L10N/Lore_Dialogue_300_Updated/2.3/Dialogue/LoreDialogueQuest-09 のバックアップ差分(No.2)

Note/L10N/Lore_Dialogue_300_Updated/2.3/Dialogue/LoreDialogueQuest-09?
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, 	
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.	


トップ   新規 一覧 検索 最終更新   ヘルプ   最終更新のRSS