Daggerfall:Attributes

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Attributes[edit]

Since Daggerfall is a role-playing game, the measure of your character as an individual is a matter of numbers. The following table describes the numbers which describe your character.

There are eight base attributes (measures of your character) from which all other values are either derived or directly affected. Attributes have a range of 1-100. If an attribute is reduced to 0 (by a curse or disease, for example), your character dies, hence the exclusion of 0 from the valid range. When creating a new character, attributes will have a base value of 50 plus up to 10 points. The variance is determined by the computer's virtual dice rolling. Don't worry if you think your numbers are particularly low; you will have the chance to distribute additional points before the process is complete. Each time your character gains a level, you will be awarded 4-6 additional points to improve your attributes as you like. There is even a powerful artifact which grants an additional 30 points to distribute, making it possible to attain a value of 100 in each of your attributes during the game's progression, regardless of your character's starting scores.

It is these attributes which fundamentally define your character's capabilities, and consequently the difficulty of performing any given action in-game. A character with low scores in physical attributes, for example, will have great difficulty in the early stages of the game (when your first objective is to escape a terrible death-trap), but may not be particularly disadvantaged after that. Characters with poor mental attributes, on the other hand, may have great difficulty during the later stages of the game, where powerful, hostile magics are in play. In either case, the game can still be "won", and both choices offer exciting avenues of play. Therefore, you shouldn't worry about having "low" scores or a particular combination of scores at the start; there will be plenty of opportunities to improve your character, and the game can still be completed.

Strength
1 -9  = pathetic
10 -19  = frail
20 -29  = weak
30 -39  = below average
40 -49  = about average
50 -59  = fairly strong
60 -69  = athletic
70 -79  = very strong
80 -89  = powerful
89+  = superhuman
Strength governs encumbrance, weapon damage and the ease of increasing strength-related skills.
  • Modifies the amount of damage your character can inflict with either his bare hands or a melee weapon. Greater numbers translate to greater damage modifiers.
  • Strength also modifies your character's encumbrance, which determines how much you can carry. More specifically, your encumbrance is equal to your Strength score times 1.5.
  • Your maximum fatigue is equal to your combined scores in Strength and Endurance.
Governed skills: Axe, Blunt Weapon, Climbing, Jumping
Intelligence
1 -9  = vegetable-like
10 -19  = idiotic
20 -29  = half-witted
30 -39  = dim
40 -49  = about average
50 -59  = cunning
60 -69  = fairly clever
70 -79  = very intelligent
80 -89  = brilliant
89+  = genius
Intelligence governs total magic potential (that is, your maximum amount of Magicka, which is used to cast spells) and the ease of increasing intelligence-related skills. Governed skills: Centaurian, Daedric, Dragonish, Giantish, Harpy, Impish, Lockpicking, Medical, Nymph, Orcish, Spriggan
Willpower
1 -9  = inane
10 -19  = submissive
20 -29  = passive
30 -39  = distracted
40 -49  = unassertive
50 -59  = stable
60 -69  = confident
70 -79  = strong-willed
80 -89  = very focused
89+  = enlightened
Willpower governs resistance to spell effects and the ease of increasing willpower-related skills.
  • Modifies magic defense as either a penalty or bonus depending on poor or excellent scores, respectively.
Governed skills: Alteration, Destruction, Illusion, Mysticism, Restoration, Thaumaturgy
Agility
1 -9  = oafish
10 -19  = bumbling
20 -29  = clumsy
30 -39  = awkward
40 -49  = about average
50 -59  = spry
60 -69  = nimble
70 -79  = dexterous
80 -89  = very agile
89+  = acrobatic
Agility governs ability to hit a target, to avoid getting hit, and the ease of increasing agility-related skills.
  • Modifies your to-hit score (chance of striking an opponent).
  • Agility also impacts your intrinsic defense (chance of dodging a blow from an opponent).
Governed skills: Archery, Backstabbing, Critical Strike, Hand-to-Hand, Long Blade, Pickpocket, Short Blade, Stealth
Endurance
1 -9  = sickly
10 -19  = pitiable
20 -29  = unsteady
30 -39  = erratic
40 -49  = about average
50 -59  = above average
60 -69  = very healthy
70 -79  = hardy
80 -89  = titanic
89+  = immortal
Endurance governs hit points, healing rate, resistance to poisons and diseases, and fatigue.
  • Your hit points are modified by a factor based on Endurance whenever you gain a level.
  • Your Endurance score also affects how quickly you regenerate health, fatigue, and magicka while resting.
  • Your maximum fatigue is equal to the combined values of your Endurance score and your Strength score.
Governed skills: Swimming
Personality
1 -9  = abhorrent
10 -19  = unpopular
20 -29  = anonymous
30 -39  = unassuming
40 -49  = unremarkable
50 -59  = interesting
60 -69  = charming
70 -79  = arresting
80 -89  = authoritative
89+  = charismatic
Personality affects how well people react to you and governs the ease of increasing personality-related skills. Governed skills: Etiquette, Mercantile, Streetwise
Speed
1 -9  = inactive
10 -19  = sluggish
20 -29  = very slow
30 -39  = slow
40 -49  = about average
50 -59  = above average
60 -69  = fast
70 -79  = fleet-footed
80 -89  = lightning-fast
89+  = meteoric
Speed governs movement rate, missile reloading time, weapon swinging speed, and all speed-related skills. Governed skills: Dodging, Running
Luck
1 -9  = cursed
10 -19  = hopeless
20 -29  = ill-favored
30 -39  = unfortunate
40 -49  = about average
50 -59  = fairly lucky
60 -69  = lucky
70 -79  = fortunate
80 -89  = very auspicious
89+  = divinely favored
Luck is a small modifier to any action you take.
  • There are no skills in which luck is the primary attribute, but your odds of succeeding in any skill trial are modified by your luck.
  • Luck also modifies the quality of the loot you find.

See Races