Enmity ( term ) Enmity , also known as Hate , Aggro , or Threat , is a recurring concept in the more recent games of the " Final Fantasy " series . A carry over concept from MMORPG s , it is an invisible stat which makes enemies more likely to attack those with the highest Enmity . Typically , dealing any kind of damage or healing will generate Enmity , and it is up to specific jobs or characters known as Tanks to use abilities such as Provoke to draw attention away from more fragile party members . Appearances . " Final Fantasy XI " . Enmity first appears as a term that refers to the hatred an enemy feels for any particular player . In theory , every player in the same area as a creature has an enmity score . A creature will attack the player who has the greatest enmity against . If the creature hates no one , he will generally just stand still , walk a path , or roam depending on how his behavior is set . Enmity is divided into two types : The total enmity a monster feels towards a player at any given time is the sum of the two types of enmity . Each type has its own cap . Enmity also appears as a stat appearing on items . When an item mentions that it has " Enmity + ( some number ) " that means that every attack , spell , or ability used against the creature or in aid of another player who the creature has hatred against will produce more enmity than normal . Gear that increases enmity is sought after by tanks , particularly Ninjas , who lack both abilities to create much enmity on their own or the ability to do great damage . There is also a rare gear stat " reduces enmity decrease when taking damage " which lowers the rate at which damage - volatile enmity is lost . If an item lists " Enmity - ( some number ) " then that means an item will make that player ' s actions generate less hate in a battle situation . These type of items are generally sought after by casters , in particular , White Mages . A player will lose all enmity in an area when they move from one zone to the next . Enmity can be cleared also under special circumstances . The most common of these are Dragoon ' s Super Jump ability , Black Mage ' s Enmity Douse ability , or certain enemy abilities that have the quality Hate Reset . Hate Reset will not clear Aggro , however ; the monster will still attack players who gained hate on it , only its target prioritization will change . Character death will also erase enmity . " Final Fantasy XII " . While never specifically named , Enmity nonetheless has a presence . All damage and in particular healing will generate Enmity , which can be counteracted by a bulkier party member casting Decoy . " Final Fantasy XIII " . Again , while not named , Enmity does appear . The Sentinel role has several Provoke abilities to draw Enmity away from their other party members . " Final Fantasy XIV " . Enmity returns , working generally in a similar way to " Final Fantasy XI " , but with certain differences on the formula used and other factors such as a lack of enmity bonus to the player that first generates enmity against a monster . The Gladiator , Marauder and Pugilist Disciplines can generate enmity with certain abilities or traits , while Archers and Conjurers are able to reduce their enmity . Enmity generated per action can also be affected by certain gear and Materia with enmity + or enmity - stats . Due to the effect of certain abilities , enmity gain / loss may be temporarily halted ( for example , Ifrit ' s Crimson Cyclone in which he jumps out of the screen ) . Enmity is completely reset when a character is killed . In " A Realm Reborn " , almost all abilities players use generate enmity in enemies , how much is scaled by damage dealt to the enemy in question or HP restored to allies . Certain abilities , such as the Gladiator ' s Flash or the Marauder ' s Overpower , produce more enmity than usual . Such abilities are often employed by tanks so that they will take damage in place of their allies , while Archers and Conjurers may reduce their own enmity through abilities in their skillset . As in the original version , knocked out characters lose all enmity in their opponents , even if revived . In a party situation , enmity is shown by a small bar underneath each character ' s class or job symbol on the party list . The targeted monster will primarily attack the party member whose enmity bar is completely full . Enmity can also be shown on the enemy list ; if the symbol by the name of the enemy is a green circle , the enemy ' s enmity for that player is low , however if it is a red square , the player has produced the highest enmity for that enemy , and will therefore be subject to attack from that enemy . Note that some enemy abilities will target players in spite of enmity , and some bosses , such as Giruveganaus , do not follow conventional enmity mechanics . Enmity in this game is called Target Value . Like in " Final Fantasy XI " , it comes in two types , with targeting being determined by the sum of the two : Fixed Target Value and Reduced Target Value . Reduced target value is decreased by 50 % when the character is attacked , and 20 % at the end of each round . All of a character ' s target value of both types is cleared when they are killed , and at the end of every battle . Some enemy attacks , such as status inflicting attacks , will ignore target value , so that Silence will be aimed at spellcasters and status attacks won ' t usually be aimed at characters who already have the status . " Final Fantasy Explorers " . Enmity in this game is called Monster Malice .