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Oblivion music
Fri Feb 06, 2009 11:48 am by Admin
Heres a link to listen to oblivion music if you realy wanted to for reason,
http://www.playlist.com/searchbeta/tracks#oblivion%20IV
king

Comments: 0
Vampirism part I
Mon Feb 02, 2009 8:30 pm by Admin
Oblivion, vampires are people infected with an unusual disease, porphyric hemophilia. The player can become a vampire, by choice or accidentally, and can subsequently get cured. In addition, NPCs will be encountered who are vampires, both friendly and enemies.

Effects of Vampirism
Unlike previous Elder Scrolls games, you can pass as a living mortal; citizens and the Imperial ...

Comments: 1
Birthsigns part I
Mon Feb 02, 2009 8:22 pm by Admin
In Tamriel, a birthsign is the constellation under which a person is born. Each bestows upon those born under it unique magical powers, either passive or active, and may be perceived as either a "blessing" or a "curse". The thirteen birthsigns of Tamriel are:


General Tips
The birthsigns can be categorized into three general groups: those that give...

Comments: 1
Basic attributes
Mon Feb 02, 2009 8:20 pm by Admin
There are eight basic attributes in Oblivion and four derived attributes. In general, the term "attribute" is used to refer just to the basic attributes, rather than the derived ones. For example, the Fortify Attribute effect alters only basic attributes; there are separate Fortify Health, Fortify Magicka, and Fortify Fatigue effects that apply to the derived attributes.

A...

Comments: 0
Knigths of the Nine
Mon Feb 02, 2009 8:14 pm by Admin
Knights of the Nine is an official plug-in released by Bethesda for Oblivion. KotN, as it is often abbreviated, is substantially larger than most of the other plug-ins. A list of frequently-asked questions and their answers can be found on the FAQs page.

A fallen King has been unchained from the darkness of Oblivion to seek vengeance upon the Gods who banished him. Only a champion p...

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Cyrodill Maps
Mon Feb 02, 2009 7:38 pm by Admin
One just like a google map lol, this makes it look like Cyrodill accualy exist's lol!

http://www.uesp.net/w/images/V7_Shivering_Isles_Map.jpg

This is the one i used, it is complete with everything on cyrodiil, apart from oblivion portals. you will have to download this one.

http://www.morrowind-oblivion.com/oblivion_interactive_map.php
...

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Unofficial Oblivion Patch
Mon Feb 02, 2009 7:14 pm by Admin
The Unofficial Oblivion Patch, Unofficial Shivering Isles Patch and Unofficial Official Mods Patch are major mods by Quarn and Kivan that fix over 2,000 bugs (and 70,000 object placement errors) left over even after the latest official patch is applied. These fixes range in importance from trees that seem to float in the air up to conflicts that could cause a crash to desktop.

The m...

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Non-Glitches
Mon Feb 02, 2009 7:10 pm by Admin
Loot Bags

A loot bag will appear in a cell when too many items are dropped on the ground in order to prevent the game from crashing due to the number of item slots being exhausted. They always appear in the dead center of a cell and anything dropped in that cell thereafter will appear in the bag.

Comments: 0
Accessing Places
Mon Feb 02, 2009 7:10 pm by Admin
Climbing Into Cities
From atop a Wilderness hilltop, cities can be seen to contain homes, shops, churches and castles. By climbing over the wall into the city these can be discovered to be low-resolution props. The walls of homes and shops can be passed through, and buildings, doors, and gates are transparent from within. A good place to try this is to enter Cheydinhal from its southwest co...

Comments: 0
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 Basic attributes

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PostSubject: Basic attributes   Mon Feb 02, 2009 8:20 pm

There are eight basic attributes in Oblivion and four derived attributes. In general, the term "attribute" is used to refer just to the basic attributes, rather than the derived ones. For example, the Fortify Attribute effect alters only basic attributes; there are separate Fortify Health, Fortify Magicka, and Fortify Fatigue effects that apply to the derived attributes.

