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Attribute & skill names

The exact names the console and save editor expect — plus what each one actually does, and the syntax to set them.

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

AttributeWhat it governs
MightDamage and healing dealt; contributes to Fortitude defence.
ConstitutionMaximum Health and Endurance; contributes to Fortitude defence.
DexterityAction speed for attacks and abilities; contributes to Reflex defence.
PerceptionAccuracy and interrupt; contributes to Reflex defence.
IntellectArea-of-effect size and duration of abilities; contributes to Will defence.
ResolveDeflection and concentration; contributes to Will defence.

The five skills

SkillWhat it governs
StealthStaying unseen and setting up sneak approaches.
AthleticsStamina, fatigue resistance and some scripted feats of strength.
LoreUsing scrolls and passing knowledge-based dialogue checks.
MechanicsDisarming traps, picking locks and setting your own traps.
SurvivalCamping 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.

Get the names right

Attribute & skill names — questions & answers

What is the syntax to set an attribute?

AttributeScore "<Character>" <Attribute> <value>. For example, set a character’s Might: put the character’s name in quotes, then Might, then the number you want.

What is the syntax to set a skill?

SkillScore "<Character>" <Skill> <value> — the same pattern as attributes, using one of the five skill names.

What value ranges make sense?

Attributes start around 10 as a baseline and typically climb into the high teens or low twenties with race, culture and level bonuses. You can set higher values with the console, but very large numbers can unbalance the game or look odd in the UI.

Are the names case-sensitive?

Console commands are not case-sensitive, but it is safest to use the names exactly as written here — Might, Dexterity, Mechanics and so on — so the game matches them cleanly.

How do I find a character’s exact name?

Use the name as it appears in your party, wrapped in quotes. The console autocompletes party members, so start typing and let it complete the name for you.

Can I edit these without the console?

Yes — the save & asset editor exposes the same attributes and skills in a friendlier interface, which is handy for a full respec.

Do the same names apply in Deadfire?

Deadfire keeps the six-attribute framework but changes some systems and its console. Treat these names as first-game reference and verify against Deadfire’s own console if that is the game you are editing.

Will changing attributes mid-run break anything?

Reasonable edits are safe. As always, keep a backup save before large changes, since some scripted checks read your stats and unusual values could produce unexpected results.