L10N/Lore_Dialogue_300_Updated/2.3/Dialogue/LoreDialogueQuest-08 のバックアップ差分(No.2)

Note/L10N/Lore_Dialogue_300_Updated/2.3/Dialogue/LoreDialogueQuest-08?
FormID: 01004AA7	LoreDialogueQuest	LoreIngredientsEScampSkin	0	Scamp skin must be removed from the specimen while it is still bound on the mortal plane.	
FormID: 01004AA7	LoreDialogueQuest	LoreIngredientsEScampSkin	1	It is an unpleasant business for both the scamp and skin-farmer, and alchemists have trouble keeping the substance in stock.	
FormID: 01004AA8	LoreDialogueQuest	LoreIngredientsEVampireDust	0	Of interest only to necromancers and alchemists, vampire dust is collected solely from the withering corpses of slain vampires.	
FormID: 01004AA9	LoreDialogueQuest	LoreIngredientsEVoidSalts	0	Void salts are rare crystalline precipitates with modest magical properties collected from the evanescent remains of a slain storm atronach.	
FormID: 01004AAC	LoreDialogueQuest	LoreApparatusMortar	0	The Mortar and Pestle is a bowl and grinding tool for mechanically reducing raw materials into the powders or pulps used in alchemical preparations.	
FormID: 01004AAD	LoreDialogueQuest	LoreApparatusRetort	0	An retort is a vessel with a beaked cap or head used in alchemical processes to transform, purify, or refine raw materials into...	
FormID: 01004AAD	LoreDialogueQuest	LoreApparatusRetort	1	...the sublime substances used in alchemical preparations.	
FormID: 01004AB1	LoreDialogueQuest	LoreDaedraAtronachFlame	0	The flame atronach is a powerful Daedric summoning associated with elemental fire.	
FormID: 01004AB1	LoreDialogueQuest	LoreDaedraAtronachFlame	1	Crystalline elemental fire compounds called fire salts may be salvaged from the remains of banished fire atronachs.	
FormID: 01004AB2	LoreDialogueQuest	LoreDaedraAtronachFrost	0	The frost atronach is a powerful Daedric summoning associated with elemental frost. 	
FormID: 01004AB2	LoreDialogueQuest	LoreDaedraAtronachFrost	1	Crystalline elemental frost compounds called frost salts may be salvaged from the remains of banished frost atronachs.	
FormID: 01004AB3	LoreDialogueQuest	LoreDaedraAtronachStorm	0	The storm atronach is a powerful Daedric summoning associated with elemental lightning.	
FormID: 01004AB3	LoreDialogueQuest	LoreDaedraAtronachStorm	1	Crystalline elemental shock compounds called void salts may be salvaged from the remains of banished storm atronachs.	
FormID: 01004AB5	LoreDialogueQuest	LoreDaedraGoldenSaint	0	These magical winged females are spawn of Sheogorath. Their hearts have modest magical properties.	
FormID: 01004AB7	LoreDialogueQuest	LoreDaedraHunger	0	The hunger is one of the many voracious servants of the Daedra Lord Boethiah. Their tongues have modest magical properties.	
FormID: 01004AB9	LoreDialogueQuest	LoreDaedraScamp	0	The scamp is a weak, cowardly servant of Mehrunes Dagon.	
FormID: 01004AB9	LoreDialogueQuest	LoreDaedraScamp	1	 Scamps may be summoned by conjurers, and their skin is sought by alchemists for its magical properties.	
FormID: 01004ABB	LoreDialogueQuest	LoreDaedraDremora	0	The Dremora are a class of intelligent, powerful war spirits in the service of the Daedra Lord Mehrunes Dagon. 	
FormID: 01004ABB	LoreDialogueQuest	LoreDaedraDremora	1	Daedra hearts have modest magical properties.	
FormID: 01004ABD	LoreDialogueQuest	LoreDaedraXivilai	0	The Xivilai are like the Dremora in personality and temperament, except that they hate subordination, and are liable to disloyalty and betrayal.	
FormID: 01004ABF	LoreDialogueQuest	LoreDaedraSpiderDaedra	0	These semi-intelligent creatures can be very dangerous. They have the ability to paralyze and cast shock spells at their opponent. 	
FormID: 01004ABF	LoreDialogueQuest	LoreDaedraSpiderDaedra	1	They also call forth a spiderling whose duty is only to paralyze the opponent so they can deal with it without getting attacked.	
FormID: 01004AC1	LoreDialogueQuest	LoreDaedra	0	There is a large variety of daedric creatures who can be summoned or who inhabit the Oblivion realms.	
FormID: 01004AC1	LoreDialogueQuest	LoreDaedra	1	Although many creatures are registered in our books, it is possible that there exist many yet undiscovered species.	
FormID: 01004AC1	LoreDialogueQuest	LoreDaedra	2	Those that are known in Tamriel are the following : 	
FormID: 01004AC1	LoreDialogueQuest	LoreDaedra	3	Daedroth, scamp, clannfear, elemental atronach, dremora, golden saint, hunger, spider daedra, ogrim, winged twilight and spider daedra.	
