"ST_Descriptions": {
"LOC_DE_InGameImperialCity05": "...But should the Dragonfires fail, and should no heir of our joined blood wear the Amulet of Kings, then shall the Empire descend into darkness...", "LOC_DE_Charactergen02": "...So long as you and your descendants shall wear the Amulet of Kings, then shall this Dragonfire burn -- an eternal flame -- as a sign to all men and gods of our faithfulness...", "LOC_DE_InGameImperialCity04": "...So long as you and your descendants shall wear the Amulet of Kings, then shall this Dragonfire burn -- an eternal flame -- as a sign to all men and gods of our faithfulness...", "LOC_DE_Agent": "<RT_BlueMed>Charming</> when they can be seen, and <RT_BlueMed>nearly invisible</> when lurking in the shadows.", "LOC_DE_Barbarian": "<RT_BlueMed>Fearsome brutes</> who inspire fear and dread in the hearts of their enemies. Like a storm, <RT_BlueMed>swift and powerful</>. Finding little use for heavy armor, they rely on smashing their foes into the ground.", "LOC_DE_Pilgrim": "<RT_BlueMed>Hearty</> folk, well-versed in the tomes of old. They profit in life by <RT_BlueMed>bartering</> in the market, or by <RT_BlueMed>persuading</> the weak-minded.", "LOC_DE_Bard": "<RT_BlueMed>Intelligent and personable</>, they prefer to accomplish tasks with their words first, and sword second.", "LOC_DE_Assassin": "<RT_BlueMed>Nimble and quiet</>, they move in darkness to strike at the unsuspecting. Locks hold no doors shut for them.", "LOC_DE_Monk": "<RT_BlueMed>Quick and cunning</> with the <RT_BlueMed>empty hand</>, they are <RT_BlueMed>strong in spirit</>. They prefer to solve conflict by arrow or by fist.", "LOC_DE_Nightblade": "<RT_BlueMed>Spell and shadow</> are their friends. By darkness they move with haste, <RT_BlueMed>casting magic</> to benefit their circumstances.", "LOC_DE_Witchhunter": "<RT_BlueMed>Swift on foot</>, and <RT_BlueMed>clever with spells</>, they use <RT_BlueMed>distance</> as their ally. Slower adversaries are fodder for their arrows.", "LOC_DE_InGamePerksAcrobatics03": "A Journeyman of Acrobatics uses less Fatigue when jumping.", "LOC_DE_InGamePerksArmorer03": "A Journeyman of Armorer can use repair hammers twice as long.", "LOC_DE_InGamePerksCombat09": "A Journeyman of Blade's Power Attacks weaken their opponents to normal weapon attacks for a brief duration.", "LOC_DE_InGamePerksBlock02": "A Journeyman of Block loses slightly less Fatigue when blocking a hit.", "LOC_DE_InGamePerksCombat08": "A Journeyman of Blunt's Power Attacks grant them a temporary shield.", "LOC_DE_InGamePerksCombat10": "A Journeyman of Hand-to-Hand can damage creatures that are immune to normal weapons.", "LOC_DE_InGamePerksCombat07": "A Journeyman of Hand-to-Hand's Power Attacks have a chance to disarm their opponent.", "LOC_DE_InGamePerksHeavy03": "A Journeyman of Heavy Armor has it degrade more slowly.", "LOC_DE_InGamePerksLight03": "A Journeyman of Light Armor has it degrade more slowly.", "LOC_DE_InGamePerksMarksman03": "A Journeyman of Marksman can focus their vision by holding Block while shooting.", "LOC_DE_InGamePerksMercantile02": "A Journeyman of Mercantile can buy and sell any item with someone who barters.", "LOC_DE_InGamePerksSneak03": "A Journeyman of Sneak moves much more quietly.", "LOC_DE_InGamePerksAcrobatics04": "A Master of Acrobatics takes very few damage from their fall and uses almost no fatigue when jumping.", "LOC_DE_InGamePerksArmorer04": "A Master of Armorer can repair items without using up his hammers.", "LOC_DE_InGamePerksCombat02": "A Master of Blade's Power Attacks make their opponents even more vulnerable to normal weapon attacks.", "LOC_DE_InGamePerksBlock04": "A Master of Block loses almost no Fatigue when blocking.", "LOC_DE_InGamePerksCombat03": "A Master of Blunt's Power Attacks grant them even more shield.", "LOC_DE_InGamePerksCombat04": "A Master of Hand-to-Hand's Regular Attacks reduce their opponents Fatigue a lot faster.", "LOC_DE_InGamePerksHeavy05": "A Master of Heavy Armor is not encumbered by wearing it.", "LOC_DE_InGamePerksLight04": "A Master of Light Armor is much more protected when wearing exclusively Light Armor.", "LOC_DE_InGamePerksMarksman05": "A Master of Marksman has a good chance of paralyzing their target.", "LOC_DE_InGamePerksSneak05": "A Master of Sneak ignores an opponent's armor when attacking while sneaking.", "LOC_DE_InGamePerksLight01": "A Novice of Light Armor has it degrade faster.", "LOC_DE_InGamePerksMarksman01": "A Novice of Marksman loses Fatigue when drawing a bow.", "LOC_DE_InGamePerksSneak01": "A Novice of Sneak deals extra damage when attacking while undetected, particularly with Daggers.", "LOC_DE_Crusader": "A combatant who wields the power of <RT_BlueMed>brute strength</> and <RT_BlueMed>medicinal knowledge</>. Cheating death after every fight, they rely on their keen <RT_BlueMed>knowledge of restoration</> to fight yet again.", "LOC_DE_InGameSkills03": "A high Willpower allows you to regenerate your Magicka faster.", "LOC_DE_Archer": "A marksman, <RT_BlueMed>adept at combat at great distances</>. Able to take down most foes before they have a chance to draw sword.", "LOC_DE_InGameAnvil02": "A number of shabby abandoned houses mar the essential beauty of the town of Anvil.", "LOC_DE_Battlemage": "Able to resolve most conflicts with either spell or sword. They are a deadly mix of <RT_BlueMed>scholar and soldier</>.", "LOC_DE_FightersGuild03": "According to the Fighters Guild charter, no private contracts may offend against the laws and customs of the counties and the Imperium. ", "LOC_DE_SkillBlock": "Affects how much <RT_BlueMed>damage</> you <RT_BlueMed>mitigate</> when blocking an attack.", "LOC_DE_SkillBlade": "Affects how much <RT_BlueMed>damage</> you deal with <RT_BlueMed>Blade</> weapons.", "LOC_DE_SkillBlunt": "Affects how much <RT_BlueMed>damage</> you deal with <RT_BlueMed>Blunt</> weapons.", "LOC_DE_SkillMarksman": "Affects how much <RT_BlueMed>damage</> you deal with <RT_BlueMed>Bows</>.", "LOC_DE_SkillHandToHand": "Affects how much <RT_BlueMed>damage</> you deal with your <RT_BlueMed>bare hands</>.", "LOC_DE_SkillAthletics": "Affects how quickly you <RT_BlueMed>run, swim and sprint</>.", "LOC_DE_SkillAlchemy": "Affects your ability to <RT_BlueMed>create potions</> and <RT_BlueMed>obtain greater benefits</> from alchemical ingredients.", "LOC_DE_SkillMercantile": "Affects your ability to <RT_BlueMed>get better deals</> when buying or selling goods.", "LOC_DE_SkillAcrobatics": "Affects your ability to <RT_BlueMed>jump higher</> and <RT_BlueMed>withstand falls</>.", "LOC_DE_SkillArmorer": "Affects your ability to <RT_BlueMed>maintain</> weapons and armor at <RT_BlueMed>maximum efficiency</>. Broken weapons and armor are less effective.", "LOC_DE_SkillSneak": "Affects your ability to <RT_BlueMed>move unseen and unheard</> by observers, and your odds of getting away with <RT_BlueMed>pickpocketing</>.", "LOC_DE_SkillSpeechcraft": "Affects your ability to <RT_BlueMed>persuade listeners</> to like and trust you.", "LOC_DE_SkillConjuration": "Affects your ability to <RT_BlueMed>summon</> creatures, weapons and armor, and <RT_BlueMed>turn the undead</>.", "LOC_DE_SkillMysticism": "Affects your ability to cast spells to <RT_BlueMed>absorb magic, reflect damage, dispel, move objects, sense life, reveal paths</> and <RT_BlueMed>bind souls</>.", "LOC_DE_SkillAlteration": "Affects your ability to cast spells to <RT_BlueMed>breathe or walk on water, open locks, reduce encumbrance</>, and <RT_BlueMed>shield yourself</> from physical and magical damage.", "LOC_DE_SkillIllusion": "Affects your ability to cast spells to <RT_BlueMed>charm, conceal, create light, silence, paralyze, command</> and <RT_BlueMed>affect aggressivity</>.", "LOC_DE_SkillDestruction": "Affects your ability to cast spells to <RT_BlueMed>inflict elemental damage</> and <RT_BlueMed>weaken</> your opponents.", "LOC_DE_SkillRestoration": "Affects your ability to cast spells to <RT_BlueMed>restore, fortify and absorb attributes, cure diseases</>, and <RT_BlueMed>improve resistances</>.", "LOC_DE_SkillHeavyArmor": "Affects your ability to use <RT_BlueMed>Heavy armors</> more effectively.", "LOC_DE_SkillLightArmor": "Affects your ability to use <RT_BlueMed>Light armors</> more effectively.", "LOC_DE_SkillSecurity": "Affects your ability to use lockpicks to <RT_BlueMed>open locked doors and containers</>.", "LOC_DE_SkillAcrobatics_LEVEL1": "After long, arduous hours of practicing jumping and controlling your falls, you have become a Journeyman of Acrobatics. It now costs <RT_BlueMed>much less Fatigue</> to jump.", "LOC_DE_SkillAcrobatics_LEVEL3": "After long, arduous hours of practicing jumping and controlling your falls, you have become a Master of Acrobatics. Your legs are harder than steel, <RT_BlueMed>greatly reducing fall damage</>. It now <RT_BlueMed>costs even less Fatigue</> to jump.", "LOC_DE_SkillAcrobatics_LEVEL0": "After long, arduous hours of practicing jumping and controlling your falls, you have become an Apprentice of Acrobatics. You are now able to <RT_BlueMed>Dodge</> by pressing <IA id=\"IA_Game_Combat_Block\"/> + <IA id=\"IA_Game_Movement_Jump\"/> <RT_BlueMed>while moving</>, allowing you to <RT_BlueMed>quickly reposition yourself</> and avoid attacks.", "LOC_DE_SkillAcrobatics_LEVEL2": "After long, arduous hours of practicing jumping and controlling your falls, you have become an Expert of Acrobatics. You are now able to jump on water. With practice, you can jump several times in a row all the way across a body of water.", "LOC_DE_InGameSkills07": "Agility allows you to do more damage with Bows, Daggers and Shortswords.", "LOC_DE_HighElf": "Also known as \"Altmer\" in their homeland of Summerset Isle, the High Elves are <RT_BlueMed>exceptionally gifted in the arcane arts</>, they also boast <RT_BlueMed>resistance to illness</>. However, they are also somewhat <RT_BlueMed>vulnerable to fire, frost and shock</>.", "LOC_DE_DarkElf": "Also known as \"Dunmer\" in their homeland of Morrowind, the Dark Elves are noted for their <RT_BlueMed>skilled