Stats

Each and every Disciple and opponent has a number of numbers, called "stats", that determines much about how they fight (and how effective they are at it.)

The three **Stats** that are most important in determining the results of each battle are Attack, Hit, and Defense. The difference between these stats and the opponent's counterpart stat non-linearly determines whether you're attacking or defending, whether you hit or miss, and whether the opponent hits or misses.

The Attack stat goes against the opponent's Attack, Hit against their Defense, and Defense against their Hit.

The higher percentage chance is determined by the formula: `(50 + 0.7 * Abs(disciple_stat, enemy_stat) ^ 0.64)%`. Stats are capped at 98% vs 2% when the difference between opposing stats is 740 or greater.

The green bars in the fighting screen represent Health, and the multicolored ones represent Stamina. When someone's health is 0, they lose and the battle ends.

## Stamina

Stamina has four zones: Red (Exhaustion), Orange (Winded), Yellow (Fatigue), Green.

1. When Stamina is within the Green zone, stats are normal.
2. When Stamina reaches the Yellow zone, the fighter begins to lose a flat 1% Hit and Def (after all calculations) for every 2.5% stamina lost until the Red zone, reaching 20% Hit and Def lost at 25% stamina (Red zone start). If stats are floored (there is a difference of at least 740 between opposing Hit and Def chances), the Hit% and Def% adjustment from stamina loss for the Yellow and Orange zones is not applied. With the Endurance level 20 bonus, the Yellow zone starts at 60% stamina instead of 75% stamina, limiting the Hit and Def loss from the Yellow zone to the Red zone to 14% at most.
3. When Stamina reaches the Orange zone, the fighter begins to lose special attack chance (inclusive of critical hit chance) linearly until 0% special attack chance at 0 stamina. There is also a chance for attack failure. The chance for attack failure starts at 50% when the fighter's stamina reaches the Orange zone and the chance increases linearly to 100% when the fighter's stamina reaches 0.
	* Attack Failure means that a fighter forfeits the right to attack for that turn. If one fighter fails to attack, then the other fighter will definitely attack. If both fighters fail to attack, then they will enter a resting phase where both fighters start to recover stamina. Resting has a minimum time of 0.5 seconds and a maximum time of 2 seconds, and is cut short when one fighter has recovered to full stamina.
4. When Stamina reaches the Red zone, the fighter loses a flat 1% Hit and Def (after all calculations) for every 2.5% stamina loss, reaching 10% Hit and Def lost at 0 stamina. This applies even when stats are floored.
	* In future, if there is a skill bonus that reduces the Red zone, the amount of Hit and Def that can be lost will be reduced as well, similar to how Endurance 20 reduces Hit/Def% loss for Yellow/Orange zones.

The Hit%/Def% loss from stamina cancels each other out. If opponent loses 5% Hit/Def due to low stamina and the Disciple loses 5% Hit/Def due to low stamina, nothing changes.

## Special Attacks

The special attacks each have percentage chances to hit, and the bonuses they provide are controlled by skills. The special attacks are as follows:

* Critical hits deal additional damage equal to 25% of the opponent's current health, with a minimum of 5% of the opponent's maximum health. Critical hits indicated by bigger font size on the damage indicator.
* Power Strike deals 50% more damage plus 5% more for each level of the Power skill.
* Combo Attack is 3 Attack-bypassing (after the first) half-damage attacks plus .1 for each level of Speed. These attacks have 50 additional Hit plus 10 for each level of Speed.
* Counter Attack is an Attack-bypassing attack after you dodge or block an attack.This attack has 25 additional hit plus 5 for each level of Focus.
* Feint is a half-damage attack that is unlocked in Area 2, cannot be countered, and causes the status effect Falter (-100 all stats for 3 seconds) if the opponent defends against it, however if the opponent uses Assault stance, there is a chance that the Feint won't falter the opponent. If the opponent tries to Parry a Feint, the opponent suffers two stacks of Falter instead of one stack. This attack has a maximum of 50% chance to hit, and the chance for a Feint is halved for each stack of Falter that the opponent has.
* Parry is a special skill that has a chance to be activated together with a successful defense. It causes the opponent to lose current stamina which is equal to 10% of maximum stamina (not permanent stamina damage like Critical 10 bonus) and also causes Falter. If you parry an attack, your Counter Attack chance for that parried attack is halved.
* Reversal is an Attack-bypassing attack that has a chance to be triggered after taking damage or being parried. (If you take damage, you may Reversal next turn. If you attack but get parried, you may Reversal next turn. If opponent attacks but gets parried, opponent may Reversal next turn.) This attack has 24 additional hit plus 5 for each level of Resolve and 25% more damage plus 2.5% more for each level of Resolve.
* Disarm is a special skill that has a chance to be activated when the opponent has less than full HP and is either faltering or tired (stamina in red or orange zone). Disarms can be activated together with a successful Parry or a non-deflected hit to the body (successful attacks have a 50% to hit the head or 50% chance to hit the body). Disarming an opponent is an instant win. Disarmed opponent will surrender instead of being killed (see Opponent Types for surrendering opponent images)

Critical hits start at a 4% chance and increases based on your weapon, the Critical skill, and your Rival Hires.

