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LSCR:DESCArenaLoad1If you decide to enter the Arena as a combatant, you'd better come prepared. Every match is a fight to the death.
LSCR:DESCArenaLoad2The Bloodworks beneath the Arena has been appropriately named. Blood often seeps down through the grate of the fighting pit and into this training area.
LSCR:DESCArenaLoad3The first Arena Blademaster was Gaiden Shinji, a fierce and noble warrior of the Order of Diagna.
LSCR:DESCChapels01Pray in chapels at the Altars of the Nine to rid the body of its afflictions.
LSCR:DESCChapels02The righteous seek blessings from the Nine at altars in the chapels.
LSCR:DESCChapels03The Nine love not the wicked, and scorn their prayers at chapel altars.
LSCR:DESCChapels04Criminals 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!
LSCR:DESCChapels05Infamous 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.
LSCR:DESCCharactergen01No one has escaped from the Imperial Prison in over 40 years, since the days of Jagar Tharn and The Imperial Simulacrum.
LSCR:DESCCharactergen02...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...
LSCR:DESCCharactergen03Uriel Septim is a direct descendent of Tiber Septim, who conquered all of Cyrodiil and proclaimed himself Emperor in 2E846.
LSCR:DESCDBSanctuary01It 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.
LSCR:DESCDBSanctuary02Just 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...
LSCR:DESCDBSanctuary03The Cheydinhal Sanctuary is but one of many secret Dark Brotherhood safe havens spread across the Imperial Province.
LSCR:DESCFightersGuild01The highest aspiration of a Fighters Guild member is to advance to the rank of Champion, and eventually Master.
LSCR:DESCFightersGuild02The Fighters Guild maintains minimum standards of public behavior. You must have a clean criminal record to join.
LSCR:DESCFightersGuild03According to the Fighters Guild charter, no private contracts may offend against the laws and customs of the counties and the Imperium.
LSCR:DESCInGameAnvil01Countess Millona Umbranox of Anvil is well-loved by her people. She lost her husband many years ago.
LSCR:DESCInGameAnvil02A number of shabby abandoned houses mar the essential beauty of the town of Anvil.
LSCR:DESCInGameAnvil03The reputable head of the Anvil Mages Guild, Carahil, is an outspoken enemy of necromancy, summoning, and the dark arts.
LSCR:DESCInGameAnvil04Anvil'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.
LSCR:DESCInGameAnvil05Chapel priests and healers sell spells from the College of Restoration. From other colleges, they also offer a few select spells that benefit mankind.
LSCR:DESCInGameAnvil06Some say certain members of the Thieves Guild will buy stolen goods. But some officials insist the Thieves Guild doesn't even exist.
LSCR:DESCInGameAnvil07Honest merchants are not interested in stolen goods. Such items do not even appear in the list of goods you wish to sell.
LSCR:DESCInGameBirthsign01Those born under the sign of The Mage have increased Magicka.
LSCR:DESCInGameBirthsign02Those born under the sign of The Apprentice have increased Magicka, but also have a weakness to it.
LSCR:DESCInGameBirthsign03Those born under the sign of The Ritual can heal themselves and turn the undead.
LSCR:DESCInGameBirthsign04Those born under the sign of The Warrior have increased Strength and Endurance.
LSCR:DESCInGameBirthsign05Those born under the sign of The Steed can move faster.
LSCR:DESCInGameBirthsign06Those born under the sign of The Lady have increased Willpower and Endurance.
LSCR:DESCInGameBirthsign07Those born under the sign of The Lord can regenerate Health, but are vulnerable to fire.
LSCR:DESCInGameBirthsign08Those born under the sign of The Thief have increased Agility, Speed, and Luck.
LSCR:DESCInGameBirthsign09Those born under the sign of The Lover can paralyze others with a kiss.
LSCR:DESCInGameBirthsign10Those born under the sign of The Shadow can make themselves invisible.
LSCR:DESCInGameBirthsign11Those born under the sign of The Tower can unlock doors magically, and the Tower Warden power reflects damage from attackers.
LSCR:DESCInGameBirthsign12Those born under the sign of The Atronach cannot regenerate Magicka, but have a chance of absorbing any magic cast at them.
LSCR:DESCInGameBirthsign13Those born under the sign of The Serpent can poison others at a loss of their own Fatigue.
LSCR:DESCInGameBravil01Count Regulus Terentius, once a noted tournament champion, is widely recognized by his people as a drunken wastrel and ne'er-do-well.
LSCR:DESCInGameBravil02For 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....
LSCR:DESCInGameBravil03Bravil'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.
LSCR:DESCInGameBravil04Those with damaged Strength, Agility, Personality, or other attributes pray at the Altar of the Nine at Bravil's Chapel of Mara for restoration.
LSCR:DESCInGameBravil05Chapel priests and healers sell spells from the College of Restoration. From other colleges, they also offer a few select spells that benefit mankind.
LSCR:DESCInGameBravil06Honest merchants are not interested in stolen goods. Such items do not even appear in the list of goods you wish to sell.
