Daggerfall:Attributes

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[edit] Attributes

Since Daggerfall is a computer game (CRPG specifically) then everything must be abstracted; the measure of your character as an individual (everything from his raw physical prowess to his likability) is a set of simple 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 by which are impacted. Attributes have a range of (1, 100). In the event an attribute would be reduced (from a curse or a disease, for example) to 0, your character dies, hence the exclusion of 0 from the valid range. When starting 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 additional points to improve your attributes as you like, ranging (4, 6), and there is even a powerful artifact which grants an additional 30 points to distribute as you like, so it is 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. Determining the ease, or difficulty, of almost all actions available in the game. A character with very poor scores in the physical attributes would have great difficulty in the early stages of the game (where the character's first objective is to escape a terrible death-trap), but would not be particularly disadvantaged after that. Characters with poor mental attributes, on the other hand, may find great difficulty at the latter stages where powerful, hostile magics are in play. In either case, the game can still be "won" by either character, and both offer exciting avenues of play. Therefore, one shouldn't worry about having "low" scores or a particular combination of scores at the start; there will be plenty of opportunity to improve your character and the game can still be completed.

Attributes Enumerated and Described
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 the character's lifting and carrying capacity. Great strength implies the character can carry much.
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 you use to cast spells) and the ease of increasing intelligence-related skills.
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.
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. The character's agility modifies his To-Hit score (chance of striking an opponent). Agility also impacts the character's intrinsic defense (chance of dodging a blow from an opponent).
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. The character's Health Points are modified by a factor based on Endurance whenever he gains a level. His Healing Rate also receives a bonus from high Endurance scores, and similar penalties for sickly characters.
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.
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.
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 is modified by your luck. Luck also modifies loot.

See Races

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