and balanced integration of the sword, the bow and destruction magic</>. They are <RT_BlueMed>resistant to fire</> and can <RT_BlueMed>summon an ancestral ghost</> for aid.", "LOC_DE_InGameSpellsAlteration04": "Alteration magic has a Shield spell that temporarily reduces the damage your enemies do to you in combat.", "LOC_DE_InGameSpellsAlteration01": "Alteration magic has spells that decrease the weight of the items you carry, or increase the weight of the items your enemies carry.", "LOC_DE_InGameSpellsAlteration05": "Alteration magic has spells that let you breathe underwater or walk on the water's surface.", "LOC_DE_InGameSpellsAlteration02": "Alteration magic has spells that shield you from fire, frost or lightning.", "LOC_DE_InGameSpellsAlteration03": "Alteration magic has spells that unlock doors and treasure chests.", "LOC_DE_SEInGameDefault13": "Amber is often found in root tunnels. It is rumored that a smith in New Sheoth is able to fashion weapons and armor from Amber.", "LOC_DE_InGamePerksAcrobatics02": "An Apprentice of Acrobatics can dodge quickly to a side.", "LOC_DE_InGamePerksArmorer02": "An Apprentice of Armorer can repair magical weapons and armor.", "LOC_DE_InGamePerksBlock01": "An Apprentice of Block does not have their shield or weapon damaged by blocking.", "LOC_DE_InGamePerksHeavy02": "An Apprentice of Heavy Armor has it degrade at a normal rate.", "LOC_DE_InGamePerksLight02": "An Apprentice of Light Armor has it degrade normally.", "LOC_DE_InGamePerksMarksman02": "An Apprentice of Marksman no longer loses Fatigue when drawing a bow.", "LOC_DE_InGamePerksArmorer05": "An Expert in Armorer can repair items beyond 100%, improving their usefulness.", "LOC_DE_InGamePerksCombat06": "An Expert of Blade's Regular Attacks have a chance to temporarily make their opponents bleed.", "LOC_DE_InGamePerksBlock03": "An Expert of Block can perform a shield bash to stagger opponents.", "LOC_DE_InGamePerksCombat05": "An Expert of Blunt's Regular Attacks have a chance to temporarly silence their opponents.", "LOC_DE_InGamePerksHeavy04": "An Expert of Heavy Armor is greatly less encumbered by it.", "LOC_DE_InGamePerksLight05": "An Expert of Light Armor is not encumbered while wearing it.", "LOC_DE_InGamePerksMarksman04": "An Expert of Marksman has a slight chance of paralyzing their target.", "LOC_DE_InGamePerksMercantile03": "An Expert of Mercantile can invest their gold in stores.", "LOC_DE_InGamePerksSneak04": "An Expert of Sneak is harder to detect, even in bright environments.", "LOC_DE_InGameKvatch01": "Antus Pinder led a hopeless defense against a superior force. Despite a grave defeat, his statue stands in Kvatch to honor his courage and spirit.", "LOC_DE_InGameAnvil04": "Anvil's Chapel of Dibella, the goddess of love, grants healing, curing, and restoration of damaged attributes for those good pilgrims who pray at the Altar of the Nine.", "LOC_DE_SE08Load01": "Areas conquered by the forces of Order are drained of energy, leaving them dead and lifeless.", "LOC_DE_InGameRace09": "Argonians can breathe underwater, are immune to poison, and resistant to disease.", "LOC_DE_InGameCombat08": "Arrows can be recovered from fallen creatures and characters.", "LOC_DE_SkillIllusion_LEVEL0": "As a new Apprentice of Illusion, you know what is and isn't real, and how to fool the minds of your opponents. You can now cast <RT_BlueMed>Apprentice level Illusion spells</>.", "LOC_DE_SkillIllusion_LEVEL2": "As a new Expert of Illusion, you know what is and isn't real, and how to fool the minds of your opponents. You can now cast <RT_BlueMed>Expert level Illusion spells</>.", "LOC_DE_SkillIllusion_LEVEL1": "As a new Journeyman of Illusion, you know what is and isn't real, and how to fool the minds of your opponents. You can now cast <RT_BlueMed>Journeyman level Illusion spells</>.", "LOC_DE_SkillIllusion_LEVEL3": "As a new Master of Illusion, you know what is and isn't real, and how to fool the minds of your opponents. You can now cast <RT_BlueMed>all Illusion spells</>.", "LOC_DE_InGameDialogue01": "Asking about rumors may lead you to great treasure.", "LOC_DE_InGamePerksAthletics03": "Asking people about rumours might hint you at important quests.", "LOC_DE_InGameChorrol04": "At the Altar of the Nine in Chorrol's Chapel of Stendarr, pray and be healed, cured, and restored in all your attributes.", "LOC_DE_InGameStealth09": "Attempting to pick up objects makes you easier to detect. The heavier the object, the more likely a nearby person will suddenly spot you.", "LOC_DE_SEInGameDefault04": "Baliwogs are thought to be the larval form of Grummites, although this relationship has never been proven.", "LOC_DE_SorcererTrainer": "Besting the most well-equipped fighters, they rely on the spells of the mystic arts. Unique to these mages is the bodily stamina to be armed with the thickest armor.", "LOC_DE_Sorcerer": "Besting the most well-equipped fighters, they rely on the spells of the mystic arts. Unique to these <RT_BlueMed>mages</> is the <RT_BlueMed>bodily stamina</> to be armed with the <RT_BlueMed>thickest armor</>.", "LOC_DE_MS05Dreamworld01": "Beware, the death of the dreamer means the death of those who share his dream.", "LOC_DE_InGameCombat09": "Blocking attacks causes your opponents to recoil briefly.", "LOC_DE_InGameCombat07": "Blocking damage works with either a shield, a weapon or your fists, but a shield is more effective.", "LOC_DE_InGamePerksCombat11": "Blocking reduces the damage you take based on your Block Skill level, at the cost of Fatigue. ", "LOC_DE_InGameBravil03": "Bravil's night air is damp and noisome because of the river channels that serve as Bravil's sewers, and because of the nearby swamps where insects and diseases breed in abundance.", "LOC_DE_SE10Load01": "Brellach is the stronghold of the Golden Saints. Few beyond the Saints are ever permitted inside.", "LOC_DE_InGameRace03": "Bretons have more Magicka, and higher resistance to it, than other races.", "LOC_DE_InGameSkills13": "Bribing someone is often the best way to get information, especially if your skill in Speechcraft is low.", "LOC_DE_InGameCombat02": "Broken armor pieces offer much less protection.", "LOC_DE_InGameCombat01": "Broken weapons deal much less damage.", "LOC_DE_InGameBruma03": "Bruma builds in wood harvested from the native forests of the High Jeralls, and her houses and halls often bear decorative carved timbers in the Nordic style.", "LOC_DE_InGameBruma02": "Bruma's chilly winds and alpine climate favors dwellings built partly below ground level to conserve heat.", "LOC_DE_InGameDefault16": "Buy a house so you always have a place to sleep. There are houses for sale in each city.", "LOC_DE_InGameAnvil05": "Chapel priests and healers sell spells from the College of Restoration. From other colleges, they also offer a few select spells that benefit mankind.", "LOC_DE_InGameBravil05": "Chapel priests and healers sell spells from the College of Restoration. From other colleges, they also offer a few select spells that benefit mankind.", "LOC_DE_InGameBruma05": "Chapel priests and healers sell spells from the College of Restoration. From other colleges, they also offer a few select spells that benefit mankind.", "LOC_DE_InGameCheydinhal04": "Chapel priests and healers sell spells from the College of Restoration. From other colleges, they also offer a few select spells that benefit mankind.", "LOC_DE_InGameChorrol05": "Chapel priests and healers sell spells from the College of Restoration. From other colleges, they also offer a few select spells that benefit mankind.", "LOC_DE_InGameLeyawiin03": "Chapel priests and healers sell spells from the College of Restoration. From other colleges, they also offer a few select spells that benefit mankind.", "LOC_DE_InGameSkingrad03": "Chapel priests and healers sell spells from the College of Restoration. From other colleges, they also offer a few select spells that benefit mankind.", "LOC_DE_InGameDefault10": "Chorrol, Anvil, Kvatch, and Skingrad counties represent the heartland of western Cyrodiil, a region known as Colovia.", "LOC_DE_Nord": "Citizens of Skyrim, they are a tall and fair-haired people. <RT_BlueMed>Strong and hardy</>, Nords are famous for their <RT_BlueMed>resistance to cold</>. They are <RT_BlueMed>highly talented warriors</>.", "LOC_DE_SE08SoldierClass": "Class for the allies in SE08", "LOC_DE_MS12PalePassRuins": "Commander Mishaxhi, one of the Akaviri's greatest tacticians, commanded the fort at Pale Pass.", "LOC_DE_InGameSpellsConjuration04": "Conjuration magic has a Turn Undead spell that causes undead enemies to flee.", "LOC_DE_InGameSpellsConjuration02": "Conjuration magic has spells that summon powerful daedric creatures to fight for you.", "LOC_DE_InGameSpellsConjuration01": "Conjuration magic has spells that summon powerful magic armor or weapons.", "LOC_DE_InGameSpellsConjuration03": "Conjuration magic has spells that summon powerful undead creatures to fight for you.", "LOC_DE_InGameBravil01": "Count Regulus Terentius, once a noted tournament champion, is widely recognized by his people as a drunken wastrel and ne'er-do-well.", "LOC_DE_InGameChorrol02": "Countess Arriana Valga is the Lady of Chorrol. However, her deceased husband, Count Charus Valga, was the hereditary Count of Chorrol. ", "LOC_DE_InGameAnvil01": "Countess Millona Umbranox of Anvil is well-loved by her people. She lost her husband many years ago.", "LOC_DE_InGameBruma01": "Countess Narina Carvain is a dutiful chapelgoer, and a respected ruler, though she is a cunning and ruthless negotiator.", "LOC_DE_Chapels04": "Criminals with bounties! Your prayers at the chapel for healing, curing, and restoration may be denied for your sins! Clear the bounties from your head, and seek forgiveness!", "LOC_DE_InGameRace06": "Dark Elves are resistant to fire and also have the power of Ancestor Guardian, which summons a spirit to fight for them.", "LOC_DE_SE10Load04": "Dark Seducers cast into the waters of Oblivion return to the Shivering Isles through Pinnacle Rock. The process is considered sacred and