FormID: 01004A6F LoreDialogueQuest LoreIngredientsVegetablesContinue5 0 tiger lily nectar, tinder polypore cap, tobacco, tomato, viper's bugloss leaves, water hyacinth nectar,watermelon, wheat grain, white seed pod,
FormID: 01004A7F LoreDialogueQuest LoreIngredientsABeef 0 Beef is the flesh of the cows. The meat is sweet and tender, and has modest magical properties.
FormID: 01004A80 LoreDialogueQuest LoreIngredientsABoarMeat 0 Boar meat has modest magical properties, and tastes scarcely worse when spoiled than when fresh.
FormID: 01004A81 LoreDialogueQuest LoreIngredientsACheese 0 Cheese is made with the milk that comes from our cows and sheep. Some cheeses can have a strong taste compared to others.
FormID: 01004A82 LoreDialogueQuest LoreIngredientsACrabMeat 0 The mudcrab native to Cyrodiil is prized for its sweet crab meat. The flesh of the mudcrab is both tasty and possessed of modest magical properties.
FormID: 01004A83 LoreDialogueQuest LoreIngredientsADreughWax 0 Dreugh wax is a tough, waxy substance with modest magical properties, scraped from dreugh shells.
FormID: 01004A83 LoreDialogueQuest LoreIngredientsADreughWax 1 In Cyrodiil, dreugh wax comes from the land dreugh. They are dangerous predators and hunting them for their hides and wax is a dangerous occupation.
FormID: 01004A84 LoreDialogueQuest LoreIngredientsAHam 0 Most of Cyrodiil's ham is imported from High Rock and Hammerfell. Ham has few magical properties.
FormID: 01004A85 LoreDialogueQuest LoreIngredientsAMinotaurHorn 0 Fighters and hunters collect minotaurs' horns as trophies while mages hunt these ingredients for their useful magical benefits.
FormID: 01004A86 LoreDialogueQuest LoreIngredientsAMutton 0 This meat comes from our sheep. It does not restore stamina as much as beef, for example, but is used mainly for healing recipes.
FormID: 01004A87 LoreDialogueQuest LoreIngredientsAOgresTeeth 0 Like the minotaur's horn, this ingredient is prized by warriors and hunters for display trophies.
FormID: 01004A87 LoreDialogueQuest LoreIngredientsAOgresTeeth 1 Alchemists use this ingredient mainly for its strength fortifying benefit.
FormID: 01004A88 LoreDialogueQuest LoreIngredientsARatMeat 0 Rat meat is tough and greasy, with an unpleasant odor and taste.
FormID: 01004A88 LoreDialogueQuest LoreIngredientsARatMeat 1 Nonetheless, it is cheap, abundant, and nutritious, and palatable when cooked in a stew and masked by strong strong spices.
FormID: 01004A89 LoreDialogueQuest LoreIngredientsAScales 0 The meat of the slaughterfish is mealy and noisome, but dried slaughterfish scales are said to be 'a crunchy treat' when prepared correctly.
FormID: 01004A89 LoreDialogueQuest LoreIngredientsAScales 1 Most people not trained in alchemy are advised to beware eating slaughterfish scales.
FormID: 01004A8A LoreDialogueQuest LoreIngredientsATrollFat 0 Troll fat is gathered mostly from the belly of a dead troll. It is used mostly for poisons since it can be fatal to eat.
FormID: 01004A8B LoreDialogueQuest LoreIngredientsAVenison 0 Venison is gathered from the deer. When cooked, venison has a very good taste. In alchemy, venison is prized for its beneficial properties.
FormID: 01004A9B LoreDialogueQuest LoreIngredientsEBonemeal 0 Bonemeal is a finely ground powder with modest magical properties made from the bones of a skeleton, an undead creature often found guarding tombs.
FormID: 01004A9C LoreDialogueQuest LoreIngredientsEClannfear 0 The clannfear does not necessarily need to be dead if you want to get its claws.
FormID: 01004A9C LoreDialogueQuest LoreIngredientsEClannfear 1 Slashing his claws in battle can do the trick. This ingredient is seek by alchemists for its paralysis resistance and healing properties.
FormID: 01004A9D LoreDialogueQuest LoreIngredientsEDaedraHeart 0 A Daedra's heart must be removed during the brief period of its appearance on the mortal plane.
