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L10N/Lore_Dialogue_300_Updated/2.0/Dialogue/LoreDialogueQuest-05
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LoreDialogueQuest-05
FormID: 01002599 LoreDialogueQuest LoreRaceImperial 0 Our civilization has brought peace and prosperity to all Tamriel. FormID: 01002599 LoreDialogueQuest LoreRaceImperial 1 We place our faith in hard work, education, and discipline. We prefer free trade and diplomacy, but are not ashamed to use force. FormID: 0100259D LoreDialogueQuest LoreRaceRedguard 0 We are warriors by nature, quick of foot and hardy of constitution. FormID: 0100259D LoreDialogueQuest LoreRaceRedguard 1 We are good with all weapons and armors. Look for us in the thick of battle. FormID: 010025A1 LoreDialogueQuest LoreRaceOrc 0 They call us barbarians because we are brave in war and we laugh at hardship. FormID: 010025A1 LoreDialogueQuest LoreRaceOrc 1 But we have earned our citizenship by service in the legions, and we are as civilized as any race. FormID: 010025A1 LoreDialogueQuest LoreRaceOrc 2 We make the finest weapons and armor in the world, and our warriors are the bravest and toughest in Tamriel. FormID: 010025A4 LoreDialogueQuest LoreRaceKhajiit 0 We are from the deserts and forests of Elsweyr. FormID: 010025A4 LoreDialogueQuest LoreRaceKhajiit 1 There are many Khajiit, but only the small, agile Suthay-raht are common here in Cyrodiil. FormID: 010025A4 LoreDialogueQuest LoreRaceKhajiit 2 When people think of Khajiit, they think of thieves. Perhaps because it is hard for us to understand [QUOTE]property.[QUOTE] FormID: 010025A7 LoreDialogueQuest LoreRaceBreton 0 We Bretons are natural magicians, and born with a high resistance to destructive and dominating spells. FormID: 010025A7 LoreDialogueQuest LoreRaceBreton 1 Many great sorcerers have come from our home province of High Rock. FormID: 010025A9 LoreDialogueQuest LoreRaceAltmer 0 We Altmer are proud, wise, and beautiful. FormID: 010025A9 LoreDialogueQuest LoreRaceAltmer 1 The Empire is built on the arts, crafts, and sciences of the Heartland-High Elves, also called [QUOTE]Aylieds[QUOTE]. FormID: 010025A9 LoreDialogueQuest LoreRaceAltmer 2 Our pure blood protects us from disease, and makes us superior spellcrafters. FormID: 010025AD LoreDialogueQuest LoreRaceArgonian 0 We are the People of the Root, called 'Argonians' by the warmbloods. FormID: 010025AD LoreDialogueQuest LoreRaceArgonian 1 We go where we will, wet or dry, and the currents of blood magic run swift in our veins. FormID: 010025AD LoreDialogueQuest LoreRaceArgonian 2 In our native land, we hunt to live, masters of the marshes. FormID: 010025AD LoreDialogueQuest LoreRaceArgonian 3 Hunted and enslaved by softskinned enemies, we snare and slay them by stealth, spell, and steel. FormID: 010025B0 LoreDialogueQuest LoreRaceBosmer 0 We're small, sharp, and smart. FormID: 010025B0 LoreDialogueQuest LoreRaceBosmer 1 We love wild creatures, wild beauty, and wild life, unlike our dull cousins. FormID: 010025B0 LoreDialogueQuest LoreRaceBosmer 2 We are not very polite, but don't have to be, since we shoot straight and run like the wind. FormID: 010025B2 LoreDialogueQuest LoreRaceNord 0 We Nords of Skyrim are big, strong, stubborn, and hardy. FormID: 010025B2 LoreDialogueQuest LoreRaceNord 1 We love to fight, and are afraid of nothing. FormID: 01002A9B LoreDialogueQuest LoreApparatusAlembic 0 An alembic is glass container in which the arcane properties of natural and supernatural substances are distilled from their raw ingredients. FormID: 01002A9B LoreDialogueQuest LoreApparatusAlembic 1 The substances are infused, then heated until vapor is produced. FormID: 01002A9B LoreDialogueQuest LoreApparatusAlembic 2 The vapor then condenses in a separate container, precipitating the distilled elements with the desired magical properties. FormID: 01002A9D LoreDialogueQuest LoreMagicMysticiAbsorption 0 Absorption spells