Darkmoor18: Yeah, it's just rings. Maybe there is something in the files that affect the types of enchantments that you can start with (so you don't get anything too powerful)? Sometimes before when having a new party in MM6 + MM7, they all start with enchanted rings, all of them usually are just +1s and +2s, but it makes for some nice early cash. I increase everyone's luck to about 13 or 14, so not sure still if that really affects it.
I don't expect choosing the stats before the game begins has any effect on the enchantments. There's another thread around here where someone reported luck (the in-game stat) having no effect on casting enchantments. In MM6 age and experience are random (within specific ranges), so whether and what the initial enchantments are on the rings is likely the same silly random chance.
Each stat has its own formula, and each stat is sometimes used in other formulas, but in general the amount of a stat gradually needs to increase greatly in order to make a difference.
For MM6 it's been said somewhere (in various forums) that having 13 points for a stat is neutral, which means no bonus and no penalty. Every 2 points above 13 is an additional effective level for the stats until reaching 21 points for a stat. Meaning there is no effective difference between having 13 and having 14 for a stat, no difference between having 15 and having 16 for a stat, etc. until 21 points.
Then 25 is the next change, and from there it's every 5 points until reaching 40 points for a stat. So 25, 26, 27, 28, and 29 are effectively the same, and so on. Then at 50 is the next change, and from there it's every 25 points until 300, and afterwards at 350, 400, and finally at 500.
Every 2 points less than 13 is a decrease below neutral, meaning a potential decrease in that stat's effectiveness: 11 points is -1, 9 points is -2, etc. Though, I think all of this was a generalized explanation, somewhere.
Easy to test it out for some stats. Check the HP, SP, AC, amount of damage, etc. for a character before and after putting on an item, then note the difference. (Maybe use paper and pencil, or a computer file.) Compare when equipping an item with a +1 bonus and then an item with a +2 bonus.
Anyway, in MM6 at the very beginning
it seems to me 1–5 points is an effective bonus worth keeping until stats get beyond 25. Then, removing an item that gives only 1-4 points likely won't affect the effectiveness of my stats when under 40 points, or an item 5 points or more when a stat is 45 points and beyond (because no effective difference from 40 to 49). I compare to be sure, but that's about the time when I begin to consider cashing in items with a only a few bonus points to stats.
When I'm using magic to dramatically increase my stats, then just about any item with bonus points to stats can be removed or swapped without a significant effect (or any effect). Because there's likely a 25 point gap at that amount of stats, and the bonus stat amount from an item likely fits within that. In MM6 relics and artifacts are likely to make a difference when removed because they usually provide at least 25 points or more to a stat.