Oblivion attributes. TES IV: Oblivion, Handbook, Character Attributes

In general, the term "attribute" is used to refer only to the main attributes, not their derivatives. For example, the Fortify Attribute effect only modifies base attributes; there are separate Fortify Health, Fortify Mana, and Fortify Stamina effects that apply to derived attributes.

Main Attributes

There are 8 primary attributes and 4 secondary attributes in Oblivion. You can find their definitions below:

  1. Agility - Affects your total fatigue, damage dealt with ranged weapons, and your resilience in combat.
  2. Endurance - affects your total fatigue, as well as your initial health and your health as you level up.
  3. Intelligence - Affects your overall magic.
  4. Luck affects everything you do.
  5. Charm - affects your ability to get information and better prices from NPCs.
  6. Speed ​​- affects the speed of movement and the length of the jumps.
  7. Strength - Affects your total encumbrance, your total fatigue, and the damage dealt by melee attacks.
  8. Willpower - Affects the rate of Mana regeneration, as well as your total fatigue.

Each of these attributes has a base value and a real value. The base value is the absolute value of the attributes without any effects. The real value is the value after all such modifiers are taken into account. If the current value is different from the base value, then its value in your log will be colored (green if increased, red if decreased).

The base value of each attribute can usually range from 0 to 100. Each time your character levels up, you have the ability to permanently increase the value of three attributes. There is also a limited number of opportunities to receive attribute bonuses as rewards. Some of these bonuses (particularly Oghma Infinium) directly change base attribute values. Others are implemented as abilities with the Fortify Attribute effect. Because they have abilities rather than standard enchantments or spells, these bonuses are effectively treated as if they were changing your character's base attribute values. Abilities are the only way to temporarily change the base value of an attribute.

An attribute's current value can be increased beyond 100, and many attribute benefits continue to increase for values ​​greater than 100. Most aspects of the game are based on the attribute's current value.

Secondary Attributes

The values ​​of these attributes are the values ​​obtained from the main attributes. In general, one can magically change these derived values ​​either directly or indirectly.

Health is the total damage you can take before you die.
Mana is magical energy used for spells.
Fatigue is your physical energy reserves.
Load is the mass of items that you can carry.

NPC Attributes

All NPCs have the same base and derived attributes as the player character, although there are some differences in how these attributes are calculated and used, as explained in NPC Statistics.

In addition, there are some attributes specific to NPCs that determine their behavior:

  • Aggression - the desire of an NPC to attack you.
  • Confidence - Helps determine how likely an NPC is to attack or flee in combat. An NPC with 100 confidence will never run, while an NPC with 0 confidence will always run.
  • Disposition - how much you like the NPC (or otherwise).
  • Energy level - determines how often the NPC (or creature) moves to a new location during the execution of the Wander AI package. According to the description of this attribute in the TESCS Wiki, it can also change the distance that the NPC (or creature) will allow to accumulate between itself and the acting actor.
  • Duty - how much morality affects the choices an NPC makes.

In general, NPC attributes are not visible to the player in the game. The main exception is the location of the NPC towards the player, visible from the Bartering and Speechcraft dialogues; The percentage damage to an enemy's health is also visible when you are in combat. To get other values, you must use the console (for example, using the SetDebugText parameters) or the Construction Set. The values ​​obtained in this way are listed in separate entries for all named and unnamed characters in the game.

Attribute Magic Effects

Magic effects can be applied to attributes. This:

Restoration Attribute - An attribute can only be restored after it has been corrupted. Restoring an attribute increments that attribute's value to that attribute's base value; it can exceed its base value if the Fortify Attribute effect is active.
Fortify attribute - temporarily increases the value of this attribute above the base value; this temporary increase can exceed the maximum value of 100.
Attribute Reset - Temporarily lowers an attribute below the attribute's base value. The attribute cannot be restored and will instead be set to its original value. While the attribute cannot be restored, it can be returned to its original value by dispelling (in the case of a spell) or healing (in the case of a poison) anything that causes the leak.
Attribute Damage - Damage to an attribute reduces the attribute until it is restored.
Target Attribute - resets by a certain amount. The same attribute on the caster is then strengthened by the same amount.

