L10N/Lore_Dialogue_300_Updated/2.0/Dialogue/LoreDialogueNew-03

Note/L10N/Lore_Dialogue_300_Updated/2.0/Dialogue/LoreDialogueNew-03?

FormID: 01005DA0 LoreDialogueNew CliffRules 1 Always share your knowledge freely with other Guild members. Never strike or steal from another guild member.
FormID: 01005DA1 LoreDialogueNew CliffRules 0 The Dark Brotherhood executes writs and performs special duties as the Night Mother directs.
FormID: 01005DA1 LoreDialogueNew CliffRules 1 Brothers and sisters never harm or steal from each other. Never betray our secrets or our identities.
FormID: 01005DA2 LoreDialogueNew CliffImperialLaw 0 Don't steal. Don't brawl or start fights. Don't kill, except in self-defense.
FormID: 01005DA2 LoreDialogueNew CliffImperialLaw 1 If you're caught, we will let you choose your punishment: fines or hard labor.
FormID: 01005DA2 LoreDialogueNew CliffImperialLaw 2 That's how we punish crimes. We collect fines, and compensation is paid to the injured party or his kin. Don't pay the fine? Then do hard labor.
FormID: 01005DA3 LoreDialogueNew CliffImperialLaw 0 Outlaws have no rights, and may be killed without scandal or sanction. Guards may use deadly force in the line of duty.
FormID: 01005DA4 LoreDialogueNew CliffImperialLaw 0 By Imperial law and custom, killing is fair in war, self-defense, defense of property, affairs of honor, and sanctioned affairs of state.
FormID: 01005DA4 LoreDialogueNew CliffImperialLaw 1 Other killings are murder, and punishable by death, fines, or hard labor.
FormID: 01005DA5 LoreDialogueNew CliffImperialLaw 0 Theft and foul murder are serious crimes. Theft is punished by fines related to the value of the stolen goods, or by hard labor.
FormID: 01005DA5 LoreDialogueNew CliffImperialLaw 1 Foul murder is punished by fines of at least 1000 drakes, or by hard labor.
FormID: 01005DA6 LoreDialogueNew CliffLittleAdvice 0 How do you judge a job, decide if it's too tough for you? Good question. Me, I check three things: location, opposition, and payoff.
FormID: 01005DA6 LoreDialogueNew CliffLittleAdvice 1 First, if it's a long walk, I worry. If it's an Ayleid ruin, or an Imperial Fort, I worry.
FormID: 01005DA6 LoreDialogueNew CliffLittleAdvice 2 Second, if the opposition is tough, I worry. Daedra worry me. Vampires worry me. Necromancers worry me.
FormID: 01005DA6 LoreDialogueNew CliffLittleAdvice 3 Third, if the reward is fat, I worry. Nobody pays you a crate of gold for a walk in the park.
FormID: 01005DA7 LoreDialogueNew CliffLittleAdvice 0 They say spriggans die three deaths. Best to avoid them if I were you.
FormID: 01005DA8 LoreDialogueNew CliffLittleAdvice 0 Worn-out weapons and armor work poorly. Repair them yourself, if you have some skill, or take them to a smith for repair.
FormID: 01005DA9 LoreDialogueNew CliffLittleAdvice 0 In case you didn't know, weapons and armor are less effective when they get worn out.
FormID: 01005DA9 LoreDialogueNew CliffLittleAdvice 1 Repair them yourself, if you have the skill, or take them to a smith for repair.
FormID: 01005DAA LoreDialogueNew CliffLittleAdvice 0 Light armor is weak but less tiring, good for running. Heavy armor is strong but slow and tiring.
FormID: 01005DAA LoreDialogueNew CliffLittleAdvice 1 Unarmored style -- evading attacks instead of using armor -- least tiring of all.
FormID: 01005DAB LoreDialogueNew CliffLittleAdvice 0 Most pilgrims will need guards and guides to reach the pilgrim sites, but someone like you should have no trouble on your own.
FormID: 01005DB9 LoreDialogueNew CliffPotions 0 Alchemists, apothecaries, and healers, as well as general merchants, sell commercial potions. These potions are easy and reliable, but costly.
FormID: 01005DB9 LoreDialogueNew CliffPotions 1 If you have training and skill in alchemy, and the necessary apparatus and ingredients, you can make your own homemade potions in the field.
FormID: 01005DB9 LoreDialogueNew CliffPotions 2 The eleven kinds of potions are:
FormID: 01005DB9 LoreDialogueNew CliffPotions 3 Cure potions, restore potions, fortify potions, resist potions, aquatic potions, mysticism potions, alteration potions, illusion potions,
FormID: 01005DB9 LoreDialogueNew CliffPotions 4 detect potions, shield potions, and toxic potions.
FormID: 01005DBA LoreDialogueNew CliffPotionsAlteration 0 Alteration potions provide beneficial magical effects from the domain of the Arcane College of Alteration.
FormID: 01005DBA LoreDialogueNew CliffPotionsAlteration 1 Alteration potions include: burden and shield.