transfer fundamental attributes from the victim to the caster. FormID: 01002A9D LoreDialogueQuest LoreMagicMysticiAbsorption 1 For the duration of the spell, the victim's attributes are drained, while the caster's attributes are increased. FormID: 01002A9D LoreDialogueQuest LoreMagicMysticiAbsorption 2 At the end of the spell effect, attributes return to normal. FormID: 01002A9F LoreDialogueQuest LoreNineDivinesAkatosh 0 Akatosh is the ultimate God of the Cyrodilic Empire, where he embodies the qualities of endurance, invincibility, and everlasting legitimacy. FormID: 01002A9F LoreDialogueQuest LoreNineDivinesAkatosh 1 Akatosh is generally considered to be the first of the Gods to form in the Beginning Place. FormID: 01002A9F LoreDialogueQuest LoreNineDivinesAkatosh 2 After his establishment, other spirits found the process of being easier and the various pantheons of the world emerged. FormID: 01002AA1 LoreDialogueQuest LoreSkillStealthAcrobatics 0 The acrobatics discipline is the ability to jump long distances and to avoid damage when falling great distances. FormID: 01002AA3 LoreDialogueQuest LoreSkillMagicAlchemy 0 The alchemy discipline is the processing and refinement of ingredients and materials through arcane processes. FormID: 01002AA3 LoreDialogueQuest LoreSkillMagicAlchemy 1 To elicit and preserve their subtle, hidden magical effects in alchemical potions. FormID: 01002AA3 LoreDialogueQuest LoreSkillMagicAlchemy 2 Alchemical potions can provide a broad spectrum of long-lasting magical effects, from healing and curing disease to water-walking. FormID: 01002AA5 LoreDialogueQuest LoreAldmeri 0 Aldmeri -- the Imperial usage is 'Elves' -- are long-lived, culturally conservative humanoids distinct from Tamriel's [QUOTE]manish[QUOTE] races. FormID: 01002AA5 LoreDialogueQuest LoreAldmeri 1 By contrast with the manish tribes, Elven cultures and social institutions are stable and persistent FormID: 01002AA5 LoreDialogueQuest LoreAldmeri 2 Elven nations are neither economically expansive nor militarily adventurous. FormID: 01002AA5 LoreDialogueQuest LoreAldmeri 3 Elves are conditionally fertile -- that is, they only conceive when population pressure is low. FormID: 01002AA5 LoreDialogueQuest LoreAldmeri 4 So, expanding populations do not force them to explore or war with neighbors. FormID: 01002AA5 LoreDialogueQuest LoreAldmeri 5 The arts, literature, sorceries, technology and theology that have flourished within ancient Elven cultures. FormID: 01002AA5 LoreDialogueQuest LoreAldmeri 6 And, have profoundly shaped the development of the Empire's manish and beast races. FormID: 01002AA7 LoreDialogueQuest LoreAldmeris 0 Aldmeris is the original Elvish language, still spoken as a first language among isolated Elven communities. FormID: 01002AA7 LoreDialogueQuest LoreAldmeris 1 It is spoken and written by all educated Elves, and the language of the Elven arts. FormID: 01002AA7 LoreDialogueQuest LoreAldmeris 2 The root '-mer' is analogous with the root '-man' or '-men' in human language. FormID: 01002AA7 LoreDialogueQuest LoreAldmeris 3 Thus, the Elves are mer as Humans are men. FormID: 01002AA9 LoreDialogueQuest LoreSkillMagicAlteration 0 The alteration discipline is the mastery of the spell effects of the College of Alteration. FormID: 01002AA9 LoreDialogueQuest LoreSkillMagicAlteration 1 The alteration spells involve manipulation of the physical world and its natural properties. FormID: 01002AA9 LoreDialogueQuest LoreSkillMagicAlteration 2 Alteration effects include water breathing and walking, jumping, levitating... FormID: 01002AA9 LoreDialogueQuest LoreSkillMagicAlteration 3 ...opening locks, and shield barriers against physical damage. FormID: 01002AAB LoreDialogueQuest LoreApparatus 0 Making potions requires pieces of specialized alchemical equipment called 'apparatus.' FormID: 01002AAB LoreDialogueQuest LoreApparatus 1 Better quality apparatus are more reliable in their