FormID: 01004A9D LoreDialogueQuest LoreIngredientsEDaedraHeart 1 The Daedra's heart has modest magical properties, but, since removing the heart is generally fatal to the specimen,
FormID: 01004A9D LoreDialogueQuest LoreIngredientsEDaedraHeart 2 the substance is rare and expensive.
FormID: 01004A9E LoreDialogueQuest LoreIngredientsEDaedraSilk 0 Silk is found inside the abdomen of a Spider Daedra. This silk cannot be used by clothiers as it can be fatal only to touch it.
FormID: 01004A9E LoreDialogueQuest LoreIngredientsEDaedraSilk 1 It is rumored assassins pay daedric conjurers to gather the silk and brew chameleon potions.
FormID: 01004A9F LoreDialogueQuest LoreIngredientsEDaedraVenin 0 Highly prized by assassins who have access to a daedric conjurer, this venin comes from the Spider Daedra.
FormID: 01004A9F LoreDialogueQuest LoreIngredientsEDaedraVenin 1 Drinking venin poisons your health and can even paralyze you. It's obvious why the assassins seek it, doesn't?
FormID: 01004AA0 LoreDialogueQuest LoreIngredientsEDaedrothTeeth 0 This ingredient is gathered from a Daedroth who has been killed in the mortal realm. Possessing a teeth is a great deed.
FormID: 01004AA0 LoreDialogueQuest LoreIngredientsEDaedrothTeeth 1 This ingredient is both rare and highly seek by alchemists for its excellent magical capabilities.
FormID: 01004AA1 LoreDialogueQuest LoreIngredientsEEctoplasm 0 Ectoplasm is a filmy residue with modest magical properties that remains after a revenant spirit has been banished from the mortal plane.
FormID: 01004AA2 LoreDialogueQuest LoreIngredientsEFireSalts 0 Fire salts are the crystalline compound that precipitates from elemental fire in solution.
FormID: 01004AA2 LoreDialogueQuest LoreIngredientsEFireSalts 1 Such residues may be collected from the remains of fire atronachs that have been banished from the mortal plane.
FormID: 01004AA3 LoreDialogueQuest LoreIngredientsEFrostSalts 0 Frost salts are the crystalline compound that precipitates from elemental frost in solution.
FormID: 01004AA3 LoreDialogueQuest LoreIngredientsEFrostSalts 1 Such residues may be collected from the remains of frost atronachs that have been banished from the mortal plane.
FormID: 01004AA4 LoreDialogueQuest LoreIngredientsEGlowDust 0 Glow dust is gathered from the remains of a Will-O-The-Wisp, a most dangerous creature for travelers.
FormID: 01004AA4 LoreDialogueQuest LoreIngredientsEGlowDust 1 This ingredient is filled with many beneficial magical properties.
FormID: 01004AA5 LoreDialogueQuest LoreIngredientsEImpGall 0 Imp galls are recovered from a fallen imp's torso. Most healers seek imp gall for its ability to cure paralysis.
FormID: 01004AA6 LoreDialogueQuest LoreIngredientsEMortFlesh 0 The substance called mort flesh is tissue collected from the remains of a zombie.
FormID: 01004AA7 LoreDialogueQuest LoreIngredientsEScampSkin 0 Scamp skin must be removed from the specimen while it is still bound on the mortal plane.
FormID: 01004AA7 LoreDialogueQuest LoreIngredientsEScampSkin 1 It is an unpleasant business for both the scamp and skin-farmer, and alchemists have trouble keeping the substance in stock.
FormID: 01004AA8 LoreDialogueQuest LoreIngredientsEVampireDust 0 Of interest only to necromancers and alchemists, vampire dust is collected solely from the withering corpses of slain vampires.
FormID: 01004AA9 LoreDialogueQuest LoreIngredientsEVoidSalts 0 Void salts are rare crystalline precipitates with modest magical properties collected from the evanescent remains of a slain storm atronach.
FormID: 01004AAC LoreDialogueQuest LoreApparatusMortar 0 Mortar and Pestle is a bowl and grinding tool for mechanically reducing raw materials into the powders or pulps used in alchemical preparations.
FormID: 01004AAD LoreDialogueQuest LoreApparatusRetort 0 An retort is a vessel with a beaked cap or head used in alchemical processes to transform, purify, or refine raw materials into...
