L10N/Lore_Dialogue_300_Updated/2.0/Dialogue/LoreDialogueNew-03 の変更点

Note/L10N/Lore_Dialogue_300_Updated/2.0/Dialogue/LoreDialogueNew-03?
FormID: 01005DA0	LoreDialogueNew	CliffRules	1	Always share your knowledge freely with other Guild members. Never strike or steal from another guild member.	
FormID: 01005DA1	LoreDialogueNew	CliffRules	0	The Dark Brotherhood executes writs and performs special duties as the Night Mother directs.	
FormID: 01005DA1	LoreDialogueNew	CliffRules	1	Brothers and sisters never harm or steal from each other. Never betray our secrets or our identities.	
FormID: 01005DA2	LoreDialogueNew	CliffImperialLaw	0	Don't steal. Don't brawl or start fights. Don't kill, except in self-defense.	
FormID: 01005DA2	LoreDialogueNew	CliffImperialLaw	1	If you're caught, we will let you choose your punishment: fines or hard labor.	
FormID: 01005DA2	LoreDialogueNew	CliffImperialLaw	2	That's how we punish crimes. We collect fines, and compensation is paid to the injured party or his kin. Don't pay the fine? Then do hard labor.	
FormID: 01005DA3	LoreDialogueNew	CliffImperialLaw	0	Outlaws have no rights, and may be killed without scandal or sanction. Guards may use deadly force in the line of duty.	
FormID: 01005DA4	LoreDialogueNew	CliffImperialLaw	0	By Imperial law and custom, killing is fair in war, self-defense, defense of property, affairs of honor, and sanctioned affairs of state. 	
FormID: 01005DA4	LoreDialogueNew	CliffImperialLaw	1	Other killings are murder, and punishable by death, fines, or hard labor.	
FormID: 01005DA5	LoreDialogueNew	CliffImperialLaw	0	Theft and foul murder are serious crimes. Theft is punished by fines related to the value of the stolen goods, or by hard labor.	
FormID: 01005DA5	LoreDialogueNew	CliffImperialLaw	1	Foul murder is punished by fines of at least 1000 drakes, or by hard labor.	
FormID: 01005DA6	LoreDialogueNew	CliffLittleAdvice	0	How do you judge a job, decide if it's too tough for you? Good question. Me, I check three things: location, opposition, and payoff. 	
FormID: 01005DA6	LoreDialogueNew	CliffLittleAdvice	1	First, if it's a long walk, I worry. If it's an Ayleid ruin, or an Imperial Fort, I worry.	
FormID: 01005DA6	LoreDialogueNew	CliffLittleAdvice	2	Second, if the opposition is tough, I worry. Daedra worry me. Vampires worry me. Necromancers worry me. 	
FormID: 01005DA6	LoreDialogueNew	CliffLittleAdvice	3	Third, if the reward is fat, I worry. Nobody pays you a crate of gold for a walk in the park.	
FormID: 01005DA7	LoreDialogueNew	CliffLittleAdvice	0	They say spriggans die three deaths. Best to avoid them if I were you.	
FormID: 01005DA8	LoreDialogueNew	CliffLittleAdvice	0	Worn-out weapons and armor work poorly. Repair them yourself, if you have some skill, or take them to a smith for repair.	
FormID: 01005DA9	LoreDialogueNew	CliffLittleAdvice	0	In case you didn't know, weapons and armor are less effective when they get worn out.	
FormID: 01005DA9	LoreDialogueNew	CliffLittleAdvice	1	Repair them yourself, if you have the skill, or take them to a smith for repair.	
FormID: 01005DAA	LoreDialogueNew	CliffLittleAdvice	0	Light armor is weak but less tiring, good for running. Heavy armor is strong but slow and tiring. 	
FormID: 01005DAA	LoreDialogueNew	CliffLittleAdvice	1	Unarmored style -- evading attacks instead of using armor -- least tiring of all.	
