In case you guys need clarification on attributes, I've compiled their descriptions in all relevant TES games. Please use your own discretion when choosing attributes. Pick what is relevant in terms of storytelling instead of maximizing stats. [hider=Arena] [b]Strength[/b] governs how strong you are. It affects how much damage you do in melee combat, how much you can carry before becoming over-encumbered, how far you can jump, and, when added to Endurance, is a factor in determining your maximum Fatigue. It is essential that any warrior-class character has a high Strength rating, but Agility is more important, since you need to actually hit an enemy to deal the bonus damage. Encumbrance is only taken into account when attempting to add an item to your inventory. Spellcasters can temporarily fortify their strength to pick up an item and will not be hindered when the effect wears off. Increases: Melee damage Maximum Fatigue Jump distance Maximum carry weight [b]Intelligence[/b] governs how smart you are. It affects the total amount of spell points you get to cast spells with, your chances of negotiating for better prices for items and other purchases, and your chances of picking open a lock. It is essential that any mage- or thief-class character has a high Intelligence rating. Increases: Maximum spell points Negotiating skills when buying or selling Chance of picking open a lock [b]Willpower[/b] governs how mentally tough you are. It affects your ability to withstand or resist spells, as well as your ability to negotiate successfully with shop-owners and inn-keepers. It is vital that any character wishing to be adequately defended against spells has a high Willpower rating. Increases: Resistance to Enemy Spells Negotiating skills when buying or selling [b]Agility[/b] governs how nimble you are. It affects your chances of hitting an enemy with a melee weapon, your chances of getting hit in combat, and your chances of successfully stealing an item or picking a lock. It is essential for every class to have a high Agility rating, because of the substantial bonuses to Armor Rating, "To Hit", and "To Defend". Increases: Hit chance in combat Resistance to physical damage Dodge chance of enemy attacks and spells Chance of picking open a lock Chance of stealing an item [b]Speed[/b] governs how fast you are. It affects your movement rate in and out of combat, and the fire rate if you are using a missile weapon (i.e. bow-and-arrow). It is important for Archers and anyone else wishing to master the bow to have a high Speed rating, but all others may wish to spend their points elsewhere. Increases: Movement speed Speed of ranged attacks, i.e: bows and arrows [b]Endurance[/b] governs how healthy you are. It affects your Health, your healing rate, your resistance to poisons and diseases, and, when added to Strength, is a factor in determining your Fatigue. Increases: Maximum health Amount of health regained per hour when resting Maximum Fatigue Poison- and disease-resistance [b]Personality[/b] governs how charming and socially acceptable you are. It affects your ability to barter with merchants that you may meet in your travels. It is essential for any person wishing to earn the greatest profit from their transactions to have a high Personality rating. Increases: Negotiating skills when buying or selling [/hider] [hider=Daggerfall] [b]Strength[/b] governs encumbrance, weapon damage and the ease of increasing strength-related skills. Strength modifies the amount of damage inflicted using hand-to-hand or melee weapons. A higher value results in greater damage. Strength modifies your maximum encumbrance, or the total weight of items you are able to carry. [b]Intelligence[/b] governs total magic potential and the ease of increasing intelligence-related skills. Magic potential is your maximum amount of spell points available for casting. [b]Willpower[/b] governs resistance to spell effects and the ease of increasing willpower-related skills. Willpower modifies magic defense as either a penalty or bonus based on Enumeration score. [b]Agility[/b] governs ability to hit a target, to avoid getting hit, and the ease of increasing agility-related skills. [b]Endurance[/b] governs hit points, healing rate, resistance to poisons and diseases, and fatigue. Endurance also affects magic regeneration while resting. Endurance affects the amount of hit points you gain with each level. [b]Personality[/b] governs the ease of increasing personality-related skills. Personality affects how NPCs react to your character. [b]Speed[/b] governs movement rate, missile reloading time, and all speed-related skills. Speed also affects weapon swing speed. [/hider] [hider=Morrowind] [b]Agility[/b] controls your chance to hit enemies, your chance to dodge their attacks, and your maximum Fatigue. Also reduces your chance to get knocked down in combat. [indent]Governing Attribute for Block, Light Armor, Marksman, and Sneak. It affects: Your ability to successfully hit enemies with a weapon and dodge their attacks (not magic). Your ability to use the Sneak (including pickpocketing), Security, Acrobatics and Block skills. Your maximum Fatigue. Your resistance against staggering.[/indent] [b]Endurance[/b] controls your starting and maximum Health, and your maximum Fatigue. Also slows down fatigue loss while running, and while fighting. [indent]Governing Attribute for Heavy Armor, Medium Armor, and Spear. It affects: How much maximum Health you have. How much maximum Fatigue you have.