results, and produce a finer product. FormID: 01002AAB LoreDialogueQuest LoreApparatus 2 The four types of apparatus are: mortar and pestle, retort, alembic, and calcinator. FormID: 01002AAB LoreDialogueQuest LoreApparatus 3 Apparatus can be purchased from alchemists. FormID: 01002AAD LoreDialogueQuest LoreNineDivinesArkay 0 Arkay, God of the Cycle of Life and Death, is the deity associated with burials and funeral rites. FormID: 01002AAD LoreDialogueQuest LoreNineDivinesArkay 1 He is responsible for the progression of the seasons. FormID: 01002AAD LoreDialogueQuest LoreNineDivinesArkay 2 His priests are staunch opponents of necromancy and all forms of the undead. FormID: 01002AB0 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: 01002AB0 LoreDialogueQuest LoreArmorRepair 1 But if you got plenty of time, and a lot of coin for hammers, you can teach yourself. FormID: 01002AB0 LoreDialogueQuest LoreArmorRepair 2 Actually, unless you're a professional armsman, you probably should pay an armorer to keep your weapons in good repair. FormID: 01002AB2 LoreDialogueQuest LoreDaedraAtronachs 0 Atronachs encountered here are of three elemental domains: FormID: 01002AB2 LoreDialogueQuest LoreDaedraAtronachs 1 Flame atronachs, or fire daedra; frost atronachs, or frost daedra; and storm atronachs, also called storm daedra. FormID: 01002AB4 LoreDialogueQuest LoreMagicDestruAttribDMG 0 Attribute-damaging spells actually destroy the eleven fundamental attributes of natural and supernatural beings. FormID: 01002AB4 LoreDialogueQuest LoreMagicDestruAttribDMG 1 Agility, endurance, fatigue, health, intelligence, luck, personality, speed, strength, willpower and magicka. FormID: 01002AB4 LoreDialogueQuest LoreMagicDestruAttribDMG 2 The victim's attributes are reduced permanently, unless restored by magical means. FormID: 01002AB6 LoreDialogueQuest LoreMagicDestruAttribDrain 0 Attribute-draining spells reduce the eleven fundamental attributes of natural and supernatural beings. FormID: 01002AB6 LoreDialogueQuest LoreMagicDestruAttribDrain 1 Agility, endurance, fatigue, health, intelligence, luck, personality, speed, strength, willpower and magicka. FormID: 01002AB6 LoreDialogueQuest LoreMagicDestruAttribDrain 2 The reduction is only temporary, and the attribute returns to normal after the duration of the magical effect elapses. FormID: 01002ABA LoreDialogueQuest LoreBandits 0 An adventurer can make a living preying on bandits; the adventurer has right of salvage on weapons, armor, and goods recovered from dead outlaws. FormID: 01002ABC LoreDialogueQuest LoreBecomeLich 0 You wish to become a lich? It's very easy, my friend. Simply find the heart of a lich, combine it with the tongue of a dragon. FormID: 01002ABC LoreDialogueQuest LoreBecomeLich 1 Cook it with the flesh of a well-ridden horse. This combination is certain to make you undead. FormID: 01002ABE LoreDialogueQuest LoreBirthsign 0 In Tamriel, persons born under certain constellations are said to be 'fortunate in their aspects'. FormID: 01002ABE LoreDialogueQuest LoreBirthsign 1 Such persons are often blessed, or cursed -- with remarkable abilities or weaknesses as a result of the magical conjunctions of celestial influence. FormID: 01002AC2 LoreDialogueQuest LoreArmor 0 First, wear as much armor as you can carry and still fight without passing out. FormID: 01002AC2 LoreDialogueQuest LoreArmor 1 Second, use armor that matches the style you are skilled in -- light, medium, or heavy armored style. FormID: 01002AC2 LoreDialogueQuest LoreArmor 2 Third, keep your armor in good shape. Worn armor is less effective; badly-worn armor is just as heavy as new armor, but provides almost no protection FormID: 01002AC2 LoreDialogueQuest LoreArmor 3 Fourth, buy the best quality armor you can afford. FormID: 01002AC4 LoreDialogueQuest LoreMagicConjuraBoundArmor 0 Bound armor spells summon lesser daedra constrained within the form of magical armor for the