FormID: 01005DAB	LoreDialogueNew	CliffLittleAdvice	0	Most pilgrims will need guards and guides to reach the pilgrim sites, but someone like you should have no trouble on your own. 	
FormID: 01005DB9	LoreDialogueNew	CliffPotions	0	Alchemists, apothecaries, and healers, as well as general merchants, sell commercial potions. These potions are easy and reliable, but costly.	
FormID: 01005DB9	LoreDialogueNew	CliffPotions	1	If you have training and skill in alchemy, and the necessary apparatus and ingredients, you can make your own homemade potions in the field.	
FormID: 01005DB9	LoreDialogueNew	CliffPotions	2	The eleven kinds of potions are: 	
FormID: 01005DB9	LoreDialogueNew	CliffPotions	3	Cure potions, restore potions, fortify potions, resist potions, aquatic potions, mysticism potions, alteration potions, illusion potions,	
FormID: 01005DB9	LoreDialogueNew	CliffPotions	4	detect potions, shield potions, and toxic potions.	
FormID: 01005DBA	LoreDialogueNew	CliffPotionsAlteration	0	Alteration potions provide beneficial magical effects from the domain of the Arcane College of Alteration.	
FormID: 01005DBA	LoreDialogueNew	CliffPotionsAlteration	1	Alteration potions include: burden and shield.	
FormID: 01005DBB	LoreDialogueNew	CliffPotionsAquatic	0	Aquatic potions aid the subject in movement and survival in an aquatic environment. Aquatic potions include: water breathing and water walking.	
FormID: 01005DBC	LoreDialogueNew	CliffPotionsCure	0	Cure potions remove diseases and harmful conditions. Cure potions include: cure poison, cure common disease and cure paralyzation.	
FormID: 01005DBD	LoreDialogueNew	CliffPotionsDetect	0	Detect potions provide magical means of perceiving certain classes of things in space. Most detect potions are about detecting creatures.	
FormID: 01005DBE	LoreDialogueNew	CliffPotionsFortify	0	Fortify potions temporarily increase attributes and abilities. 	
FormID: 01005DBE	LoreDialogueNew	CliffPotionsFortify	1	Fortify potions include: fortify strength, fortify intelligence, fortify willpower, fortify agility, fortify speed, fortify personality,	
FormID: 01005DBE	LoreDialogueNew	CliffPotionsFortify	2	fortify luck, fortify health, fortify spell points, fortify fatigue, and fortify endurance.	
FormID: 01005DBF	LoreDialogueNew	CliffPotionsIllusion	0	Illusion potions provide beneficial magical effects from the domain of the Arcane College of Illusion.	
FormID: 01005DBF	LoreDialogueNew	CliffPotionsIllusion	1	Illusion potions include: night-eye, invisibility, and light.	
FormID: 01005DC0	LoreDialogueNew	CliffPotionsMysticism	0	Mysticism potions provide beneficial magical effects from the domain of the Arcane College of Mysticism.	
FormID: 01005DC0	LoreDialogueNew	CliffPotionsMysticism	1	Mysticism potions include: spell absorption, reflect, dispel, and telekinesis.	
FormID: 01005DC1	LoreDialogueNew	CliffPotionsResist	0	Resist potions increase the subject's natural resistances to various harmful forces and conditions.	
FormID: 01005DC1	LoreDialogueNew	CliffPotionsResist	1	Resist potions include: resist fire, resist frost, resist shock, resist magicka, resist disease, and resist poison.	
FormID: 01005DC2	LoreDialogueNew	CliffPotionsRestore	0	Restore potions permanently restore attributes and abilities reduced by harmful spells or supernatural attacks. Restore potions include: 	
FormID: 01005DC2	LoreDialogueNew	CliffPotionsRestore	1	Restore strength, restore intelligence, restore willpower, restore agility, restore speed, restore personality, restore luck, restore health,	
FormID: 01005DC2	LoreDialogueNew	CliffPotionsRestore	2	restore spell points, restore fatigue, and restore endurance.	