Interaction of attributes with skills

There is only one attribute that does not affect skills. And that exception is luck, which invisibly changes nineteen of the twenty-one skill levels (each except athletics and acrobatics). Although the character's journal pages do not show changes in values ​​due to Luck, increasing Luck above 50 will result in higher levels of effectiveness, which are taken into account when calculating factors such as weapon damage and Mana cost. Each skill has an absolute maximum of 100. Therefore, a high level of luck becomes less useful when your skills are close to master.

Luck is a special property of space-time, a mysterious thing in the real world. Since role-playing game developers try to essentially replicate real life, luck often appears among the skills or abilities of a character in many computer role-playing games. There are some character parameters that are easy to explain and understand, and their effect on the skills or abilities of the hero is more or less obvious. It is clear that physical strength has a positive effect on many military qualities: the level of possession of melee weapons, the skill of a blacksmith, resistance to blows, block with a shield. With survivability, everything is also relatively understood, more survivability - more life for the hero. A considerable supply of health is useful to any hero, but it is simply necessary for that character who has chosen the path of a sword or a sledgehammer. Luck in The Elder Scrolls series of games is an unusual and unique parameter, luck affects all the actions of the character, but in an incomprehensible way and there are no specific dependencies.

Changes role-playing system in The Elder Scrolls 5, which will inevitably occur, can affect many of the main parameters of the character, including not in the best way. Earlier in my articles on Skyrim on the site, I talked about some of the upcoming changes in the systems of skills, parameters and characteristics of the characters in the game. The essence of many of the changes is that the influence of the role of skills in Skyrim will increase significantly, compared to Oblivion . An innovation in The Elder Scrolls series that the developers took over from Fallout 3. But, unlike this popular series of games, Skyrim perks are inherently tied to a skill, each of which, at a certain level of development, will open access to a whole galaxy of perks (special abilities). By the way, the perks and skills are designed in the form of constellations, which once again emphasizes their close relationship. But the main parameters of the character, such as strength, dexterity, endurance, will, luck, on the contrary, will be subjected to simplification. It is highly likely that they will be completely abolished or transformed into something else. Also, some skills can take over part of the parameter functions. Although this is not very logical, since, on the contrary, skills depend on the main parameters, in any case, they depended in the previous parts of The Elder Scrolls series. For more information about the role-playing systems of Oblivion and Morrowind, please read the site in the sections of these role-playing games from Bethesda. Given the trend towards simplification, there is a good chance that we will not see such a parameter as luck at all in Skyrim, more precisely, we will not see luck in the list of character parameters. This characteristic may seem too complicated and incomprehensible to modern players for developers. Yes, luck was pumped in Oblivion with a maximum modifier of 1, however, choosing the constellation of the thief partially solved this problem, already at the start we received a bonus of 10 points to dexterity, 10 points to speed, 10 points to luck. In general, the changes in the role-playing system of Skyrim cause me some concern, as the developers may well take the path of simplifying the game further in order to attract a large audience of players, or rather buyers. Do not forget that Skyrim is released not only on the computer, but also on game consoles, which also makes certain adjustments to the gameplay of the next part of the Elder Scrolls.

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And if you love pumping your characters to the maximum level, then this article will certainly be useful to you. The game is replete with many ways to upgrade your character. Of course, you can always find cheat codes for skills in Oblivion, but it's fun to use the bugs and tricks that are hidden inside the game.

Where does the flow start?

We choose our character and his gender. The choice depends on who you want to play, which will be closer to you: melee combat, the use of magic, or do you prefer theft and a bow? Of course, the game gives you the opportunity to become a supercharacter by accumulating the skills of all classes. There are cheats for skills in Oblivion, but their use can often affect the appearance of various bugs and glitches, which will be difficult to fix.