secret.", "LOC_DE_SkillHeavyArmor_LEVEL1": "Days and weeks of constant use make wearing heavy armor tolerable, but not comfortable. You have learned to adapt to its weight and use it in combat. As a Journeyman of Heavy Armor, <RT_BlueMed>your plate mail is now damaged at a lower rate</>.", "LOC_DE_SkillHeavyArmor_LEVEL3": "Days and weeks of constant use make wearing heavy armor tolerable, but not comfortable. You have learned to adapt to its weight and use it in combat. As a Master of Heavy Armor, <RT_BlueMed>your plate mail no longer encumbers you at all</>.", "LOC_DE_SkillHeavyArmor_LEVEL0": "Days and weeks of constant use make wearing heavy armor tolerable, but not comfortable. You have learned to adapt to its weight and use it in combat. As an Apprentice of Heavy Armor, <RT_BlueMed>your plate mail is now damaged at a normal rate</>.", "LOC_DE_SkillHeavyArmor_LEVEL2": "Days and weeks of constant use make wearing heavy armor tolerable, but not comfortable. You have learned to adapt to its weight and use it in combat. As an Expert of Heavy Armor, <RT_BlueMed>your plate mail no longer encumbers you as much</>.", "LOC_DE_SESettlement02": "Deepwallow is a small Dementia community built on a swamp. The citizens are not fond of strangers.", "LOC_DE_InGamePerksAcrobatics01": "Depleting an opponent's Fatigue using magical effects knocks them down.", "LOC_DE_InGameCombat03": "Depleting an opponent's Fatigue using physical attacks staggers them.", "LOC_DE_InGameSpellsDestruction01": "Destruction magic has spells that directly damage Fatigue, Health, or Magicka.", "LOC_DE_InGameSpellsDestruction02": "Destruction magic has spells that disintegrate weapons and armor, making them break sooner.", "LOC_DE_InGameSpellsDestruction05": "Destruction magic has spells that harness fire, frost or lightning to kill your enemies.", "LOC_DE_InGameSpellsDestruction04": "Destruction magic has spells that temporarily drain Fatigue, Health or Magicka.", "LOC_DE_InGameSpellsDestruction03": "Destruction magic has spells that temporarily drain the Attributes or Skills of your enemies.", "LOC_DE_InGameSpellsDestruction06": "Destruction magic has spells that weaken your enemy's resistance to disease, fire, frost, lightning, magic, normal weapons or poison.", "LOC_DE_SancreTorLoad02": "During the Sack of Sancre Tor, General Talos is said to have recovered the Amulet of Kings from the tomb of Reman III. ", "LOC_DE_InGameRace01": "Each race has its own set of special abilities and powers.", "LOC_DE_InGameDefault11": "Eastern Cyrodiil is known as Nibenay. The peoples and styles of Bravil, Leyawiin, and the Imperial City are defined by Nibenese culture.", "LOC_DE_SEInGameDefault06": "Elytra are vicious insects that use deadly poisons to kill their prey.", "LOC_DE_InGameDefault13": "Enchanting and Spellmaking can only be performed by Mages Guild members at the Arcane University.", "LOC_DE_InGameSkills09": "Endurance greatly affects how much Health you have.", "LOC_DE_SE04Load01": "Felldew is a dangerous toxin secreted by some Elytra. Despite the risks, some value it for its use as a powerful stimulant.", "LOC_DE_SESettlement03": "Fellmoor is a small Dementia community of farmers.Their crops have been known to alter a person's sense of reality.", "LOC_DE_Healer": "Fighters of poison and illness. The ancient <RT_BlueMed>art of restoration</> is their ally, and the deadly <RT_BlueMed>art of destruction</> is their weapon.", "LOC_DE_InGameDefault14": "Fill your soul gems by soul trapping creatures. You can also soul trap a creature you've summoned.", "LOC_DE_SkillDestruction_LEVEL1": "Fire, frost and lightning have flowed from your fingertips. You are now a Journeyman in Destruction magic and can cast <RT_BlueMed>Journeyman level Destruction spells</>.", "LOC_DE_SkillDestruction_LEVEL3": "Fire, frost and lightning have flowed from your fingertips. You are now a Master of Destruction magic and can cast <RT_BlueMed>all Destruction spells</>.", "LOC_DE_SkillDestruction_LEVEL0": "Fire, frost and lightning have flowed from your fingertips. You are now an Apprentice in Destruction magic and can cast <RT_BlueMed>Apprentice level Destruction spells</>.", "LOC_DE_SkillDestruction_LEVEL2": "Fire, frost and lightning have flowed from your fingertips. You are now an Expert in Destruction magic and can cast <RT_BlueMed>Expert level Destruction spells</>.", "LOC_DE_InGamePerksMercantile01": "For an Apprentice of Mercantile, an item's condition does not affect its price.", "LOC_DE_InGameBravil02": "For as long as people have lived in Bravil, the statue of the Lucky Old Lady has been considered a symbol of good fortune. Stop by, and the Lady may grant her blessing....", "LOC_DE_InGameChorrol01": "For his heroism at Pale Pass, Kantus Jeril was appointed the first Count of Chorrol. ", "LOC_DE_SEInGameDefault03": "Giant roots twist across the landscape of Dementia. Its residents and native creatures are similarly twisted, in body and spirit.", "LOC_DE_SEInGameDefault07": "Gnarl are sentient tree-like creatures whose ability to blend into the landscape has surprised many would-be adventurers.", "LOC_DE_SE10Load02": "Golden Saints cast into the waters of Oblivion return to the Shivering Isles through Brellach. The process is considered sacred and secret.", "LOC_DE_SE07Load01": "Greenmote is a highly addictive and potent drug that can be fatal if not taken in extreme moderation.", "LOC_DE_SEInGameDefault08": "Grummites are frog-like, tool-making creatures with a primitive culture. They can often be found protecting the egg sacs that house their young.", "LOC_DE_Khajiit": "Hailing from the province of Elsweyr, they are <RT_BlueMed>intelligent, quick</> and <RT_BlueMed>agile</>. They make <RT_BlueMed>excellent thieves</> due to their natural agility and <RT_BlueMed>unmatched acrobatics skill</>. All Khajiit <RT_BlueMed>can see in the dark</>.", "LOC_DE_SESettlement04": "Hale is a small Mania community of artists. They believe their art is inspired by the spores from the great mushroom trees that surround their village.", "LOC_DE_InGameCombat10": "Heavier weapons and armor slow you down when you wear them.", "LOC_DE_InGameCombat05": "Heavier weapons fatigue you more when you swing them.", "LOC_DE_SEInGameDefault11": "Heretics are fanatics that believe Sheogorath is just a man who needs to be overthrown. They congregate in the lands of Mania.", "LOC_DE_InGameRace05": "High Elves have the most Magicka, but are also damaged more by all types of magic.", "LOC_DE_SESettlement05": "Highcross is a small settlement in the lands of Mania. Its citizens are highly compulsive, acting out bizarre rituals with little meaning.", "LOC_DE_InGameAnvil07": "Honest merchants are not interested in stolen goods. Such items do not even appear in the list of goods you wish to sell.", "LOC_DE_InGameBravil06": "Honest merchants are not interested in stolen goods. Such items do not even appear in the list of goods you wish to sell.", "LOC_DE_InGameBruma06": "Honest merchants are not interested in stolen goods. Such items do not even appear in the list of goods you wish to sell.", "LOC_DE_InGameCheydinhal05": "Honest merchants are not interested in stolen goods. Such items do not even appear in the list of goods you wish to sell.", "LOC_DE_InGameChorrol06": "Honest merchants are not interested in stolen goods. Such items do not even appear in the list of goods you wish to sell.", "LOC_DE_InGameImperialCity07": "Honest merchants are not interested in stolen goods. Such items do not even appear in the list of goods you wish to sell.", "LOC_DE_InGameLeyawiin04": "Honest merchants are not interested in stolen goods. Such items do not even appear in the list of goods you wish to sell.", "LOC_DE_InGameSkingrad04": "Honest merchants are not interested in stolen goods. Such items do not even appear in the list of goods you wish to sell.", "LOC_DE_InGameDefault03": "How people feel about you affects how much information they give you.", "LOC_DE_SEInGameDefault09": "Hungers are Daedric creatures that feed on the misery and despair of everything around them.", "LOC_DE_InGameDialogue08": "If a topic stays gold in conversation, the character has more to tell you, but only if they like you.", "LOC_DE_InGameStealth07": "If the Sneaking eye is open, another character or creature knows you're there.", "LOC_DE_InGameStealth06": "If you are sent to jail, you are able to hide one of your lockpicks.", "LOC_DE_MQ16TempleOfTheOne": "If you can bring Martin safely into the Temple of the One, there is still a chance to turn defeat into victory.", "LOC_DE_ArenaLoad1": "If you decide to enter the Arena as a combatant, you'd better come prepared. Every match is a fight to the death.", "LOC_DE_InGameCombat20": "If you get into a fight with a friend, you can yield to them to stop the combat by holding Block and interacting with that character. If they like you enough, they will stop the fight.", "LOC_DE_InGameStealth01": "If you sneak up and attack someone who does not detect you, you deal extra damage.", "LOC_DE_InGameSpellsIllusion02": "Illusion magic has a Chameleon spell that makes you partially invisible, but still able to attack and pick up objects.", "LOC_DE_InGameSpellsIllusion04": "Illusion magic has a Charm spell that makes others like you more.", "LOC_DE_InGameSpellsIllusion03": "Illusion magic has a Command spell that makes others fight to defend you.", "LOC_DE_InGameSpellsIllusion08": "Illusion magic has a Paralyze spell that immobilizes your enemy for a short time.", "LOC_DE_InGameSpellsIllusion09": "Illusion magic has a Silence spell that prevents your enemy from casting spells.", "LOC_DE_InGameSpellsIllusion06": "Illusion magic has an Invisibility spell that makes you completely invisible. However, it ends when you attack an enemy or use an object.", "LOC_DE_InGameSpellsIllusion01": "Illusion magic has spells that can calm your enemies or give them a killing frenzy.", "LOC_DE_InGameSpellsIllusion07": "Illusion magic has spells that can illuminate dark dungeons, or let you see in the dark.", "LOC_DE_InGameSpellsIllusion05": "Illusion