Whether you are typing AttributeScore in the console or filling a field in the
save editor, the game expects its own internal names. Get
them right and the edit takes instantly; get them wrong and nothing happens. Here are all six
attributes and all five skills, what each governs, and how to set them.
The six attributes
| Attribute | What it governs |
|---|---|
Might | Damage and healing dealt; contributes to Fortitude defence. |
Constitution | Maximum Health and Endurance; contributes to Fortitude defence. |
Dexterity | Action speed for attacks and abilities; contributes to Reflex defence. |
Perception | Accuracy and interrupt; contributes to Reflex defence. |
Intellect | Area-of-effect size and duration of abilities; contributes to Will defence. |
Resolve | Deflection and concentration; contributes to Will defence. |
The five skills
| Skill | What it governs |
|---|---|
Stealth | Staying unseen and setting up sneak approaches. |
Athletics | Stamina, fatigue resistance and some scripted feats of strength. |
Lore | Using scrolls and passing knowledge-based dialogue checks. |
Mechanics | Disarming traps, picking locks and setting your own traps. |
Survival | Camping bonuses and wilderness-related dialogue options. |
Setting them from the console
The syntax is the same for both, differing only in the command word:
AttributeScore "Aloth" Intellect 20 — sets Aloth's Intellect to 20.
SkillScore "Eder" Athletics 12 — sets Eder's Athletics to 12.
Put the character's name in quotes, use a name from the tables above, then the value. Baseline attributes sit around 10 and climb into the high teens or low twenties through race, culture and level; you can push past that with the console, but extreme numbers can unbalance encounters. For a full rebuild it is often quicker to open the save editor and edit every field at once. And when you want to spawn the gear to match a new build, the item & money reference is next door.
How far should you push a stat?
For a natural-feeling playthrough, keep attributes within the range the game itself allows through level-ups, race and culture — roughly the low twenties at the very most. The console will happily accept larger numbers, but a Might of 40 trivialises encounters and can make scripted checks behave oddly, since some dialogue and event triggers read your stats directly. If you are rebuilding a character rather than out-and-out cheating, nudging one or two attributes by a few points is usually enough to rescue a struggling build without unbalancing the rest of the party. Skills are gentler — raising Mechanics to open every lock, or Lore to use higher-tier scrolls, rarely breaks anything. And because every change is reversible from a backup save, there is no harm in experimenting until you land on the spread that plays best for you.