L10N/Lore_Dialogue_300_Updated/2.0/Dialogue/LoreDialogueQuest-08

Note/L10N/Lore_Dialogue_300_Updated/2.0/Dialogue/LoreDialogueQuest-08?

FormID: 01004AE1 LoreDialogueQuest LoreArmorTypes 3 Balance protection against weight; you can't fight if you're exhausted by the weight of your armor.
FormID: 01004AE3 LoreDialogueQuest LoreArmorStyles 0 The heavy armor styles, called 'Legion' or 'knight' style require great strength and endurance.
FormID: 01004AE3 LoreDialogueQuest LoreArmorStyles 1 The light armor styles, called 'militia' favor speed and agility.
FormID: 01004AE7 LoreDialogueQuest LoreWeaponRepair 0 Nothing to it. Just get yourself an armorer's hammer and start banging away.
FormID: 01004AE7 LoreDialogueQuest LoreWeaponRepair 1 Of course, you don't literally use the hammer on a blade's edge. Unless you're a barbarian.
FormID: 01004AE7 LoreDialogueQuest LoreWeaponRepair 2 The 'armorer's hammer' is just a package deal, a complete portable kit for maintaining your armor and weapons in the field.
FormID: 01004AE7 LoreDialogueQuest LoreWeaponRepair 3 And my advice is pay a smith to do your repairs unless you have a decent skill as an armorer.
FormID: 01004AE9 LoreDialogueQuest LoreWeaponMaterials 0 Weapons popular in Cyrodiil can be categorized according to their material and craft.
FormID: 01004AE9 LoreDialogueQuest LoreWeaponMaterials 1 In approximate order of value and utility, the types are: iron, steel, silver, elven, dwarven, glass, ebony, and daedric.
FormID: 01004AF2 LoreDialogueQuest LoreWeaponMaterialsDaedric 0 Daedric weapons are made from raw ebony which has been refined using the craft and magical substances of the lesser minions of Oblivion.
FormID: 01004AF2 LoreDialogueQuest LoreWeaponMaterialsDaedric 1 The process isn't a pleasant one for the Daedra involved.
FormID: 01004AF2 LoreDialogueQuest LoreWeaponMaterialsDaedric 2 The weapons retain echoes of preternaturally prolonged suffering endured during manufacture.
FormID: 01004AF2 LoreDialogueQuest LoreWeaponMaterialsDaedric 3 Daedric weapons are the most rare and expensive weapons known in Tamriel.
FormID: 01004AF3 LoreDialogueQuest LoreWeaponMaterialsElven 0 These elegant and exotic weapons were designed by the Ayleids, the fallen elven race in Cyrodiil.
FormID: 01004AF3 LoreDialogueQuest LoreWeaponMaterialsElven 1 In terms of quality, they are not as good as the dwarven weapons, but they are significantly better than silver.
FormID: 01004AF4 LoreDialogueQuest LoreWeaponMaterialsGlass 0 These light and elegant weapons of High Elven design feature extravagant use of rare metals and cutting edges made from rare crystalline materials.
FormID: 01004AF4 LoreDialogueQuest LoreWeaponMaterialsGlass 1 Duelists and assassins appreciate the delicate balance and sinister sharpness of glass weapons.
FormID: 01004AF5 LoreDialogueQuest LoreWeaponMaterialsIron 0 For centuries, cheap and serviceable iron and iron-reinforced weapons have been produced in quantity for the Legions.
FormID: 01004AF5 LoreDialogueQuest LoreWeaponMaterialsIron 1 These and similarly made iron weapons are in use throughout the Empire.
FormID: 01004AF6 LoreDialogueQuest LoreWeaponMaterialsSilver 0 High-quality steel is plated or filigreed with silver because of the arcane effects of the metal on the flesh of magical and supernatural creatures.
FormID: 01004AF6 LoreDialogueQuest LoreWeaponMaterialsSilver 1 Well-heeded aristocrats and bravos also sport such weapons for their distinctive elegance.
FormID: 01004AF7 LoreDialogueQuest LoreWeaponMaterialsSteel 0 Imperial steel weapons are standard issue for the elite units of the Legions.
FormID: 01004AF7 LoreDialogueQuest LoreWeaponMaterialsSteel 1 Nobles, merchant-traders, and professional mercenaries prefer the higher quality materials and craftsmanship of Imperial steel.