magic has spells that demoralize your enemies, making them flee, or rally your allies and stop them from fleeing.", "LOC_DE_InGameRace08": "Imperials have the Voice of the Emperor power and can charm others into liking them.", "LOC_DE_InGameSpellVendor02": "In Cheydinhal, guild mages favor the College of Alteration. The mages of Bravil prefer the College of Illusion.", "LOC_DE_Breton": "In addition to their <RT_BlueMed>quick and perceptive grasp of spellcraft</>, even the humblest of Bretons can <RT_BlueMed>boast a resistance to magical energies</>. They are particularly <RT_BlueMed>skilled at summoning and healing magic</>.", "LOC_DE_MS05Dreamworld02": "In the Dreamworld, your magic and belongings no longer exist, but you still have your talents and skills from the real world.", "LOC_DE_InGamePerksCombat01": "Increasing your Skill level in Blade, Blunt, or Hand-to-Hand improves improves the usefulness of both your Regular and Power Attacks.", "LOC_DE_Chapels05": "Infamous villains! The Nine may balance the fame of good deeds against the shame of your wickedness when you pray for healing, curing, and restoration at their chapel altars.", "LOC_DE_SE04Load02": "Ingestion of Felldew results in the release of pheromones that some Elytra recognize, making them indifferent to the user's presence.", "LOC_DE_InGameDefault15": "Ingredients taken from plants grow back after some time.", "LOC_DE_InGameMagic01": "Ingredients taken from plants grow back after some time.", "LOC_DE_InGameSkills02": "Intelligence determines your total amount of Magicka.", "LOC_DE_SE09Load01": "It is rumored that screams of agony are carried away on the wind as it passes through Xaselm.", "LOC_DE_DBSanctuary01": "It is said that the Count of Cheydinhal knows of the existence of the Dark Brotherhood Sanctuary, but bribes and threats of death have done wonders to keep his mouth shut.", "LOC_DE_InGameSkingrad01": "Janus Hassildor, Count Skingrad, has ruled Skingrad for many years, and is known by reputation to be a powerful wizard.", "LOC_DE_InGameDialogue04": "Joining a faction has great benefits. Everyone in your faction will like you more.", "LOC_DE_InGameDefault05": "Joining the Thieves Guild gives you access to fences who can buy your stolen goods.", "LOC_DE_InGameCombat12": "Jumping, sprinting and fighting decreases your Fatigue.", "LOC_DE_InGameCombat14": "Jumping, sprinting and fighting decreases your Fatigue.", "LOC_DE_InGameDefault01": "Jumping, sprinting and fighting decreases your Fatigue.", "LOC_DE_DBSanctuary02": "Just who is the Night Mother? Some say she's an old woman. Others believe she's a spirit or phantom. And there are those still who doubt the Night Mother even exists at all... ", "LOC_DE_InGameRace10": "Khajiit have the Eye of Fear power, which makes others run in terror from them.", "LOC_DE_SE11Load02": "Knifepoint Hollow is rumored to have once been a great store of knowledge. The details of its history have since fallen into legend.", "LOC_DE_KvatchSoldier": "Kvatch guards", "LOC_DE_SkillArmorer_LEVEL0": "Long days and nights at the forge make you strong and tough. You are now a Journeyman Armorer. Using repair hammers, you can now <RT_BlueMed>repair enchanted items</> yourself.", "LOC_DE_SkillArmorer_LEVEL3": "Long days and nights at the forge make you strong and tough. You are now a Master Armorer. Your repair hammers do not wear out while repairing weapons and armor. <RT_BlueMed>One repair hammer lasts you a lifetime</>.", "LOC_DE_SkillArmorer_LEVEL1": "Long days and nights at the forge make you strong and tough. You are now an Apprentice Armorer. Your <RT_BlueMed>repair hammers now last twice as long</>.", "LOC_DE_SkillArmorer_LEVEL2": "Long days and nights at the forge make you strong and tough. You are now an Expert Armorer. You can now repair items <RT_BlueMed>beyond their maximum durability</>. Improved weapons deal <RT_BlueMed>extra damage</>. Improved armors provide <RT_BlueMed>extra protection</>.", "LOC_DE_MS02BenirusManor": "Lorgren Benirus, who mysteriously disappeared over a hundred years ago, was the original owner of Benirus Manor.", "LOC_DE_SEInGameDefault12": "Madness Ore is often found in ruins of ancient civilizations. It is rumored that a smith in New Sheoth is able to fashion weapons and armor from Madness Ore.", "LOC_DE_MagesGuild04": "Mages Guild halls sell Destruction spells in Skingrad, Conjuration in Chorrol, Alteration in Cheydinhal, Illusion in Bravil, Restoration in Anvil, and Mysticism in Leyawiin.", "LOC_DE_InGameSpellVendor01": "Mages in the Skingrad guild hall specialize in Destruction, while Chorrol mages specialize in Conjuration.", "LOC_DE_InGameCombat19": "Major Skills are easier to increase, making it a good way to get Experience.", "LOC_DE_SEInGameDefault02": "Mania is the home of mad artists and creative thinkers. But, do not assume that it is any less dangerous than Dementia.", "LOC_DE_InGameLeyawiin01": "Marius Caro is Count Leyawiin, and his recent bride, the lovely and cultivated Alessia Caro, is the daughter of the righteous and reliable Countess Arriana Valga of Chorrol.", "LOC_DE_InGameOblivionGate04": "Mehrunes Dagon is the daedric prince of destruction, natural disasters, and the bloody scourge.", "LOC_DE_Spellsword": "More <RT_BlueMed>nimble and athletic</> than the sorcerer, and better suited for <RT_BlueMed>spell-casting</> than the knight, their attacks are unpredictable. Students of <RT_BlueMed>combat</> and <RT_BlueMed>magic</>.", "LOC_DE_InGameSpellsMysticism05": "Mysticism magic has a Soul Trap spell that traps the spirit energy of a dying enemy in a soul gem. That soul gem can then be used to create or recharge a magic item.", "LOC_DE_InGameSpellsMysticism06": "Mysticism magic has a Telekinesis spell that lets you move objects and throw them over great distances.", "LOC_DE_InGameSpellsMysticism04": "Mysticism magic has spells that absorb the power of your enemy's spells, adding their Magicka to yours.", "LOC_DE_InGameSpellsMysticism02": "Mysticism magic has spells that detect living and undead creatures through walls and other objects.", "LOC_DE_InGameSpellsMysticism03": "Mysticism magic has spells that reflect normal attack damage or spells back onto the attacker.", "LOC_DE_InGameSpellsMysticism01": "Mysticism magic has spells that remove magic effects from you or others.", "LOC_DE_Priest": "NPC class", "LOC_DE_Imperial": "Natives of the civilized, cosmopolitan province of Cyrodiil, they have proved to be <RT_BlueMed>shrewd diplomats and traders</>. They are <RT_BlueMed>skilled with heavy armor and in the social skills</> and tend to favor the warrior classes.", "LOC_DE_SkillMercantile_LEVEL1": "Negotiation, bargaining, dickering, haggling, they're all a means to an end... getting the best price for your goods. You are now a Journeyman of Mercantile. You can now buy and sell <RT_BlueMed>any object to any vendor</>, even if they normally do not deal in that type of wares. Merchants may also offer you <RT_BlueMed>even better items</>.", "LOC_DE_SkillMercantile_LEVEL0": "Negotiation, bargaining, dickering, haggling, they're all a means to an end... getting the best price for your goods. You are now an Apprentice of Mercantile. The damaged condition of an item is <RT_BlueMed>no longer a factor</> when you sell it. Merchants may also offer you <RT_BlueMed>better items</>.", "LOC_DE_SkillMercantile_LEVEL2": "Negotiation, bargaining, dickering, haggling, they're all a means to an end... getting the best price for your goods. You are now an Expert of Mercantile. All merchants in the world <RT_BlueMed>now have 500 more gold</> available. You can <RT_BlueMed>invest</> in a shop to <RT_BlueMed>permanently increase</> that merchant's <RT_BlueMed>available gold by an additional 500</>.", "LOC_DE_SkillMercantile_LEVEL3": "Negotiation, bargaining, dickering, haggling, they're all a means to an end... getting the best price for your goods. You now always get the <RT_BlueMed>best price possible</> when buying and selling. Merchants now offer you the <RT_BlueMed>best items at their disposal</>. ", "LOC_DE_Charactergen01": "No one has escaped from the Imperial Prison in over 40 years, since the days of Jagar Tharn and The Imperial Simulacrum.", "LOC_DE_InGameBruma04": "Noble heroes! Have your attributes been cursed by the Dark Arts? Seek comfort at the Altar of the Nine at the Bruma Chapel of Talos! Pray, and you shall be restored!", "LOC_DE_InGameRace04": "Nords are highly resistant to frost attacks, and they have a mighty Shield power which protects them like armor.", "LOC_DE_SE08Load02": "Once a bustling city, Xeddefen has become home to a tribe of Grummites who worship the strange obelisk in the depths of the ruins.", "LOC_DE_SE07Load03": "Once the home of a great nobleman, the halls of Xirethard are now rife with horrible undead creatures.", "LOC_DE_InGameRace11": "Orcs have a special Berserk power that temporarily increases their strength, fatigue and health, while draining their agility.", "LOC_DE_MS12PalePass": "Pale Pass was the rumored location of the Akaviri headquarters during their invasion of Cyrodiil. The actual location of the fort has been lost over hundreds of years.", "LOC_DE_SESettlement01": "Passwall is a small settlement whose residents hope to pass through the Gates of Madness into the greater realm of the Shivering Isles.", "LOC_DE_InGameDefault08": "People don't like it when you talk to them with your weapon drawn.", "LOC_DE_InGameDialogue07": "People don't like it when you talk to them with your weapon drawn.", "LOC_DE_InGameDialogue03": "People like you less when you make them an offer that they refuse.", "LOC_DE_InGameSkills08": "People like you more if you have a high Personality.", "LOC_DE_InGameDialogue02": "People you barter with like you a little bit more each time you make a large transaction with them.", "LOC_DE_SkillSpeechcraft_LEVEL3": "Persuasion, wheedling, cajoling, and coercing are all tools of speechcraft. They are tools you seek to excel in. You are now a Master of Speechcraft. When trying to persuade a character, their <RT_BlueMed>disposition no longer decreases</> and Disposition is <RT_BlueMed>less impacted</> by the most disliked action.", "LOC_DE_SkillSpeechcraft_LEVEL0": "Persuasion, wheedling, cajoling, and coercing are all tools of speechcraft. They are tools you seek to excel in. You are now an Apprentice of Speechcraft. When trying to persuade a character, their Disposition now <RT_BlueMed>decreases more slowly</> over time.", "LOC_DE_SkillSpeechcraft_LEVEL2": "Persuasion, wheedling, cajoling, and coercing are all tools of speechcraft. They are tools you seek to excel in. You are now an Expert of Speechcraft. When trying to persuade a character, <RT_BlueMed>bribery costs half</> of what it would normally.", "LOC_DE_SkillSpeechcraft_LEVEL1": "Persuasion, wheedling, cajoling, and coercing are all tools of speechcraft. They are tools you seek to excel in. You are now an Journeyman of Speechcraft. When persuading a character, you now get <RT_BlueMed>one chance to rotate the response wedges</> without having to select an action.", "LOC_DE_InGameCheydinhal03": "Pilgrims and travelers pray at the Altar of the Nine in Cheydinhal's Chapel of Arkay. Their wounds are healed, their diseases cured, and curses upon their bodies are banished.", "LOC_DE_SE10Load03": "Pinnacle Rock is the stronghold of the Dark Seducers. Few beyond the Seducers are ever permitted inside.", "LOC_DE_VampireDungeonLoad01": "Porphyric Hemophilia is known as the \"vampire's disease.