LSCR:DESCInGameBravil07Some say certain members of the Thieves Guild will buy stolen goods. But some officials insist the Thieves Guild doesn't even exist.
LSCR:DESCInGameBruma01Countess Narina Carvain is a dutiful chapelgoer, and a respected ruler, though she is a cunning and ruthless negotiator.
LSCR:DESCInGameBruma02Bruma's chilly winds and alpine climate favors dwellings built partly below ground level to conserve heat.
LSCR:DESCInGameBruma03Bruma 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.
LSCR:DESCInGameBruma04Noble 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!
LSCR:DESCInGameBruma05Chapel priests and healers sell spells from the College of Restoration. From other colleges, they also offer a few select spells that benefit mankind.
LSCR:DESCInGameBruma06Honest merchants are not interested in stolen goods. Such items do not even appear in the list of goods you wish to sell.
LSCR:DESCInGameBruma07Some say certain members of the Thieves Guild will buy stolen goods. But some officials insist the Thieves Guild doesn't even exist.
LSCR:DESCInGameCheydinhal01You'll find the best quality horses at the Black Waterside Stables in Cheydinhal.
LSCR:DESCInGameCheydinhal02The Abandoned House on the eastern edge of Cheydinhal is never spoken of publicly, and the Count refuses to even acknowledge its existence.
LSCR:DESCInGameCheydinhal03Pilgrims 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.
LSCR:DESCInGameCheydinhal04Chapel priests and healers sell spells from the College of Restoration. From other colleges, they also offer a few select spells that benefit mankind.
LSCR:DESCInGameCheydinhal05Honest merchants are not interested in stolen goods. Such items do not even appear in the list of goods you wish to sell.
LSCR:DESCInGameCheydinhal06Some say certain members of the Thieves Guild will buy stolen goods. But some officials insist the Thieves Guild doesn't even exist.
LSCR:DESCInGameChorrol01For his heroism at Pale Pass, Kantus Jeril was appointed the first Count of Chorrol.
LSCR:DESCInGameChorrol02Countess Arriana Valga is the Lady of Chorrol. However, her deceased husband, Count Charus Valga, was the hereditary Count of Chorrol.
LSCR:DESCInGameChorrol03The symbol of Chorrol is the Great Oak, an ancient tree where the townsfolk gather to share news of the day.
LSCR:DESCInGameChorrol04At the Altar of the Nine in Chorrol's Chapel of Stendarr, pray and be healed, cured, and restored in all your attributes.
LSCR:DESCInGameChorrol05Chapel priests and healers sell spells from the College of Restoration. From other colleges, they also offer a few select spells that benefit mankind.
LSCR:DESCInGameChorrol06Honest merchants are not interested in stolen goods. Such items do not even appear in the list of goods you wish to sell.
LSCR:DESCInGameChorrol07Some say certain members of the Thieves Guild will buy stolen goods. But some officials insist the Thieves Guild doesn't even exist.
LSCR:DESCInGameCombat01The condition of your weapons affects how much damage they can do.
LSCR:DESCInGameCombat02The condition of your armor affects how much protection it offers.
LSCR:DESCInGameCombat03If you do enough damage to an opponent, you will stagger them.
LSCR:DESCInGameCombat04Use repair hammers to repair your armor and weapons.
LSCR:DESCInGameCombat05Heavier weapons will fatigue you more when you swing them.
LSCR:DESCInGameCombat06You do less damage with your weapons when your Fatigue is low.
LSCR:DESCInGameCombat07Blocking works with either a shield or a weapon, but a shield is more effective.
LSCR:DESCInGameCombat08Arrows can be recovered from fallen creatures and characters.
LSCR:DESCInGameCombat09Blocking attacks will cause your opponent to recoil briefly.
LSCR:DESCInGameCombat10Heavier weapons and armor will slow you down when you wear them.
LSCR:DESCInGameCombat11You can run faster with your weapon sheathed.
LSCR:DESCInGameCombat12Fatigue affects every action you do. Actions like jumping and fighting will decrease your Fatigue.
LSCR:DESCInGameCombat13Power attacks do large amounts of damage and are done by holding down the Attack button.
LSCR:DESCInGameCombat14Fatigue affects every action you do. Actions like jumping and fighting will decrease your Fatigue.
LSCR:DESCInGameCombat15Resting restores your Health, Magicka, and Fatigue.
LSCR:DESCInGameCombat16You must find a bed and rest to raise your level.
LSCR:DESCInGameCombat17Health and Magicka come back when you sleep. You can only sleep in a bed when enemies are not around.
LSCR:DESCInGameCombat18You can use books, ingredients, torches, potions, and repair hammers by equipping them.
LSCR:DESCInGameCombat19Increasing your major skills will increase your level.
LSCR:DESCInGameCombat20If you get into a fight with a friend, you can yield to him to stop the combat by holding Block and activating that character. If he likes you enough, he will stop the fight.
LSCR:DESCInGameCreatures01Some creatures, like ghosts, are immune to normal weapons. Use a silver, daedric or magic weapon instead.
LSCR:DESCInGameDefault01Fatigue affects how good you are at combat and magic. Actions like jumping and fighting will decrease your Fatigue.
