temporarily.&lt;br /&gt;
&lt;br /&gt;
'''Permanent followers''' usually become available after you complete a [[Skyrim:Quests|quest]] of some kind.  Most players will meet [[Skyrim:Lydia|Lydia]] as their first follower, after completing the main story quest [[Skyrim:Dragon Rising|Dragon Rising]].  You can also find mercenaries for hire in the cities, and recruit certain [[#Dogs|dogs]] in the game.  You can have at most one NPC follower and one dog follower at any time.&lt;br /&gt;
&lt;br /&gt;
Some NPCs follow you '''temporarily''' for the duration of a quest.  If you avoid completing the quest and go somewhere else, they may follow you around.  As many of these NPCs are unkillable, and you can have several followers at the same time, you can use them to fight difficult enemies in a different questline.&lt;br /&gt;
&lt;br /&gt;
You can interact with permanent followers by talking with them (outside of combat).  You will then be able to exchange items with them, or give a command, depending on their abilities:&lt;br /&gt;
* Attack another NPC or creature;&lt;br /&gt;
* Wait at a given location;&lt;br /&gt;
* Use an object, such as a lever or a chair;&lt;br /&gt;
* [[Skyrim:Lockpicking|Open]] a locked door or container;&lt;br /&gt;
* Pick up items;&lt;br /&gt;
* Leave your service (and return to a certain place).&lt;br /&gt;
You cannot give most of these commands to temporary followers.&lt;br /&gt;
&lt;br /&gt;
Additionally, holding down the Activate button allows you to enter Command Mode, at which point activating another object will &amp;quot;command&amp;quot; the follower to do something or go somewhere.&lt;br /&gt;
&lt;br /&gt;
If you ask a follower to perform an illegal activity, you will be held responsible for the [[Skyrim:Crime|crime]], and your bounty will increase accordingly.&lt;br /&gt;
&lt;br /&gt;
== Follower Stats ==&lt;br /&gt;
&lt;br /&gt;
A follower's stats are determined based on the level the player is at when he or she first enters the zone that the follower is in. Once generated, the follower's stats do not increase at all. For example, [[Skyrim:Lydia|Lydia]] is usually one of the first followers players will have access to, and most players receive her at a lower level. As such, most players' Lydias will have low stats for the entire game.&lt;br /&gt;
&lt;br /&gt;
If you have an attachment to a certain follower and wish to continue to use him or her after he or she has become obsolete, you can update his or her stats by opening the [[Skyrim:console|console]], clicking the follower in question, typing &amp;quot;disable&amp;quot; and then typing &amp;quot;enable&amp;quot; without the quotation marks. The follower's inventory will remain unaffected, but his or her stats will all be updated to match the player's current level.&lt;br /&gt;
&lt;br /&gt;
== Follower Death ==&lt;br /&gt;
&lt;br /&gt;
The game treats permanent (non-canine) followers in a similar way to &amp;quot;essential&amp;quot; NPCs, but still allowing the possibility of their death.  When your follower would die to an enemy attack or a trap, they will be incapacitated for some time and begin to recover their [[Skyrim:Health|health]], just like essential NPCs; enemies will stop attacking or targeting them during this time.  However, if they lose all their health again during this period, they will die for good.  Thus, you should try to move the fight away from them, so that they are not hit by a stray arrow or area-effect spell.  They can also die if hit with a damage-over-time poison that is stronger than their health recovery.&lt;br /&gt;
&lt;br /&gt;
If you strike your follower dead, on the other hand, there is no recovery.  Attack carefully when your follower is low on health.&lt;br /&gt;
&lt;br /&gt;
Many temporary followers are &amp;quot;essential&amp;quot;, so they cannot be killed, only incapacitated for a while.  Non-essential ones will die immediately when struck down, just as ordinary NPCs.  Your dog followers also die right away, unlike person followers.&lt;br /&gt;
&lt;br /&gt;
== Follower Trainers ==&lt;br /&gt;
&lt;br /&gt;
Followers who are also trainers will leave money paid for training in their inventory. Simply request to see their inventory and take your gold back for free training.  The follower trainers are:  [[Skyrim:Aela_the_Huntress|Aela the Huntress]] (Archery), [[Skyrim:Faendal|Faendal]] (Archery), [[Skyrim:Farkas|Farkas]] (Heavy Armor), [[Skyrim:Njada_Stonearm|Njada Stonearm]] (Block), [[Skyrim:Vilkas|Vilkas]] (Two-handed), and [[Skyrim:Athis|Athis]] (One-handed).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Permanent Followers==&lt;br /&gt;
=== Hirelings ===&lt;br /&gt;
Hirelings are mercenaries; you’ll need to hire them for a set price of 500 gold and are usually found in taverns. They’ll stick around until they’re dismissed, at which point they'll return to their starting location and you’ll need to pay the fee again to get them back unless they're particularly fond of you, in which case they join free of charge (not sure what triggers this yet). Hirelings also use armor and weapons you give them (stenvar at least).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!Recruitment&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Marriable&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Can Join Blades&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Belrand|Belrand]]||A male Nord Spellsword found in Solitude. This unique mercenary is a Spellsword, trained in one-handed weapons, light armor, and destruction and restoration.