FormID: 01004AC4	LoreDialogueQuest	LoreDaedraOgrim	0	Ogrim are massive, powerful, dimly intelligent servants of the Daedra Lord Malacath.	
FormID: 01004AC4	LoreDialogueQuest	LoreDaedraOgrim	1	Daedra hearts have modest magical properties, but you have to dig through a lot of Daedra to get at an ogrim's heart.	
FormID: 01004AC5	LoreDialogueQuest	LoreDaedraWingedTwilight	0	The winged twilight are the female-formed Daedric messengers of the Daedra Lord Azura. Daedra hearts have modest magical properties.	
FormID: 01004AC8	LoreDialogueQuest	LoreWeaponTypes	0	In Cyrodiil, short blades include the dagger and shortsword. Long blades include the cutlass, longsword, katana, claymore, and dai-katana.	
FormID: 01004AC8	LoreDialogueQuest	LoreWeaponTypes	1	Blunt weapons include the club, staff, mace, and warhammer. Axes include the war axe and battle axe.	
FormID: 01004AC8	LoreDialogueQuest	LoreWeaponTypes	2	Marksman weapons include short bow and long bow. Use of each weapon type relies on a different skill.	
FormID: 01004AC8	LoreDialogueQuest	LoreWeaponTypes	3	Other provinces of the Empire have other varieties of weapons and materials.	
FormID: 01004AD4	LoreDialogueQuest	LoreWeaponTypesClub	0	The club is usually a crude, improvised one-handed blunt weapon common among less technologically sophisticated cultures.	
FormID: 01004AD4	LoreDialogueQuest	LoreWeaponTypesClub	1	It's also a cheap and effective militia weapon used with a light shield in Cyrodiil and the other Western provinces.	
FormID: 01004AD5	LoreDialogueQuest	LoreWeaponTypesCutlass	0	Cutlasses are mostly used by the Imperial navy and other military ships from the other provinces. 	
FormID: 01004AD7	LoreDialogueQuest	LoreWeaponTypesDaiKatana	0	These exotic two-handed, single-edged long blades of Akaviri design are neither common nor popular for military or private use.	
FormID: 01004AD7	LoreDialogueQuest	LoreWeaponTypesDaiKatana	1	They are superb examples of weaponcraft, but expensive and subtle in technique.	
FormID: 01004AD8	LoreDialogueQuest	LoreWeaponTypesKatana	0	These exotic one-handed single-edged long blades of Akaviri design are neither common nor popular for military or private use.	
FormID: 01004AD8	LoreDialogueQuest	LoreWeaponTypesKatana	1	They are superb examples of weaponcraft, but expensive and subtle in technique.	
FormID: 01004AD9	LoreDialogueQuest	LoreWeaponTypesLongbow	0	A powerful but demanding weapon, the long bow is historically associated with Altmer aristocrats and Bosmer hunters. 	
FormID: 01004ADA	LoreDialogueQuest	LoreWeaponTypesLongsword	0	The longsword is the standard officer's weapon in the Legions, and a noble's weapon in Cyrodiil and the other western provinces.	
FormID: 01004ADB	LoreDialogueQuest	LoreWeaponTypesMace	0	The mace is a favored weapon of the knight, combined with a standard shield.	
FormID: 01004ADC	LoreDialogueQuest	LoreWeaponTypesShortbow	0	The silver short bow is the standard weapon of Legionary missile troops and scouts. 	
FormID: 01004ADD	LoreDialogueQuest	LoreWeaponTypesShortsword	0	Cheap iron and steel shortswords are standard issue for Legion troopers. The Imperial shortsword is a superior Legion guardsman's weapon. 	
FormID: 01004ADE	LoreDialogueQuest	LoreWeaponTypesWarAxe	0	A bewildering variety of one-hand axe styles are found in Cyrodiil.	
FormID: 01004ADE	LoreDialogueQuest	LoreWeaponTypesWarAxe	1	The steel war axe is double-bladed; the iron war axe is single-bladed; the glass, ebony, and daedric war axes are single-bladed with balancing spikes	
FormID: 01004ADF	LoreDialogueQuest	LoreWeaponTypesWarhammer	0	Heavy two-handed hammers were developed to counter the defensive protection of the heavily armored Western knight. 	
FormID: 01004ADF	LoreDialogueQuest	LoreWeaponTypesWarhammer	1	The iron warhammer has a single head with a balancing spike to penetrate plate armor.	
FormID: 01004ADF	LoreDialogueQuest	LoreWeaponTypesWarhammer	2	The steel warhammer, on the other hand, has two heavy heads, and is designed to batter or knock down an armored opponent.	
FormID: 01004AE1	LoreDialogueQuest	LoreArmorTypes	0	Shields are basic armor protection, but limit you to one-handed weapons.	
FormID: 01004AE1	LoreDialogueQuest	LoreArmorTypes	1	For body armor, get a cuirass first for the chest, then greaves for the legs, helm for the head, and boots for the feet.	
FormID: 01004AE1	LoreDialogueQuest	LoreArmorTypes	2	Add left and right pauldrons for upper arms and gauntlets or bracers for lower arms. 	
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. 	


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