LSCR:DESCInGameDefault02Watch what you pick up. Your bounty will go up if someone catches you stealing.
LSCR:DESCInGameDefault03How people feel about you affects how much information they will give you.
LSCR:DESCInGameDefault04Increasing your major skills will increase your level.
LSCR:DESCInGameDefault05Joining the Thieves Guild gives you access to fences who will buy your stolen goods.
LSCR:DESCInGameDefault06To perform Alchemy, you must have at least a Mortar and Pestle. Adding a Calcinator, Alembic or Retort helps improve your potions.
LSCR:DESCInGameDefault07Stolen goods in your possession are taken from you when you go to jail. Look for evidence chests in the prisons to get them back.
LSCR:DESCInGameDefault08People don't like it when you talk to them with your weapon drawn.
LSCR:DESCInGameDefault09The Blades are a group of knights who work in secret for the good of the empire.
LSCR:DESCInGameDefault10Chorrol, Anvil, Kvatch, and Skingrad counties represent the heartland of western Cyrodiil, a region known as Colovia.
LSCR:DESCInGameDefault11Eastern Cyrodiil is known as Nibenay. The peoples and styles of Bravil, Leyawiin, and the Imperial City are defined by Nibenese culture.
LSCR:DESCInGameDefault12Though Nibenese in speech and custom, Bruma and Cheydinhal show Nord and Dark Elf influences in their architecture.
LSCR:DESCInGameDefault13Enchanting and Spellmaking can only be performed by Mages Guild members at the Arcane University.
LSCR:DESCInGameDefault14Fill your soul gems by soul trapping creatures. You can also soul trap a creature you've summoned.
LSCR:DESCInGameDefault15Ingredients taken from plants will grow back in later months.
LSCR:DESCInGameDefault16Buy a house so you always have a place to sleep. There are houses for sale in each city.
LSCR:DESCInGameDefault17The Conjuration skill will allow you to summon powerful weapons, armor, and creatures to aid you in battle.
LSCR:DESCInGameDefault18To regain your Health, find a bed to sleep in. Beds can be found in rooms for rent in Taverns. You can also find bedrolls in wilderness camps.
LSCR:DESCInGameDefault19Purchase a horse to travel faster. You can find them at stables in any city.
LSCR:DESCInGameDefault20Sampling raw ingredients can improve your Alchemy skill.
LSCR:DESCInGameDialogue01Asking about rumors may lead you to great treasure.
LSCR:DESCInGameDialogue02People you barter with like you a little bit more each time you make a large transaction with them.
LSCR:DESCInGameDialogue03People like you less when you make them an offer that they refuse.
LSCR:DESCInGameDialogue04Joining a faction has great benefits. Everyone in your faction will like you more.
LSCR:DESCInGameDialogue06You can make new friends, and enemies, by joining a faction.
LSCR:DESCInGameDialogue07People don't like it when you talk to them with your weapon drawn.
LSCR:DESCInGameDialogue08If a topic stays gold in conversation, the character has more to tell you, but only if they like you.
LSCR:DESCInGameImperialCity01The Elder Council has a long history, stretching back to the founding of the First Empire by Alessia.
LSCR:DESCInGameImperialCity02White Gold Tower, built many ages ago by ancient Ayleids, can be seen from any part of the Imperial City.
LSCR:DESCInGameImperialCity03The Ayleids, or Heartland High Elves, ruled Cyrodiil in the long ages of Myth before the beginning of recorded history.
LSCR:DESCInGameImperialCity04...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...
LSCR:DESCInGameImperialCity05...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...
LSCR:DESCInGameImperialCity06The 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.
LSCR:DESCInGameImperialCity07Honest merchants are not interested in stolen goods. Such items do not even appear in the list of goods you wish to sell.
LSCR:DESCInGameImperialCity08Some say certain members of the Thieves Guild will buy stolen goods. But some officials insist the Thieves Guild doesn't even exist.
LSCR:DESCInGameKvatch01Antus Pinder led a hopeless defense against a superior force. Despite a grave defeat, his statue stands in Kvatch to honor his courage and spirit.
LSCR:DESCInGameLeyawiin01Marius 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.
LSCR:DESCInGameLeyawiin02The 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.
LSCR:DESCInGameLeyawiin03Chapel priests and healers sell spells from the College of Restoration. From other colleges, they also offer a few select spells that benefit mankind.
LSCR:DESCInGameLeyawiin04Honest merchants are not interested in stolen goods. Such items do not even appear in the list of goods you wish to sell.
LSCR:DESCInGameLeyawiin05Some say certain members of the Thieves Guild will buy stolen goods. But some officials insist the Thieves Guild doesn't even exist.
LSCR:DESCInGameMagic01Ingredients taken from plants will grow back after a few days.
LSCR:DESCInGameMagic02You can soultrap creatures that you summon yourself.
LSCR:DESCInGameMagic03Wearing armor you are not skilled in will reduce your magic effectiveness.
LSCR:DESCInGameMagic04Welkynd Stones found in Ayleid Ruins will regenerate your Magicka.
LSCR:DESCInGameMagic05Varla Stones found in Ayleid Ruins will recharge your magic items.
