Attributes

Since Teraurge is a role-playing game, characters are obviously going to have some sort of attributes alongside hitpoints (they are referred to as skills as well, since there are no traditional RPG skills in the game). The attribute system is very similar to SPECIAL with luck being replaced by will, no perception, and a different order of the attributes.

At the start of the game, players can add 16 points total to their attributes, all of them starting at 4 points that can't be taken away. Attributes can only be incremented by 2 at once, therefore limiting the possible variations of each attribute to 4, 6, 8, and 10. This is used as a quick carryover to v3's system of 1 - 4.

There are two main uses for attributes: combat and dialogue stat checks. In combat, each move costs a certain number of attribute points that are replenished after ending a turn. In dialogue, there's many situations where higher level of a skill turns circumstances for the better or unlocks hidden player options.

Fitness
Fitness is a special internal stat used currently only in dialogue speech checks, and it represents overall physical fitness of the player character's body. It's calculated from the sum of strength, agility, and endurance and mapped to the 1-4 scale. The following only applies to v3's system, v2 has different values for attribute sums.

If any of the three attributes is 4, then the fitness level is at least 3, even with lower sums.

For example: If the player chooses Strength 3, Agility 2, and Endurance 3, their sum is 8, which corresponds to Fitness 3. If the player chooses Strength 4, Agility 1, and Endurance 1, their sum is only 6, but because of the high Strength, Fitness is set to 3.

Future
The system is to be revamped in later versions. As of v2, perception has been already removed, and there are only four possible levels in each attribute, albeit mapped to the old 4 to 10 scale. In v3, skills are to be on a scale of 1 to 4. With the expanded combat, other skills should play a role in it too.