FormID: 01004AF7 LoreDialogueQuest LoreWeaponMaterialsSteel 2 Various other weapons of exotic design, like katanas made in the Akaviri style, are also made of high-quality steel.
FormID: 01004AF9 LoreDialogueQuest LoreNineDivines 0 The official religion of the Empire, the Imperial cult, worships the Nine Divines.
FormID: 01004AF9 LoreDialogueQuest LoreNineDivines 1 The Nine Divines are the Aedra Akatosh, Dibella, Arkay, Zenithar, Mara, Stendarr, Kynareth, and Julianos.
FormID: 01004AF9 LoreDialogueQuest LoreNineDivines 2 The divine god-hero Tiber Septim, founder and patron of the Empire, is the newest Divine.
FormID: 01004B00 LoreDialogueQuest LoreNineDivinesJulianos 0 Julianos, God of Wisdom and Logic, is the deity of literature, law, history, sorcery, enchantment, and alchemy.
FormID: 01004B00 LoreDialogueQuest LoreNineDivinesJulianos 1 Monastic orders founded by Tiber Septim and dedicated to Julianos are the keepers of the Elder Scrolls.
FormID: 01004B01 LoreDialogueQuest LoreNineDivinesKynareth 0 Kynareth, Goddess of Air, is the deity of the heavens, the winds, the elements, and the unseen spirits of the air.
FormID: 01004B01 LoreDialogueQuest LoreNineDivinesKynareth 1 Patron of sailors and travelers, Kynareth is invoked for auspicious stars at birth and for good fortune in daily life.
FormID: 01004B02 LoreDialogueQuest LoreNineDivinesMara 0 Mara, Goddess of Love, is the Mother-Goddess, patron of the bountiful earth, and source of mortal compassion and understanding.
FormID: 01004B02 LoreDialogueQuest LoreNineDivinesMara 1 She is associated with Nir of the 'Anuad', the female principle of the cosmos that gave birth to creation.
FormID: 01004B03 LoreDialogueQuest LoreNineDivinesStendarr 0 Stendarr, God of Justice and Mercy, is the patron of righteous might and merciful forbearance.
FormID: 01004B03 LoreDialogueQuest LoreNineDivinesStendarr 1 He is the inspiration of magistrates and rulers, the patron of the Imperial Legions, and the comfort of the law-abiding citizen.
FormID: 01004B04 LoreDialogueQuest LoreNineDivinesTiberSeptim 0 Tiber Septim, Talos, the Dragonborn, Heir to the Seat of Sundered Kings, is the greatest hero-god of Mankind.
FormID: 01004B04 LoreDialogueQuest LoreNineDivinesTiberSeptim 1 He is worshipped as the protector and patron of just rulership and civil society.
FormID: 01004B05 LoreDialogueQuest LoreNineDivinesZenithar 0 Zenithar, Trader God, and Patron of Work and Commerce, is the deity of wealth, labor, commerce, and communication.
FormID: 01004B05 LoreDialogueQuest LoreNineDivinesZenithar 1 His priests have shown that the way to peace and prosperity is through earnest work and honest profit, not through war and bloodshed.
FormID: 01004B0D LoreDialogueQuest LoreSkillCombaHandtoHand 0 The hand-to-hand discipline is the martial art of unarmed combat inspired by the mystical martial arts disciplines of the Khajiit.
FormID: 01004B0D LoreDialogueQuest LoreSkillCombaHandtoHand 1 This unarmed combat style has been adopted by agents and thieves whose scruples forbid them to seriously injure or kill their opponents.
FormID: 01004B0D LoreDialogueQuest LoreSkillCombaHandtoHand 2 Unlike weapon attacks, which only injure and kill, defeating an opponent in hand-to-hand combat renders him unconsciousness and helpless.
FormID: 01004B0D LoreDialogueQuest LoreSkillCombaHandtoHand 3 However, once a target is unconscious, hand-to-hand attacks cause more wounds and can lead to death.
FormID: 01004B0E LoreDialogueQuest LoreSkillStealthLightArmor 0 The light armor discipline is the study and mastery of fur, leather, chain, elven, mithril and glass armor styles.
FormID: 01004B0E LoreDialogueQuest LoreSkillStealthLightArmor 1 To use any style of armor effectively, the wearer must be trained, conditioned, and skilled in its use.