||[[Image:Check.png]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Erik the Slayer|Erik the Slayer]]||A male Nord Barbarian found in Rorikstead. Complete a short quest line for him and he will be available at The Frostfruit Inn for hire. He is trained in two-handed weapons, light armor, archery, and block.||[[Image:Check.png]]||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Jenassa|Jenassa]]||A female Dunmer Ranger found inside the Drunken Huntsman in Whiterun. If you are an elf, then you only need to pay her the first time. After that she will join you for free. She is a ranger with specialty in archery and a criminal disposition.||[[Image:Check.png]] ||[[image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Marcurio|Marcurio]]||A male Imperial Destruction Mage found in Riften. A Mage with one unique skill; he’s trained in Destruction, Restoration, Alteration, and Conjuration. He also has some sneak skill.||[[Image:Check.png]] ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Stenvar|Stenvar]]||A male Imperial Warrior found in Windhelm. He’s a standard knight, trained in two-handed combat, heavy armor, block, and archery.||[[Image:Check.png]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Vorstag|Vorstag]]||A male Nord Warrior found in Markarth. He’s trained in one-handed weapons, block, archery, and heavy armor.||[[Image:Check.png]] ||[[Image:Check.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Housecarls ===&lt;br /&gt;
Housecarls are bodyguards of noblemen. After completing a quest for each Jarl of a Hold, they will proclaim you a Thane of their land and give you a personal housecarl.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!Description&lt;br /&gt;
!Prerequisite quest&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Marriable&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Can Join Blades&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Argis the Bulwark|Argis the Bulwark]]||A male Nord Warrior found in Markarth. He is trained in heavy armor, one-handed weapons, archery, and block.|| ||[[Image:Check.png]] || [[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Calder|Calder]]||A male Nord Warrior found in Windhelm. He is trained in one-handed weapons, heavy armor, block, and archery.|| ||[[Image:Check.png]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Iona|Iona]]||A female Nord Warrior found Iona in Riften. She is trained in one-handed weapons, heavy armor, and archery.|| ||[[Image:Check.png]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Jordis the Sword-Maiden|Jordis the Sword-Maiden]]||A female Nord Warrior found in Solitude. She is trained in heavy armor, one-handed weapons, archery, and block.||Purchase [[Skyrim:Proudspire Manor|Proudspire Manor]]||[[Image:Check.png]] ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Lydia|Lydia]]||A female Nord Warrior found in Whiterun. She is trained in heavy armor, one-handed weapons, archery, and block. (It is interesting to note that although Lydia isn't listed as trained in sneak, at higher levels she seems to have the sneak abilities Light Foot and Silent Roll. (This may be a PC/Version specific bug.))||[[Skyrim:Dragon Rising|Dragon Rising]]||[[Image:Check.png]]||[[Image:Check.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Companions Followers ===&lt;br /&gt;
All of these followers can be located at [[Skyrim:Jorrvaskr|Jorrvaskr]], the [[Skyrim:Companions|Companions]] faction headquarters in Whiterun. Join the Companions, then talk to each of them to learn their quests. Once you complete the Companion quest line, they will be recruitable as companions. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!Recruitment&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Marriable&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Can Join Blades&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Aela the Huntress|Aela the Huntress]]||A female Nord Ranger trained in archery, sneak, one-handed, speech and light armor. She is an expert archery trainer.||[[Image:Check.png]]||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Athis|Athis]]||A male Dunmer Warrior trained in one-handed, block, and light armor, he’s also an expert trainer with one-handed weapons.||[[Image:Check.png]]||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Farkas|Farkas]]||A male Nord Warrior trained in one-handed weapons and heavy armor.He is also a master heavy armor trainer.||[[Image:Check.png]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Njada Stonearm|Njada Stonearm]]||A female Nord Warrior trained in speech, block, and one-handed weapons. She is an expert block trainer.||[[Image:Check.png]] || [[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Ria|Ria]]||A female Imperial Warrior trained in one-handed weapons, archery, block, and heavy armor.||[[Image:Check.png]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Torvar|Torvar]]||A male Nord Warrior trained in one-handed weapons, heavy armor, archery, and block.||[[Image:Check.png]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Vilkas|Vilkas]]||A male Nord Knight trained in two-handed weapons and heavy armor. He’s a master two-handed weapons trainer.||[[Image:Check.png]]||[[image:check.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== College of Winterhold Followers ===&lt;br /&gt;