\" Seek a cure immediately, or you may become a vampire yourself.", "LOC_DE_InGameCombat13": "Power attacks do large amounts of damage and are done by holding down the Attack button.", "LOC_DE_Chapels01": "Pray in chapels at the Altars of the Nine to rid the body of its afflictions.", "LOC_DE_Mage": "Prefering to use their extensive <RT_BlueMed>knowledge of all things magical</>, they wield a <RT_BlueMed>might</> more powerful than the sharpest blade.", "LOC_DE_Scout": "Preferring the rolling countryside to the city life, they are gifted with the ability to <RT_BlueMed>evade</>, <RT_BlueMed>guard</>, and <RT_BlueMed>protect themselves</> with great proficiency.", "LOC_DE_Thief": "Profiting from the losses of others is their love. Able to be <RT_BlueMed>swift in shadow</>, and <RT_BlueMed>crafty in bartering</>. Locks are enemies, and lock-picks are their swords.", "LOC_DE_InGameDefault19": "Purchase a horse to travel faster. You can find them at stables in any city.", "LOC_DE_MonkAncestorMoth": "Quick and cunning with the empty hand, they are strong in spirit. They prefer to solve conflict by arrow or by fist.", "LOC_DE_Widescreen1ElvenArmor": "Realistic lighting and shader effects combine to create detailed and immersive environments.", "LOC_DE_InGameRace02": "Redguards have the power of Adrenaline Rush, which allows them to run faster and take damage at increased levels.", "LOC_DE_InGameCombat15": "Resting restores your Health, Magicka, and Fatigue.", "LOC_DE_InGameSpellsRestoration01": "Restoration magic has spells that absorb Attributes or Skills, temporarily transferring them to you.", "LOC_DE_InGameSpellsRestoration02": "Restoration magic has spells that absorb Fatigue, Health or Magicka, temporarily transferring them to you.", "LOC_DE_InGameSpellsRestoration03": "Restoration magic has spells that cure disease and poison. You can even cure paralysis on your allies.", "LOC_DE_InGameSpellsRestoration07": "Restoration magic has spells that increase your resistance to disease, fire, frost, lightning, magic, normal weapons, paralysis or poison.", "LOC_DE_InGameSpellsRestoration06": "Restoration magic has spells that restore damaged attributes, Fatigue, Health or Magicka.", "LOC_DE_InGameSpellsRestoration04": "Restoration magic has spells that temporarily increase your Attributes or Skills.", "LOC_DE_InGameSpellsRestoration05": "Restoration magic has spells that temporarily increase your Fatigue, Health or Magicka.", "LOC_DE_DL9CommuneLoadDoor": "Rumour claims that Sundercliff Watch was built on the ruins of Varsa Baalim, and inherited the curse of that forgotten Ayleid City.", "LOC_DE_InGameStealth08": "Running is noisier than walking and makes you easier to detect, even if you are sneaking.", "LOC_DE_InGameDefault20": "Sampling raw ingredients can improve your Alchemy.", "LOC_DE_InGameOblivionGate01": "Save often. The planes of Oblivion are a dangerous realm.", "LOC_DE_SEInGameDefault05": "Scalon are hulking swamp creatures with tremendous leaping ability.", "LOC_DE_SENSPalaceLoad01": "Sheogorath is the Daedric Prince of Madness, whose followers include both dangerous psychotics and brilliant artists. His divided personality is reflected in the land itself.", "LOC_DE_SENSCrucibleLoad03": "Sheogorath's fiercely loyal Dark Seducers patrol the streets of Crucible. They are aligned with Dementia and are not overly fond of Golden Saints.", "LOC_DE_InGamePerksSneak02": "Sneak Attacks performed by an Apprentice of Sneak deal even more damage.", "LOC_DE_InGameCreatures01": "Some creatures, like ghosts, are immune to normal weapons. Use a silver, daedric or magic weapon instead.", "LOC_DE_InGameAnvil06": "Some say certain members of the Thieves Guild will buy stolen goods. But some officials insist the Thieves Guild doesn't even exist.", "LOC_DE_InGameBravil07": "Some say certain members of the Thieves Guild will buy stolen goods. But some officials insist the Thieves Guild doesn't even exist.", "LOC_DE_InGameBruma07": "Some say certain members of the Thieves Guild will buy stolen goods. But some officials insist the Thieves Guild doesn't even exist.", "LOC_DE_InGameCheydinhal06": "Some say certain members of the Thieves Guild will buy stolen goods. But some officials insist the Thieves Guild doesn't even exist.", "LOC_DE_InGameChorrol07": "Some say certain members of the Thieves Guild will buy stolen goods. But some officials insist the Thieves Guild doesn't even exist.", "LOC_DE_InGameImperialCity08": "Some say certain members of the Thieves Guild will buy stolen goods. But some officials insist the Thieves Guild doesn't even exist.", "LOC_DE_InGameLeyawiin05": "Some say certain members of the Thieves Guild will buy stolen goods. But some officials insist the Thieves Guild doesn't even exist.", "LOC_DE_InGameSkingrad05": "Some say that certain members of the Thieves Guild will buy stolen goods. But some officials insist the Thieves Guild doesn't even exist.", "LOC_DE_SESettlement06": "Split is a community divided between Mania and Dementia. Its citizens are mirror images of one another, constantly struggling for control of the town.", "LOC_DE_Guard": "Standard town guard class.", "LOC_DE_GuardBattlemage": "Standard town guard class.", "LOC_DE_MS26Guard": "Standard town guard class.", "LOC_DE_SkillSneak_LEVEL1": "Stepping softly, hiding in the shadows, you do everything in your power to remain undetected. You have become a Journeyman of Sneaking. You now move <RT_BlueMed>more quietly</>, even when <RT_BlueMed>running</> and wearing <RT_BlueMed>heavy boots</>. ", "LOC_DE_SkillSneak_LEVEL3": "Stepping softly, hiding in the shadows, you do everything in your power to remain undetected. You have become a Master at Sneaking. While sneaking, any attack on an opponent that has not detected you <RT_BlueMed>ignores their armor.</>", "LOC_DE_SkillSneak_LEVEL0": "Stepping softly, hiding in the shadows, you do everything in your power to remain undetected. You have become an Apprentice of Sneaking. Your Sneak Attacks are now even deadlier.", "LOC_DE_SkillSneak_LEVEL2": "Stepping softly, hiding in the shadows, you do everything in your power to remain undetected. You have become an Expert at Sneaking. You learned how to dissimulate your presence, making you <RT_BlueMed>harder to detect</> in bright environments.", "LOC_DE_InGameDefault07": "Stolen goods in your possession are taken from you when you go to jail. Look for evidence chests in the prisons to get them back.", "LOC_DE_InGamePerksMercantile04": "Stores always have incredible items to barter with a Master of Mercantile.", "LOC_DE_InGameSkills01": "Strength allows you to carry more items and do more damage with most melee weapons.", "LOC_DE_DL9extLoadDoor": "Sundercliff Watch was once a waystation during the Reman Dynasty, but has long since faded into disrepair and been all but forgotten.", "LOC_DE_InGameSkills11": "Swimming is better than running to make your Athletics increase.", "LOC_DE_SENSCrucibleLoad01": "Syl is the Lady of Dementia, and Duchess of that land. She is known to be highly paranoid, believing everyone around her to be a potential enemy.", "LOC_DE_SENSBlissLoad01": "Thadon is the Lord of Mania, and Duke of that land. He is known to be obsessed with mind-altering food and drink.", "LOC_DE_InGameCheydinhal02": "The Abandoned House on the eastern edge of Cheydinhal is never spoken of publicly, and the Count refuses to even acknowledge its existence. ", "LOC_DE_InGameImperialCity03": "The Ayleids, or Heartland High Elves, ruled Cyrodiil in the long ages of Myth before the beginning of recorded history. ", "LOC_DE_InGameDefault09": "The Blades are a group of knights who work in secret for the good of the empire.", "LOC_DE_ArenaLoad2": "The Bloodworks beneath the Arena has been appropriately named. Blood often seeps down through the grate of the fighting pit and into this training area.", "LOC_DE_DBSanctuary03": "The Cheydinhal Sanctuary is but one of many secret Dark Brotherhood safe havens spread across the Imperial Province. ", "LOC_DE_InGameSkills05": "The Clairvoyance spell reveals the path to your next active quest objective.", "LOC_DE_InGameDefault17": "The Conjuration Skill allows you to summon powerful weapons, armor, and creatures to aid you in battle.", "LOC_DE_InGameSkills12": "The Conjuration Skill allows you to summon powerful weapons, armor, and creatures to aid you in battle.", "LOC_DE_DL9VillageLoadDoor": "The Drothmeri Army is founded and funded by Frathen Drothan, a rogue arch-mage of the Great House Telvanni.", "LOC_DE_InGameImperialCity01": "The Elder Council has a long history, stretching back to the founding of the First