FormID: 01005DBB LoreDialogueNew CliffPotionsAquatic 0 Aquatic potions aid the subject in movement and survival in an aquatic environment. Aquatic potions include: water breathing and water walking.
FormID: 01005DBC LoreDialogueNew CliffPotionsCure 0 Cure potions remove diseases and harmful conditions. Cure potions include: cure poison, cure common disease and cure paralyzation.
FormID: 01005DBD LoreDialogueNew CliffPotionsDetect 0 Detect potions provide magical means of perceiving certain classes of things in space. Most detect potions are about detecting creatures.
FormID: 01005DBE LoreDialogueNew CliffPotionsFortify 0 Fortify potions temporarily increase attributes and abilities.
FormID: 01005DBE LoreDialogueNew CliffPotionsFortify 1 Fortify potions include: fortify strength, fortify intelligence, fortify willpower, fortify agility, fortify speed, fortify personality,
FormID: 01005DBE LoreDialogueNew CliffPotionsFortify 2 fortify luck, fortify health, fortify spell points, fortify fatigue, and fortify endurance.
FormID: 01005DBF LoreDialogueNew CliffPotionsIllusion 0 Illusion potions provide beneficial magical effects from the domain of the Arcane College of Illusion.
FormID: 01005DBF LoreDialogueNew CliffPotionsIllusion 1 Illusion potions include: night-eye, invisibility, and light.
FormID: 01005DC0 LoreDialogueNew CliffPotionsMysticism 0 Mysticism potions provide beneficial magical effects from the domain of the Arcane College of Mysticism.
FormID: 01005DC0 LoreDialogueNew CliffPotionsMysticism 1 Mysticism potions include: spell absorption, reflect, dispel, and telekinesis.
FormID: 01005DC1 LoreDialogueNew CliffPotionsResist 0 Resist potions increase the subject's natural resistances to various harmful forces and conditions.
FormID: 01005DC1 LoreDialogueNew CliffPotionsResist 1 Resist potions include: resist fire, resist frost, resist shock, resist magicka, resist disease, and resist poison.
FormID: 01005DC2 LoreDialogueNew CliffPotionsRestore 0 Restore potions permanently restore attributes and abilities reduced by harmful spells or supernatural attacks. Restore potions include:
FormID: 01005DC2 LoreDialogueNew CliffPotionsRestore 1 Restore strength, restore intelligence, restore willpower, restore agility, restore speed, restore personality, restore luck, restore health,
FormID: 01005DC2 LoreDialogueNew CliffPotionsRestore 2 restore spell points, restore fatigue, and restore endurance.
FormID: 01005DC3 LoreDialogueNew CliffPotionsShield 0 Shield potions protect the subject from various forms of physical attack while injuring attackers in close proximity.
FormID: 01005DC3 LoreDialogueNew CliffPotionsShield 1 Shield potions include: fire shield, lightning shield, and frost shield.
FormID: 01005DC4 LoreDialogueNew CliffPotionsToxic 0 Toxic potions are mostly used by assassins who poison their weapons with the liquid.
FormID: 01005DC4 LoreDialogueNew CliffPotionsToxic 1 Sometimes, toxic potions are potions with undesirable effects.
FormID: 01005DC4 LoreDialogueNew CliffPotionsToxic 2 Toxic potions include: drain strength, drain intelligence, drain willpower, drain agility, drain speed, drain personality, drain luck, drain health,
FormID: 01005DC4 LoreDialogueNew CliffPotionsToxic 3 drain spell points, drain fatigue, drain endurance, and paralyze.
FormID: 01005DC5 LoreDialogueNew CliffAMWThankYou 0 No problem. Do you want to know something else?
FormID: 01005DC7 LoreDialogueNew CliffPotionsHomemade 0 To make homemade potions, you need skill in alchemy, ingredients, and the necessary apparatus.
FormID: 01005DC7 LoreDialogueNew CliffPotionsHomemade 1 Ingredients can be collected from the animal bodies, plants, and the environment.
FormID: 01005DC7 LoreDialogueNew CliffPotionsHomemade 2 There are four pieces of alchemist apparatus -- mortar and pestle, alembic, calcinator, and retort.
FormID: 01005DC7 LoreDialogueNew CliffPotionsHomemade 3 Alchemical apparatus comes in grades of quality; higher quality apparatus is more effective and reliable.
FormID: 01005DD4 LoreDialogueNew CliffFundamentalAttributes 0 The eleven fundamental attributes of natural and supernatural beings are agility, endurance, fatigue, health, intelligence, luck, personality, speed,
FormID: 01005DD4 LoreDialogueNew CliffFundamentalAttributes 1 strength, willpower, magicka.
FormID: 01005DD4 LoreDialogueNew CliffFundamentalAttributes 2 Scholars and sages of the six magic colleges are familiar with these fundamental attributes from the works of the earliest Aldmeri philosophers,
FormID: 01005DD4 LoreDialogueNew CliffFundamentalAttributes 3 and the concepts have been adopted by all the other scholarly disciplines of Imperial culture.