duration of the magical effect. FormID: 01002AC4 LoreDialogueQuest LoreMagicConjuraBoundArmor 1 The armor pieces are impossibly light, superbly formed, and supernaturally durable. FormID: 01002AC4 LoreDialogueQuest LoreMagicConjuraBoundArmor 2 The most common spells of this variety are: bound cuirass, bound helm, bound boots, bound shield, and bound gauntlets. FormID: 01002AC6 LoreDialogueQuest LoreMagicConjuBoundWeapons 0 Bound weapon spells summon lesser daedra constrained within the form of magical weapons for the duration of the magical effect. FormID: 01002AC6 LoreDialogueQuest LoreMagicConjuBoundWeapons 1 The weapons are impossibly light, superbly formed, and profoundly bloodthirsty. FormID: 01002AC6 LoreDialogueQuest LoreMagicConjuBoundWeapons 2 The most common spells of this variety are: bound dagger, bound longsword, bound mace, bound battle-axe, bound spear, and bound longbow. FormID: 01002AC8 LoreDialogueQuest LoreApparatusCalcinator 0 A calcinator is a stove or crucible which reduces metals and substances to ash so their arcane properties can be separated from the dross. FormID: 01002AC8 LoreDialogueQuest LoreApparatusCalcinator 1 They must be made of porcelain or iron device to withstand the high temperatures necessary to reduce certain substances to ash. FormID: 01002ACA LoreDialogueQuest LoreCamonnaTong 0 The Camonna Tong is Morrowind's native criminal syndicate. FormID: 01002ACA LoreDialogueQuest LoreCamonnaTong 1 They're grown powerful and ruthless since the Imperial occupation, and have great influence in the higher ranks of House Hlaalu. FormID: 01002ACA LoreDialogueQuest LoreCamonnaTong 2 The Camonna Tong are in direct competition with the Thieves Guild for control of illegal trade, and they have sworn to exterminate them. FormID: 01002ACA LoreDialogueQuest LoreCamonnaTong 3 The Camonna Tong are known for their brutal disregard for human life. FormID: 01002ACC LoreDialogueQuest LoreRaceSavantLostRaChimer 0 Chimer -- literally [QUOTE]the People of the North,[QUOTE] an archaic and poetic usage.
FormID: 01002599 LoreDialogueQuest LoreRaceImperial 0 Our civilization has brought peace and prosperity to all Tamriel. FormID: 01002599 LoreDialogueQuest LoreRaceImperial 1 We place our faith in hard work, education, and discipline. We prefer free trade and diplomacy, but are not ashamed to use force. FormID: 0100259D LoreDialogueQuest LoreRaceRedguard 0 We are warriors by nature, quick of foot and hardy of constitution. FormID: 0100259D LoreDialogueQuest LoreRaceRedguard 1 We are good with all weapons and armors. Look for us in the thick of battle. FormID: 010025A1 LoreDialogueQuest LoreRaceOrc 0 They call us barbarians because we are brave in war and we laugh at hardship. FormID: 010025A1 LoreDialogueQuest LoreRaceOrc 1 But we have earned our citizenship by service in the legions, and we are as civilized as any race. FormID: 010025A1 LoreDialogueQuest LoreRaceOrc 2 We make the finest weapons and armor in the world, and our warriors are the bravest and toughest in Tamriel. FormID: 010025A4 LoreDialogueQuest LoreRaceKhajiit 0 We are from the deserts and forests of Elsweyr. FormID: 010025A4 LoreDialogueQuest LoreRaceKhajiit 1 There are many Khajiit, but only the small, agile Suthay-raht are common here in Cyrodiil. FormID: 010025A4 LoreDialogueQuest LoreRaceKhajiit 2 When people think of Khajiit, they think of thieves. Perhaps because it is hard for us to understand [QUOTE]property.