L10N/Lore_Dialogue_300_Updated/2.3/Dialogue/LoreDialogueQuest-09 のバックアップソース(No.3)

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.	
__mysticismの訓練は、Mysticismの分野に属する魔法効果を習得する事です。
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. 	
__mysticismのスペルは物質世界の構造や制限を飛び越えるため、魔法的な力や境界を操作します。
FormID: 01005205	LoreDialogueQuest	LoreSkillMagicMysticism	2	These spells bind souls in gems, or teleport the caster's body, or manipulate the world with telekinesis, 	
__これらのスペルによって魂を宝石に閉じ込めたり、詠唱者の肉体を転移させたり、念動力で世界を操作する事が可能です。

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