L10N/Lore_Dialogue_300_Updated/2.0/Dialogue/LoreDialogueQuest-09

Note/L10N/Lore_Dialogue_300_Updated/2.0/Dialogue/LoreDialogueQuest-09?

FormID: 01005205 LoreDialogueQuest LoreSkillMagicMysticism 2 These spells bind souls in gems, or teleport the caster's body, or manipulate the world with telekinesis,
FormID: 01005205 LoreDialogueQuest LoreSkillMagicMysticism 3 or absorb or reflect magical energies, or sense unseen objects at a distance.
FormID: 01005206 LoreDialogueQuest LoreSkillMagicRestoration 0 The Restoration discipline is the mastery of the spell effects of the College of Restoration.
FormID: 01005206 LoreDialogueQuest LoreSkillMagicRestoration 1 The restoration spells heal, restore, and fortify the body's attributes and abilities, cure disease, and protect it from other malign influences.
FormID: 01005206 LoreDialogueQuest LoreSkillMagicRestoration 2 The primary spells of this college heal wounds, cure disease, and restore lost vitality, but can also augment bodily attributes.
FormID: 01005210 LoreDialogueQuest LoreMagicConjuraSummoning 0 Summoning spells summon otherworldly creatures from the outer realms to ward and protect the caster for the duration of the magical effect.
FormID: 01005210 LoreDialogueQuest LoreMagicConjuraSummoning 1 More common spells of this sort include: summon ghost, summon skeleton, summon zombie and summon scamp.
FormID: 01005210 LoreDialogueQuest LoreMagicConjuraSummoning 2 More powerful spells of this class, like summon dremora and summon daedroth, expend too much magicka to be practical for all but master sorcerers.
FormID: 01005214 LoreDialogueQuest LoreMagicDestruDesintegration 0 There are only two common disintegration spells: weapon eater and armor eater. Each causes the affected item to become worn and less effective.
FormID: 01005214 LoreDialogueQuest LoreMagicDestruDesintegration 1 They can't cause an item to cease to exist, but each can reduce its target's effectiveness so much that it becomes completely useless until repaired.
FormID: 01005215 LoreDialogueQuest LoreMagicDestruElemental 0 Elemental damage spells injure natural and supernatural creatures with magics based on the elemental forces of fire, frost, shock, and poison.
FormID: 01005215 LoreDialogueQuest LoreMagicDestruElemental 1 Here is a list of the most basic destruction spells, representing all the fundamental classes of elemental damage effects:
FormID: 01005215 LoreDialogueQuest LoreMagicDestruElemental 2 Flame, flamebolt, spark, sparkbolt, shard, shardbolt, poison, and poisonbolt.
FormID: 01005215 LoreDialogueQuest LoreMagicDestruElemental 3 In general, these effects cause damage on touch or at range, and the '-bolt' version is the ranged variant of the spell.
FormID: 01005216 LoreDialogueQuest LoreMagicDestruVulnerability 0 Vulnerability spells make natural and supernatural creatures more vulnerable to magics based on the elemental forces :
FormID: 01005216 LoreDialogueQuest LoreMagicDestruVulnerability 1 Fire, frost, magicka, poison, and shock, reducing the chance that a victim will avoid suffering the effects of all or part of a magical attack.
FormID: 01005216 LoreDialogueQuest LoreMagicDestruVulnerability 2 The most common of these destruction spells are: weakness to fire, weakness to frost, weakness to shock, weakness to magicka, and weakness to poison.
FormID: 01005219 LoreDialogueQuest LoreMagicMysticiOtherSpells 0 Other mysticism spells work directly upon the subtle magical forces of the unseen world. The most common of these mysticism spells are:
FormID: 01005219 LoreDialogueQuest LoreMagicMysticiOtherSpells 1 Purge magicka, touch dispel, soul trap, telekinesis, detect creature, detect enchantment, detect key, spell absorption, and reflect.