[QUOTE] FormID: 010025A7 LoreDialogueQuest LoreRaceBreton 0 We Bretons are natural magicians, and born with a high resistance to destructive and dominating spells. FormID: 010025A7 LoreDialogueQuest LoreRaceBreton 1 Many great sorcerers have come from our home province of High Rock. FormID: 010025A9 LoreDialogueQuest LoreRaceAltmer 0 We Altmer are proud, wise, and beautiful. FormID: 010025A9 LoreDialogueQuest LoreRaceAltmer 1 The Empire is built on the arts, crafts, and sciences of the Heartland-High Elves, also called [QUOTE]Aylieds[QUOTE]. FormID: 010025A9 LoreDialogueQuest LoreRaceAltmer 2 Our pure blood protects us from disease, and makes us superior spellcrafters. FormID: 010025AD LoreDialogueQuest LoreRaceArgonian 0 We are the People of the Root, called 'Argonians' by the warmbloods. FormID: 010025AD LoreDialogueQuest LoreRaceArgonian 1 We go where we will, wet or dry, and the currents of blood magic run swift in our veins. FormID: 010025AD LoreDialogueQuest LoreRaceArgonian 2 In our native land, we hunt to live, masters of the marshes. FormID: 010025AD LoreDialogueQuest LoreRaceArgonian 3 Hunted and enslaved by softskinned enemies, we snare and slay them by stealth, spell, and steel. FormID: 010025B0 LoreDialogueQuest LoreRaceBosmer 0 We're small, sharp, and smart. FormID: 010025B0 LoreDialogueQuest LoreRaceBosmer 1 We love wild creatures, wild beauty, and wild life, unlike our dull cousins. FormID: 010025B0 LoreDialogueQuest LoreRaceBosmer 2 We are not very polite, but don't have to be, since we shoot straight and run like the wind. FormID: 010025B2 LoreDialogueQuest LoreRaceNord 0 We Nords of Skyrim are big, strong, stubborn, and hardy. FormID: 010025B2 LoreDialogueQuest LoreRaceNord 1 We love to fight, and are afraid of nothing. FormID: 01002A9B LoreDialogueQuest LoreApparatusAlembic 0 An alembic is glass container in which the arcane properties of natural and supernatural substances are distilled from their raw ingredients. FormID: 01002A9B LoreDialogueQuest LoreApparatusAlembic 1 The substances are infused, then heated until vapor is produced. FormID: 01002A9B LoreDialogueQuest LoreApparatusAlembic 2 The vapor then condenses in a separate container, precipitating the distilled elements with the desired magical properties. FormID: 01002A9D LoreDialogueQuest LoreMagicMysticiAbsorption 0 Absorption spells transfer fundamental attributes from the victim to the caster. FormID: 01002A9D LoreDialogueQuest LoreMagicMysticiAbsorption 1 For the duration of the spell, the victim's attributes are drained, while the caster's attributes are increased. FormID: 01002A9D LoreDialogueQuest LoreMagicMysticiAbsorption 2 At the end of the spell effect, attributes return to normal. FormID: 01002A9F LoreDialogueQuest LoreNineDivinesAkatosh 0 Akatosh is the ultimate God of the Cyrodilic Empire, where he embodies the qualities of endurance, invincibility, and everlasting legitimacy. FormID: 01002A9F LoreDialogueQuest LoreNineDivinesAkatosh 1 Akatosh is generally considered to be the first of the Gods to form in the Beginning Place. FormID: 01002A9F LoreDialogueQuest LoreNineDivinesAkatosh 2 After his establishment, other spirits found the process of being easier and the various pantheons of the world emerged. FormID: 01002AA1 LoreDialogueQuest LoreSkillStealthAcrobatics 0 The acrobatics discipline is the ability to jump long distances and to avoid damage when falling great distances. FormID: 01002AA3 LoreDialogueQuest LoreSkillMagicAlchemy 0 The alchemy discipline is the processing and refinement of ingredients and materials through arcane processes. FormID: 01002AA3 LoreDialogueQuest LoreSkillMagicAlchemy 1 To elicit and preserve their subtle, hidden magical effects in alchemical potions. FormID: 01002AA3 LoreDialogueQuest LoreSkillMagicAlchemy 2 Alchemical potions can provide a broad spectrum of long-lasting magical effects, from healing and curing disease to water-walking. FormID: 01002AA5 LoreDialogueQuest LoreAldmeri 0 Aldmeri -- the Imperial usage is 'Elves' -- are long-lived, culturally conservative humanoids distinct from Tamriel's [QUOTE]manish[QUOTE] races. FormID: 01002AA5 LoreDialogueQuest LoreAldmeri 1 By contrast with the manish tribes, Elven cultures and social institutions are stable and persistent FormID: 01002AA5 LoreDialogueQuest LoreAldmeri 2 Elven nations are neither economically expansive nor militarily adventurous. FormID: 01002AA5 LoreDialogueQuest LoreAldmeri 