What are "Attributes"?
"Attributes" are basic qualities possessed by each Midgaard character. There are ten of these: Intelligence, Wisdom, Charisma, Strength, Constitution, Dexterity, Armor, Hitroll, Damage Roll Minimum, and Damage Roll Maximum.
Intelligence is the ability to learn quickly and well. Impacts use of spells, and use of game Items. Unlike TriadCity, intelligence does not impact your ability to learn new spells or fighting skills. But it does have a slight impact on your ability to damage opponents during combat.
Wisdom represents accumulated knowledge gained from experience, insight, and plain sense. Impacts ability to sense danger, discover secrets, and make sense of the superficially senseless. Particularly important to magic users, for whom it represents psychic abilities, strength of will, and depth of vision. Important to all in sizing-up potential opponents. Like intelligence, it has a slight impact on your ability to damage opponents during combat.
Charisma is the quality of attraction a character exerts over other beings. Impacts interactions with NPCs, interactions with potential followers, and success in certain kinds of ventures.
Strength represents sheer physical power. Determines ability to carry weight, move obstacles, overpower enemies. Naturally prized most highly by soldiers, athletes, and all who rely on brawn over brain. Has fairly significant impact on your ability to damage opponents during combat.
Constitution represents general state of physical health, with significant bearing on stamina, resistance to illness, and ability to heal. Contributes to the ability to endure long journeys or other extended exertion; to recover from wounds; and generally remain in healthy condition.
Dexterity is the ability to move quickly, gracefully, and precisely. Contributes to ability to maneuver around obstacles, manipulate objects, hide, and steal without being caught. Especially prized by thieves and warriors. Will have an impact on ability to damage opponents during combat.
Armor is the likelihood of absorbing a blow which an opponent succeeds in landing on you during a fight. The higher your armor, the harder you are to hurt.
Hitroll is the likelihood of making contact with an opponent during a fight. The higher your hitroll, the more likely you are to land a blow.
Damage Roll Minimum is the smallest possible damage you'll do to an opponent if you do succeed in landing a blow. But, this isn't an absolute value. Rather, it'll be compared with your opponent's Armor value, and some other random-ish stuff, to determine an outcome each time you take a swing at somebody.
Damage Roll Maximum is the largest possible damage you'll do to an opponent if you do succeed in landing a blow. But, just like Damage Roll Minimum, this isn't an absolute value. Rather, it'll be compared with your opponent's Armor value, and some other random-ish stuff, to determine an outcome each time you take a swing at somebody.