FormID: 01004AAD LoreDialogueQuest LoreApparatusRetort 1 ...the sublime substances used in alchemical preparations.
FormID: 01004AB1 LoreDialogueQuest LoreDaedraAtronachFlame 0 The flame atronach is a powerful Daedric summoning associated with elemental fire.
FormID: 01004AB1 LoreDialogueQuest LoreDaedraAtronachFlame 1 Crystalline elemental fire compounds called fire salts may be salvaged from the remains of banished fire atronachs.
FormID: 01004AB2 LoreDialogueQuest LoreDaedraAtronachFrost 0 The frost atronach is a powerful Daedric summoning associated with elemental frost.
FormID: 01004AB2 LoreDialogueQuest LoreDaedraAtronachFrost 1 Crystalline elemental frost compounds called frost salts may be salvaged from the remains of banished frost atronachs.
FormID: 01004AB3 LoreDialogueQuest LoreDaedraAtronachStorm 0 The storm atronach is a powerful Daedric summoning associated with elemental lightning.
FormID: 01004AB3 LoreDialogueQuest LoreDaedraAtronachStorm 1 Crystalline elemental shock compounds called shock salts may be salvaged from the remains of banished storm atronachs.
FormID: 01004AB5 LoreDialogueQuest LoreDaedraGoldenSaint 0 These magical winged females are spawn of Sheogorath. Their hearts have modest magical properties.
FormID: 01004AB7 LoreDialogueQuest LoreDaedraHunger 0 The hunger is one of the many voracious servants of the Daedra Lord Boethiah. Their tongues have modest magical properties.
FormID: 01004AB9 LoreDialogueQuest LoreDaedraScamp 0 The scamp is a weak, cowardly servant of Mehrunes Dagon.
FormID: 01004AB9 LoreDialogueQuest LoreDaedraScamp 1 Scamps may be summoned by conjurers, and their skin is sought by alchemists for its magical properties.
FormID: 01004ABB LoreDialogueQuest LoreDaedraDremora 0 The Dremora are a class of intelligent, powerful war spirits in the service of the Daedra Lord Mehrunes Dagon.
FormID: 01004ABB LoreDialogueQuest LoreDaedraDremora 1 Daedra hearts have modest magical properties.
FormID: 01004ABD LoreDialogueQuest LoreDaedraXivilai 0 The Xivilai are like the Dremora in personality and temperament, except that they hate subordination, and are liable to disloyalty and betrayal.
FormID: 01004ABF LoreDialogueQuest LoreDaedraSpiderDaedra 0 These semi-intelligent creatures can be very dangerous. They have the ability to paralyze and cast shock spells at their opponent.
FormID: 01004ABF LoreDialogueQuest LoreDaedraSpiderDaedra 1 They also call forth a spiderling whose duty is only to paralyze the opponent so they can deal with it without getting attacked.
FormID: 01004AC1 LoreDialogueQuest LoreDaedra 0 There is a large variety of daedric creatures who can be summoned or who inhabit the Oblivion realms.
FormID: 01004AC1 LoreDialogueQuest LoreDaedra 1 Although many creatures are registered in our books, it is possible that there exist many yet undiscovered species.
FormID: 01004AC1 LoreDialogueQuest LoreDaedra 2 Those that are known in Tamriel are the following :
FormID: 01004AC1 LoreDialogueQuest LoreDaedra 3 Daedroth, scamp, clannfear, elemental atronach, dremora, golden saint, hunger, spider daedra, ogrim, winged twilight and spider daedra.
FormID: 01004AC4 LoreDialogueQuest LoreDaedraOgrim 0 Ogrim are massive, powerful, dimly intelligent servants of the Daedra Lord Malacath.
FormID: 01004AC4 LoreDialogueQuest LoreDaedraOgrim 1 Daedra hearts have modest magical properties, but you have to dig through a lot of Daedra to get at an ogrim's heart.
FormID: 01004AC5 LoreDialogueQuest LoreDaedraWingedTwilight 0 The winged twilight are the female-formed Daedric messengers of the Daedra Lord Azura. Daedra hearts have modest magical properties.
