I've played Elemental 1.1 now a bit and it seems to me that except strength and constitution the attributes are pretty ignorable. Intelligence is used as requirements for spells but the Sovereign can cast them no matter how high his intelligence is. Dexterity increases dodge but it is better to buy the best armor to avoid damage and charisma increases the prestige of a town but only if the hero is billeted there. And my heroes are usually running around and killing monsters.
So i thought the attributevalues could be additionally used to unlock special skills. For example every 5 or 10 points by the beginning at 10 opens a window and the player could choose one skill out of two or three for that attribute. And the higher the attributevalue and level of the hero the more powerful the skills are that could be chosen.
Here a few examples for possible skills:
Power Strike - hero can strike an enemy and do critical damage
Heavy Weapons - hero can use heavy weapons
Arrowe Swarm - hero can fire 5 arrows at one target at once
Archer - hero can use bows
Summoner - hero can have more than one of the same summoned creature at the same time
Powerful - increases damage of spells
Merchant - hero increases gildar produced in a town by x% as long he is in there
Champion - hero increases moral of the army
Thick Skin - hero reduces damage by x%
Heavy Armor - hero can use heavy armors
The attributes could be also requirements for items.
Strength for weapons and armor.
Dexterity for bows and maybe later crossbows.
Intelligence for magical items.
Charisma for items that increase moral.
Constitution for armor.
To avoid that the sovereign can't use higher spells because of to low intelligence the manaconsumption could be increased as long as intelligence is under requirements.
What do you think?