FormID: 01005DD5 LoreDialogueNew CliffFundamentalAttributesAgility 0 A creature's agility is its property of coordination and mobility.
FormID: 01005DD5 LoreDialogueNew CliffFundamentalAttributesAgility 1 For example, an agile creature is able to target its blows accurately and effectively.
FormID: 01005DD6 LoreDialogueNew CliffFundamentalAttributesEndurance 0 A creature's endurance is its property of sustained expenditure of physical energy and its resistance to bodily injury.
FormID: 01005DD6 LoreDialogueNew CliffFundamentalAttributesEndurance 1 A creature with greater endurance can withstand long periods of physical exertion without suffering from exhaustion.
FormID: 01005DD6 LoreDialogueNew CliffFundamentalAttributesEndurance 2 And is less likely to suffer permanent harm or death from disease or physical injuries.
FormID: 01005DD7 LoreDialogueNew CliffFundamentalAttributesFatigue 0 A creature's fatigue is a measure of its capacity for extended physical exertion.
FormID: 01005DD7 LoreDialogueNew CliffFundamentalAttributesFatigue 1 The greater a creature's fatigue attribute, the longer it can run, swim, and fight.
FormID: 01005DD8 LoreDialogueNew CliffFundamentalAttributeshealth 0 A creature's health is a measure of its capacity to withstand physical punishment. A creature with weak health succumbs easily to disease or injury.
FormID: 01005DD8 LoreDialogueNew CliffFundamentalAttributeshealth 1 While a creature with exceptional health can endure and survive deadly diseases and injuries.
FormID: 01005DD9 LoreDialogueNew CliffFundamentalAttributesIntelligence 0 A creature's intelligence is its property of reasoning, analysis, and retention of facts and experience.
FormID: 01005DD9 LoreDialogueNew CliffFundamentalAttributesIntelligence 1 Other than its critical utility in problem-solving, this property is most important for the comprehension and manipulation...
FormID: 01005DD9 LoreDialogueNew CliffFundamentalAttributesIntelligence 2 ...of the arcane forces associated with magic, and creatures with high intelligence are proven to have...
FormID: 01005DD9 LoreDialogueNew CliffFundamentalAttributesIntelligence 3 ...greater capacity to cast larger and more powerful spell effects.
FormID: 01005DDA LoreDialogueNew CliffFundamentalAttributesLuck 0 A creature's luck is its property of aligning itself with the subtle currents of fate and destiny. This is the most subtle of fundamental attributes.
FormID: 01005DDA LoreDialogueNew CliffFundamentalAttributesLuck 1 It can only be judged by observation of the favorable and unfavorable outcomes of a creature's actions over a long period of time.
FormID: 01005DDB LoreDialogueNew CliffFundamentalAttributesMagicka 0 A creature's magicka is a measure of its reserves of supernatural energies.
FormID: 01005DDB LoreDialogueNew CliffFundamentalAttributesMagicka 1 Spellcasting creatures expend supernatural energies from their reservoirs when they create magical effects.
FormID: 01005DDB LoreDialogueNew CliffFundamentalAttributesMagicka 2 This reservoir is replenished by resting and by other arcane methods.
FormID: 01005DDC LoreDialogueNew CliffFundamentalAttributesPersonality 0 A creature's personality is its property of exciting the emotions of interest, trust, and loyalty in other creatures.
FormID: 01005DDC LoreDialogueNew CliffFundamentalAttributesPersonality 1 For example, a creature with a powerful personality is more able to persuade and influence other creatures through speech, gesture, and demeanor.
FormID: 01005DDD LoreDialogueNew CliffFundamentalAttributesSpeed 0 A creature's speed is its property of rapid physical articulation and body movements.
FormID: 01005DDD LoreDialogueNew CliffFundamentalAttributesSpeed 1 A speedy creature is able to perform all physical actions, from equipping a weapon to running long distances, in shorter periods of time.
FormID: 01005DDE LoreDialogueNew CliffFundamentalAttributesStrength 0 A creature's strength is its property of efficiently lifting, carrying, and manipulating objects.
FormID: 01005DDE LoreDialogueNew CliffFundamentalAttributesStrength 1 A stronger creature can carry a greater weight of armor and equipment and strike more powerful blows with hands and weapons.
FormID: 01005DDF LoreDialogueNew CliffFundamentalAttributesWillpower 0 A creature's willpower is its property of maintaining its purpose and identify in the face of hardship and malign natural and supernatural forces.
FormID: 01005DDF LoreDialogueNew CliffFundamentalAttributesWillpower 1 A creature with strong willpower is better able to resist the effects of hostile spells cast upon it.
FormID: 01005DE1 LoreDialogueNew CliffPotionsCommercial 0 Commercial potions are guaranteed effective. Most come in three commercial grades : weak, standard and strong.
FormID: 01005DE1 LoreDialogueNew CliffPotionsCommercial 1 The potions increase in effectiveness and duration according to the quality and expense.


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Last-modified: 2009-06-14 (日) 08:25:26