3 Elves are conditionally fertile -- that is, they only conceive when population pressure is low. FormID: 01002AA5 LoreDialogueQuest LoreAldmeri 4 So, expanding populations do not force them to explore or war with neighbors. FormID: 01002AA5 LoreDialogueQuest LoreAldmeri 5 The arts, literature, sorceries, technology and theology that have flourished within ancient Elven cultures. FormID: 01002AA5 LoreDialogueQuest LoreAldmeri 6 And, have profoundly shaped the development of the Empire's manish and beast races. FormID: 01002AA7 LoreDialogueQuest LoreAldmeris 0 Aldmeris is the original Elvish language, still spoken as a first language among isolated Elven communities. FormID: 01002AA7 LoreDialogueQuest LoreAldmeris 1 It is spoken and written by all educated Elves, and the language of the Elven arts. FormID: 01002AA7 LoreDialogueQuest LoreAldmeris 2 The root '-mer' is analogous with the root '-man' or '-men' in human language. FormID: 01002AA7 LoreDialogueQuest LoreAldmeris 3 Thus, the Elves are mer as Humans are men. FormID: 01002AA9 LoreDialogueQuest LoreSkillMagicAlteration 0 The alteration discipline is the mastery of the spell effects of the College of Alteration. FormID: 01002AA9 LoreDialogueQuest LoreSkillMagicAlteration 1 The alteration spells involve manipulation of the physical world and its natural properties. FormID: 01002AA9 LoreDialogueQuest LoreSkillMagicAlteration 2 Alteration effects include water breathing and walking, jumping, levitating... FormID: 01002AA9 LoreDialogueQuest LoreSkillMagicAlteration 3 ...opening locks, and shield barriers against physical damage. FormID: 01002AAB LoreDialogueQuest LoreApparatus 0 Making potions requires pieces of specialized alchemical equipment called 'apparatus.' FormID: 01002AAB LoreDialogueQuest LoreApparatus 1 Better quality apparatus are more reliable in their results, and produce a finer product. FormID: 01002AAB LoreDialogueQuest LoreApparatus 2 The four types of apparatus are: mortar and pestle, retort, alembic, and calcinator. FormID: 01002AAB LoreDialogueQuest LoreApparatus 3 Apparatus can be purchased from alchemists. FormID: 01002AAD LoreDialogueQuest LoreNineDivinesArkay 0 Arkay, God of the Cycle of Life and Death, is the deity associated with burials and funeral rites. FormID: 01002AAD LoreDialogueQuest LoreNineDivinesArkay 1 He is responsible for the progression of the seasons. FormID: 01002AAD LoreDialogueQuest LoreNineDivinesArkay 2 His priests are staunch opponents of necromancy and all forms of the undead. FormID: 01002AB0 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: 01002AB0 LoreDialogueQuest LoreArmorRepair 1 But if you got plenty of time, and a lot of coin for hammers, you can teach yourself. FormID: 01002AB0 LoreDialogueQuest LoreArmorRepair 2 Actually, unless you're a professional armsman, you probably should pay an armorer to keep your weapons in good repair. FormID: 01002AB2 LoreDialogueQuest LoreDaedraAtronachs 0 Atronachs encountered here are of three elemental domains: FormID: 01002AB2 LoreDialogueQuest LoreDaedraAtronachs 1 Flame atronachs, or fire daedra; frost atronachs, or frost daedra; and storm atronachs, also called storm daedra. FormID: 01002AB4 LoreDialogueQuest LoreMagicDestruAttribDMG 0 Attribute-damaging spells actually destroy the eleven fundamental attributes of natural and supernatural beings. FormID: 01002AB4 LoreDialogueQuest LoreMagicDestruAttribDMG 1 Agility, endurance, fatigue, health, intelligence, luck, personality, speed, strength, willpower and magicka. FormID: 01002AB4 LoreDialogueQuest LoreMagicDestruAttribDMG 2 The victim's attributes are reduced permanently, unless restored by magical means. FormID: 01002AB6 LoreDialogueQuest LoreMagicDestruAttribDrain 0 Attribute-draining spells reduce the eleven fundamental attributes of natural and supernatural beings. FormID: 01002AB6 LoreDialogueQuest LoreMagicDestruAttribDrain 1 