Speed - When actions that require agility, velocity and other forms of speed one will roll their dexterity. Their outcome will be how fast they are moving. When attempting to dodge ones speed roll will have to be above the attacker's.
Sneaking - When actions require silence, stealth and calm ones Dexterity is rolled against an enemy's intelligence. If the enemy has a higher intelligence roll then the stealth attempt is nullified. But if an attack is made while successfully sneaking damage is x2.
Accuracy - When actions that require precision are made one must roll their dexterity. The roll will be applied as a percentage. 1 = 10% 5 = 50% and so on. After the percentage is found one will roll a d10. If the d10 is above their % number then it will be a miss.
Damage - Damage has several or more results depending on the attack type. Slashing, Bludgeoning, Piercing, Burning, Freezing and few more. Psychological, physical and spiritual damage are the three realms of possible damage.
Endurance - Every 2 points of damage results in a subtraction of ones Endurance. The most common damage is physical. Psychological is the second primary source of harming ones endurance. Spiritual damage affecting the physical realm is rare and mostly works on spiritual ethereal beings.
Defending - One must defend in order to achieve their full defense roll. If no defensive action is taken one's defense bonus will be applied by itself against the damage outcome. The damage outcome is then doubled. This does not count for attempting a dodge. Unless the speed of the attempted avoidance is a 3 or lower.
Actions - Every two actions costs an endurance point. An action is any radical physical action. Spell casting, speaking, walking, going into a stance and other simple movements costs no endurance and do not count as an action. Attacking, jumping, rolling, blocking etc count as actions. One can exceed the two action limit. This is called "Rushing".
Rushing - Exceeding the 2 action limit will subtract a endurance point for every exceeding action. Increasing every action beyond this. For example. 2 actions = 1 endurance, add 3rd action = 3 , Add 4th action = 5, Add 5th action = 7. etc.