Combat Stats

Each character possesses a set of base stats that can affect their combat capabilities.

## Health

**Health** is a stat that determines the survivability of a character. When a character's **Health** reaches 0, they will fall in battle, and they will remain in the battlefield for 2 turns, until they are forced to retreat or removed from the battlefield.

## Speed

**Speed** is a stat that determines the **Turn Order** of the characters on the battlefield for the round. If the characters are moving with the same **Turn Priority**, the characters with higher **Speed** values will take their turns before characters with lower **Speed** values.

*Tooltip:* The **Speed** stat can be temporarily affected by status effects or skills.

## Attack

**Attack** is a stat that determines the combat prowess of a character, as most skills that characters can perform uses their **Attack** values to determine its effectiveness, including skills that restores health. Characters generally have a minimum **Attack** value and a maximum **Attack** value, and during combat, a value between the minimum and maximum values will be randomly chosen when determining the effectiveness of a skill.

The effectiveness of a skill is calculated by the following formula:

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{\displaystyle n=(skillstrength)\times[(attackvalue \* modifier\_1) + modifier\_2]}

There are two types of modifiers in the game that will affect the **Attack** value temporarily - *Flat modifiers* and *Multiplicative modifiers*. *Multiplicative modifiers* (modifier1) will be applied to the **Base Attack** value first before the *flat modifiers* (modifier2) are applied.

*Tooltip:* The **Attack** stat can be temporarily affected by status effects and skills.

## Defence

**Defence** is a temporary stat that affects the amount of damage a character receives. All characters start with 0 **Defence** at the start of the battle.

*Tooltip:* The **Defence** stat can be affected by status effects and skills, and is capped at 80.

## Turn Priority

**Turn Priority** is a hidden stat that will alter the **Turn Order** of the characters on the battlefield. Characters with increased **Turn Priority** will take their turns before others regardless of **Speed**, vice versa. Characters can temporarily gain or lose additional **Turn Priority** via the use of skills. **Turn Priority** is temporary and will always reset to 0 at the end of a character's turn.

*Tooltip:* The general action **Guard** will grant characters with a +1 **Turn Priority** on their next turn.

## Enmity

**Enmity** is a temporary stat that affects how often a character gets targeted by an enemy. The higher a character's **Enmity**, the more likely the character will be targeted.

### Gaining Enmity

A character gains **Enmity** when using skills. The position at which the character is standing in will also affect how much **Enmity** is generated. The further forward a character stands, the more **Enmity** the character will generate. However, there are some skills that will not generate **Enmity**.

*List of skills that do not generate **Enmity**:*

### Losing Enmity

A character loses **Enmity** at the start of their turn and when taking damage from enemies. There are also some skills that will cause a character to lose **Enmity**. Currently, there's only 1 skill that would cause a character to lose **Enmity** and that's Noel's *God Hand* skill.