Upgrading a warrior

In Oblivion, you need to increase the skill for warriors in such characteristics as strength, endurance, followed by dexterity, luck and speed. It is worth noting that luck is important for everyone. Thus, for a warrior it is better to select a strong and hardy race. The best choice would be a male Nord, Orc or Redguard. It is worth immediately making a reservation regarding gender. The following statement is always true: more feminine traits, such as agility and speed, are inherent in women. The male sex is distinguished by its strength and endurance.

Nord can be taken if you want to have cold resistance. Orcs have an excellent Berserk spell, due to which once a day you can become very strong and hardy, however, lose a lot of dexterity. Of course, the orc is preferable to those who do not pay attention to the appearance of the hero.

A great solution would be to choose a redguard. He has excellent characteristics and an excellent skill: once a day, speed, agility, stamina and strength are increased by 50 points for 60 seconds. One minute will be enough for you to throw a bunch of things on yourself and run out of the cave or give a good chat to your enemies.

Guiding star

After you need to choose a constellation that will accompany the hero. Skill levels in Oblivion can be increased for quite some time. However, after carefully reading all the characteristics, we can conclude that the most fighting constellation is a warrior, a thief and a horse.

The horse gives +20 speed. This is useful for pumping speed, although it is not the most important ability for a warrior.

Constellation of the Warrior adds +10 points to strength and stamina. This is a very useful skill.

Constellation of the Thief adds +10 to Agility, Luck and Speed. Of course, for a warrior, agility and speed are not the primary skills, but luck is very useful! To pump it in the game, you need to spend 10 level increases on it. Strength and stamina increases by +5 points when leveling up, and luck by only one.

Think carefully about which constellation will best accompany your hero.

What class would be the best fit?

Now let's move on to the most important thing - choosing your character's class. Initially, a large number of classes are presented to you in the game: bard, inquisitor, rogue, and so on. Each of them has its own unique abilities and characteristics. However, we decided to take a warrior, so we choose him.

Skill selection

Now we have the most important thing - to choose the skills that will be considered basic for the character. Leveling up your skills in Oblivion will help you fight hordes of enemies with ease. Basic skills are +25 points higher than others from the start and level much faster. Do not think that you need to take those skills that you will use most often. It is important to understand the very meaning of getting levels in Oblivion.

For example, you raised the main skills in total by 10 points. It would seem great, but there is one thing. Each attribute, such as strength or stamina, has three more skills associated with it. For example, hand-to-hand combat, blades and blunt weapons are suitable for strength. Got +10 to blades or +5 to blades and +5 to hand-to-hand combat, or +3 to blades, +5 to hands, and +2 to blunt weapons. So, with an increase in the level to the strength indicator, we get +5. If we take into account that for reaching the level you can choose to increase three attributes, then it turns out that you need to increase the total of 30 times the skills that relate to these attributes. But out of these thirty ups, only 10 should be major skills.

As a result, if you choose blades as your main skill, then you will have to run around with blunt weapons or even with fists for half a game in order to raise the required parameter of strength, agility and endurance by +5 points. And if you run with blades, then you will get all +5 to strength, but +1 to the rest, maximum +2. You can study skills for a long time, consider and weigh all the pros and cons of your choice.

For example, you can choose the following set to successfully increase skills in Oblivion.

  • Alchemy. Affects intelligence. Of course, it will rarely be useful to warriors, but it will not hurt.
  • Illusion. Whatever class you choose, magic will still be available to the player, but you will only use this ability when you need it.
  • Light armor. They affect the speed.
  • Mysticism. Useful but rarely needed magic.
  • Gunsmith. A useful skill that makes it possible to repair equipment, thereby increasing stamina.
  • Invocation. Again magic that will rarely be used.
  • Hand-to-hand combat. Affects strength indicators. If you want to get +5 strength, then you only need to get your fists and finish off your opponents.

The result is that you can safely fight with blades, take damage to your heavy armor, block blows and shoot with a bow without leveling up prematurely. But you will calmly raise all the multipliers to the +5 attribute.

