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stats are simple:
str: most melee use this for damage and accuracy, unless the weapon says finesse (daggers, as example)
dex:as above, but also can be added to AC (your armor will tell you how much)
con:this is extra hp and saving throws vs poison and the like
int: nerd ♥♥♥♥, information on person, places, or things
wis: ability to notice things, perception, and sense what people are up to.
cha: lying and talking at its finest.
each class will show a * above their primary stat, casters will need int, wis or cha in some way, but wont need much str or dex("hybrids" are exceptions, like paladin, who needs str+cha).
some exceptions apply.
as for what spells to pick: for cantrips, you generally don't need a million attacking ones, *maybe* 2 if an enemy is resistant to fire, you use ice, for example, but otherwise, go for utility.
as for spells: it depends a lot on what you are doing and what roles, but the rule of thumb for D&D is that blaster(damaging) mages, while good, as trumped by utility, a hold person can keep the strongest enemy out of the fight basically the entire time if you get lucky, and grease can keep multiple people down for long periods of time if used right.
same thing with healing: killing an enemy is better then recovering from damage, its good to have some but if possible, save for emergencies, rather then recover lost hp, especially with having short rests and the like.