FormID: 0100521A LoreDialogueQuest LoreMagicMysticiTransportation 0 Transport spells instantaneously transport the caster from one location to another.
FormID: 0100521A LoreDialogueQuest LoreMagicMysticiTransportation 1 Three mysticism transport effects are common in Cyrodiil: mark, recall and divine intervention.
FormID: 0100521F LoreDialogueQuest LoreMagicRestoreCureSpells 0 Cure spells remove diseases, poisons, and incapacitation spell effects from the victim.
FormID: 0100521F LoreDialogueQuest LoreMagicRestoreCureSpells 1 The most common restoration spells of this kind are: cure common disease, cure poison, and cure paralysis.
FormID: 01005220 LoreDialogueQuest LoreMagicRestoreFortifySpells 0 Fortify spells temporarily increase fundamental attributes for the duration of the spell effects. The common restoration spells of this kind are :
FormID: 01005220 LoreDialogueQuest LoreMagicRestoreFortifySpells 1 Nimbleness, fortitude, vigor, vitality, wisdom, jack of trades, charisma, feet of notorgo, powerwell, orc strength, and iron will.
FormID: 01005221 LoreDialogueQuest LoreMagicRestoreResistSpells 0 Resist spells increase the subject's ability to resist the hostile effects of a variety of malign influences.
FormID: 01005221 LoreDialogueQuest LoreMagicRestoreResistSpells 1 The most common restoration spells of this kind are:
FormID: 01005221 LoreDialogueQuest LoreMagicRestoreResistSpells 2 Resist fire, resist frost, resist shock, resist magicka, resist common disease, resist poison, and resist paralysis.
FormID: 01005222 LoreDialogueQuest LoreMagicRestoreRestoreSpells 0 Restore spells restore fundamental attributes reduced by attribute-damaging magical effects.
FormID: 01005222 LoreDialogueQuest LoreMagicRestoreRestoreSpells 1 These spells are the only means of restoring attributes injured in this fashion. The most common restoration spells of this kind are:
FormID: 01005222 LoreDialogueQuest LoreMagicRestoreRestoreSpells 2 Restore agility, restore endurance, restore fatigue, restore health, restore intelligence, restore luck, restore personality, restore speed,
FormID: 01005222 LoreDialogueQuest LoreMagicRestoreRestoreSpells 3 restore strength, restore willpower, and restore spell points.
FormID: 01005223 LoreDialogueQuest LoreRaceSavantLostRaDwemer 0 Dwemer -- literally, 'the Deep, or Deep-Counseled or Secretive People' -- are the fabled lost Dwarven race.
FormID: 01005223 LoreDialogueQuest LoreRaceSavantLostRaDwemer 1 Their ruins and splendid artifacts are scattered across Tamriel.
FormID: 01005223 LoreDialogueQuest LoreRaceSavantLostRaDwemer 2 Elves use the term 'Dwemer', connoting variously 'deep-delving,' 'profound,' and 'close-counseled';
FormID: 01005223 LoreDialogueQuest LoreRaceSavantLostRaDwemer 3 Imperial usage is 'Dwarven,' derived in fable from the affectionate regard of the Giant races for their 'little' Dwemer friends.
FormID: 01005225 LoreDialogueQuest LoreRaceSavDwemerArtifacts 0 Artifacts salvaged from Dwemer ruins are valuable, but protected under Imperial law, and trade in such artifacts is illegal.
FormID: 01005225 LoreDialogueQuest LoreRaceSavDwemerArtifacts 1 Most valuable are Dwarven weapons and armor, both for their superb craftsmanship, and for their value to collectors and scholars.
FormID: 01005227 LoreDialogueQuest LoreDwemerRuins 0 The ruins of the lost Dwemer race are found everywhere in Tamriel, but are most common in Morrowind, once the native land of the Dwemer.
FormID: 01005228 LoreDialogueQuest LoreDwemerRuins 0 Dwemer artifacts taken from Dwemer ruins are very valuable, particularly Dwemer weapons, armor, and other enchanted devices.