Once you’re a member of the [[Skyrim:College of Winterhold|College of Winterhold]], your fellow students will join you, but as with Companions followers, you must complete their specific quest first. Simply talk to them and they’ll tell you what you must do.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!Recruitment&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Marriable&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Can Join Blades&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Brelyna Maryon|Brelyna Maryon]]||A female Dunmer Mystic trained in conjuration, alteration, illusion and sneak.||[[Image:Check.png]] ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:J'zargo|J'zargo]]||A male Khajiit Sorcerer trained in destruction, illusion, one-handed, and heavy armor. || ||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Onmund|Onmond]]||A male Nord Sorcerer trained in destruction, illusion, one-handed, and heavy armor.||[[Image:Check.png]] ||[[image:check.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dark Brotherhood Followers ===&lt;br /&gt;
Complete all the quests for the Dark Brotherhood to allow these followers to join you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!Recruitment&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Marriable&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Can Join Blades&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Cicero|Cicero]]||A male Imperial Assassin found at the Dawnstar Sanctuary, he is trained in sneak, one-handed, light armor, and archery.||||&lt;br /&gt;
|-&lt;br /&gt;
|Dark Brotherhood Initiate||Found at the Dawnstar Sanctuary. They are trained in one-handed weapons, sneak, light armor, and archery.||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dungeon Followers ===&lt;br /&gt;
You will have to complete the quest associated with each follower in order for them to join you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!Recruitment&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Marriable&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Can Join Blades&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Erandur|Erandur]]||A male Dunmer priest found in [[Skyrim:Dawnstar|Dawnstar]]. Accept the quest to rid the town of its nightmares and help him clear Nightcaller temple. If he survives, he will join you. He is trained in conjuration and restoration.||||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Golldir|Golldir]]||A male Nord warrior found in [[Skyrim:Hillgrund's Tomb|Hillgrund’s Tomb]]. Help him defeat the warlock Vals Veran, and he can be recruited once he returns to the outside the dungeon. Golldir specializes in two-handed weapons and heavy armor.||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Illia|Illia]]||A female Imperial mage found in [[Skyrim:Darklight Tower|Darklight Tower]]. Allow her to explore the dungeon with you, and if she survives she will join you as a follower. Illia is trained in destruction, restoration, conjuration, and alteration.||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Followers ===&lt;br /&gt;
To convince these followers to join you, you’ll need to complete their short quests.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!Recruitment&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Marriable&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Can Join Blades&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Ahtar|Ahtar]]||A male Redguard Warrior found inside the Castle Dour Jail in Solitude. Ahtar will request for you to kill a bandit leader and give you the location of the camp. Travel there and kill the bandit, then return to Ahtar to recruit him. Ahtar is trained in two-handed weapons and heavy armor.|| ||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Annekke Crag-Jumper|Annekke Crag-Jumper]]||A female Nord Ranger found in Darkwater Crossing.  After completing her quest, she will join you.|| ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Aranea Ienith|Aranea Ienith]]||A female Dunmer Conjuration Mage found at shrine of Azura. After completing the Black Star quest, she can join you. Trained in conjuration.|| ||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Benor|Benor]]||A male Nord Warrior found in Morthal. Beat him in a brawl, and he will join you. He is trained in two-handed weapons and heavy armor.||[[image:check.png]] ||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Borgakh the Steel Heart|Borgakh the Steel Heart]]||A female Orc Warrior found in Mor Khazgur. Pay her dowry or pass a persuade check and she'll join you. She is an orc warrior and proficient in one-handed weapons, archery and heavy armor.||[[Image:Check.png]] ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Cosnach|Cosnach]]||A male Breton Warrior found in Markarth. He wishes to challenge you to a fight; prove your strength to get on his good side. Alternately, give him plenty of alcohol. He is warrior, trained in one-handed weapons, heavy armor, and block.||[[Image:Check.png]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Derkeethus|Derkeethus]]||A male Argonian Ranger found in Darkwater Pass. Trapped by Falmer, if you help him escape he will return to Darkwater Crossing. Find him there and he will join you. He is trained in light armor and one-handed weapons.||[[Image:Check.png]]||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Faendal|Faendal]]||A male Bosmer Ranger found in Riverwood. Faendal is involved in a love triangle with Sven and Camilla Valerius. Complete the quest by delivering the forged letter to Camilla without telling Sven. Faendal is an archer and can train you in archery. Faendal will refuse to commit crimes, and will attack you if you are caught committing crimes.|| ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Ghorbash the Iron Hand|Ghorbash the Iron Hand]]||A male Orc Ranger found in Dushnikh Yal. Talk to him and complete his task and he’ll join you. Ghorbash is trained in archery and light armor.