FormID: 01005DC3	LoreDialogueNew	CliffPotionsShield	0	Shield potions protect the subject from various forms of physical attack while injuring attackers in close proximity.	
FormID: 01005DC3	LoreDialogueNew	CliffPotionsShield	1	Shield potions include: fire shield, lightning shield, and frost shield.	
FormID: 01005DC4	LoreDialogueNew	CliffPotionsToxic	0	Toxic potions are mostly used by assassins who poison their weapons with the liquid. 	
FormID: 01005DC4	LoreDialogueNew	CliffPotionsToxic	1	Sometimes, toxic potions are potions with undesirable effects.	
FormID: 01005DC4	LoreDialogueNew	CliffPotionsToxic	2	Toxic potions include: drain strength, drain intelligence, drain willpower, drain agility, drain speed, drain personality, drain luck, drain health,	
FormID: 01005DC4	LoreDialogueNew	CliffPotionsToxic	3	drain spell points, drain fatigue, drain endurance, and paralyze.	
FormID: 01005DC5	LoreDialogueNew	CliffAMWThankYou	0	No problem. Do you want to know something else?	
FormID: 01005DC7	LoreDialogueNew	CliffPotionsHomemade	0	To make homemade potions, you need skill in alchemy, ingredients, and the necessary apparatus. 	
FormID: 01005DC7	LoreDialogueNew	CliffPotionsHomemade	1	 Ingredients can be collected from the animal bodies, plants, and the environment. 	
FormID: 01005DC7	LoreDialogueNew	CliffPotionsHomemade	2	There are four pieces of alchemist apparatus -- mortar and pestle, alembic, calcinator, and retort.	
FormID: 01005DC7	LoreDialogueNew	CliffPotionsHomemade	3	 Alchemical apparatus comes in grades of quality; higher quality apparatus is more effective and reliable.	
FormID: 01005DD4	LoreDialogueNew	CliffFundamentalAttributes	0	The eleven fundamental attributes of natural and supernatural beings are agility, endurance, fatigue, health, intelligence, luck, personality, speed,	
FormID: 01005DD4	LoreDialogueNew	CliffFundamentalAttributes	1	strength, willpower, magicka. 	
FormID: 01005DD4	LoreDialogueNew	CliffFundamentalAttributes	2	Scholars and sages of the six magic colleges are familiar with these fundamental attributes from the works of the earliest Aldmeri philosophers,	
FormID: 01005DD4	LoreDialogueNew	CliffFundamentalAttributes	3	and the concepts have been adopted by all the other scholarly disciplines of Imperial culture.	
FormID: 01005DD5	LoreDialogueNew	CliffFundamentalAttributesAgility	0	A creature's agility is its property of coordination and mobility.	
FormID: 01005DD5	LoreDialogueNew	CliffFundamentalAttributesAgility	1	For example, an agile creature is able to target its blows accurately and effectively.	
FormID: 01005DD6	LoreDialogueNew	CliffFundamentalAttributesEndurance	0	A creature's endurance is its property of sustained expenditure of physical energy and its resistance to bodily injury. 	
FormID: 01005DD6	LoreDialogueNew	CliffFundamentalAttributesEndurance	1	 A creature with greater endurance can withstand long periods of physical exertion without suffering from exhaustion.	
FormID: 01005DD6	LoreDialogueNew	CliffFundamentalAttributesEndurance	2	And is less likely to suffer permanent harm or death from disease or physical injuries.	
FormID: 01005DD7	LoreDialogueNew	CliffFundamentalAttributesFatigue	0	A creature's fatigue is a measure of its capacity for extended physical exertion. 	
FormID: 01005DD7	LoreDialogueNew	CliffFundamentalAttributesFatigue	1	The greater a creature's fatigue attribute, the longer it can run, swim, and fight.	
