L10N/Companion_Julienne/6.2/Books/a0000pKeyToStealth のバックアップ(No.1)

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SECURITY
Governing Attribute:Agility
Use lockpicks to open locked doors and containers. As many as four tumblers will fall when a novice fails and breaks a pick. As many as three tumblers will falls when an apprentice fails and breaks a pick. As many as two tumblers will fall when a journeyman fails and breaks a pick. Only one tumbler will fall when an expert fails and breaks a pick. No tumblers fall when a master fails and breaks a pick.

SNEAK
Governing Attribute:Agility
Pick pockets and move unseen and unheard by observers. A novice gains a 4x damage bonus for one-handed weapon and hand-to-hand, and a 2x damage bonus for marksman attacks, when undetected. An apprentice gains a 6x damage bonus for one-handed weapon and hand-to-hand attacks, and a 3x damage bonus for marksman attacks, when undetected. A journeyman receives no penalty to his chance of detection while sneaking for the weight of his boots. An expert receives no penalty to his chance of detection while sneaking for moving while sneaking. The attack of a master on an opponent ignores armor rating when the master is undetected.

ACROBATICS
Governing Attribute:Speed
Jump long distances and avoid damage when falling great distances. A novice cannot attack when jumping or falling. An apprentice can make normal attacks -- not power attacks -- when jumping or falling. A journeyman gains the dodge ability, and can hold block and jump in a direction to do a quick avoidance roll. Fatigue loss for jumping is reduced by 50% for an expert. A master gains the water jump ability, and, with precise timing, can jump off the surface of water.

LIGHT ARMOR
Governing Attribute:Speed
Make more effective use of Fur, Leather, Chainmail, Mithril, Elven, and Glass armors. For a novice, light armor degrades rapidly with use (150% of normal rate). An apprentice's light armor degrades at a normal rate. A journeyman's light armor degrades at a 50% slower rate. An expert's equipped light armor does not encumber him at all. When a master wears only light armor, he gains a bonus of 50% to the armor rating of that armor.

MARKSMAN
Governing Attribute:Agility
Deliver more deadly ranged attacks with bow and arrows. A novice is fatigued while holding a bow drawn back. An apprentice has no fatigue cost for holding his bow drawn back. A journeyman holding block while the bow is drawn has a Zoom ability. An expert's arrow attacks have a chance of knocking the target down. A master's arrow attacks have a chance of paralyzing the target.

MERCANTILE
Governing Attribute:Personality
Get better deals when buying or spelling goods. For a novice, the value of an item he sells is reduced by the worn condition of the item. For an apprentice, the value of an item he sells is not affected by the worn condition of the item. A journeyman can buy and sell any object to any vendor, even if he normally does not deal in that type of wares. An expert can invest in a shop, giving the merchant money to permanently increase his shop's available gold by 500. For a master, all shops in the world always have 500 more gold available for barter.

SPEECHCRAFT
Governing Attribute:Personality
Use speech to persuade listeners to like and trust you. A novice can offer bribes to increase the disposition of some persons. An apprentice gains a free rotation of a wedge in the Persuasion Menu. The Falling-Disposition timer in the Persuasion minigame is 50% slower for a journeyman. Disposition loss from 'Hate it' results in the minigame are reduced from -150% to 100% for an expert. Bribes cost half as much for a master.

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