|| [[Image:Check.png]]||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Kharjo|Kharjo]]||A male Khajiit Warrior found in a Khajiit caravan traveling between cities.  After completing his quest to return him his Moon Amulet amulet, he can be recruited.  He specializes in one-handed weapons, heavy armor, archery and block.|| ||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Mjoll the Lioness|Mjoll the Lioness]]||A female Nord Warrior found in Riften. When you talk to her, she will eventually ask you to retrieve her sword from a Dwemer ruin. Do so and she will ask to join you. She specializes in two-handed weapons, heavy armor, archery, and block. She is also proficient in one-handed weapons, though her two-handed skill is higher.||[[Image:Check.png]] ||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Ogol|Ogol]]||A male Orc Warrior found in Largashbur. He will join after completing Malacath's Daedric quest &amp;quot;The Cursed Tribe&amp;quot;.|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Roggi Knot-Beard|Roggi Knot-Beard]]||A male Nord Warrior found in Kynesgrove (Steamscorch Mine, usually).  After retrieving his ancestral shield in Ansilvund, he will join you. (The shield will not be there if you go before getting his quest).|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Sven|Sven]]||A male Nord Bard found in Riverwood. Sven is good at smithing, alchemy, enchanting, and archery. Talk to Faendal and complete his quest by informing him of Faendal's plot. Sven can be found in the Sleeping Giant Inn most of the time.|| ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Uthgerd the Unbroken|Uthgerd the Unbroken]]||A female Nord Warrior found in the Bannered Mare Tavern in Whiterun. She is trained in heavy armor, one-handed weapons, block and archery. To recruit her, you’ll need to talk to her and agree to brawl. If you defeat her, she’ll join you as a follower. Uthgerd owns a house in Whiterun. If you recruit her, you can find the key in her inventory.||[[Image:Check.png]] ||[[Image:Check.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dogs===&lt;br /&gt;
In addition to NPC followers, war dogs are also recruitable.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!Recruitment&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Meeko|Meeko]]||Can be found at [[Skyrim:Meeko's Shack|Meeko's Shack]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Vigilance|Vigilance]]||Can be purchased from [[Skyrim:Banning|Banning]] at the Markarth stables for 500 septims. Like with the hirelings, if you dismiss Vigilance, he will return to Banning and you must pay the 500 septims again to get him back.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quest Followers ==&lt;br /&gt;
{{incomplete}}&lt;br /&gt;
Some NPCs follow you until a quest is completed or an event occurs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Quest(s)&lt;br /&gt;
!Notes&lt;br /&gt;
!Essential&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Barbas|Barbas]]||[[Skyrim:A Daedra's Best Friend|A Daedra's Best Friend]]||Barbas is the only ''temporary'' dog follower in the game. He also barks, whines, and pushes you incessantly if you drag him away from his quest.||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Esbern|Esbern]]||[[Skyrim:A Cornered Rat|A Cornered Rat]]|| ||[[Image:Check.png]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>212.95.56.51</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Followers&amp;diff=774681</id>
		<title>Skyrim:Followers</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Followers&amp;diff=774681"/>
		<updated>2011-11-23T13:17:37Z</updated>

		<summary type="html">&lt;p&gt;212.95.56.51: rewrite lead, add quest-related followers, etc&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|NPCs}}&lt;br /&gt;
{{Pre-Release}}&lt;br /&gt;
Various NPCs and creatures can '''follow''' you while you're playing the game and be your ally. These followers can fight at your side; some can also carry your equipment and perform other tasks. Followers can be divided into those who follow you permanently (until they die or are dismissed), and those who follow you temporarily.&lt;br /&gt;
&lt;br /&gt;
'''Permanent followers''' usually become available after you complete a [[Skyrim:Quests|quest]] of some kind.  Most players will meet [[Skyrim:Lydia|Lydia]] as their first follower, after completing the main story quest [[Skyrim:Dragon Rising|Dragon Rising]].  You can also find mercenaries for hire in the cities, and recruit certain [[#Dogs|dogs]] in the game.  You can have at most one NPC follower and one dog follower at any time.&lt;br /&gt;
&lt;br /&gt;
Some NPCs follow you '''temporarily''' for the duration of a quest.  If you avoid completing the quest and go somewhere else, they may follow you around.  As many of these NPCs are unkillable, and you can have several followers at the same time, you can use them to fight difficult enemies in a different questline.&lt;br /&gt;
&lt;br /&gt;
You can interact with permanent followers by talking with them (outside of combat).  You will then be able to exchange items with them, or give a command, depending on their abilities:&lt;br /&gt;
* Attack another NPC or creature;&lt;br /&gt;
* Wait at a given location;&lt;br /&gt;
* Use an object, such as a lever or a chair;&lt;br /&gt;
* [[Skyrim:Lockpicking|Open]] a locked door or container;&lt;br /&gt;
* Pick up items;&lt;br /&gt;
* Leave your service (and return to a certain place).&lt;br /&gt;
You cannot give most of these commands to temporary followers.&lt;br /&gt;
&lt;br /&gt;