[/indent] [b]Intelligence[/b] controls your maximum Magicka, and the amount of magicka gained per hour of sleep. [indent]Governing Attribute for Alchemy, Conjuration, Enchant, and Security. It determines your base amount of Magicka. Both Enchanting and Alchemy are enhanced by higher Intelligence.[/indent] [b]Personality[/b] controls how much people like you, and the prices you get at vendors. [indent]Governing Attribute for Illusion, Mercantile, and Speechcraft. It affects: Your base disposition with NPCs. Your ability to persuade people by any means. The ability to bargain, in tandem with the Mercantile skill.[/indent] [b]Speed[/b] controls your rate of movement when walking, running, swimming, or levitating. [indent]Governing Attribute for Athletics, Hand-to-hand, Short Blade and Unarmored. It affects: How fast you move in the game world, which includes swimming.[/indent] [b]Strength[/b] controls the damage you cause with weapons, as well as how much you can carry. It also helps determine your maximum Fatigue and starting Health. Strength also factors into how your weapon durability degrades on each successful hit: Higher strength means higher weapon degradation. [indent]Governing Attribute for Acrobatics, Armorer, Axe, Blunt Weapon, and Long Blade. It affects: How much damage you do with weapons, including Marksman weapons, and how much damage you do to your own weapons when you perform a successful attack as a result. How much you can carry. This, in turn, affects your speed and jump height. Your starting Health[/indent] [b]Willpower[/b] controls your odds of success at spellcasting and your chance to resist Magicka. It also determines your maximum Fatigue. [indent]Governing Attribute for Alteration, Destruction, Mysticism, and Restoration. It affects: Your ability to successfully cast spells of any College. This includes Conjuration and Illusion, even though they are 'governed' by Intelligence and Personality respectively. Your ability to innately resist Paralyze and Silence magic. Your maximum Fatigue. [/indent] [/hider] [hider=Oblivion] [b]Agility[/b] affects your total Fatigue, damage dealt by ranged weapons, and your steadiness in combat. [indent]Governing attribute for Marksman, Security, and Sneak. It affects: Chance to avoid being 'staggered' by enemy attacks. Damage delivered by bows.[/indent] [b]Endurance[/b] affects your total Fatigue, as well as your starting health and your health gain upon leveling up. [indent]Governing attribute for Block, Armorer, and Heavy Armor. It affects: Base health Health increase on leveling The duration that your character may breathe underwater for before drowning.[/indent] [b]Intelligence[/b] affects your total Magicka. [indent]Governing attribute for Conjuration, Mysticism, and Alchemy. It affects: Base Magicka[/indent] [b]Personality[/b] affects your ability to gain information and better prices from NPCs. [indent]Governing attribute for Mercantile, Speechcraft, and Illusion. It affects the Disposition of NPCs and Creatures. Therefore, Personality allows your character: To more easily obtain meaningful information from NPCs. To obtain better prices from merchants through haggling. To avoid combat more often. Fewer aggressive beings will attack you and more will accept yields.[/indent] [b]Speed[/b] affects how fast you move and the length of your jumps. [indent]Governing attribute for Acrobatics, Athletics, and Light Armor. It affects: Speed of travel. The length of your jumps (it does not affect jump height).[/indent] [b]Strength[/b] affects your total encumbrance, your total Fatigue and the damage done by melee attacks. [indent]Governing attribute for Blunt, Blade, and Hand to Hand. It affects: Encumbrance Damage dealt with a melee weapon[/indent] [b]Willpower[/b] affects the rate at which Magicka regenerates, as well as your total Fatigue. [indent]Governing attribute for Alteration, Destruction, and Restoration. It affects: Regeneration rate of Magicka[/indent] [/hider] [hider=Legends] *Speed and Personality are not present in [i]Legends[/i]. [b]Strength[/b] seeks victory through might. You want to attack the enemy head-on, cutting them down before they can use their fancy tricks. Strength actions are ideal for smashing enemies and clearing the way for bruisers. When you use [b]Intelligence[/b], you rely on trickery and magic to defeat your foes. The physical strength of Intelligence creatures is almost beside the point – you can always cast a spell, equip a weapon, or conjure an Atronach to even the odds. Intelligence actions are ideal for raining destruction on the battlefield and sculpting long-term plans. When you use [b]Willpower[/b], you rely on unity and force of spirit to overcome your foes. Willpower is adept at amassing large armies, erecting strong defenses, and bolstering its forces with magic. Its actions are the best at destroying enemy creatures or bending them to your will. [b]Agility[/b] creatures prefer to avoid fair fights, using poison and precision to take down larger foes or cover and movement abilities to sneak past them entirely. [b]Endurance[/b] will overwhelm your enemy with sheer indomitability. It boasts the biggest creatures in Tamriel with everything from relentless hordes of undead to massive giants and trolls. And with strong guards, potent healing actions, and the ability to increase its Magicka, Endurance has the tools to ensure its monsters come out to play. [/hider] Fatigue is the same as stamina. Attributes do not exist in [i]Skyrim[/i] and ESO.