Consider an example: we fight with a sword and get +7 to blades. Next, we get damage to the armor, increase the endurance skill to +6. We just run, thereby increasing the speed by + 7, and now we can start pumping the basic skills in the Oblivion game.

We put on something light or just constantly jump, thereby pumping light armor or acrobatics to +3, and that's it. The necessary parameters for us grow by +5 - these are strength, speed and endurance. We increase the hand-to-hand combat skill in Oblivion, increasing strength to +3, and thanks to the repair of your equipment, we increase endurance to +4.

The basis for pumping the Mage

With mages, it is much more interesting to choose a race and initial tactics, because they have an interesting constellation of Atronach, which gives the following very useful qualities.

  • Mana will not regenerate over time, after sleeping or waiting. Of course, this is not an advantage.
  • 50% of the spells that will hit us will not deal damage, but on the contrary, we will process them into mana. You will conditionally eat fireballs and lightning that opponents will throw at you.
  • The Atronach has 150 more initial mana than the others. Thanks to this, at later levels of magic, it will be possible to create very powerful spells that other constellations of magicians would not have the necessary resource for.

What we get as a result: an initial 50% vulnerability against all spells with the ability to absorb these spells and turn them into mana, as well as 150 additional mana points. If during the game you find more artifacts with the ability to absorb magic for 50 points, then your Atronach will become completely invulnerable against any magic. Thus, pumping skills in Oblivion will be much easier.

If you decide to take this constellation, then the best option would be to choose a race of female high elves. This race has more mana than the others (by 100 points), resulting in +250 mana from the start of the game. However, they are subject to a 25% weakness to various magic. For example, such as electricity, cold and fire. However, choosing the Atronach constellation will allow you to absorb fireballs and other magic, which eliminates your weakness.

You can create another version of the magician, less extreme. It might be British. He has +50 mana and resistance against magic 50. Choose the Mage constellation instead of Journeyman, because 100 extra mana comes with 100% magic vulnerability, which we don't need. If appearance does not interest you much in this game, then you can choose a dark elf, imperial and other races for your mage, but we have already talked about the best option.

In Oblivion, skills for a mage need to be pumped according to the same principle as for a warrior. The only thing is that it is best to put more non-magical abilities in the main skills, such as bows, eloquence, and so on. The priority for mages is willpower, but not for the Atronach. Intelligence as well as stamina and high health are desirable for all characters.

Oblivion's Most Successful Thief

The thief is not the most viable class, because you will have to fight in the world of Oblivion, one way or another. The thief is best viewed as a light warrior equipped with a short sword or bow.

The best races for this would be Khajiit, Argonians or Wood Elves.

Wood elves are not the first choice as they have pretty useless racial abilities to say the least, though they do have a penchant for bows.

Argonians have a 75% immunity to disease, are completely resistant to poisons, and breathe easily underwater. This race has nothing more special, however, for a thief, in principle, any race, even an orc, can be suitable.

Khajiit. Almost all the skills of this race for a thief are initially high. These are athletics, stealth, hacking and light armor. It will be much easier for our thief to start his journey.

Constellation Thief

As the main constellation, it is worth taking the Thief, and not the Shadow. Once a day, becoming invisible, to put it mildly, is pointless. The tower is also not a priority, because the ability to open a lock of medium difficulty once a day will not be so useful.

When creating your class, choose what most affects agility, then stamina and speed. We need speed to run away from enemies, periodically shooting at them with a bow. Endurance is needed, like all other heroes, and agility can significantly increase the damage dealt by the bow.

For example, you can take the following skills for a thief to upgrade his skills in Oblivion.

  • Alchemy. A useful skill for making poisons, though you won't use it too often.
  • Illusion. Gives the ability, partially or completely, to become invisible, which is sometimes useful.
  • Heavy armor. Of course, you will run in the lungs and take damage in them, so you won’t level up too quickly.
  • Mysticism. This is the kind of magic that you won't use too much during the game.
  • Gunsmith. Useful skill for all classes, which is not so often used.
  • Invocation. Magic that you will hardly ever use.
  • Breaking into. A very commonly used skill, extremely useful for a thief. It is with its help that you will improve your dexterity.