Additionally, holding down the Activate button allows you to enter Command Mode, at which point activating another object will &amp;quot;command&amp;quot; the follower to do something or go somewhere.&lt;br /&gt;
&lt;br /&gt;
If you ask a follower to perform an illegal activity, you will be held responsible for the [[Skyrim:Crime|crime]], and your bounty will increase accordingly.&lt;br /&gt;
&lt;br /&gt;
== Follower Stats ==&lt;br /&gt;
&lt;br /&gt;
A follower's stats are determined based on the level the player is at when he or she first enters the zone that the follower is in. Once generated, the follower's stats do not increase at all. For example, [[Skyrim:Lydia|Lydia]] is usually one of the first followers players will have access to, and most players receive her at a lower level. As such, most players' Lydias will have low stats for the entire game.&lt;br /&gt;
&lt;br /&gt;
If you have an attachment to a certain follower and wish to continue to use him or her after he or she has become obsolete, you can update his or her stats by opening the [[Skyrim:console|console]], clicking the follower in question, typing &amp;quot;disable&amp;quot; and then typing &amp;quot;enable&amp;quot; without the quotation marks. The follower's inventory will remain unaffected, but his or her stats will all be updated to match the player's current level.&lt;br /&gt;
&lt;br /&gt;
== Follower Death ==&lt;br /&gt;
&lt;br /&gt;
The game treats permanent (non-canine) followers in a similar way to &amp;quot;essential&amp;quot; NPCs, but still allowing the possibility of their death.  When your follower would die to an enemy attack or a trap, they will be incapacitated for some time and begin to recover their [[Skyrim:Health|health]], just like essential NPCs; enemies will stop attacking or targeting them during this time.  However, if they lose all their health again during this period, they will die for good.  Thus, you should try to move the fight away from them, so that they are not hit by a stray arrow or area-effect spell.  They can also die if hit with a damage-over-time poison that is stronger than their health recovery.&lt;br /&gt;
&lt;br /&gt;
If you strike your follower dead, on the other hand, there is no recovery.  Attack carefully when your follower is low on health.&lt;br /&gt;
&lt;br /&gt;
Many temporary followers are &amp;quot;essential&amp;quot;, so they cannot be killed, only incapacitated for a while.  Non-essential ones will die immediately when struck down, just as ordinary NPCs.  Your dog followers also die right away, unlike person followers.&lt;br /&gt;
&lt;br /&gt;
== Follower Trainers ==&lt;br /&gt;
&lt;br /&gt;
Followers who are also trainers will leave money paid for training in their inventory. Simply request to see their inventory and take your gold back for free training.  The follower trainers are:  [[Skyrim:Aela_the_Huntress|Aela the Huntress]] (Archery), [[Skyrim:Faendal|Faendal]] (Archery), [[Skyrim:Farkas|Farkas]] (Heavy Armor), [[Skyrim:Njada_Stonearm|Njada Stonearm]] (Block), [[Skyrim:Vilkas|Vilkas]] (Two-handed), and [[Skyrim:Athis|Athis]] (One-handed).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Permanent Followers==&lt;br /&gt;
=== Hirelings ===&lt;br /&gt;
Hirelings are mercenaries; you’ll need to hire them for a set price of 500 gold and are usually found in taverns. They’ll stick around until they’re dismissed, at which point they'll return to their starting location and you’ll need to pay the fee again to get them back unless they're particularly fond of you, in which case they join free of charge (not sure what triggers this yet). Hirelings also use armor and weapons you give them (stenvar at least).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!Recruitment&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Marriable&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Can Join Blades&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Belrand|Belrand]]||A male Nord Spellsword found in Solitude. This unique mercenary is a Spellsword, trained in one-handed weapons, light armor, and destruction and restoration.||[[Image:Check.png]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Erik the Slayer|Erik the Slayer]]||A male Nord Barbarian found in Rorikstead. Complete a short quest line for him and he will be available at The Frostfruit Inn for hire. He is trained in two-handed weapons, light armor, archery, and block.||[[Image:Check.png]]||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Jenassa|Jenassa]]||A female Dunmer Ranger found inside the Drunken Huntsman in Whiterun. If you are an elf, then you only need to pay her the first time. After that she will join you for free. She is a ranger with specialty in archery and a criminal disposition.||[[Image:Check.png]] ||[[image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Marcurio|Marcurio]]||A male Imperial Destruction Mage found in Riften. A Mage with one unique skill; he’s trained in Destruction, Restoration, Alteration, and Conjuration. He also has some sneak skill.||[[Image:Check.png]] ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Stenvar|Stenvar]]||A male Imperial Warrior found in Windhelm. He’s a standard knight, trained in two-handed combat, heavy armor, block, and archery.||[[Image:Check.png]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Vorstag|Vorstag]]||A male Nord Warrior found in Markarth. He’s trained in one-handed weapons, block, archery, and heavy armor.||[[Image:Check.png]] ||[[Image:Check.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Housecarls ===&lt;br /&gt;