Empire by Alessia. ", "LOC_DE_FightersGuild02": "The Fighters Guild maintains minimum standards of public behavior. You must have a clean criminal record to join.", "LOC_DE_SETheFringe01": "The Fringe is an enclosed area designed to test those who wish to enter the Shivering Isles.", "LOC_DE_SE09Load03": "The Gardens of Flesh and Bone were created by sorceress Relmyna Verenim as her attempt to grow the mystical components of the \"sixth element,\" Flesh.", "LOC_DE_SE02Load01": "The Gatekeeper guards the Gates of Madness against those not Blessed by Sheogorath.", "LOC_DE_SEGatesMadness01": "The Gates of Madness serve to keep out casual adventurers. Only those fit for Sheogorath's realm, or those invited, can gain access.", "LOC_DE_SENSPalaceLoad03": "The House of Dementia is renowned for its small cadre of ruthless Dark Seducer Elite Guards.", "LOC_DE_SENSPalaceLoad02": "The House of Mania exemplifies lavishness and over-indulgence.", "LOC_DE_SE11Load03": "The Howling Halls contain the reconstruction of a famous building from Cyrodiil.", "LOC_DE_InGameImperialCity06": "The Imperial City Arena attracts gladiators and gamblers from all over Cyrodiil. Risk your gold by betting on a match or your very life as a combatant. ", "LOC_DE_MQ16BattleSpacesLoad": "The Imperial City is under attack. Martin must reach the Temple of the One or all is lost!", "LOC_DE_MagesGuild01": "The Mages Guild is an organization dedicated to the instruction and responsible use of magic throughout the Empire.", "LOC_DE_MagesGuild02": "The Mages Guild is committed to rooting out Necromancy and all who practice it.", "LOC_DE_InGamePerks01": "The Magic Schools allow you to learn better spells as you become Apprentice, Journeyman, Expert, and Master in them.", "LOC_DE_SEInGameDefault01": "The Mania region of the Shivering Isles lies to the north. The Dementia region crouches in the south.", "LOC_DE_Chapels03": "The Nine love not the wicked, and scorn their prayers at chapel altars.", "LOC_DE_SE03Load02": "The Resonator of Judgment, made of a material of unknown crystalline origin, is very similar to the strange obelisks that dot the Shivering Isles.", "LOC_DE_SE09Load02": "The Sanctum of Vivisection is where sorceress Relmyna Verenim lives and conducts her experiments.", "LOC_DE_SE12Load01": "The Tree of Madness draws its nourishment from the Pools of Mania and Dementia deep beneath the Palace.", "LOC_DE_InGameStealth04": "The amount of light shining on you affects how easy you are to detect. Casting spells can make you easier to see.", "LOC_DE_SE06Load01": "The ancient city of Cylarne is believed to be the original capital of the Shivering Isles.", "LOC_DE_WoodElf": "The clanfolk of the Western Valenwood forests, also known as \"Bosmer\". Wood Elves are <RT_BlueMed>nimble and quick</>, making them <RT_BlueMed>good scouts and thieves</>, and there are no <RT_BlueMed>finer archers</> in all of Tamriel. Their ability to <RT_BlueMed>command simple creatures</> is well-known.", "LOC_DE_SkillBlade_LEVEL1": "The cuts and nicks from long practice sessions with all manner of blades has its benefits. You are now a Journeyman with Blade weapons. Your <RT_BlueMed>Power Attacks</> now apply <RT_BlueMed>Weakness</> to Normal Weapons.", "LOC_DE_SkillBlade_LEVEL3": "The cuts and nicks from long practice sessions with all manner of blades has its benefits. You are now a Master with Blade weapons. The Weakness to Normal Weapons applied by your <RT_BlueMed>Power Attacks</> is now even stronger.", "LOC_DE_SkillBlade_LEVEL0": "The cuts and nicks from long practice sessions with all manner of blades has its benefits. You are now an Apprentice with Blade weapons. Your <RT_BlueMed>Power Attacks</> are <RT_BlueMed>more powerful</> and your <RT_BlueMed>Blade weapons</> are <RT_BlueMed>more durable</>.", "LOC_DE_SkillBlade_LEVEL2": "The cuts and nicks from long practice sessions with all manner of blades has its benefits. You are now an Expert with Blade weapons. Your <RT_BlueMed>Regular Attacks</> now have a <RT_BlueMed>chance</> to make your opponents <RT_BlueMed>bleed</>, dealing damage over time.", "LOC_DE_ArenaLoad3": "The first Arena Blademaster was Gaiden Shinji, a fierce and noble warrior of the Order of Diagna. ", "LOC_DE_SE32Load01": "The former settlement of Vitharn is rumored to be haunted by the ghosts of its slaughtered citizens.", "LOC_DE_MS12PalePassRuins02": "The fort at Pale Pass was actually an Imperial structure captured and then inhabited by the invading Akaviri forces.", "LOC_DE_InGameCombat06": "The further you are from roads and cities, the greater the danger.", "LOC_DE_InGameDefault04": "The higher the Skill that increases, the more Experience you gain.", "LOC_DE_FightersGuild01": "The highest aspiration of a Fighters Guild member is to advance to the rank of Champion, and eventually Master.", "LOC_DE_Acrobat": "The kind of person that uses <RT_BlueMed>Agility and Endurance</> to their advantage. Unafraid of jumping long distances.", "LOC_DE_DL9MinesLoadDoor": "The mines at Sundercliff boast the highest concentration of iron ore in the Valus Mountains.", "LOC_DE_Knight": "The most <RT_BlueMed>noble</> of all combatants. <RT_BlueMed>Strong in body</> and <RT_BlueMed>in character</>.", "LOC_DE_Redguard": "The most naturally talented warriors in Tamriel. In addition to their cultural <RT_BlueMed>affinities for many weapon and armor styles</>, they also have a <RT_BlueMed>hardy constitution</> and a <RT_BlueMed>natural resistance to disease and poison</>.", "LOC_DE_ICPalaceGuard": "The most noble of all combatants. Strong in body and in character.", "LOC_DE_SkillMysticism_LEVEL1": "The mysteries of magic are slowly revealing themselves to you. You are now a Journeyman of Mysticism and can cast <RT_BlueMed>Journeyman level Mysticism spells</>.", "LOC_DE_SkillMysticism_LEVEL3": "The mysteries of magic are slowly revealing themselves to you. You are now a Master of Mysticism and can cast <RT_BlueMed>all Mysticism spells</>.", "LOC_DE_SkillMysticism_LEVEL0": "The mysteries of magic are slowly revealing themselves to you. You are now an Apprentice of Mysticism and can cast <RT_BlueMed>Apprentice level Mysticism spells</>.", "LOC_DE_SkillMysticism_LEVEL2": "The mysteries of magic are slowly revealing themselves to you. You are now an Expert of Mysticism and can cast <RT_BlueMed>Expert level Mysticism spells</>.", "LOC_DE_SENSBlissLoad02": "The northern half of New Sheoth is named Bliss. Its colorful streets and people are the embodiment of Mania.", "LOC_DE_Orc": "The people of the Wrothgarian and Dragontail Mountains, <RT_BlueMed>Orcish armorers</> are prized for their <RT_BlueMed>craftsmanship</>. Orc troops in heavy armor are among the finest in the Empire, and are fearsome when using their <RT_BlueMed>berserker rage</>.", "LOC_DE_SENSBlissLoad03": "The proud and haughty Golden Saints act as enforcers in Sheogorath's Realm. They are aligned with Mania and are not overly fond of Dark Seducers.", "LOC_DE_InGameAnvil03": "The reputable head of the Anvil Mages Guild, Carahil, is an outspoken enemy of necromancy, summoning, and the dark arts.", "LOC_DE_InGameLeyawiin02": "The righteous and godly pray for healing of wounds, for curing of diseases, and for restoration of damaged attributes at the Altar of the Nine at the Leyawiin Chapel of Zenithar.", "LOC_DE_Chapels02": "The righteous seek blessings from the Nine at altars in the chapels.", "LOC_DE_SkillRestoration_LEVEL1": "The secret energies of the human body have not surrendered their mysteries easily to you. You are now a Journeyman of Restoration and can cast <RT_BlueMed>Journeyman level Restoration spells</>.", "LOC_DE_SkillRestoration_LEVEL3": "The secret energies of the human body have not surrendered their mysteries easily to you. You are now a Master of Restoration and can cast <RT_BlueMed>all Restoration spells</>.", "LOC_DE_SkillRestoration_LEVEL0": "The secret energies of the human body have not surrendered their mysteries easily to you. You are now an Apprentice of Restoration and can cast <RT_BlueMed>Apprentice level Restoration spells</>.", "LOC_DE_SkillRestoration_LEVEL2": "The secret energies of the human body have not surrendered their mysteries easily to you. You are now an Expert with Restoration and can cast <RT_BlueMed>Expert level Restoration spells</>.", "LOC_DE_SE11Load04": "The secret grove in Milchar can only be accessed by those the grove deems worthy.", "LOC_DE_SENSBlissLoad04": "The smith in Bliss can create weapons and armor from Amber.", "LOC_DE_SENSCrucibleLoad04": "The smith in Crucible can mold weapons and armor from Madness Ore.", "LOC_DE_SENSCrucibleLoad02": "The southern half of New Sheoth is named Crucible. It embodies Dementia, with its ominous buildings and fearful citizens.", "LOC_DE_SkillSecurity_LEVEL1": "The subtle rattle of lockpicks and falling lock tumblers is music to your ears. Your increased skills have made you a Journeyman of Security. When you pick locks, <RT_BlueMed>only two tumblers now fall when you break a pick</>.", "LOC_DE_SkillSecurity_LEVEL3": "The subtle rattle of lockpicks and falling lock tumblers is music to your ears. Your increased skills have made you a Master of Security. When you pick locks, <RT_BlueMed>no tumblers fall when you break a pick</>.", "LOC_DE_SkillSecurity_LEVEL0": "The subtle rattle of lockpicks and falling lock tumblers is music to your ears. Your increased skills have made you an Apprentice of Security. When you pick locks, <RT_BlueMed>only three tumblers now fall when you break a pick</>.", "LOC_DE_SkillSecurity_LEVEL2": "The subtle rattle of lockpicks and falling lock tumblers is music to your ears. Your increased skills have made you an Expert of Security. When you pick locks, only <RT_BlueMed>one tumbler now falls when you break a pick</>.", "LOC_DE_InGameChorrol03": "The symbol of Chorrol is the Great Oak, an ancient tree where the townsfolk gather to share news of the day.", "LOC_DE_SENewSheoth02": "The teachings of the Manics or the Demented are sermonized at the Sacellum, depending on which faction is currently in