LSCR:DESCInGameMagic06You can view magic, abilities, and diseases that are affecting you from the Active Effects page in your journal.
LSCR:DESCInGameOblivionGate01Save often. The planes of Oblivion are a dangerous realm.
LSCR:DESCInGameOblivionGate02There are sixteen daedra princes, each with his own plane of Oblivion.
LSCR:DESCInGameOblivionGate03You'll find rare ingredients in the planes of Oblivion that may prove useful when performing Alchemy.
LSCR:DESCInGameOblivionGate04Mehrunes Dagon is the daedric prince of destruction, natural disasters, and the bloody scourge.
LSCR:DESCInGamePerks01The Magic Schools allow you to learn better spells as you become Apprentice, Journeyman, Expert, and Master in them.
LSCR:DESCInGamePerks02Your Alchemy skill level determines the effects you can gain from ingredients.
LSCR:DESCInGamePerksAcrobatics01A Novice of Acrobatics cannot attack while jumping or falling.
LSCR:DESCInGamePerksAcrobatics02An Apprentice of Acrobatics can attack while jumping or falling.
LSCR:DESCInGamePerksAcrobatics03A Journeyman of Acrobatics can dodge by jumping while holding Block.
LSCR:DESCInGamePerksAcrobatics04A Master of Acrobatics can jump off the surface of water.
LSCR:DESCInGamePerksArmorer02An Apprentice of Armorer can use repair hammers twice as long.
LSCR:DESCInGamePerksArmorer03A Journeyman of Armorer can repair magical weapons and armor.
LSCR:DESCInGamePerksArmorer04A Master of Armorer can repair items without using up his hammers.
LSCR:DESCInGamePerksArmorer05An Expert in Armorer can repair items beyond 100%, improving their usefulness.
LSCR:DESCInGamePerksAthletics01Those skilled in Athletics recover fatigue faster while running.
LSCR:DESCInGamePerksAthletics02When in combat, don't always run. It will slow your Fatigue regeneration.
LSCR:DESCInGamePerksAthletics03Your Fatigue regenerates quickly while walking, and slowly while running.
LSCR:DESCInGamePerksBlock01An Apprentice of Block will not be fatigued by blocking.
LSCR:DESCInGamePerksBlock02A Journeyman of Block does not have his shield damaged by blocking.
LSCR:DESCInGamePerksBlock03An Expert of Block has a chance of knocking back a recoiling opponent.
LSCR:DESCInGamePerksBlock04A Master of Block has a chance of disarming a recoiling opponent.
LSCR:DESCInGamePerksCombat01Increasing your skill level in Blade, Blunt, or Hand to Hand will allow you to perform new power attacks.
LSCR:DESCInGamePerksCombat02A Master of Blade can perform a forward power attack with a chance of paralyzing.
LSCR:DESCInGamePerksCombat03A Master of Blunt can perform a forward power attack with a chance of paralyzing.
LSCR:DESCInGamePerksCombat04A Master of Hand to Hand can perform a forward power attack with a chance of paralyzing.
LSCR:DESCInGamePerksCombat05An Expert of Blunt can perform a backwards power attack with a chance of knocking opponents down.
LSCR:DESCInGamePerksCombat06An Expert of Blade can perform a backwards power attack with a chance of knocking opponents down.
LSCR:DESCInGamePerksCombat07An Expert of Hand to Hand can perform a backwards power attack with a chance of knocking opponents down.
LSCR:DESCInGamePerksCombat08A Journeyman of Blunt can perform a sideways power attack with a chance of disarming the opponent.
LSCR:DESCInGamePerksCombat09A Journeyman of Blade can perform a sideways power attack with a chance of disarming the opponent.
LSCR:DESCInGamePerksCombat10A Journeyman of Hand to Hand can perform a sideways power attack with a chance of disarming the opponent.
LSCR:DESCInGamePerksCombat11Blocking reduces the damage you take based on your Block skill.
LSCR:DESCInGamePerksHeavy02An Apprentice of Heavy Armor will have it degrade at a normal rate.
LSCR:DESCInGamePerksHeavy03A Journeyman of Heavy Armor will have it degrade 50% slower.
LSCR:DESCInGamePerksHeavy04An Expert of Heavy Armor will only be encumbered 50% by it.
LSCR:DESCInGamePerksHeavy05A Master of Heavy Armor will not be encumbered while wearing it.
LSCR:DESCInGamePerksLight01A Novice of Light Armor has it degrade faster.
LSCR:DESCInGamePerksLight02An Apprentice of Light Armor has it degrade normally.
LSCR:DESCInGamePerksLight03A Journeyman of Light Armor will have it degrade 50% slower.
LSCR:DESCInGamePerksLight04A Master of Light Armor will get a 50% armor bonus if wearing all light armor.
LSCR:DESCInGamePerksLight05An Expert of Light Armor will not be encumbered while wearing it.
LSCR:DESCInGamePerksMarksman01A Novice of Marksman gets fatigued while shooting.
LSCR:DESCInGamePerksMarksman02An Apprentice of Marksman does not get fatigued while shooting.