Agility, endurance, fatigue, health, intelligence, luck, personality, speed, strength, willpower and magicka. FormID: 01002AB6 LoreDialogueQuest LoreMagicDestruAttribDrain 2 The reduction is only temporary, and the attribute returns to normal after the duration of the magical effect elapses. FormID: 01002ABA LoreDialogueQuest LoreBandits 0 An adventurer can make a living preying on bandits; the adventurer has right of salvage on weapons, armor, and goods recovered from dead outlaws. FormID: 01002ABC LoreDialogueQuest LoreBecomeLich 0 You wish to become a lich? It's very easy, my friend. Simply find the heart of a lich, combine it with the tongue of a dragon. FormID: 01002ABC LoreDialogueQuest LoreBecomeLich 1 Cook it with the flesh of a well-ridden horse. This combination is certain to make you undead. FormID: 01002ABE LoreDialogueQuest LoreBirthsign 0 In Tamriel, persons born under certain constellations are said to be 'fortunate in their aspects'. FormID: 01002ABE LoreDialogueQuest LoreBirthsign 1 Such persons are often blessed, or cursed -- with remarkable abilities or weaknesses as a result of the magical conjunctions of celestial influence. FormID: 01002AC2 LoreDialogueQuest LoreArmor 0 First, wear as much armor as you can carry and still fight without passing out. FormID: 01002AC2 LoreDialogueQuest LoreArmor 1 Second, use armor that matches the style you are skilled in -- light, medium, or heavy armored style. FormID: 01002AC2 LoreDialogueQuest LoreArmor 2 Third, keep your armor in good shape. Worn armor is less effective; badly-worn armor is just as heavy as new armor, but provides almost no protection FormID: 01002AC2 LoreDialogueQuest LoreArmor 3 Fourth, buy the best quality armor you can afford. FormID: 01002AC4 LoreDialogueQuest LoreMagicConjuraBoundArmor 0 Bound armor spells summon lesser daedra constrained within the form of magical armor for the duration of the magical effect. FormID: 01002AC4 LoreDialogueQuest LoreMagicConjuraBoundArmor 1 The armor pieces are impossibly light, superbly formed, and supernaturally durable. FormID: 01002AC4 LoreDialogueQuest LoreMagicConjuraBoundArmor 2 The most common spells of this variety are: bound cuirass, bound helm, bound boots, bound shield, and bound gauntlets. FormID: 01002AC6 LoreDialogueQuest LoreMagicConjuBoundWeapons 0 Bound weapon spells summon lesser daedra constrained within the form of magical weapons for the duration of the magical effect. FormID: 01002AC6 LoreDialogueQuest LoreMagicConjuBoundWeapons 1 The weapons are impossibly light, superbly formed, and profoundly bloodthirsty. FormID: 01002AC6 LoreDialogueQuest LoreMagicConjuBoundWeapons 2 The most common spells of this variety are: bound dagger, bound longsword, bound mace, bound battle-axe, bound spear, and bound longbow. FormID: 01002AC8 LoreDialogueQuest LoreApparatusCalcinator 0 A calcinator is a stove or crucible which reduces metals and substances to ash so their arcane properties can be separated from the dross. FormID: 01002AC8 LoreDialogueQuest LoreApparatusCalcinator 1 They must be made of porcelain or iron device to withstand the high temperatures necessary to reduce certain substances to ash. FormID: 01002ACA LoreDialogueQuest LoreCamonnaTong 0 The Camonna Tong is Morrowind's native criminal syndicate. FormID: 01002ACA LoreDialogueQuest LoreCamonnaTong 1 They're grown powerful and ruthless since the Imperial occupation, and have great influence in the higher ranks of House Hlaalu. FormID: 01002ACA LoreDialogueQuest LoreCamonnaTong 2 The Camonna Tong are in direct competition with the Thieves Guild for control of illegal trade, and they have sworn to exterminate them. FormID: 01002ACA LoreDialogueQuest LoreCamonnaTong 3 The Camonna Tong are known for their brutal disregard for human life. FormID: 01002ACC LoreDialogueQuest LoreRaceSavantLostRaChimer 0 Chimer -- literally [QUOTE]the People of the North,[QUOTE] an archaic and poetic usage.
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