favor.", "LOC_DE_SkillBlock_LEVEL1": "The truly skillful fighter learns to block with shield and weapon. Diligent practice has made you a Journeyman at Blocking. You now <RT_BlueMed>lose slightly less Fatigue</> when blocking a hit.", "LOC_DE_SkillBlock_LEVEL3": "The truly skillful fighter learns to block with shield and weapon. Diligent practice has made you a Master of Blocking. You now <RT_BlueMed>lose a lot less Fatigue</> when blocking a hit. Your <RT_BlueMed>Shield Bash</> now deals <RT_BlueMed>much more damage</>.", "LOC_DE_SkillBlock_LEVEL0": "The truly skillful fighter learns to block with shield and weapon. Diligent practice has made you an Apprentice at Blocking. Your weapon or shield is <RT_BlueMed>no longer damaged</> by blocking.", "LOC_DE_SkillBlock_LEVEL2": "The truly skillful fighter learns to block with shield and weapon. Diligent practice has made you an Expert at Blocking. You now lose <RT_BlueMed>even less Fatigue</> when blocking a hit. You can also perform a <RT_BlueMed>Shield Bash</> by pressing <IA id=\"IA_Game_Combat_Attack\"/> while blocking to <RT_BlueMed>stagger</> your opponents.", "LOC_DE_SkillMarksman_LEVEL3": "The twang of the bow and the scraping of arrow fletchings are quite familiar to you. As a Master Marksman, your arrows now have a <RT_BlueMed>great chance to paralyze</> your opponents.", "LOC_DE_SkillMarksman_LEVEL0": "The twang of the bow and the scraping of arrow fletchings are quite familiar to you. As a new Apprentice Marksman, <RT_BlueMed>holding the bowstring with a knocked arrow no longer fatigues you</>.", "LOC_DE_SkillMarksman_LEVEL1": "The twang of the bow and the scraping of arrow fletchings are quite familiar to you. As a new Journeyman Marksman, you can now focus your vision to <RT_BlueMed>aim more precisely</> by holding <IA id=\"IA_Game_Combat_Block\"/>.", "LOC_DE_SkillMarksman_LEVEL2": "The twang of the bow and the scraping of arrow fletchings are quite familiar to you. As an Expert Marksman, your arrows now have a <RT_BlueMed>slight chance to paralyze</> your opponents. ", "LOC_DE_InGameStealth03": "The weight of your boots affects how well you can sneak.", "LOC_DE_SENewSheoth01": "There are no jails in the Shivering Isles. Criminals are temporarily exiled to a dungeon, instead. If they get out alive, their crimes are forgiven.", "LOC_DE_InGameOblivionGate02": "There are sixteen daedra princes, each with his own plane of Oblivion.", "LOC_DE_SE11Load01": "There is a chamber in Knifepoint Hollow that has been sealed for millennia. Few but Sheogorath knows who or what is imprisoned there.", "LOC_DE_InGameStealth02": "There's a small chance that being locked in jail will increase your Security or Sneak Skill.", "LOC_DE_Rogue": "They use <RT_BlueMed>speed</> in combat rather than brute force. <RT_BlueMed>Persuasive</> in conversation, their tongues are as sharp as blades.", "LOC_DE_SkillHandToHand_LEVEL1": "Thick calluses cover your knuckles and joints from long hours of punching and kicking. At long last you are a Journeyman in Hand-to-Hand combat. Your <RT_BlueMed>Power Attacks</> now have a slight chance to <RT_BlueMed>disarm</> your opponents and your fists can now hit creatures <RT_BlueMed>immune to physical attacks</>.", "LOC_DE_SkillHandToHand_LEVEL3": "Thick calluses cover your knuckles and joints from long hours of punching and kicking. At long last you are a Master of Hand-to-Hand combat. Your <RT_BlueMed>Regular Attacks</> now inflict <RT_BlueMed>even more Fatigue damage</>. ", "LOC_DE_SkillHandToHand_LEVEL0": "Thick calluses cover your knuckles and joints from long hours of punching and kicking. At long last you are an Apprentice in Hand-to-Hand combat. Your <RT_BlueMed>Power Attacks</> are now <RT_BlueMed>more powerful</> and blocking with your fists always makes your opponents <RT_BlueMed>recoil</>.", "LOC_DE_SkillHandToHand_LEVEL2": "Thick calluses cover your knuckles and joints from long hours of punching and kicking. You are now an Expert in Hand-to-Hand combat. Your <RT_BlueMed>Regular Attacks</> now inflict <RT_BlueMed>more Fatigue damage</>.", "LOC_DE_ABAT": "This is the big description for Absorb Attribute.", "LOC_DE_Argonian": "This reptilian race, well-suited for the treacherous swamps of its homeland, has developed <RT_BlueMed>natural immunities to poisons</>. They can <RT_BlueMed>breathe under water</> and are <RT_BlueMed>good at picking locks</>.", "LOC_DE_BirthSignApprentice": "Those born under the sign of The Apprentice have an <RT_BlueMed>increased amount of Magicka</>, but are also <RT_BlueMed>more susceptible to magical attacks</>.\n\n• <RT_BlueMed>Fortify Magicka</>: Increases Magicka by 100 points.\n\n• <RT_BlueMed>Weakness to Magic</>: Increases susceptibility to magic by 100%.", "LOC_DE_InGameBirthsign02": "Those born under the sign of The Apprentice have increased Magicka, but also have a weakness to it.", "LOC_DE_BirthSignAtronach": "Those born under the sign of The Atronach <RT_BlueMed>cannot regenerate Magicka</>, but have the ability to <RT_BlueMed>absorb</> any <RT_BlueMed>magic</> cast at them.\n\n• <RT_BlueMed>Fortify Magicka</>: Increases Magicka by 150 points.\n\n• <RT_BlueMed>Spell Absorption</>: 50% chance of absorbing spells cast at them.\n\n• <RT_BlueMed>Stunted Magicka</>: Magicka regeneration is halted.", "LOC_DE_InGameBirthsign12": "Those born under the sign of The Atronach cannot regenerate Magicka, but have a chance of absorbing any magic cast at them.", "LOC_DE_BirthSignLady": "Those born under the sign of The Lady benefit from increased <RT_BlueMed>Willpower</> and <RT_BlueMed>Endurance</>.\n\n• <RT_BlueMed>Fortify Willpower</>: Increases Willpower by 10 points.\n\n• <RT_BlueMed>Fortify Endurance</>: Increases Endurance by 10 points.", "LOC_DE_InGameBirthsign06": "Those born under the sign of The Lady have increased Willpower and Endurance.", "LOC_DE_BirthSignLord": "Those born under the sign of The Lord are <RT_BlueMed>more resistant to physical and magic damage</>.\n\n• <RT_BlueMed>Shield</>: Increases Armor Rating by 15.\n\n• <RT_BlueMed>Resist Magic</>: Increases magic resistance by 15%.", "LOC_DE_InGameBirthsign07": "Those born under the sign of The Lord are more resistant to magic and physical damage.", "LOC_DE_BirthSignLover": "Those born under the sign of The Lover can <RT_BlueMed>paralyze</> others.\n\n• <RT_BlueMed>Lover's Kiss (greater power)</>: Paralyzes the target for 10 seconds and reduces the caster's fatigue by 120 points. Can be used once per day.", "LOC_DE_InGameBirthsign09": "Those born under the sign of The Lover can paralyze others with a kiss.", "LOC_DE_BirthSignMage": "Those born under the sign of The Mage have an <RT_BlueMed>increased amount of Magicka</>.\n\n• <RT_BlueMed>Fortify Magicka</>: Increases Magicka by 50 points.", "LOC_DE_InGameBirthsign01": "Those born under the sign of The Mage have increased Magicka.", "LOC_DE_BirthSignRitual": "Those born under the sign of The Ritual can <RT_BlueMed>heal</> themselves and <RT_BlueMed>make the undead flee in horror</>.\n\n• <RT_BlueMed>Blessed Word</>: Forces the undead to flee in horror for 30 seconds. Can be used multiple times per day at a cost of 40 Magicka points per cast.\n\n• <RT_BlueMed>Mara's Gift (greater power)</>: Restores 200 points of health. Can be used once per day.", "LOC_DE_InGameBirthsign03": "Those born under the sign of The Ritual can heal themselves and turn the undead.", "LOC_DE_BirthSignSerpent": "Those born under the sign of The Serpent can <RT_BlueMed>poison others</>, though it comes at the cost of damaging their own Fatigue.\n\n• <RT_BlueMed>Serpent Spell (greater power)</>: Deal 3 points of damage for 20 seconds. It also cures Poison, dispels 90 points and damage Fatigue 100 points to the caster. Can be used once per day.", "LOC_DE_InGameBirthsign13": "Those born under the sign of The Serpent can poison others at a loss of their own Fatigue.", "LOC_DE_BirthSignShadow": "Those born under the sign of The Shadow can become <RT_BlueMed>invisible</>.\n\n• <RT_BlueMed>Moonshadow (greater power)</>: Grants invisibility for 60 seconds. Can be used once per day.", "LOC_DE_InGameBirthsign10": "Those born under the sign of The Shadow can make themselves invisible.", "LOC_DE_BirthSignSteed": "Those born under the sign of The Steed can <RT_BlueMed>move faster</>.\n\n• <RT_BlueMed>Fortify Speed</>: Increases movement speed by 20 points.", "LOC_DE_InGameBirthsign05": "Those born under the sign of The Steed can move faster.", "LOC_DE_BirthSignThief": "Those born under the sign of The Thief benefit from increased <RT_BlueMed>Agility</>, <RT_BlueMed>Speed</> and <RT_BlueMed>Luck</>.\n\n• <RT_BlueMed>Fortify Agility</>: Increases Agility by 10 points.\n\n• <RT_BlueMed>Fortify Luck</>: Increases Luck by 10 points.\n\n• <RT_BlueMed>Fortify Speed</>: Increases Speed by 10 points.", "LOC_DE_InGameBirthsign08": "Those born under the sign of The Thief have increased Agility, Speed, and Luck.", "LOC_DE_BirthSignTower": "Those born under the sign of The Tower can magically <RT_BlueMed>unlock doors</> and <RT_BlueMed>reflect damage</> from their attackers.\n\n• <RT_BlueMed>Tower Key</>: Opens locks of average difficulty. Can be used once per day.\n\n• <RT_BlueMed>Tower Warden (greater power)</>: Reflects 5% of all incoming damage for 120 seconds. Can be used once per day.", "LOC_DE_InGameBirthsign11": "Those born under the sign of The Tower can unlock doors magically, and the Tower Warden power reflects damage from attackers.", "LOC_DE_BirthSignWarrior": "Those born under the sign of The Warrior benefit from increased <RT_BlueMed>Strength</> and <RT_BlueMed>Endurance</>.\n\n• <RT_BlueMed>Fortify Endurance</>: Increases Endurance by 10 points.