LSCR:DESCInGamePerksMarksman03A Journeyman of Marksman can zoom in on the target by holding Block while shooting.
LSCR:DESCInGamePerksMarksman04An Expert of Marksman has a chance of knocking his target down.
LSCR:DESCInGamePerksMarksman05A Master of Marksman has a chance of paralyzing his target.
LSCR:DESCInGamePerksMercantile01For an Apprentice of Mercantile, an item's condition does not affect its price.
LSCR:DESCInGamePerksMercantile02A Journeyman of Mercantile can buy and sell any item with someone who barters.
LSCR:DESCInGamePerksMercantile03An Expert of Mercantile can invest his gold in a store.
LSCR:DESCInGamePerksMercantile04Stores always have more gold available to barter with a Master of Mercantile.
LSCR:DESCInGamePerksSneak01A Novice of Sneak does not get the critical damage bonus when attacking while sneaking.
LSCR:DESCInGamePerksSneak02An Apprentice of Sneak gets a critical damage bonus when attacking while sneaking.
LSCR:DESCInGamePerksSneak03A Journeyman of Sneak can sneak in any boots without penalty.
LSCR:DESCInGamePerksSneak04An Expert of Sneak can run or walk silently. Moving does not affect being detected.
LSCR:DESCInGamePerksSneak05A Master of Sneak ignores an opponent's armor when attacking while sneaking.
LSCR:DESCInGameRace01Each race has its own set of special abilities and powers.
LSCR:DESCInGameRace02Redguards have the power of Adrenaline Rush, which allows them to run faster and take damage at increased levels.
LSCR:DESCInGameRace03Bretons have more Magicka, and higher resistance to it, than other races.
LSCR:DESCInGameRace04Nords are highly resistant to frost attacks, and they have a mighty Shield power which protects them like armor.
LSCR:DESCInGameRace05High Elves have the most Magicka, but are also damaged more by all types of magic.
LSCR:DESCInGameRace06Dark Elves are resistant to fire and also have the power of Ancestor Guardian, which summons a spirit to fight for them.
LSCR:DESCInGameRace07Wood Elves can command other creatures to fight for them with their Beast Tongue power.
LSCR:DESCInGameRace08Imperials have the Voice of the Emperor power and can charm others into liking them.
LSCR:DESCInGameRace09Argonians can breathe underwater, are immune to poison, and resistant to disease.
LSCR:DESCInGameRace10Khajiit have the Eye of Fear power, which makes others run in terror from them.
LSCR:DESCInGameRace11Orcs have a special Berserk power that temporarily increases their strength, fatigue and health, while draining their agility.
LSCR:DESCInGameSkills01Strength will allow you to carry more items and do more damage.
LSCR:DESCInGameSkills02Intelligence determines your total amount of Magicka.
LSCR:DESCInGameSkills03A high Willpower allows you to defend against magical attacks.
LSCR:DESCInGameSkills04Willpower makes your Magicka regenerate faster.
LSCR:DESCInGameSkills05Your Agility affects how often you are staggered or knocked back.
LSCR:DESCInGameSkills07A high Agility can keep you from getting knocked down.
LSCR:DESCInGameSkills08People will like you more if you have a high Personality.
LSCR:DESCInGameSkills09Endurance affects your overall Fatigue and how much Health you have.
LSCR:DESCInGameSkills10When you raise level, your Health goes up by one-tenth of your Endurance.
LSCR:DESCInGameSkills11Swimming is better than running to make your Athletics increase.
LSCR:DESCInGameSkills12The Conjuration skill will allow you to summon powerful weapons, armor, and creatures to aid you in battle.
LSCR:DESCInGameSkills13Bribing someone is often the best way to get information, especially if your skill in Speechcraft is low.
LSCR:DESCInGameSkingrad01Janus Hassildor, Count Skingrad, has ruled Skingrad for many years, and is known by reputation to be a powerful wizard.
LSCR:DESCInGameSkingrad02You 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.
LSCR:DESCInGameSkingrad03Chapel priests and healers sell spells from the College of Restoration. From other colleges, they also offer a few select spells that benefit mankind.
LSCR:DESCInGameSkingrad04Honest merchants are not interested in stolen goods. Such items do not even appear in the list of goods you wish to sell.
LSCR:DESCInGameSkingrad05Some say that certain members of the Thieves Guild will buy stolen goods. But some officials insist the Thieves Guild doesn't even exist.
LSCR:DESCInGameSpellsAlteration01Alteration magic has spells that decrease the weight of the items you carry, or increase the weight of the items your enemies carry.
LSCR:DESCInGameSpellsAlteration02Alteration magic has spells that shield you from fire, frost or lightning.
LSCR:DESCInGameSpellsAlteration03Alteration magic has spells that unlock doors and treasure chests.
LSCR:DESCInGameSpellsAlteration04Alteration magic has a Shield spell that temporarily reduces the damage your enemies do to you in combat.
LSCR:DESCInGameSpellsAlteration05Alteration magic has spells that let you breathe underwater or walk on the water's surface.