FormID: 01004B0F LoreDialogueQuest LoreSkillStealthMarksman 0 Short bows and long bows use arrows. Crossbows use bolts. Bow and crossbows are more cumbersome, two-handed weapons, but more effective.
FormID: 01004B0F LoreDialogueQuest LoreSkillStealthMarksman 1 Throwing knives are fast, light, one-handed attacks, but less damaging than bows and crossbows.
FormID: 01004B10 LoreDialogueQuest LoreSkillStealthMercantile 0 The mercantile discipline is the art of buying low and selling high.
FormID: 01004B10 LoreDialogueQuest LoreSkillStealthMercantile 1 This skill is useful in dealing with merchants, both for purchasing goods, equipment, and services at the lowest rates.
FormID: 01004B10 LoreDialogueQuest LoreSkillStealthMercantile 2 And for getting the best prices for the treasures collected during adventuring.
FormID: 01004B11 LoreDialogueQuest LoreSkillStealthSecurity 0 The security discipline involves defeating locks and traps designed to prevent access to locations and containers.
FormID: 01004B11 LoreDialogueQuest LoreSkillStealthSecurity 1 This skill is essential for agents and thieves alike.
FormID: 01004B12 LoreDialogueQuest LoreSkillStealthSneak 0 The sneak discipline is the art of moving unseen and unheard by observers.
FormID: 01004B13 LoreDialogueQuest LoreSkillStealthSpeechcraft 0 Speechcraft involves the allied arts of verbal communication, entertainment, and persuasion.
FormID: 01004B13 LoreDialogueQuest LoreSkillStealthSpeechcraft 1 A master of speechcraft understands the subtleties of language, and teases meaning out of obscure mysteries.
FormID: 01004B13 LoreDialogueQuest LoreSkillStealthSpeechcraft 2 An entertainer with speechcraft skill knows how to move his audience, how to reinforce a tales' moral...
FormID: 01004B13 LoreDialogueQuest LoreSkillStealthSpeechcraft 3 ...and how to make a tale come alive for the listener.
FormID: 01004B13 LoreDialogueQuest LoreSkillStealthSpeechcraft 4 A diplomat -- or fast-talking con man -- can sway the judgements and emotions of a listener to achieve his own ends.
FormID: 01004B19 LoreDialogueQuest LoreMagicRestorationSpells 0 There are many common variants of restoration spells, not to mention the countless custom versions created by ambitious spellcasters.
FormID: 01004B19 LoreDialogueQuest LoreMagicRestorationSpells 1 It helps to divide restoration into four different classes of effects: cure spells, restore spells, fortify spells, and resist spells.
FormID: 01004B1A LoreDialogueQuest LoreMagicMysticismSpells 0 There are many common variants of mysticism spells, not to mention the countless custom versions created by ambitious spellcasters.
FormID: 01004B1A LoreDialogueQuest LoreMagicMysticismSpells 1 It helps to divide mysticism into three different classes of effects: transport spells, absorption spells, and other mysticism spells.
FormID: 01004B1B LoreDialogueQuest LoreMagicIllusionSpells 0 There are many common variants of illusion spells, not to mention the countless custom versions created by ambitious spellcasters.
FormID: 01004B1B LoreDialogueQuest LoreMagicIllusionSpells 1 But here is a list of the most basic spells, representing all the fundamental classes of spell effects produced by this college:
FormID: 01004B1B LoreDialogueQuest LoreMagicIllusionSpells 2 hide, chameleon, light, chameleon, night-eye, charming touch, paralysis, silence,calm humanoid, calm creature, frenzy humanoid,
FormID: 01004B1B LoreDialogueQuest LoreMagicIllusionSpells 3 frenzy creature, demoralize humanoid, demoralize creature, rally humanoid, and rally creature.
FormID: 01004B1D LoreDialogueQuest LoreSkillCombaAxe 0 Only two types of axe are common here -- the one-handed war axe and the two-handed battle axe.
FormID: 01004B1D LoreDialogueQuest LoreSkillCombaAxe 1 Use the war axe with a shield or use the two-handed battle axe for maximum effect.
FormID: 01004B1F LoreDialogueQuest LoreSkillCombaAthletics 0 The athletics discipline is training and conditioning for running and swimming, moving short and long distances over land with speed and efficiency.
FormID: 01004B1F LoreDialogueQuest LoreSkillCombaAthletics 1 And also conserving breath while swimming swiftly underwater.