Housecarls are bodyguards of noblemen. After completing a quest for each Jarl of a Hold, they will proclaim you a Thane of their land and give you a personal housecarl.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!Description&lt;br /&gt;
!Prerequisite quest&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Marriable&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Can Join Blades&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Argis the Bulwark|Argis the Bulwark]]||A male Nord Warrior found in Markarth. He is trained in heavy armor, one-handed weapons, archery, and block.|| ||[[Image:Check.png]] || [[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Calder|Calder]]||A male Nord Warrior found in Windhelm. He is trained in one-handed weapons, heavy armor, block, and archery.|| ||[[Image:Check.png]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Iona|Iona]]||A female Nord Warrior found Iona in Riften. She is trained in one-handed weapons, heavy armor, and archery.|| ||[[Image:Check.png]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Jordis the Sword-Maiden|Jordis the Sword-Maiden]]||A female Nord Warrior found in Solitude. She is trained in heavy armor, one-handed weapons, archery, and block.||Purchase [[Skyrim:Proudspire Manor|Proudspire Manor]]||[[Image:Check.png]] ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Lydia|Lydia]]||A female Nord Warrior found in Whiterun. She is trained in heavy armor, one-handed weapons, archery, and block. (It is interesting to note that although Lydia isn't listed as trained in sneak, at higher levels she seems to have the sneak abilities Light Foot and Silent Roll. (This may be a PC/Version specific bug.))||[[Skyrim:Dragon Rising|Dragon Rising]]||[[Image:Check.png]]||[[Image:Check.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Companions Followers ===&lt;br /&gt;
All of these followers can be located at [[Skyrim:Jorrvaskr|Jorrvaskr]], the [[Skyrim:Companions|Companions]] faction headquarters in Whiterun. Join the Companions, then talk to each of them to learn their quests. Once you complete the Companion quest line, they will be recruitable as companions. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!Recruitment&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Marriable&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Can Join Blades&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Aela the Huntress|Aela the Huntress]]||A female Nord Ranger trained in archery, sneak, one-handed, speech and light armor. She is an expert archery trainer.||[[Image:Check.png]]||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Athis|Athis]]||A male Dunmer Warrior trained in one-handed, block, and light armor, he’s also an expert trainer with one-handed weapons.||[[Image:Check.png]]||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Farkas|Farkas]]||A male Nord Warrior trained in one-handed weapons and heavy armor.He is also a master heavy armor trainer.||[[Image:Check.png]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Njada Stonearm|Njada Stonearm]]||A female Nord Warrior trained in speech, block, and one-handed weapons. She is an expert block trainer.||[[Image:Check.png]] || [[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Ria|Ria]]||A female Imperial Warrior trained in one-handed weapons, archery, block, and heavy armor.||[[Image:Check.png]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Torvar|Torvar]]||A male Nord Warrior trained in one-handed weapons, heavy armor, archery, and block.||[[Image:Check.png]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Vilkas|Vilkas]]||A male Nord Knight trained in two-handed weapons and heavy armor. He’s a master two-handed weapons trainer.||[[Image:Check.png]]||[[image:check.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== College of Winterhold Followers ===&lt;br /&gt;
Once you’re a member of the [[Skyrim:College of Winterhold|College of Winterhold]], your fellow students will join you, but as with Companions followers, you must complete their specific quest first. Simply talk to them and they’ll tell you what you must do.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!Recruitment&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Marriable&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Can Join Blades&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Brelyna Maryon|Brelyna Maryon]]||A female Dunmer Mystic trained in conjuration, alteration, illusion and sneak.||[[Image:Check.png]] ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:J'zargo|J'zargo]]||A male Khajiit Sorcerer trained in destruction, illusion, one-handed, and heavy armor. || ||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Onmund|Onmond]]||A male Nord Sorcerer trained in destruction, illusion, one-handed, and heavy armor.||[[Image:Check.png]] ||[[image:check.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dark Brotherhood Followers ===&lt;br /&gt;
Complete all the quests for the Dark Brotherhood to allow these followers to join you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!Recruitment&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Marriable&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Can Join Blades&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Cicero|Cicero]]||A male Imperial Assassin found at the Dawnstar Sanctuary, he is trained in sneak, one-handed, light armor, and archery.||||&lt;br /&gt;
|-&lt;br /&gt;
|Dark Brotherhood Initiate||Found at the Dawnstar Sanctuary. They are trained in one-handed weapons, sneak, light armor, and archery.||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dungeon Followers ===&lt;br /&gt;