LSCR:DESCInGameSpellsConjuration01Conjuration magic has spells that will summon powerful magic armor or weapons.
LSCR:DESCInGameSpellsConjuration02Conjuration magic has spells that will summon powerful daedric creatures to fight for you.
LSCR:DESCInGameSpellsConjuration03Conjuration magic has spells that will summon powerful undead creatures to fight for you.
LSCR:DESCInGameSpellsConjuration04Conjuration magic has a Turn Undead spell that causes undead enemies to flee.
LSCR:DESCInGameSpellsDestruction01Destruction magic has spells that directly damage Fatigue, Health, or Magicka.
LSCR:DESCInGameSpellsDestruction02Destruction magic has spells that disintegrate weapons and armor, making them break sooner.
LSCR:DESCInGameSpellsDestruction03Destruction magic has spells that temporarily drain the attributes or skills of your enemies.
LSCR:DESCInGameSpellsDestruction04Destruction magic has spells that temporarily drain Fatigue, Health or Magicka.
LSCR:DESCInGameSpellsDestruction05Destruction magic has spells that harness fire, frost or lightning to kill your enemies.
LSCR:DESCInGameSpellsDestruction06Destruction magic has spells that weaken your enemy's resistance to disease, fire, frost, lightning, magic, normal weapons or poison.
LSCR:DESCInGameSpellsIllusion01Illusion magic has spells that can calm your enemies or give them a killing frenzy.
LSCR:DESCInGameSpellsIllusion02Illusion magic has a Chameleon spell that makes you partially invisible, but still able to attack and pick up objects.
LSCR:DESCInGameSpellsIllusion03Illusion magic has a Command spell that makes others fight to defend you.
LSCR:DESCInGameSpellsIllusion04Illusion magic has a Charm spell that makes others like you more.
LSCR:DESCInGameSpellsIllusion05Illusion magic has spells that will demoralize your enemies, making them flee, or rally your allies and stop them from fleeing.
LSCR:DESCInGameSpellsIllusion06Illusion magic has an Invisibility spell that makes you completely invisible. However, it ends when you attack an enemy or use an object.
LSCR:DESCInGameSpellsIllusion07Illusion magic has spells that can illuminate dark dungeons, or let you see in the dark.
LSCR:DESCInGameSpellsIllusion08Illusion magic has a Paralyze spell that immobilizes your enemy for a short time.
LSCR:DESCInGameSpellsIllusion09Illusion magic has a Silence spell that prevents your enemy from casting spells.
LSCR:DESCInGameSpellsMysticism01Mysticism magic has spells that will remove magic effects from you or others.
LSCR:DESCInGameSpellsMysticism02Mysticism magic has spells that detect living and undead creatures through walls and other objects.
LSCR:DESCInGameSpellsMysticism03Mysticism magic has spells that reflect normal attack damage or spells back onto the attacker.
LSCR:DESCInGameSpellsMysticism04Mysticism magic has spells that absorb the power of your enemy's spells, adding their Magicka to yours.
LSCR:DESCInGameSpellsMysticism05Mysticism magic has a Soul Trap spell that will trap 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.
LSCR:DESCInGameSpellsMysticism06Mysticism magic has a Telekinesis spell that lets you move objects and throw them over great distances.
LSCR:DESCInGameSpellsRestoration01Restoration magic has spells that absorb attributes or skills, temporarily transferring them to you.
LSCR:DESCInGameSpellsRestoration02Restoration magic has spells that absorb Fatigue, Health or Magicka, temporarily transferring them to you.
LSCR:DESCInGameSpellsRestoration03Restoration magic has spells that cure disease and poison. You can even cure paralysis on your allies.
LSCR:DESCInGameSpellsRestoration04Restoration magic has spells that temporarily increase your attributes or skills.
LSCR:DESCInGameSpellsRestoration05Restoration magic has spells that temporarily increase your Fatigue, Health or Magicka.
LSCR:DESCInGameSpellsRestoration06Restoration magic has spells that restore damaged attributes, Fatigue, Health or Magicka.
LSCR:DESCInGameSpellsRestoration07Restoration magic has spells that increase your resistance to disease, fire, frost, lightning, magic, normal weapons, paralysis or poison.
LSCR:DESCInGameSpellVendor01Mages in the Skingrad guild hall specialize in Destruction, while Chorrol mages specialize in Conjuration.
LSCR:DESCInGameSpellVendor02In Cheydinhal, guild mages favor the College of Alteration. The mages of Bravil prefer the College of Illusion.
LSCR:DESCInGameSpellVendor03You'll find Restoration spells at the Anvil Mages Guild, and Mysticism spells in Leyawiin.
LSCR:DESCInGameStealth01If you sneak up and attack someone who does not detect you, you will do Critical Damage.
LSCR:DESCInGameStealth02There's a small chance that being locked in jail will increase your Security or Sneak skill.
LSCR:DESCInGameStealth03The weight of your boots affects how well you can sneak.
LSCR:DESCInGameStealth04The amount of light shining on you affects how easy you are to detect. Casting spells can make you easier to see.
LSCR:DESCInGameStealth05Watch what you pick up. People don't like it when you steal their goods.