It turns out that your thief will shoot from a distance with a bow, fight at close range with daggers or a short sword, he will pump all his main parameters thanks to hacking and bow, athletics, light armor, equipment repair and blocking blows.

Who can teach skills?

In the game, you can meet characters that will help you raise your money. For money, of course. There are 5 teachers for each of the 21 skills. Two of them will allow you to pump the skill to level 40, two more will help you reach level 70, and only one teacher will help you unlock all the secrets of the craft that interests you. With it, you can reach level 100. Master mentors certainly charge a lot for their services.

However, learning from a master is not at all easy. First you need to reach level 70 and get a referral from your specialist teacher. Until then, the master will be no different from other people that you will meet in this vast world. But even after receiving the direction, the master will not train you right away. First, he will test your skills by giving you a small task.

All other teachers can start training immediately. However, even here everything is not so simple, because the teacher still needs to be found. They live in different cities, and some even prefer to live the life of hermits. It is worth remembering that at the initial stages the cost of such training will be very large for you. To move to a new skill level, you will have to pay several hundred septims. And the higher your level, the more gold you need to give to teachers. You can only learn 5 lessons per level.

In Oblivion, skill teachers and their placement are very different. Of course, you will meet many of them in Cyrodiil, because this is the capital with many useful acquaintances. However, other masters may be in more remote cities or even in the forest more often.

Where can you find craftsmen?

In Oblivion, the Athletics skill teacher is Rusia Bradus in Anvil City.

Blocking is taught by Andragil, who lives in a house in Bravil.

The blunt weapon will be shown to you by Irene Metric, which is located in the Elven Gardens in the Imperial City.

Blades are masterfully wielded by Alix Lenkolia, who sits in the Faregil tavern.

The Master Weaponsmith is Jin-Vulm, who works at the Better Defense in the Imperial City Trade District.

Hand-to-hand combat will show you Helvius Sisia, who lives in Bruma.

Heavy armor is taught by Pranal, who sits in the Roxy tavern.

Acrobatics will be opened to you by Thorburn, which is located in the Eirin camp.

Hacking is taught by J "Bana, who walks around the Imperial Prison area.

Eloquence will be masterfully taught by Tandilvi, who lives in the Temple of the One in the Temple District in the capital.

Light armor is taught by master J "bari, who is in a house in Leyawiin.

Stealth can be taught to you by Marana Rian, who lives in a house in the Temple District of the Imperial City.

In Oblivion, the shooting skills teacher is Alaven, who can be found in the Troll Candle camp.

Trading will be explained by Paloniria, who is located in the "Divine Elegance", located in the Market District of the capital.

Alchemy is taught by Sinderion, who sits in Sinderion's cellar, which is located in the Western Weld tavern in the city of Skingrad.

Recovery will help you study Olet in the Akatosh Chapel.

Change teaches the Sea Tooth that lives on the river if you go north from Bravil.

Illusions are taught by Martin Florius of the Arcane University in the capital of Cyrodiil.

Witchcraft is taught by master Olin Seran, who lives in the Sanctuary of Molag Bal.

Mysticism can be learned with Dagail at the Leyawiin Mages Guild.

Destruction will tell you Bralsa Andaren, who lives in the Sanctuary of Kynareth, it is located southwest of Chorrol.

Cheat codes for skills in Oblivion

There are always multiple ways to play the game. You can spend a lot of time to increase the necessary characteristics or use secrets to quickly improve.

Of course, there are cheats for skills in Oblivion. You can open the console with tilde and type player.setav (skill name) (number). For example, you can enter player.setav Speechcraft 55 to increase your Speech skill to 55.

If you want to improve your strength, stamina and other attributes, then use the code modpca (attribute name) (value). For example, enter modpca Intelligence 150 to add 150 points to the character's intelligence.

The AdvLevel code will help increase the character's level by 1. AdvSkill increases the skill level by one unit.