You will have to complete the quest associated with each follower in order for them to join you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!Recruitment&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Marriable&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Can Join Blades&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Erandur|Erandur]]||A male Dunmer priest found in [[Skyrim:Dawnstar|Dawnstar]]. Accept the quest to rid the town of its nightmares and help him clear Nightcaller temple. If he survives, he will join you. He is trained in conjuration and restoration.||||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Golldir|Golldir]]||A male Nord warrior found in [[Skyrim:Hillgrund's Tomb|Hillgrund’s Tomb]]. Help him defeat the warlock Vals Veran, and he can be recruited once he returns to the outside the dungeon. Golldir specializes in two-handed weapons and heavy armor.||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Illia|Illia]]||A female Imperial mage found in [[Skyrim:Darklight Tower|Darklight Tower]]. Allow her to explore the dungeon with you, and if she survives she will join you as a follower. Illia is trained in destruction, restoration, conjuration, and alteration.||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Followers ===&lt;br /&gt;
To convince these followers to join you, you’ll need to complete their short quests.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!Recruitment&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Marriable&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Can Join Blades&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Ahtar|Ahtar]]||A male Redguard Warrior found inside the Castle Dour Jail in Solitude. Ahtar will request for you to kill a bandit leader and give you the location of the camp. Travel there and kill the bandit, then return to Ahtar to recruit him. Ahtar is trained in two-handed weapons and heavy armor.|| ||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Annekke Crag-Jumper|Annekke Crag-Jumper]]||A female Nord Ranger found in Darkwater Crossing.  After completing her quest, she will join you.|| ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Aranea Ienith|Aranea Ienith]]||A female Dunmer Conjuration Mage found at shrine of Azura. After completing the Black Star quest, she can join you. Trained in conjuration.|| ||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Benor|Benor]]||A male Nord Warrior found in Morthal. Beat him in a brawl, and he will join you. He is trained in two-handed weapons and heavy armor.||[[image:check.png]] ||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Borgakh the Steel Heart|Borgakh the Steel Heart]]||A female Orc Warrior found in Mor Khazgur. Pay her dowry or pass a persuade check and she'll join you. She is an orc warrior and proficient in one-handed weapons, archery and heavy armor.||[[Image:Check.png]] ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Cosnach|Cosnach]]||A male Breton Warrior found in Markarth. He wishes to challenge you to a fight; prove your strength to get on his good side. Alternately, give him plenty of alcohol. He is warrior, trained in one-handed weapons, heavy armor, and block.||[[Image:Check.png]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Derkeethus|Derkeethus]]||A male Argonian Ranger found in Darkwater Pass. Trapped by Falmer, if you help him escape he will return to Darkwater Crossing. Find him there and he will join you. He is trained in light armor and one-handed weapons.||[[Image:Check.png]]||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Faendal|Faendal]]||A male Bosmer Ranger found in Riverwood. Faendal is involved in a love triangle with Sven and Camilla Valerius. Complete the quest by delivering the forged letter to Camilla without telling Sven. Faendal is an archer and can train you in archery. Faendal will refuse to commit crimes, and will attack you if you are caught committing crimes.|| ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Ghorbash the Iron Hand|Ghorbash the Iron Hand]]||A male Orc Ranger found in Dushnikh Yal. Talk to him and complete his task and he’ll join you. Ghorbash is trained in archery and light armor.|| [[Image:Check.png]]||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Kharjo|Kharjo]]||A male Khajiit Warrior found in a Khajiit caravan traveling between cities.  After completing his quest to return him his Moon Amulet amulet, he can be recruited.  He specializes in one-handed weapons, heavy armor, archery and block.|| ||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Mjoll the Lioness|Mjoll the Lioness]]||A female Nord Warrior found in Riften. When you talk to her, she will eventually ask you to retrieve her sword from a Dwemer ruin. Do so and she will ask to join you. She specializes in two-handed weapons, heavy armor, archery, and block. She is also proficient in one-handed weapons, though her two-handed skill is higher.||[[Image:Check.png]] ||[[image:check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Ogol|Ogol]]||A male Orc Warrior found in Largashbur. He will join after completing Malacath's Daedric quest &amp;quot;The Cursed Tribe&amp;quot;.|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Roggi Knot-Beard|Roggi Knot-Beard]]||A male Nord Warrior found in Kynesgrove (Steamscorch Mine, usually).  After retrieving his ancestral shield in Ansilvund, he will join you. (The shield will not be there if you go before getting his quest).|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Sven|Sven]]||A male Nord Bard found in Riverwood. Sven is good at smithing, alchemy, enchanting, and archery. Talk to Faendal and complete his quest by informing him of Faendal's plot. Sven can be found in the Sleeping Giant Inn most of the time.|| ||[[Image:Check.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Uthgerd the Unbroken|Uthgerd the Unbroken]]||A female Nord Warrior found in the Bannered Mare Tavern in Whiterun. She is trained in heavy armor, one-handed weapons, block and archery. To recruit her, you’ll need to talk to her and agree to brawl. If you defeat her, she’ll join you as a follower. Uthgerd owns a house in Whiterun. If you recruit her, you can find the key in her inventory.||[[Image:Check.png]] ||[[Image:Check.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dogs===&lt;br /&gt;