FormID: 01004AC8 LoreDialogueQuest LoreWeaponTypes 0 In Cyrodiil, short blades include the dagger and shortsword. Long blades include the cutlass, longsword, katana, claymore, and dai-katana.
FormID: 01004AC8 LoreDialogueQuest LoreWeaponTypes 1 Blunt weapons include the club, staff, mace, and warhammer. Axes include the war axe and battle axe.
FormID: 01004AC8 LoreDialogueQuest LoreWeaponTypes 2 Marksman weapons include short bow and long bow. Use of each weapon type relies on a different skill.
FormID: 01004AC8 LoreDialogueQuest LoreWeaponTypes 3 Other provinces of the Empire have other varieties of weapons and materials.
FormID: 01004AD4 LoreDialogueQuest LoreWeaponTypesClub 0 The club is usually a crude, improvised one-handed blunt weapon common among less technologically sophisticated cultures.
FormID: 01004AD4 LoreDialogueQuest LoreWeaponTypesClub 1 It's also a cheap and effective militia weapon used with a light shield in Cyrodiil and the other Western provinces.
FormID: 01004AD5 LoreDialogueQuest LoreWeaponTypesCutlass 0 Cutlasses are mostly used by the Imperial navy and other military ships from the other provinces.
FormID: 01004AD7 LoreDialogueQuest LoreWeaponTypesDaiKatana 0 These exotic two-handed, single-edged long blades of Akaviri design are neither common nor popular for military or private use.
FormID: 01004AD7 LoreDialogueQuest LoreWeaponTypesDaiKatana 1 They are superb examples of weaponcraft, but expensive and subtle in technique.
FormID: 01004AD8 LoreDialogueQuest LoreWeaponTypesKatana 0 These exotic one-handed single-edged long blades of Akaviri design are neither common nor popular for military or private use.
FormID: 01004AD8 LoreDialogueQuest LoreWeaponTypesKatana 1 They are superb examples of weaponcraft, but expensive and subtle in technique.
FormID: 01004AD9 LoreDialogueQuest LoreWeaponTypesLongbow 0 A powerful but demanding weapon, the long bow is historically associated with Altmer aristocrats and Bosmer hunters.
FormID: 01004ADA LoreDialogueQuest LoreWeaponTypesLongsword 0 The longsword is the standard officer's weapon in the Legions, and a noble's weapon in Cyrodiil and the other western provinces.
FormID: 01004ADB LoreDialogueQuest LoreWeaponTypesMace 0 The mace is a favored weapon of the knight, combined with a standard shield.
FormID: 01004ADC LoreDialogueQuest LoreWeaponTypesShortbow 0 The silver short bow is the standard weapon of Legionary missile troops and scouts.
FormID: 01004ADD LoreDialogueQuest LoreWeaponTypesShortsword 0 Cheap iron and steel shortswords are standard issue for Legion troopers. The Imperial shortsword is a superior Legion guardsman's weapon.
FormID: 01004ADE LoreDialogueQuest LoreWeaponTypesWarAxe 0 A bewildering variety of one-hand axe styles are found in Cyrodiil.
FormID: 01004ADE LoreDialogueQuest LoreWeaponTypesWarAxe 1 The steel war axe is double-bladed; the iron war axe is single-bladed; the glass, ebony, and daedric war axes are single-bladed with balancing spikes
FormID: 01004ADF LoreDialogueQuest LoreWeaponTypesWarhammer 0 Heavy two-handed hammers were developed to counter the defensive protection of the heavily armored Western knight.
FormID: 01004ADF LoreDialogueQuest LoreWeaponTypesWarhammer 1 The iron warhammer has a single head with a balancing spike to penetrate plate armor.
FormID: 01004ADF LoreDialogueQuest LoreWeaponTypesWarhammer 2 The steel warhammer, on the other hand, has two heavy heads, and is designed to batter or knock down an armored opponent.
FormID: 01004AE1 LoreDialogueQuest LoreArmorTypes 0 Shields are basic armor protection, but limit you to one-handed weapons.
FormID: 01004AE1 LoreDialogueQuest LoreArmorTypes 1 For body armor, get a cuirass first for the chest, then greaves for the legs, helm for the head, and boots for the feet.
FormID: 01004AE1 LoreDialogueQuest LoreArmorTypes 2 Add left and right pauldrons for upper arms and gauntlets or bracers for lower arms.