Each attribute has a base value and a current value. Attribute Base Value is its value without any active enchantments, magical effects, diseases, or other temporary changes. Current value is the value of the attribute, taking into account all the above actions. If the current value differs from the base value, then this figure in the log (F1 tab) will be colored green when increasing and red when decreasing or damaged.

At the beginning of the game, when creating a character, after choosing a race and gender, you will receive certain starting attributes, to which bonuses of birth signs can be added.

Also, when choosing a character class, two more attributes will be increased.

Reading the book Oghma Infinium will add 10 points to each of two attributes of your choice:

  • speed and strength
  • agility and speed
  • intelligence and willpower.
  1. The Scales of Pitiless Justice, while in inventory, will increase Strength, Agility, and Intelligence by 2, while also decreasing Charisma by 2.
  2. For the duration of the character's stay in the guise of a vampire, speed, strength and willpower will be increased.
  3. After completing the official Knights of the Nine plugin, you can increase one of the eight attributes by 5 units.

Oghma Infinium directly changes the base values ​​of attributes. Other bonuses are implemented as abilities with an attribute boost effect. The current attribute value can be raised above 100, and many (though by no means all) of the character's abilities granted by attributes continue to increase at values ​​greater than 100.

The values ​​of derived attributes depend on the values ​​of the main ones. They can be magically changed, either directly (for example, magic - with a spell for increasing magic), or indirectly, by increasing the controlling main attribute (for example, the same magic - for increasing intelligence).

Relationship between attributes and skills. Despite the fact that all attributes, except luck, govern the three "subordinate" skills, they do not directly affect the character's skill level. Only luck invisibly changes all skills (with the exception of athletics and acrobatics). Although the journal will not show skill changes due to luck, however, her increase above 50 is the reason for their increase, which is taken into account when calculating weapon damage and magic cost when casting. Since all skills are capped at 100, high luck becomes less useful as the character's skills start to approach mastery.

Some attributes indirectly improve your character's skills. In particular, increasing Strength will increase the damage dealt by blades, blunt weapons, and fists, while increasing Agility will increase damage from bows. However, the increase in intelligence does not change the characteristics of the potions created, as well as the cost of magic when casting spells. On the other hand, the development of skills indirectly affects attributes - frequent use of a skill allows the corresponding attribute to receive a larger bonus when leveling up.

The main attributes of all of them are 8:

  • Intelligence
  • Strength of will
  • Agility
  • Speed,
  • Endurance
  • Charm
  • Luck

Strength

Affects the maximum amount of cargo carried by the character, his stamina, and the damage dealt with melee weapons and fists. Manages skills: blades (Blade), blunt weapons (Blunt) and hand-to-hand combat (Hand to Hand). All three skills are combat, and since they are interchangeable, it is easy to control their leveling.

Note: Increasing Strength above 100 does not increase the damage dealt by melee weapons and fists, however, the load and the character's stamina will increase.

Willpower

Affects the rate of recovery of the character's magic and his stamina, controls the skills: alteration (Alteration), destruction (Destruction) and restoration (Restoration), from which recovery is pumped over very slowly.

Speed

Determines the speed of movement of the character, controls the skills: acrobatics (Acrobatics), athletics (Athletics) and light armor (Light Armor). Athletics and acrobatics are pumped very quickly at first, and insanely slowly towards the end; therefore Speed ​​is easier to develop at early levels. And do not neglect it - a fast character can easily break away from annoying wolves, trolls, clanfears and others.

Note: If you nullify the opponent's speed with the help of a speed reduction spell or a poison with the effect of damaging it, then he will not stop moving, but, as it were, will lose the will to live - he will fall into apathy and will not defend himself. This feature can and should be used, especially against slow ogres (easy!)

Charm (Personality)

Determines the location of NPCs and creatures towards your character, increasing it by 1 for every 4 points of Charisma. Governs skills: trade (Mercantile), eloquence (Speechcraft) and illusion (Illusion). Of these, Illusion is the most easily leveled (and useful, in my opinion), and Trade is a brutally hard-to-level skill.