In addition to NPC followers, war dogs are also recruitable.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!Recruitment&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Meeko|Meeko]]||Can be found at [[Skyrim:Meeko's Shack|Meeko's Shack]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Vigilance|Vigilance]]||Can be purchased from [[Skyrim:Banning|Banning]] at the Markarth stables for 500 septims. Like with the hirelings, if you dismiss Vigilance, he will return to Banning and you must pay the 500 septims again to get him back.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quest Followers ==&lt;br /&gt;
{{incomplete}}&lt;br /&gt;
Some NPCs follow you until a quest is completed or an event occurs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Quest(s)&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Barbas|Barbas]]||[[Skyrim:A Daedra's Best Friend|A Daedra's Best Friend]]||Barbas is the only ''temporary'' dog follower in the game. He also barks, whines, and pushes you incessantly if you drag him away from his quest.&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Esbern|Esbern]]||[[Skyrim:A Cornered Rat|A Cornered Rat]]||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>212.95.56.51</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:The_Throat_of_the_World&amp;diff=774623</id>
		<title>Skyrim:The Throat of the World</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:The_Throat_of_the_World&amp;diff=774623"/>
		<updated>2011-11-23T12:40:57Z</updated>

		<summary type="html">&lt;p&gt;212.95.56.51: /* Detailed Walkthrough */ Become Ethereal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Quests}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Skyrim:Paarthurnax_(dragon)|Paarthurnax]]&lt;br /&gt;
|Reward=&lt;br /&gt;
|Disp=&lt;br /&gt;
|Rep=&lt;br /&gt;
|Prev=[[Skyrim:Alduin's Wall|Alduin's Wall]]&lt;br /&gt;
|Conc=&lt;br /&gt;
|Next=[[Skyrim:Elder Knowledge|Elder Knowledge]]&lt;br /&gt;
|Loc=&lt;br /&gt;
|Image=Throat.jpg&lt;br /&gt;
|ImgDesc=Paarthurnax&lt;br /&gt;
|description=Receive a lesson from Paarthurnax.&lt;br /&gt;
|ID=MQ204&lt;br /&gt;
|Icon=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
&amp;lt;!-- Instructions:  Provide a point-by-point list of the key tasks that need to be completed for this quest.  Spoilers should be avoided in the quick walkthrough. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Talk to Paarthuranx&lt;br /&gt;
* Learn the Word of Power from Paarthurnax&lt;br /&gt;
* Use your &amp;quot;Fire Breath&amp;quot; Shout on Paarthurnax&lt;br /&gt;
* Talk to Paarthurnax&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
&amp;lt;!-- Instructions: The detailed walkthrough should provide full information about the quest, organized into paragraphs.  Spoilers belong in this section.--&amp;gt;&lt;br /&gt;
First, you have to talk to Arngeir to learn the Clear Skies shout. Then, clear away the mist that blocks the gateway to Paarthurnax. Continue to blow away the mist as you continue to the Throat of the World. &lt;br /&gt;
&lt;br /&gt;
As it turns out, [[Skyrim:Paarthurnax (dragon)|Paarthurnax]] is a dragon. He'll explain that it is a custom among dragons to show each other their Thu'um before initiating a conversation, and that the elder should speak first. He'll then release a gout of flame onto a wall, and by inspecting the words it left behind you can learn the Shout.&lt;br /&gt;
&lt;br /&gt;
Now you'll want to use your new shout on Paarthurnax. He will agree with the opinions voiced by the Greybeards that your voice is quite strong and offer to answer any questions you have.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, Paarthurnax doesn't know Dragonrend either. In fact, he thinks the only way to learn the Shout would be to return to the beginning of the timewound on the Throat of the World. It was there that the first humans Paarthurnax taught to use the Thu'um defeated Alduin, and it was there that the Dragonrend shout was first used. We now learn some interesting lore about the Elder Scrolls themselves, but the basic idea is that if you can acquire an Elder Scroll and bring it back to him, he can cast you back to Alduin's first defeat.&lt;br /&gt;
&lt;br /&gt;
But, the dragon has no idea where to find an Elder Scroll. He suggests you talk to Arngeir or Esbern for more information.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* If you feel cheeky, you can shout Become Ethereal to stroll through the mist. However, the first cloud of mist is still impassable without Clear Skies.&lt;br /&gt;
&lt;br /&gt;
==Quest Stages==&lt;br /&gt;
&lt;br /&gt;
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}}&lt;br /&gt;
{{Skyrim Quest Stages Notes}}&lt;br /&gt;
{{Stub|Quest}}&lt;/div&gt;</summary>
		<author><name>212.95.56.51</name></author>
		
	</entry>
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