FormID: 01005228 LoreDialogueQuest LoreDwemerRuins 1 But they are protected as property of the Emperor by Imperial decree, and trade in such artifacts is illegal.
FormID: 0100522A LoreDialogueQuest LoreEnchanters 0 A soul gem's power limits the number of an item's uses, but the gems renew their expended power over time.
FormID: 0100522B LoreDialogueQuest LoreEnchanters 0 Enchanters create enchanted items for themselves and for unskilled spellcasters.
FormID: 0100522B LoreDialogueQuest LoreEnchanters 1 A magic scroll is the simplest enchanted item; anyone can use it to cast a single spell with 100% reliability, but the scroll is then destroyed.
FormID: 0100522B LoreDialogueQuest LoreEnchanters 2 Enchanters also place permanent enchantments on weapons, armor, clothing, and ornaments.
FormID: 0100522B LoreDialogueQuest LoreEnchanters 3 These items cast spells reliably, powered by built-in soul gems. A soul gem's power limits the number of an item's uses,
FormID: 0100522B LoreDialogueQuest LoreEnchanters 4 but the gems renew their expended power over time.
FormID: 0100522C LoreDialogueQuest LoreEnchanters 0 A magic scroll is the simplest enchanted item; anyone can use it to cast a single spell, but the scroll is destroyed in the process.
FormID: 0100522D LoreDialogueQuest LoreEnchanters 0 Enchanters place permanent enchantments on weapons, armor, clothing, and ornaments. These items cast spells reliably, powered by built-in soul gems.
FormID: 01005230 LoreDialogueQuest LoreHumans 0 The human races are short-lived, socially aggressive humanoids, shorter than Elves and more technologically advanced than the Beastfolk.
FormID: 01005230 LoreDialogueQuest LoreHumans 1 Warlike human cultures have subjugated their Elven and Beastfolk neighbors and synthesized their arts, literature, magick, technology,
FormID: 01005230 LoreDialogueQuest LoreHumans 2 and theology into Tamriel's dominant culture -- the Empire.
FormID: 01005230 LoreDialogueQuest LoreHumans 3 Obsessed with progress and destiny, human civilization constantly reinvents itself from materials plundered from conquered cultures,
FormID: 01005230 LoreDialogueQuest LoreHumans 4 and re-shaped by human myths and dreams.
FormID: 01005231 LoreDialogueQuest LoreHumanoidRaces 0 Elves consider themselves the only 'truly human race,' being descended directly from the gods,
FormID: 01005231 LoreDialogueQuest LoreHumanoidRaces 1 and regard the Manish and Beast races as highly intelligent animals.
FormID: 01005231 LoreDialogueQuest LoreHumanoidRaces 2 On the other hand, Imperial scholars consider Men, Elves, and Beastmen as 'men,'
FormID: 01005231 LoreDialogueQuest LoreHumanoidRaces 3 on the basis that individuals of all three groups can mate with one another.
FormID: 01005231 LoreDialogueQuest LoreHumanoidRaces 4 Offspring of inter-racial matings have the racial appearance of the mother, but may share inherited characteristics and abilities of the father.
FormID: 01005231 LoreDialogueQuest LoreHumanoidRaces 5 Sloads, dragons, and other sentient races cannot mate with Men, Elves, or Beastmen, and are not considered 'human.'
FormID: 01005231 LoreDialogueQuest LoreHumanoidRaces 6 Exceptional accounts of matings between men and daedra do not fit smoothly into this scheme.
FormID: 01005233 LoreDialogueQuest LoreImperialCulture 0 Imperial culture is a pragmatic melting pot of the various contrasting cultures of the Imperial provinces, unified by the rule of law,
FormID: 01005233 LoreDialogueQuest LoreImperialCulture 1 a powerful professional army, and tolerance of disparate polytheistic cult worships.