Note: Increasing Charisma above 100 will still increase the favor of those around you. But in principle, there are no special reasons for the development of Charm, because it does not affect the illusion and is easily replaced by an enchantment spell, in addition, a large amount of Charm can create difficulties in completing Namira's quest.

Intelligence

Affects the amount of magic a character has, controls skills: alchemy (Alchemy), witchcraft (Conjuration) and mysticism (Mysticism). All three skills develop very quickly. Intelligence does not affect the magic cost of casting a spell, but high intelligence may be necessary in order to be able to cast powerful spells.

Note: Increasing Intelligence over 100 will still increase the character's magic.

Agility

Increases the damage dealt by archery, the character's stamina, his ability to hide, makes it easier to pick locks and reduces the chance of being staggered by enemy attacks. Manages skills: shooting (Marksman), hacking (Security) and stealth (Sneak). Shooting is better to choose in the basic skills, if you want to bring up a well-aimed shooter.

Note: Increasing Dexterity above 100 does not increase the damage dealt by archery, but it still reduces the chance to stagger from an enemy strike, improves the ability to hide, and increases stamina.

Endurance

Determines the character's health, level-up health gains, stamina, controls the skills: blocking (Block), gunsmith (Armorer) and heavy armor (Heavy Armor). If the character's Stamina increases during level-up, then the base value of health is simultaneously recalculated and its increase, so if you develop Stamina from the very beginning, you can get the strongest character.

Note: Increasing Stamina above 100 will also increase the character's health and stamina. Since the health of NPCs is calculated differently from the health of a character, it makes no sense to affect them with spells and poisons that lower/damage Stamina.

Luck

It does not control any skills (so there is no bonus for luck when leveling up - always 1 unit per level), but it affects everything that happens to the character (bets in the Arena, successful hits with Mehrunes' Razor ...). Luck over 50 tips the scales in your character's favor, and less luck against it. Luck invisibly changes all skills (except athletics and acrobatics), but without the ability to use perks.

Note: Increasing Luck above 100 will also increase all character skills (until they reach 100, no perks).

Derived attributes

Health- reflects the amount of damage that your character can take until he dies. This attribute increases with each new level, depending on the stamina. The current health value is determined by the character's level and stamina, as well as active effects from enchanted items, potions and spells.

Damage to stamina (only for the player, not for NPCs) results in damage to health. You can restore health in the following ways:

  • Restoring potions, spells and scrolls;
  • Absorbing the health of enemies with spells, scrolls and enchanted weapons;
  • During rest, waiting, fast travel;
  • Prayer at wayshrines and altars in chapels (for good characters);
  • Blessing of Sithis in Deepscorn Hollow (for evil characters).

Stamina (Fatigue)- determines the effectiveness of the character's actions. The amount of stamina is numerically equal to the sum of the values ​​​​of strength, endurance, agility and willpower.

Stamina decreases during fights (hand-to-hand or with the use of weapons), as well as during jumps. If your stamina becomes negative due to magic or other effects, your character will fall to the ground. Rest, waiting, potions and spells will help restore your stamina.

Magic is the magical energy that is used to cast spells.

The character's magic self-regenerates over time (unless affected by the frozen magic effect), the regeneration rate is determined mainly by the amount of willpower.

To increase magic, you can use spells, potions and enchanted items with the effect of increasing magic and intelligence, of which items enchanted with transcendental sigil stones (+50 to magic) are considered the best option.

- this is the total weight of objects that the character can carry, it is equal to the current value of the force multiplied by 5. If the load is maximum, then he will not budge. Workload (especially if the character is wearing armor, and their wearing skills are not very developed) greatly affects the speed of movement. The load can be increased with the help of the magic effect of the feather and the increase in strength.

  • I want to note right away that the described influence of attributes on skills and so on is most relevant only when playing without Realistic Leveling and KSE !!!
  • To learn more about how characteristics, attributes and skills are interconnected when playing with these mods, you can read the descriptions for these mods, which are located in the Data / Docs folder.
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