LSCR:DESCInGameStealth06If you are sent to jail, you are able to hide one of your lockpicks.
LSCR:DESCInGameStealth07If the Sneaking crosshair is bright, another character or creature knows you're there.
LSCR:DESCInGameStealth08Running is noisier than walking and makes you easier to detect, even if you are sneaking.
LSCR:DESCInGameStealth09Attempting to pick up objects makes you easier to detect. The heavier the object, the more likely a nearby person will suddenly spot you.
LSCR:DESCMagesGuild01The Mages Guild is an organization dedicated to the instruction and responsible use of magic throughout the Empire.
LSCR:DESCMagesGuild02The Mages Guild is committed to rooting out Necromancy and all who practice it.
LSCR:DESCMagesGuild03You 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.
LSCR:DESCMagesGuild04Mages Guild halls sell Destruction spells in Skingrad, Conjuration in Chorrol, Alteration in Cheydinhal, Illusion in Bravil, Restoration in Anvil, and Mysticism in Leyawiin.
LSCR:DESCMQ16BattleSpacesLoadThe Imperial City is under attack. Martin must reach the Temple of the One or all is lost!
LSCR:DESCMQ16TempleOfTheOneIf you can bring Martin safely into the Temple of the One, there is still a chance to turn defeat into victory.
LSCR:DESCMS02BenirusManorLorgren Benirus, who mysteriously disappeared over a hundred years ago, was the original owner of Benirus Manor.
LSCR:DESCMS05Dreamworld01Beware, the death of the dreamer means the death of those who share his dream.
LSCR:DESCMS05Dreamworld02In the Dreamworld, your magic and belongings no longer exist, but you still have your talents and skills from the real world.
LSCR:DESCMS12PalePassPale 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.
LSCR:DESCMS12PalePassRuinsCommander Mishaxhi, one of the Akaviri's greatest tacticians, commanded the fort at Pale Pass.
LSCR:DESCMS12PalePassRuins02The fort at Pale Pass was actually an Imperial structure captured and then inhabited by the invading Akaviri forces.
LSCR:DESCSancreTorLoad02During the Sack of Sancre Tor, General Talos is said to have recovered the Amulet of Kings from the tomb of Reman III.
LSCR:DESCSE02Load01The Gatekeeper guards the Gates of Madness against those not Blessed by Sheogorath.
LSCR:DESCSE03Load01Xedilian, once a main line of defense for the Shivering Isles, was abandoned after the Gatekeeper was created.
LSCR:DESCSE03Load02The Resonator of Judgment, made of a material of unknown crystalline origin, is very similar to the strange obelisks that dot the Shivering Isles.
LSCR:DESCSE04Load01Felldew is a dangerous toxin secreted by some Elytra. Despite the risks, some value it for its use as a powerful stimulant.
LSCR:DESCSE04Load02Ingestion of Felldew results in the release of pheromones that some Elytra recognize, making them indifferent to the user's presence.
LSCR:DESCSE06Load01The ancient city of Cylarne is believed to be the original capital of the Shivering Isles.
LSCR:DESCSE07Load01Greenmote is a highly addictive and potent drug that can be fatal if not taken in extreme moderation.
LSCR:DESCSE07Load02Xirethard's proximity to the House of Dementia makes it ideal for an underground emergency escape route.
LSCR:DESCSE07Load03Once the home of a great nobleman, the halls of Xirethard are now rife with horrible undead creatures.
LSCR:DESCSE08Load01Areas conquered by the forces of Order are drained of energy, leaving them dead and lifeless.
LSCR:DESCSE08Load02Once a bustling city, Xeddefen has become home to a tribe of Grummites who worship the strange obelisk in the depths of the ruins.
LSCR:DESCSE09Load01It is rumored that screams of agony are carried away on the wind as it passes through Xaselm.
LSCR:DESCSE09Load02The Sanctum of Vivisection is where sorceress Relmyna Verenim lives and conducts her experiments.
LSCR:DESCSE09Load03The Gardens of Flesh and Bone were created by sorceress Relmyna Verenim as her attempt to grow the mystical components of the "sixth element," Flesh.
LSCR:DESCSE10Load01Brellach is the stronghold of the Golden Saints. Few beyond the Saints are ever permitted inside.
LSCR:DESCSE10Load02Golden Saints cast into the waters of Oblivion return to the Shivering Isles through Brellach. The process is considered sacred and secret.
LSCR:DESCSE10Load03Pinnacle Rock is the stronghold of the Dark Seducers. Few beyond the Seducers are ever permitted inside.
LSCR:DESCSE10Load04Dark Seducers cast into the waters of Oblivion return to the Shivering Isles through Pinnacle Rock. The process is considered sacred and secret.
LSCR:DESCSE11Load01There is a chamber in Knifepoint Hollow that has been sealed for millennia. Few but Sheogorath knows who or what is imprisoned there.
LSCR:DESCSE11Load02Knifepoint Hollow is rumored to have once been a great store of knowledge. The details of its history have since fallen into legend.
LSCR:DESCSE11Load03The Howling Halls contain the reconstruction of a famous building from Cyrodiil.
