| Strength 
		Most important to knights, assassins, and any other
		character regularly participating in hand-to-hand fighting
		during combat. | 
	 How much damage is done by each hit of a short range weapon
		in combat.
	 If a character paralyzes a monster with a physical attack, how
		long the paralysis lasts.  (Dexterity is also considered.)
	 | 
| Vision 
		Most important to the character in the third party slot;
		also important to the character in the second party slot;
		useful for the character in the first party slot and any
		wielder of a long range weapon. | 
	 How much damage is done by a hit of a long range weapon in
		combat.
	 How well a monster's physical attack can be dodged.
		(Agility is also considered.)
	 Except for the first character in the party, how good one is at
		landing hits on a monster in a physical attack.  Dexterity is
		the other major factor that determines this skill.  The further
		back in the party one is, the more important vision is and
		the less important dexterity is by comparison.  Use of long
		range weapons also makes vision count more heavily and
		dexterity count slightly less heavily.
	 How readily monsters encountered in combat are identified.
		(Wisdom and the current light range are also considered.)
	 The effectiveness of a magic spell that targets just one
		specific monster (as opposed to a whole group, or all of them).
		(IQ or Wisdom, depending on the spell, is also considered.)
	 | 
| Agility 
		Important, sometimes essential, to all characters
		regularly active in combat. | 
	 How early in a round of combat the character moves.
	 How well a monster's physical attack can be dodged.
		(Vision is also considered.)
	 Whether or not monsters can be escaped from by running away.
	 Whether or not an attempt to ambush monsters will succeed.
		(See a similar effect of wisdom.)
	 Whether or not the effects of certain types of traps can be
		avoided.
	 How quickly speed is gained.  (Dexterity is also considered.)
	 | 
| Dexterity 
		Most important to rogues, knights, assassins. | 
	 How good one is at landing hits on a monster in a physical
		attack.  Except for the first character in a party, vision
		is also considered.  The further back in the party one is,
		the more important vision is and the less important dexterity
		is by comparison.  Use of long range weapons also makes
		vision count more heavily and dexterity count slightly less
		heavily.
	 Whether or not a rogue can identify the trap in a chest without
		setting it off in the process.
	 How skillfully a rogue can disarm a booby-trapped chest.
	 If a character paralyzes a monster with a physical attack, how
		long the paralysis lasts.  (Strength is also considered.)
	 How quickly speed is gained.  (Agility is also considered.)
	 | 
| Vitality 
		Most important to characters in the first three
		spots in the party (i.e., those exposed to direct physical
		attacks from monsters). | 
	 How many hit points tend to be gained each level.
	 How good a character is at diving into pools to retrieve objects.
	 How often paralysis may be avoided by attacks from certain
		monsters.
	 How often a critical hit from certain kinds of traps may be
		avoided.
	 For dead characters, how often a spell of resurrection will be
		successful.
	 Special Note: About 50% of the time, a character who is resurrected
		with a resurrection spell will lose a point of vitality.  This
		does not happen when characters are resurrected in clinics.
	 | 
| IQ 
		Most important to sorcerers, druids, and
		rogues. | 
	 How effective sorcerer spells are.  (In the case of spells that
		target a single monster only, vision is also considered.)
	 For a sorcerer, how many spell points tend to be gained each level.
		For a druid, IQ and wisdom are both considered to determine
		this.
	 How good a rogue is at correctly identifying traps in chests.
	 | 
| Wisdom 
		Most important to wizards and druids. | 
	 How effective wizard spells are.  (In the case of spells that
		target a single monster only, vision is also considered.)
	 For a wizard, how many spell points tend to be gained each level.
		For a druid, IQ and wisdom are both considered to determine
		this.
	 How readily monsters encountered in combat are identified.
		(Vision and the current light range are also considered.)
	 Whether or not a monster ambush may be escaped.
		(See a similar effect of agility.)
	 | 
| Charisma | 
	 How low the prices will be in inns and clinics.  (Shop prices
		are not affected by charisma.)
	 | 
| Speed 
		Only important to wielders of short-range
		weapons. | 
	 How many times a character will hit a monster in combat.
	 How many monsters a character can attack in a single round of
		combat.  (Note: a character may not strike more than one
		monster in a single combat round until that character's speed
		reaches at least 5.)
	 |