FormID: 01005233 LoreDialogueQuest LoreImperialCulture 2 Education and wealth is broadly distributed through all social classes where Imperial culture has flourished;
FormID: 01005233 LoreDialogueQuest LoreImperialCulture 3 Many citizens are literate and protected under Imperial law.
FormID: 01005238 LoreDialogueQuest LoreImperialLegion 0 The most disciplined and effective military force in history, the Imperial Legions preserve the peace and rule of law in the Empire.
FormID: 01005238 LoreDialogueQuest LoreImperialLegion 1 The legions hire qualified recruits of proven skill and character, and provide training, goods, and services at discounts.
FormID: 01005238 LoreDialogueQuest LoreImperialLegion 2 The lower ranks are common troopers and officers, but the upper ranks include the orders of the Imperial knights.
FormID: 0100523C LoreDialogueQuest LoreGuildsFightersGuild 0 The Fighters Guild is chartered by the Empire. Citizens hire us to kill pests and handle the tasks the Legion doesn't want to dirty its hands with.
FormID: 0100523C LoreDialogueQuest LoreGuildsFightersGuild 1 Training, goods, and services are cheaper for members, and the Guild Stewards know where to find work.
FormID: 0100523D LoreDialogueQuest LoreGuildsMagesGuild 0 The Mages Guild is dedicated to the preservation and distribution of magical knowledge.
FormID: 0100523D LoreDialogueQuest LoreGuildsMagesGuild 1 Pursue your studies diligently and the benefits of belonging to the Mages Guild will become clear to you.
FormID: 0100523F LoreDialogueQuest LoreRaces 0 The ten races commonly encountered in Cyrodiil are: Redguard, Breton, Nord, Altmer, Dunmer, Bosmer, Imperial, Khajiit, Argonian, and Orc.
FormID: 0100523F LoreDialogueQuest LoreRaces 1 Imperials are the native majority. But since Cyrodiil is in the center of the Empire, the other nine races are equally distributed.
FormID: 0100523F LoreDialogueQuest LoreRaces 2 There are also races who previously inhabited Tamriel but who disappeared or were extinguished by wars.
FormID: 01005240 LoreDialogueQuest LoreGuildsFightersGuild 0 The Fighters Guild is a professional organization chartered by the Emperor to regulate the hiring and training of mercenaries.
FormID: 01005240 LoreDialogueQuest LoreGuildsFightersGuild 1 Training, goods, and services are cheaper for members, and the Guild Stewards know where to find work.
FormID: 01005241 LoreDialogueQuest LoreGuildsMagesGuild 0 The Mages Guild is a professional organization chartered by the Emperor to promote study of the arcane arts.
FormID: 01005241 LoreDialogueQuest LoreGuildsMagesGuild 1 And it's where you go to find wizards for hire.
FormID: 01005241 LoreDialogueQuest LoreGuildsMagesGuild 2 Training, goods, and services are cheaper for members, and the Guild Stewards know where to find work.
FormID: 01005241 LoreDialogueQuest LoreGuildsMagesGuild 3 If you're thinking of making wizardry your profession, you should join and work your way up the ranks.
FormID: 01005242 LoreDialogueQuest LoreGuildsMagesGuild 0 The Mages Guild is dedicated to the preservation and distribution of magical knowledge.
FormID: 01005243 LoreDialogueQuest LoreGuildsThievesGuild 0 They're much like any trade guild, I suppose. Why are you asking me?
FormID: 01005244 LoreDialogueQuest LoreGuildsThievesGuild 0 The Thieves Guild is just like any other trade guild, an organization of craftsmen and professionals.
FormID: 01005245 LoreDialogueQuest LoreGuildsThievesGuild 0 The Thieves Guild doesn't have public guild halls, but they do tend to gather at a single location in larger towns.
FormID: 01005246 LoreDialogueQuest LoreGuildsThievesGuild 0 It isn't easy to find out where Thieves Guild members meet. For obvious reasons. You have to look around, and talk to the right people.


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