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: 01004F47 LoreDialogueQuest LoreArmorRepair 0 Nothing to it. Just get yourself an armorer's hammer and start banging away. Anyone can do it. Of course, anyone can do it really badly, too.
FormID: 01004F47 LoreDialogueQuest LoreArmorRepair 1 But if you got plenty of time, and a lot of coin for hammers, you can teach yourself.
FormID: 01004F47 LoreDialogueQuest LoreArmorRepair 2 Actually, unless you're a professional armsman, you probably should pay an armorer to keep your weapons in good repair.
FormID: 01004F48 LoreDialogueQuest LoreSkillMagicEnchant 0 The enchant discipline concerns imbuing physical items with magical properties called enchantments.
FormID: 01004F48 LoreDialogueQuest LoreSkillMagicEnchant 1 The simplest enchantment are magical scrolls with a single enchantment that are destroyed with one use.
FormID: 01004F48 LoreDialogueQuest LoreSkillMagicEnchant 2 The most complex enchantments are enchanted artifacts, objects with one or more magical effects powered by built-in soul gems.
FormID: 01004F48 LoreDialogueQuest LoreSkillMagicEnchant 3 Skilled enchanters also use enchanted items more efficiently, with less waste of the magicka trapped in the soul gems.
FormID: 01004F4B LoreDialogueQuest LoreSkillStealthAcrobatics 0 This is not something I would tell the likes of you.
FormID: 01004F4C LoreDialogueQuest LoreSkillStealthAcrobatics 0 The acrobatics discipline is the ability to jump long distances and to avoid damage when falling great distances.
FormID: 01004F50 LoreDialogueQuest LoreDaedra 0 There is a large variety of daedric creatures who can be summoned or who inhabit the Oblivion realms.
FormID: 01004F50 LoreDialogueQuest LoreDaedra 1 Although many creatures are registered in our books, it is possible that there exist many yet undiscovered species.
FormID: 01004F50 LoreDialogueQuest LoreDaedra 2 Those that are known in Tamriel are the following :
FormID: 01004F50 LoreDialogueQuest LoreDaedra 3 Daedroth, scamp, clannfear, elemental atronach, dremora, golden saint, hunger, spider daedra, ogrim, winged twilight and spider daedra.
FormID: 01004F51 LoreDialogueQuest LoreUndeadCreatures 0 Undead creatures encountered in Cyrodiil includes the spiritual ones like the ghost and the wraith.
FormID: 01004F51 LoreDialogueQuest LoreUndeadCreatures 1 There are also the dead who walk : The zombie, the skeleton and the most powerful lich.
FormID: 01004F51 LoreDialogueQuest LoreUndeadCreatures 2 Finally, there are vampires scattered around tombs and caves in Cyrodiil.
FormID: 01004F54 LoreDialogueQuest LoreMagicAlteration 0 There are many common variants of alteration spells, not to mention the countless custom versions created by ambitious spellcasters.
FormID: 01004F54 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: 01004F54 LoreDialogueQuest LoreMagicAlteration 2 Water breathing, buoyancy, water walking, shield, fire shield, shock shield, frost shield, burden, feather, jump, slowfall, levitate, lock, and open.
FormID: 01004F55 LoreDialogueQuest LoreMagicAlteration 0 Some words should be shared only by friends.
FormID: 01004F56 LoreDialogueQuest LoreMagicConjuration 0 I ask myself... Do I like you enough to tell you about this?
FormID: 01004F57 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: 01004F57 LoreDialogueQuest LoreMagicConjuration 1 There are four different classes of conjuration spells: domination spells, summoning spells, bound weapons spells, and bound armor spells.
FormID: 01004F58 LoreDialogueQuest LoreMagicDestructionSpells 0 I don't trust you enough to talk about that.
FormID: 01004F59 LoreDialogueQuest LoreMagicDestructionSpells 0 There are many common variants of destruction spells, not to mention the countless custom versions created by ambitious spellcasters.
FormID: 01004F59 LoreDialogueQuest LoreMagicDestructionSpells 1 There are so many different destruction spells that it helps to divide them into five different classes of effects.
FormID: 01004F59 LoreDialogueQuest LoreMagicDestructionSpells 2 Elemental damage, attribute-draining, attribute-damaging, vulnerability, and disintegration.
FormID: 01004F5A LoreDialogueQuest LoreMagicIllusionSpells 0 I'm not telling you that. Anything else?
FormID: 01004F5B LoreDialogueQuest LoreMagicIllusionSpells 0 There are many common variants of illusion spells, not to mention the countless custom versions created by ambitious spellcasters.
FormID: 01004F5B 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: 01004F5B LoreDialogueQuest LoreMagicIllusionSpells 2 hide, chameleon, light, chameleon, night-eye, charming touch, paralysis, silence,calm humanoid, calm creature, frenzy humanoid,
FormID: 01004F5B LoreDialogueQuest LoreMagicIllusionSpells 3 frenzy creature, demoralize humanoid, demoralize creature, rally humanoid, and rally creature.
FormID: 01004F5C LoreDialogueQuest LoreMagicMysticismSpells 0 Nothing I would tell to you. Get lost.
FormID: 01004F5D LoreDialogueQuest LoreMagicMysticismSpells 0 There are many common variants of mysticism spells, not to mention the countless custom versions created by ambitious spellcasters.
FormID: 01004F5D LoreDialogueQuest LoreMagicMysticismSpells 1 It helps to divide mysticism into three different classes of effects: transport spells, absorption spells, and other mysticism spells.
FormID: 01004F5E LoreDialogueQuest LoreMagicRestorationSpells 0 If I liked you better, then I might tell you.
FormID: 01004F5F LoreDialogueQuest LoreMagicRestorationSpells 0 There are many common variants of restoration spells, not to mention the countless custom versions created by ambitious spellcasters.
FormID: 01004F5F LoreDialogueQuest LoreMagicRestorationSpells 1 It helps to divide restoration into four different classes of effects: cure spells, restore spells, fortify spells, and resist spells.
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.
FormID: 01005205 LoreDialogueQuest LoreSkillMagicMysticism 2 These spells bind souls in gems, or teleport the caster's body, or manipulate the world with telekinesis,