Attributes

Teraurge is a role-playing game, and all of the characters in it have attribute points, 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 Fallout's SPECIAL, except with luck being replaced by will and there being no perception stat. 
At the start of the game, the player can add 16 points total to their attributes, all of them starting at the baseline of 4 points. Attributes are incremented by 2 every time they're raised, therefore limiting the possible variations of each attribute to 4, 6, 8, and 10. 
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 each turn. In dialogue, there are many occasions where the player's attributes may turn a situation for the better. Additionally, some characters' quest lines or romantic encounters are hidden by attribute gates.
Attribute 	Description
Charisma 	Charisma is only used when interacting with other characters peacefully, and it usually gives the player the 'smooth talker' option in dialogue. Alternatively it can be used to gauge the effectiveness of a lie or a speech.
Will 	The will stat measures the player's mental capability to not give up or to carry on with things. It allows for the player to persevere in circumstances that could be considered disgusting, painful or intimidating.
Intelligence 	The intelligence stat is the representative of both wittiness and book-smarts in the game. Good cognitive abilities are obviously a major boon for an explorer of a new world, as it allows the player to figure out a weird mechanism or a lie, and find the logical solution in an urgent situation.
Agility 	Agility condenses both manual and bodily dexterity into a single stat in the game. The player's reflexes and the ability to handle fragile things are also dependent on agility. This attribute is used both in dialogue and combat. It is common for melee attacks that require at least some finesse to consume agility.
Strength 	The strength stat is about raw physical power. Actions like lifting, pulling and punching all benefit from the strength of the player. If there is an attack that requires some physical effort, it will drain strength during combat.
Endurance 	Endurance measures the player's physical resilience and pain resistance in general. Currently it isn't used at all in combat. The endurance of the player may help them in physically taxing tasks like climbing, carrying things and bedroom performance.
Perception (deprecated)	Perception used to denote the player's ability to sense abnormalities in their environment. This stat only exists in v1 and is not available in current versions of the game. It was removed due to its relative uselessness in the game.
===Fitness===
Fitness is a special internal stat used currently only in dialogue speech checks. 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.
Sum of attributes	Resulting fitness
3 or 4 	1
5 to 7 	2
8 or 9 	3
10 or higher 	4
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 for 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. Otherwise neglected skills, like will and endurance will play a role in the expanded combat system of the following updates.
Category:Gameplay