LSCR:DESCSE11Load04The secret grove in Milchar can only be accessed by those the grove deems worthy.
LSCR:DESCSE12Load01The Tree of Madness draws its nourishment from the Pools of Mania and Dementia deep beneath the Palace.
LSCR:DESCSE32Load01The former settlement of Vitharn is rumored to be haunted by the ghosts of its slaughtered citizens.
LSCR:DESCSEGatesMadness01The Gates of Madness serve to keep out casual adventurers. Only those fit for Sheogorath's realm, or those invited, can gain access.
LSCR:DESCSEInGameDefault01The Mania region of the Shivering Isles lies to the north. The Dementia region crouches in the south.
LSCR:DESCSEInGameDefault02Mania is the home of mad artists and creative thinkers. But, do not assume that it is any less dangerous than Dementia.
LSCR:DESCSEInGameDefault03Giant roots twist across the landscape of Dementia. Its residents and native creatures are similarly twisted, in body and spirit.
LSCR:DESCSEInGameDefault04Baliwogs are thought to be the larval form of Grummites, although this relationship has never been proven.
LSCR:DESCSEInGameDefault05Scalon are hulking swamp creatures with tremendous leaping ability.
LSCR:DESCSEInGameDefault06Elytra are vicious insects that use deadly poisons to kill their prey.
LSCR:DESCSEInGameDefault07Gnarl are sentient tree-like creatures whose ability to blend into the landscape has surprised many would-be adventurers.
LSCR:DESCSEInGameDefault08Grummites are frog-like, tool-making creatures with a primitive culture. They can often be found protecting the egg sacs that house their young.
LSCR:DESCSEInGameDefault09Hungers are Daedric creatures that feed on the misery and despair of everything around them.
LSCR:DESCSEInGameDefault10Zealots 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.
LSCR:DESCSEInGameDefault11Heretics are fanatics that believe Sheogorath is just a man who needs to be overthrown. They congregate in the lands of Mania.
LSCR:DESCSEInGameDefault12Madness 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.
LSCR:DESCSEInGameDefault13Amber is often found in root tunnels. It is rumored that a smith in New Sheoth is able to fashion weapons and armor from Amber.
LSCR:DESCSENewSheoth01There are no jails in the Shivering Isles. Criminals are temporarily exiled to a dungeon, instead. If they get out alive, their crimes are forgiven.
LSCR:DESCSENewSheoth02The teachings of the Manics or the Demented are sermonized at the Sacellum, depending on which faction is currently in favor.
LSCR:DESCSENSBlissLoad01Thadon is the Lord of Mania, and Duke of that land. He is known to be obsessed with mind-altering food and drink.
LSCR:DESCSENSBlissLoad02The northern half of New Sheoth is named Bliss. Its colorful streets and people are the embodiment of Mania.
LSCR:DESCSENSBlissLoad03The 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.
LSCR:DESCSENSBlissLoad04The smith in Bliss can create weapons and armor from Amber.
LSCR:DESCSENSCrucibleLoad01Syl 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.
LSCR:DESCSENSCrucibleLoad02The southern half of New Sheoth is named Crucible. It embodies Dementia, with its ominous buildings and fearful citizens.
LSCR:DESCSENSCrucibleLoad03Sheogorath's fiercely loyal Dark Seducers patrol the streets of Crucible. They are aligned with Dementia and are not overly fond of Golden Saints.
LSCR:DESCSENSCrucibleLoad04The smith in Crucible can mold weapons and armor from Madness Ore.
LSCR:DESCSENSPalaceLoad01Sheogorath is the Daedric Prince of Madness, whose followers include both dangerous psychotics and brilliant artists. His divided personality is reflected in the land itself.
LSCR:DESCSENSPalaceLoad02The House of Mania exemplifies lavishness and over-indulgence.
LSCR:DESCSENSPalaceLoad03The House of Dementia is renowned for its small cadre of ruthless Dark Seducer Elite Guards.
LSCR:DESCSESettlement01Passwall is a small settlement whose residents hope to pass through the Gates of Madness into the greater realm of the Shivering Isles.
LSCR:DESCSESettlement02Deepwallow is a small Dementia community built on a swamp. The citizens are not fond of strangers.
LSCR:DESCSESettlement03Fellmoor is a small Dementia community of farmers.Their crops have been known to alter a person's sense of reality.
LSCR:DESCSESettlement04Hale 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.
LSCR:DESCSESettlement05Highcross is a small settlement in the lands of Mania. Its citizens are highly compulsive, acting out bizarre rituals with little meaning.
LSCR:DESCSESettlement06Split is a community divided between Mania and Dementia. Its citizens are mirror images of one another, constantly struggling for control of the town.
LSCR:DESCSETheFringe01The Fringe is an enclosed area designed to test those who wish to enter the Shivering Isles.
LSCR:DESCVampireDungeonLoad01Porphyric Hemophilia is known as the "vampire's disease." Seek a cure immediately, or you may become a vampire yourself.
LSCR:DESCWidescreen1ElvenArmorRealistic lighting and shader effects combine to create detailed and immersive environments.



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