All of them except Luck govern three Skills, as detailed in Relation between Attributes and Skills:

Agility
Endurance
Intelligence
Luck
Personality
Speed
Strength
Willpower
Each of these attributes has a base value and a current value. The base value is, generally speaking, the value without any active enchantments, magical effects, diseases, or other temporary modifiers. The current value, on the other hand, 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 journal will be colored (green if boosted, red if negatively influenced).

The base value of each attribute normally can only range from 1 to 100. Each time your character levels up you have an opportunity to permanently increase the value of three attributes, up to the maximum value of 100. There are also a limited number of opportunities to receive attribute bonuses as rewards. Some of these bonuses (in particular, the Oghma Infinium) directly alter the attribute base values. The others are implemented as abilities with a Fortify Attribute effect. Because they are abilities rather than standard enchantments or spells, these bonuses are effectively treated as if they altered your character's base attribute values. Abilities are the only way to temporarily alter the base value of an attribute.

The current value of an attribute can be boosted past 100, and many, but not all, benefits of the attribute continue to increase for values greater than 100 (see Magical Effects on Attributes). Most aspects of game play are based upon the current value of the attribute.


Derived Attributes
The values of these attributes are quantities that are derived from the character's primary attributes. In general, it is possible to magically alter these derived values either directly (e.g., Fortify Magicka) or indirectly via the primary attribute (e.g., Fortify Intelligence).

Health
Magicka
Fatigue
Encumbrance

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

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

Aggression
Confidence
Disposition
Energy Level
Responsibility
In general, NPC attributes are not visible to the player within the game. The main exception is the NPC's disposition towards the player, visible from within Bartering and Speechcraft dialogues; percentage damage to an enemy's health is also visible when you are in combat. To obtain the other values, you must use the Console (for example, via the SetDebugText options) or the Construction Set. Values obtained in this way are listed on the individual articles for all of the game's named and unnamed characters.


Magical Effects on Attributes
Magical effects can be applied to attributes. These are:

Restore Attribute – An attribute can be restored only after it has been damaged. Restoring an attribute increases the value of that attribute up to that attribute's base value; it can only go above its base value if a Fortify Attribute effect is active.
Fortify Attribute – Fortifying an attribute temporarily raises that attribute's value above the base value; this temporary increase may go over the maximum value of 100.
Drain Attribute – Draining an attribute temporarily lowers the attribute below the attribute's base value. The attribute cannot be restored and is instead set to its original value once the effect is over. Although the attribute cannot be restored, it can be returned to its original value by dispelling (in the case of a spell) or curing (in the case of a poison) whatever is causing the drain.
Damage Attribute – Damaging an attribute reduces the attribute until it can be restored.
Absorb Attribute – The target's attribute is drained by a certain amount. The same attribute on the spellcaster is then fortified by the same amount.

Relation between Attributes and Skills
Although all attributes except luck govern three skills, the governing attribute does not have a direct effect on the skill levels. The one exception is luck, which invisibly alters nineteen of the twenty-one skill levels (every one except Athletics and Acrobatics). Although the character's journal pages will not show any change in values due to luck, increases in luck above 50 will cause larger effective skill levels, which are taken into account when calculating factors such as weapon damage and magicka costs. There's an absolute maximum of 100 in each skill. Therefore, a high luck attribute becomes less useful when your skills are close to master.

Several attributes do indirectly improve your ability to do the related skill. In particular:

Both the skill level and the attribute level are used to calculate the damage (The Complete Damage Formula) done with a melee weapon, which is determined both by the appropriate skill (blade or blunt) and by the strength attribute.
Similarly for bows, both the marksman skill and agility attribute determine the damage.
In other cases, the attributes have no effect on the skills:

Intelligence does not alter the characteristics of potions made using Alchemy.
Intelligence and willpower do not affect the magicka costs of spells, though a high willpower level will increase your magicka regeneration rate (see Magicka Regeneration for the formula used).
On the other hand, skill levels indirectly affect attribute levels. Using a skill allows larger attribute bonuses to be applied when leveling up.
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