\n\n• <RT_BlueMed>Fortify Strength</>: Increases Strength by 10 points.", "LOC_DE_InGameBirthsign04": "Those born under the sign of The Warrior have increased Strength and Endurance.", "LOC_DE_InGamePerksAthletics01": "Those skilled in Athletics use less Fatigue to sprint.", "LOC_DE_InGameBravil04": "Those with damaged Strength, Agility, Personality, or other attributes pray at the Altar of the Nine at Bravil's Chapel of Mara for restoration.", "LOC_DE_InGameDefault12": "Though Nibenese in speech and custom, Bruma and Cheydinhal show Nord and Dark Elf influences in their architecture.", "LOC_DE_SkillConjuration_LEVEL1": "Through steady practice you have discovered more creatures to summon from the planes of Oblivion. You are now a Journeyman in Conjuration magic and can cast <RT_BlueMed>Journeyman level Conjuration spells</>.", "LOC_DE_SkillConjuration_LEVEL3": "Through steady practice you have discovered more creatures to summon from the planes of Oblivion. You are now a Master of Conjuration magic and can cast <RT_BlueMed>all Conjuration spells</>.", "LOC_DE_SkillConjuration_LEVEL0": "Through steady practice you have discovered more creatures to summon from the planes of Oblivion. You are now an Apprentice in Conjuration magic and can cast <RT_BlueMed>Apprentice level Conjuration spells</>.", "LOC_DE_SkillConjuration_LEVEL2": "Through steady practice you have discovered more creatures to summon from the planes of Oblivion. You are now an Expert in Conjuration magic and can cast <RT_BlueMed>Expert level Conjuration spells</>.", "LOC_DE_InGameDefault18": "To level up, find a bed to sleep in. Beds can be found in rooms for rent in Taverns. You can also find bedrolls in wilderness camps.", "LOC_DE_InGameDefault06": "To perform Alchemy, you must have at least a Mortar and Pestle. Adding a Calcinator, Alembic or Retort helps improve your potions.", "LOC_DE_Warrior": "Unafraid of <RT_BlueMed>light weaponry</>, they plow into the fray with little regard for injury. <RT_BlueMed>Masters of all melee tools</>, they put little faith in the magical arts.", "LOC_DE_Charactergen03": "Uriel Septim is a direct descendent of Tiber Septim, who conquered all of Cyrodiil and proclaimed himself Emperor in 2E846.", "LOC_DE_InGameCombat04": "Use Repair Hammers to repair your armor and weapons.", "LOC_DE_InGameMagic05": "Varla Stones found in Ayleid Ruins can be used to recharge your magic items.", "LOC_DE_InGameStealth05": "Watch what you pick up. People don't like it when you steal their goods.", "LOC_DE_InGameDefault02": "Watch what you pick up. Your bounty goes up if someone catches you stealing.", "LOC_DE_InGameMagic03": "Wearing armor you are not skilled in reduces your magic effectiveness.", "LOC_DE_InGameMagic04": "Welkynd Stones found in Ayleid Ruins can be used to regenerate your Magicka.", "LOC_DE_InGamePerksAthletics02": "When in combat, manage your Fatigue well as running out of it might get you staggered or knocked down.", "LOC_DE_InGameSkills10": "When you raise your level, your Health scales accordingly to your Endurance.", "LOC_DE_InGameImperialCity02": "White Gold Tower, built many ages ago by ancient Ayleids, can be seen from any part of the Imperial City.", "LOC_DE_SkillAthletics_LEVEL1": "Why jog when you can sprint has always been your motto. Now the miles of running and hours of swimming have paid off. You are a Journeyman of Athletics. Sprinting now consumes <RT_BlueMed>slightly less Fatigue</>.", "LOC_DE_SkillAthletics_LEVEL3": "Why jog when you can sprint has always been your motto. Now the miles of running and hours of swimming have paid off. You are a Master of Athletics. Sprinting <RT_BlueMed>no longer consumes any Fatigue</>.", "LOC_DE_SkillAthletics_LEVEL0": "Why jog when you can sprint has always been your motto. Now the miles of running and hours of swimming have paid off. You are an Apprentice of Athletics. You <RT_BlueMed>no longer regenerate less Fatigue</> while running.", "LOC_DE_SkillAthletics_LEVEL2": "Why jog when you can sprint has always been your motto. Now the miles of running and hours of swimming have paid off. You are an Expert of Athletics. Sprinting now consumes <RT_BlueMed>a lot less Fatigue</>.", "LOC_DE_InGameSkills04": "Willpower greatly affects your total amount of Fatigue.", "LOC_DE_InGameRace07": "Wood Elves can command other creatures to fight for them with their Beast Tongue power.", "LOC_DE_SE03Load01": "Xedilian, once a main line of defense for the Shivering Isles, was abandoned after the Gatekeeper was created.", "LOC_DE_SE07Load02": "Xirethard's proximity to the House of Dementia makes it ideal for an underground emergency escape route.", "LOC_DE_MagesGuild03": "You can join the Mages Guild by visiting a guild hall in any major city. However, entrance to the Arcane University in the Imperial City is granted only to higher ranked members.", "LOC_DE_InGameDialogue06": "You can make new friends, and enemies, by joining a faction.", "LOC_DE_InGameCombat17": "You can regain your Health, Magicka and Fatigue quickly by waiting or sleeping, as long as there are no enemies around. ", "LOC_DE_InGameCombat11": "You can run faster with your weapon sheathed.", "LOC_DE_InGameMagic02": "You can soul trap creatures that you summon yourself.", "LOC_DE_InGameCombat18": "You can use books, ingredients, torches, potions, apparatuses and repair hammers by selecting them in your inventory or assigning them to the quick wheel. ", "LOC_DE_InGameMagic06": "You can view magic, abilities, and diseases that are affecting you from the Active Effects page in your magic menu.", "LOC_DE_SkillBlunt_LEVEL1": "You have lumps and bruises from long practice sessions with all kinds of maces and axes. You are now a Journeyman with Blunt weapons. Your <RT_BlueMed>Power Attacks</> temporarily grant you <RT_BlueMed> Shield</>.", "LOC_DE_SkillBlunt_LEVEL3": "You have lumps and bruises from long practice sessions with all kinds of maces and axes. You are now a Master with Blunt weapons. The <RT_BlueMed>Shield</> granted by your <RT_BlueMed>Power Attacks</> is now even stronger.", "LOC_DE_SkillBlunt_LEVEL0": "You have lumps and bruises from long practice sessions with all kinds of maces and axes. You are now an Apprentice with Blunt weapons. Your <RT_BlueMed>Power Attacks</> are <RT_BlueMed>more powerful</> and your <RT_BlueMed>Blunt weapons</> are <RT_BlueMed>more durable</>.", "LOC_DE_SkillBlunt_LEVEL2": "You have lumps and bruises from long practice sessions with all kinds of maces and axes. You are now an Expert with Blunt weapons. Your <RT_BlueMed>Regular Attacks</> now have a chance to <RT_BlueMed>silence</> your opponents.", "LOC_DE_SkillAlteration_LEVEL0": "You have unlocked more arcane secrets of altering the fabric of reality. You can now cast <RT_BlueMed>Apprentice level Alteration spells</>.", "LOC_DE_SkillAlteration_LEVEL2": "You have unlocked more arcane secrets of altering the fabric of reality. You can now cast <RT_BlueMed>Expert level alteration spells</>.", "LOC_DE_SkillAlteration_LEVEL1": "You have unlocked more arcane secrets of altering the fabric of reality. You can now cast <RT_BlueMed>Journeyman level Alteration spells</>.", "LOC_DE_SkillAlteration_LEVEL3": "You have unlocked more arcane secrets of altering the fabric of reality. You can now cast <RT_BlueMed>all Alteration spells</>.", "LOC_DE_InGameCombat16": "You must find a bed and rest to raise your level.", "LOC_DE_InGameSkingrad02": "You need your wounds healed? Your diseases cured? Your attributes restored? Go to the Skingrad Chapel of Julianos and pray at the Altar of the Nine.", "LOC_DE_InGameSpellVendor03": "You'll find Restoration spells at the Anvil Mages Guild, and Mysticism spells in Leyawiin.", "LOC_DE_InGameOblivionGate03": "You'll find rare ingredients in the planes of Oblivion that may prove useful when performing Alchemy.", "LOC_DE_InGameCheydinhal01": "You'll find the best quality horses at the Black Waterside Stables in Cheydinhal.", "LOC_DE_InGamePerks02": "Your Alchemy level determines the effects you can gain from ingredients.", "LOC_DE_SkillLightArmor_LEVEL1": "Your light armor is like a second skin after all those days and weeks wearing it. You have learned to move easily with it in combat. As a Journeyman of Light Armor, <RT_BlueMed>your gear is now damaged at a lower rate</>.", "LOC_DE_SkillLightArmor_LEVEL3": "Your light armor is like a second skin after all those days and weeks wearing it. You have learned to move easily with it in combat. As a Master of Light Armor, your <RT_BlueMed>protection is greatly increased</> when wearing <RT_BlueMed>only Light armor gear</>.", "LOC_DE_SkillLightArmor_LEVEL0": "Your light armor is like a second skin after all those days and weeks wearing it. You have learned to move easily with it in combat. As an Apprentice of Light Armor, <RT_BlueMed>your gear is now damaged at a normal rate</>.", "LOC_DE_SkillLightArmor_LEVEL2": "Your light armor is like a second skin after all those days and weeks wearing it. You have learned to move easily with it in combat. As an Expert of Light Armor, <RT_BlueMed>your gear no longer encumbers you</>.", "LOC_DE_SkillAlchemy_LEVEL1": "Your stained fingers attest to your diligence in mixing potions and learning their secrets. You are now a Journeyman of Alchemy. You now recognize an <RT_BlueMed>additional alchemical property</>, and can sustain <RT_BlueMed>more simultaneous potion effects</>.", "LOC_DE_SkillAlchemy_LEVEL3": "Your stained fingers attest to your diligence in mixing potions and learning their secrets. You are now a Master of Alchemy. You can now <RT_BlueMed>create potions from a single ingredient</> and can sustain <RT_BlueMed>even more simultaneous potion effects</>.", "LOC_DE_SkillAlchemy_LEVEL0": "Your stained fingers attest to your diligence in mixing potions and learning their secrets. You are now an Apprentice of Alchemy. You now recognize an <RT_BlueMed>additional alchemical property</>, and can <RT_BlueMed>sometimes craft an additional potion</>.", "LOC_DE_SkillAlchemy_LEVEL2": "Your stained fingers attest to your diligence in mixing potions and learning their secrets. You are now an Expert of Alchemy. You now recognize all <RT_BlueMed>additional alchemical properties</>, and are <RT_BlueMed>guaranteed to craft an additional potion</>.", "LOC_DE_SEInGameDefault10": "Zealots are fanatical believers in a cult of Sheogorath, and will not tolerate anyone that does not share their beliefs. They congregate in the lands of Dementia." },