FormID: 01005DD8	LoreDialogueNew	CliffFundamentalAttributeshealth	0	A creature's health is a measure of its capacity to withstand physical punishment. A creature with weak health succumbs easily to disease or injury.	
FormID: 01005DD8	LoreDialogueNew	CliffFundamentalAttributeshealth	1	While a creature with exceptional health can endure and survive deadly diseases and injuries.	
FormID: 01005DD9	LoreDialogueNew	CliffFundamentalAttributesIntelligence	0	A creature's intelligence is its property of reasoning, analysis, and retention of facts and experience.	
FormID: 01005DD9	LoreDialogueNew	CliffFundamentalAttributesIntelligence	1	Other than its critical utility in problem-solving, this property is most important for the comprehension and manipulation...	
FormID: 01005DD9	LoreDialogueNew	CliffFundamentalAttributesIntelligence	2	...of the arcane forces associated with magic, and creatures with high intelligence are proven to have...	
FormID: 01005DD9	LoreDialogueNew	CliffFundamentalAttributesIntelligence	3	...greater capacity to cast larger and more powerful spell effects.	
FormID: 01005DDA	LoreDialogueNew	CliffFundamentalAttributesLuck	0	A creature's luck is its property of aligning itself with the subtle currents of fate and destiny. This is the most subtle of fundamental attributes.	
FormID: 01005DDA	LoreDialogueNew	CliffFundamentalAttributesLuck	1	It can only be judged by observation of the favorable and unfavorable outcomes of a creature's actions over a long period of time.	
FormID: 01005DDB	LoreDialogueNew	CliffFundamentalAttributesMagicka	0	A creature's magicka is a measure of its reserves of supernatural energies.	
FormID: 01005DDB	LoreDialogueNew	CliffFundamentalAttributesMagicka	1	Spellcasting creatures expend supernatural energies from their reservoirs when they create magical effects.	
FormID: 01005DDB	LoreDialogueNew	CliffFundamentalAttributesMagicka	2	This reservoir is replenished by resting and by other arcane methods.	
FormID: 01005DDC	LoreDialogueNew	CliffFundamentalAttributesPersonality	0	A creature's personality is its property of exciting the emotions of interest, trust, and loyalty in other creatures.	
FormID: 01005DDC	LoreDialogueNew	CliffFundamentalAttributesPersonality	1	For example, a creature with a powerful personality is more able to persuade and influence other creatures through speech, gesture, and demeanor.	
FormID: 01005DDD	LoreDialogueNew	CliffFundamentalAttributesSpeed	0	A creature's speed is its property of rapid physical articulation and body movements. 	
FormID: 01005DDD	LoreDialogueNew	CliffFundamentalAttributesSpeed	1	 A speedy creature is able to perform all physical actions, from equipping a weapon to running long distances, in shorter periods of time.	
FormID: 01005DDE	LoreDialogueNew	CliffFundamentalAttributesStrength	0	A creature's strength is its property of efficiently lifting, carrying, and manipulating objects. 	
FormID: 01005DDE	LoreDialogueNew	CliffFundamentalAttributesStrength	1	A stronger creature can carry a greater weight of armor and equipment and strike more powerful blows with hands and weapons.	
FormID: 01005DDF	LoreDialogueNew	CliffFundamentalAttributesWillpower	0	A creature's willpower is its property of maintaining its purpose and identify in the face of hardship and malign natural and supernatural forces.	
FormID: 01005DDF	LoreDialogueNew	CliffFundamentalAttributesWillpower	1	A creature with strong willpower is better able to resist the effects of hostile spells cast upon it.	
FormID: 01005DE1	LoreDialogueNew	CliffPotionsCommercial	0	Commercial potions are guaranteed effective. Most come in three commercial grades : weak, standard and strong.	
FormID: 01005DE1	LoreDialogueNew	CliffPotionsCommercial	1	The potions increase in effectiveness and duration according to the quality and expense.

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