Gameplay:Attributes

**Attributes** are the fundamental measurements that define a character's inherent abilities, in contrast with Skills, which generally indicate how well a character performs specific actions. There are eight *primary* **attributes** in Better Oblivion and seven *derived* attributes. In general, the term "attribute" is used to refer just to the *primary* attributes, rather than the derived ones. For example, the Fortify Attribute effect alters only primary attributes; there are separate Fortify Health, Fortify Magicka, and Fortify Stamina effects that apply to the derived attributes.

## Primary Attributes

There are eight primary attributes in Oblivion. Each of them - except Luck - governs three Skills, as detailed in Relation between Attributes and Skills:

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 reduced).

With the exception of Luck, each primary Attribute governs four to five Skills. Three Attributes of your choice can increase each time you gain a level, with the amount of increase depending on how much you increased the Attributes' governed skills since the last level. The base value of a primary Attribute can't be increased above 100 by leveling, but it can from various effects (e.g., spells, enchantments, and potions) without this restriction.

## 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
The total damage you can take before you die, which occurs when Health is 0.
Magicka
The the amount of magical energy available for spellcasting.
Stamina
Your physical energy reserves. Affects all actions performed by a character (melee, spells, lockpicking, speech, etc).
Encumbrance
The mass of items you can carry and movement speed.
## Survival Attributes

Hunger
Hunger represents nutrition level and the need for food. Without frequent nutrition maximum health & maximum stamina is reduced, attacks become slower to perform, and using shields and sneaking is less effective. Your hunger drains more quickly in cold weather, as your body consumes more energy to try and stay warm.
Thirst
Thirst represents fluid level and the need for water. Without frequent intake of water maximum health & maximum magicka is reduced. Your thirst drains more quickly in hot weather, as your body perspires.
Fatigue
Fatigue represents energy level and the need for sleep. A lack of frequent rest reduces maximum magicka & maximum stamina, decreases the rate of magicka regeneration, and reduces the effectiveness of potions.
Coverage
Coverage represents what percentage of your body is protected from the elements. It determines how quickly you get wet in the rain, as well as how quickly the Player Temperature drop or rise.
Insulation
Being insulated increases your Frost & Shock Resistance, but lowers your Fire resistance. Additionally, the more insulated you are, the faster your temperature will rise in hot weather.
Wetness
Being wet increases your Fire Resistance, but lowers your Frost & Shock resistance. Additionally, the more wet you are, the faster your temperature will drop in cold weather.
Heat
As you become too hot, your endurance and eventually your strength begin to decrease. Being too hot also rapidly drains your thirst. At extreme levels it can deplete health and eventually cause death.
Cold
As you become too cold, your speed will decrease, and you will start becoming susceptible to the flu. Your hunger will also increase more rapidly. At extreme levels it can deplete health and eventually cause death.
## 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 (and creatures) that determine their behavior:

Aggression
An NPC's tendency to attack you.
Assistance
How likely an NPC is to help others who are engaged in combat nearby.
Confidence
Helps determine how likely it is an NPC or creature will attack or flee in combat. An NPC with 100 confidence will never flee, whereas an NPC with 0 confidence will always flee.
Disposition
How much an NPC likes you (or otherwise).
Energy Level
Determines how often an NPC or creature moves to a new location while executing a Wander AI package.
Responsibility
How much morality factors into the choices an NPC makes.