Don’t treat these choices too seriously, though.
The most (only?)
important thing about character creation is choosing the right Major Skills.
We’ll get to that.
The most basic of all values that define our hero are the Attributes.
There are 8 of them.
Attribute
Skills governed
Values determined
Blade, Blunt, Hand-to-Hand.
Encumbrance, Fatigue, melee damage.
Alchemy, Conjuration, Mysticism.
Magicka, Spell Effectiveness.
Alteration, Destruction, Restoration.
Fatigue, resistance to magic, Magicka regeneration rate.
Security, Stealth, Marksman.
Fatigue, bow damage.
Acrobatics, Athletics, Light Armor.
Movement speed, jumping height, Light Armor rating.
Armorer, Block, Heavy Armor.
Fatigue, Health added when reaching new level (Endurance divided by 10).
Illusion, Mercantile, Speechcraft.
A few words of explanation for the above table.
What are “governed skills”?
The answer requires to say a few words about the leveling-up system.
When you do, welcome to the higher level.
Basically, you add one point to each of them.
Its value is based on the number of additions you make to the skills governed by that attribute.
It might seem a little bit complicated, but look: Strength governs the skill of Blade.
Everything you need is a little patience in training them.

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