IssiNoho77
First, you’ll want to record your proficiency bonus as +2.
Your racial bonuses are added to the total ability scores, so your INT is 18 and your CON is 15. This gives you these modifiers, to be recorded in the larger box above:
STR -1
DEX +2
CON +2
INT +4
WIS +0
CHA +1
These modifiers are what you write into the lines beside the skills, adding your proficiency bonus to any skills/saves in which you are proficient.
Example: You are proficient in Intelligence saves, so you would add your intelligence modifier (+4) to your proficiency bonus (+2) for a total +6, and record that on the line. When you make a saving throw to resist some effect that targets your mind, you will add +6 to your d20 roll.
However, you are not proficient in acrobatics, so you would only apply your DEX modifier by itself - a +2 for any roll to attempt some form of acrobatic feat.
Next we have AC, Initiative, and HP.
Your AC is equal to 10 + DEX modifier, but in your case you are wearing Arcanomechanical armour, which gives you a base score of 12, plus DEX mod. So your AC equals 14.
Your initiative is your DEX mod, so +2.
With generating your Hp, it looks too high - roll 2d6 and add 12 to get your total HP.
Your hit dice is a d6, and the amount is 3 - you will be using this to regenerate hitpoints when your character takes a short rest (an hour). It’s a bank of free healing that refills after a long rest (an 8 hour rest).
The attacks box is a great place to put the normal attacks you use often. So I’d put your quarterstaff attack, and any cantrip attacks.
Your quarterstaff gets a +1 attack bonus, and does 1d6 (one handed) or 1d8 damage (two handed) with a -1 damage penalty.
Firebolt gets a +6 attack bonus, and does 1d10 damage. (Spells don’t get bonuses to damage).
Spellcasting: your spellcasting ability is INT, your spell attack bonus is +6, and your spell save DC is 14.
Your slots are different than your spells known - think of your ‘slots’ as the amount of spells you can cast in a day. In your case, that is 4 level ones, and 2 level twos.
Finally, among your ten level 1s and 2s, you can only bring a total of 7 to use each day. Like the total spells are your armoury, and the prepared spells are the loadout you choose on a specific day. You can use the spells multiple times, until you’ve used up your slots for the day.
Some spells can be cast as rituals - i.e. if you’re not in combat you can spend a much longer time preparing them and cast them without using a spell slot. These are very very useful. Wizard is one of the most complicated classes to play, but there is a lot of reward to knowing your spells really well.
I think that’s everything!