L10N/Lore_Dialogue_300_Updated/2.3/Dialogue/LoreDialogueQuest-09 のバックアップソース(No.1)

Note/L10N/Lore_Dialogue_300_Updated/2.3/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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