FormID: 01004B21 LoreDialogueQuest LoreSkillCombaHeavyArmor 0 The heavy armor discipline is the study and mastery of iron, steel, dwarven, orcish, ebony, and Daedric armor styles.
FormID: 01004B21 LoreDialogueQuest LoreSkillCombaHeavyArmor 1 To use any style of armor effectively, the wearer must be trained, conditioned, and skilled in its use.
FormID: 01004B23 LoreDialogueQuest LoreSkillCombaArmorer 0 The armorer discipline is the maintenance of weapons and armor at top efficiency. Worn weapons do less damage.
FormID: 01004B23 LoreDialogueQuest LoreSkillCombaArmorer 1 Worn armor protects less against attacks. As wear increases, the diminishing effectiveness of weapons and armor is dramatic.
FormID: 01004B25 LoreDialogueQuest LoreSkillCombaLongBlades 0 The cutlass, longsword, and claymore are Western weapons. The katana and dai-katana are Akaviri-style blades.
FormID: 01004B25 LoreDialogueQuest LoreSkillCombaLongBlades 1 Long blades, one-handed or two-handed, and the most common weapons here.
FormID: 01004B25 LoreDialogueQuest LoreSkillCombaLongBlades 2 The claymore and dai-katana are two-handed weapons, and relatively heavy and slow; the rest are one-handed.
FormID: 01004B25 LoreDialogueQuest LoreSkillCombaLongBlades 3 Rank them by effectiveness as cutlass, katana, longsword, claymore, and dai-katana, with cutlass least effective.
FormID: 01004B27 LoreDialogueQuest LoreSkillStealthShortBlades 0 These weapons are light and fast, most effective against lightly armored opponents.
FormID: 01004B27 LoreDialogueQuest LoreSkillStealthShortBlades 1 A skilled user can outlast more heavily armed and armored opponents. Both the dagger and the shortsword are mainly thrusting weapons.
FormID: 010051FD LoreDialogueQuest LoreMagicAlteration 0 There are many common variants of alteration spells, not to mention the countless custom versions created by ambitious spellcasters.
FormID: 010051FD LoreDialogueQuest LoreMagicAlteration 1 But here is a list of the most basic spells, representing all the fundamental classes of spell effects produced by this college:
FormID: 010051FD LoreDialogueQuest LoreMagicAlteration 2 Water breathing, buoyancy, water walking, shield, fire shield, shock shield, frost shield, burden, feather, jump, slowfall, levitate, lock, and open.
FormID: 010051FE LoreDialogueQuest LoreMagicConjuration 0 Unlike spells of the other colleges, there are few variants and versions of the conjuration spells, other than according to effect duration.
FormID: 010051FE LoreDialogueQuest LoreMagicConjuration 1 There are four different classes of conjuration spells: domination spells, summoning spells, bound weapons spells, and bound armor spells.
FormID: 01005203 LoreDialogueQuest LoreSkillMagicDestruction 0 The destruction discipline is the mastery of the spell effects of the College of Destruction.
FormID: 01005203 LoreDialogueQuest LoreSkillMagicDestruction 1 The destruction spells harm living and undead creatures, and mages specializing in destruction are usually war wizards.
FormID: 01005204 LoreDialogueQuest LoreSkillMagicIllusion 0 The illusion discipline is the mastery of the spell effects of the College of Illusion.
FormID: 01005204 LoreDialogueQuest LoreSkillMagicIllusion 1 The illusion spells affect the perception and mind of living subjects. Illusion effects include blinding, paralyzing, and silencing subjects,
FormID: 01005204 LoreDialogueQuest LoreSkillMagicIllusion 2 calming and enraging subjects, and distracting observers so they do not notice the caster -- the invisibility effect.
FormID: 01005205 LoreDialogueQuest LoreSkillMagicMysticism 0 The mysticism discipline is the mastery of the spell effects of the College of Mysticism.
FormID: 01005205 LoreDialogueQuest LoreSkillMagicMysticism 1 The mysticism spells involve the manipulation of magical forces and boundaries to bypass the structures and limitations of the physical world.


トップ   編集 凍結 差分 バックアップ 添付 複製 名前変更 リロード   新規 一覧 検索 最終更新   ヘルプ   最終更新のRSS
Last-modified: 2009-06-14 (日) 08:25:26