- Attributes: Core character statistics
- Combat: Fighting and battle abilities
- Magic: Spellcasting and magical aptitude
- Crafting: Item creation proficiencies
- Social: Interaction and persuasion abilities
- Survival: Wilderness and environmental skills
- Stealth: Sneaking and subterfuge abilities
- Knowledge: Intellectual and lore skills
- Attributes: Physical
- Strength: Physical power affecting melee damage and carrying capacity
- Dexterity: Agility and reflexes affecting accuracy and dodging
- Constitution: Health and endurance determining hit points and stamina
- Vitality: Life force and resistance to disease and poison
- Attributes: Mental
- Intelligence: Mental acuity affecting spell power and learning
- Wisdom: Intuition and perception affecting awareness and willpower
- Charisma: Force of personality affecting social interactions
- Willpower: Mental fortitude resisting mind control and fear
- Focus: Concentration pool for special techniques
- Attributes: Primary
- Health: Total hit points before death
- Mana: Magical energy for casting spells
- Stamina: Physical energy for actions and abilities
- Essence: Magical resource for creature creation and shaping
- Soul Strength: Inner spiritual power and life force capacity
- Combat: Weapons
- Blade Mastery: Proficiency with swords and daggers
- Blunt Weapons: Skill with maces and hammers
- Polearms: Expertise with spears and halberds
- Archery: Accuracy with bows and crossbows
- Throwing: Precision with hurled weapons
- Unarmed Combat: Fighting without weapons
- Combat: Defense
- Shield Use: Blocking and parrying effectiveness
- Dodge: Evading attacks through movement
- Armor Proficiency: Reducing armor penalties
- Parry: Deflecting strikes with weapons
- Toughness: Natural damage reduction
- Combat: Tactics
- Critical Strike: Increased chance for devastating hits
- Power Attack: Trading accuracy for damage
- Dual Wielding: Fighting with two weapons
- Mounted Combat: Fighting while riding
- Ambush: Bonus damage from surprise attacks
- Magic: Schools
- Fire Magic: Mastery of flame spells
- Ice Magic: Control over frost and cold
- Lightning Magic: Command of electrical energy
- Necromancy: Death magic and undead control
- Healing Magic: Restorative divine spells
- Enchantment: Mind control and buffing magic
- Summoning: Calling creatures and allies
- Divination: Detection and knowledge spells
- Magic: Ability
- Spell Power: Increases magical damage and effect strength
- Mana Efficiency: Reduces spell casting costs
- Spell Range: Extends casting distance
- Quickcast: Reduces spell casting time
- Concentration: Maintains active spell effects longer
- Crafting: Production
- Blacksmithing: Creating metal weapons and armor
- Leatherworking: Crafting hide and leather items
- Alchemy: Brewing potions and compounds
- Enchanting: Imbuing items with magic
- Carpentry: Woodworking and furniture creation
- Cooking: Preparing food and beneficial meals
- Crafting: Gathering
- Mining: Extracting ore from deposits
- Herbalism: Identifying and collecting plants
- Skinning: Harvesting hides from creatures
- Lumberjacking: Cutting and processing timber
- Scavenging: Finding useful materials in ruins
- Social: Interaction
- Persuasion: Convincing others through argument
- Intimidation: Threatening to get your way
- Deception: Lying and misleading effectively
- Barter: Negotiating better trade prices
- Leadership: Inspiring and commanding allies
- Diplomacy: Resolving conflicts peacefully
- Social: Reputation
- Fame: Public recognition and renown
- Faction Standing: Relationship with organizations
- Merchant Reputation: Trader trust and discounts
- Criminal Reputation: Underworld connections
- Survival: Wilderness
- Tracking: Following trails and signs
- Foraging: Finding food in the wild
- Navigation: Traveling without getting lost
- Animal Handling: Taming and training beasts
- Camping: Setting up safe rest areas
- Fishing: Catching fish for food
- Survival: Endurance
- Cold Resistance: Surviving freezing environments
- Heat Resistance: Enduring hot climates
- Poison Resistance: Resisting toxins
- Disease Resistance: Fighting off illness
- Hunger Tolerance: Going longer without food
- Stealth: Sneaking
- Sneak: Moving silently and unseen
- Hide in Shadows: Concealment in darkness
- Pickpocket: Stealing from others unnoticed
- Lockpicking: Opening locked containers and doors
- Trap Disarming: Safely removing hazards
- Sleight of Hand: Manual dexterity tricks
- Stealth: Subterfuge
- Disguise: Altering appearance convincingly
- Forgery: Creating fake documents
- Assassination: Killing from stealth effectively
- Escape Artist: Breaking free from bonds
- Knowledge: Academic
- Monster Lore: Identifying creature weaknesses
- Arcane Knowledge: Understanding magical theory
- History: Knowing past events and cultures
- Geography: Familiarity with lands and locations
- Religion: Understanding of gods and faiths
- Knowledge: Practical
- Identify Item: Determining magical properties
- Trap Detection: Spotting hidden hazards
- Medicine: Treating wounds and illness
- Architecture: Understanding building structures
- Languages: Speaking and reading different tongues