This is the list. Nine attributes, eleven skills, and a sentence on each.
Nothing in the game rolls an attribute on its own if it can help it, and nothing rolls a skill on its own ever. A roll is an attribute plus a skill, together, and the two halves are bought and upgraded separately.
So each skill below names the attribute it answers to, and each attribute names the skills that answer to it. That pairing is fixed.
An attribute with no skill hanging off it is not a weak attribute. Two of the nine are like that, and they are doing their work somewhere other than the skill list — in what you can spend, in the roll that saves you when everything misses, in how long you last. The entry says which.
They come in three categories, and at creation you rank the categories against each other rather than buying attributes one by one — the largest budget to one, the middle to another, the scraps to the third.
Every skill is open to every character — there are no classes and nothing is locked behind being a certain kind of person. At creation you get a pool of dots and a ceiling of three in any one skill, and after character creation they grow by spending Experience Points.
What you put in these twenty boxes turns into three pools you never set directly — health, stamina and mana — and into the dice you throw at everything the dungeon puts in front of you. The parent page covers the pools; Dice & Resolution covers the throw.
A newsly created character is a draft until the first point of experience is spent.