Power Strike, Combo Attack, Feint, and Reversal are mutually exclusive; you can't activate more than one of these in a single attack. However, Critical hits and Disarms may occur together with one of the other four.

If you have been parried and have a chance for Reversal and opponent has a chance to Counter Attack (or vice versa), Reversal has priority over Counter Attack.

Power Strike, Combo Attack, Counter Attack, Feint, Parry, and Reversal start at a 3% chance when unlocked, which increases by 1% per level of the associated skill and doubles with the associated stance and triples with the associated award. To check whether an attack will be a special attack, the game determines which one has priority and checks that one first. If the check succeeds, you use that special attack; if it fails, the game checks the others. If all the checks fail, the attack is a normal attack.

Which special attack has priority is determined by your stance. Barrage Stance gives Power Strike priority, Blitz Stance gives Combo Attack priority, Attack Stance gives Feint priority, Defend Stance gives Parry priority, and Assault Stance gives Reversal priority. Other stances will give priority to the special attack with the highest chance or, if the chances are equal, pick one randomly to have priority. If any skill is given priority with Fighting Tactics, that skill will go first.

For example, if a Disciple has 20% chance of a Power Strike and 30% chance of a Combo Attack while in Barrage stance, Power Strike is checked first because of Barrage stance. There is a 20% chance of Power Strike, (100% - 20%) \* 30% = 24% chance of Combo Attack, and 100% - 30% - 24% = 56% chance of a normal attack.

Overtime, the progress will allow the Disciple to have almost 100% special attack on one special attack of each stance. For example :

* In Blitz the Combo Attack is the one which can have 99% chance
* In Barrage the Power Strikes is the one which can have 99% chance
* In Guard, when sparring with Non Blitz Stance opponent, the Counter Attack is the one which can have 99% chance

== (Applies after having a progress in Area 2) ==

* In Attack the Feint is the one which can have 99% chance
* In Defend the Parry is the one which can have 99% chance
* In Assault the Reversal is the one which can have 99% chance

## Special Attack Defense Skills

These are non written stats in terms of defending Special Attacks, but they do exist in the game

* Combo Attack Ignore
	+ For example if opponent combo attack has 6 strikes, there is a chance that combo attack can be stopped before 6 strikes. Barrage stance has 50% chance of this skills, Fearless award will increase this skill by 25% or 50% chance if the Attack stat is higher than the opponent's
* Chance to not Falter from Feint
	+ Chance to not faltering when blocking/dodging opponent Feint. Assault stance has 50% chance of not falter from Feint, Indifference award will increase this skill by 25% or 50% chance if the Deflect is higher than the opponent. Doesn't apply when Parrying a Feint
* Reduce Opponent Counter Attack Chance
	+ Blitz stance will reduce opponent Counter Attack Chance by 50%, means if opponent has 50% Counter Attack chance, the opponent now will have 25% Counter Attack chance. Unpredictable award will increase this skill by 25% or 50% chance if attack speed is higher than the opponent's
* Increased Defend chance on Reversal
	+ Defend stance will increase the Defend stats by 10%, means if our Defend stats is 80%, while opponent executes Reversal, our Defend will temporarily increase to 90%. Fallback award will increase this skill by 5% and another +5% chance if Defend is higher than opponent's Attack
* Reduce Opponent Parry Chance against non-Feint
	+ Attack stance will reduce opponent Parry chance by 50%, means if opponent has 50% Parry chance, the opponent now will have 25% Parry chance on the non-Feint attack. Outwit award will increase this skill by 25% or 50% chance if Hit is higher than the opponent's
* More chance to not get hit by Power Strike
	+ Guard stance have 1 more chance to defend against Power Strike, Anticipate award will increase this skill by +1 more chance in half Defend% or Full Defend% if the Defend stat is higher than the opponent's Hit stat
* Critical hit Defense
	+ Chain Mail will reduce opponent's Critical chance by 5%. Precaution award will disable the opponent to deal Critical Hit on their first attack.
* Defense against Disarm
	+ Opponent or Disciple with 100% HP cannot be disarmed. Precaution award allows Disciple to be immune to disarm when their HP is 90% or higher
* Defend against Cut or Thrust
	+ Some opponent defend against Cut better than Thrust and vice versa. Cut can give more advantages in the one case and Thrust too.

## Some other Advanced stats

* Attack Speed
	+ Speed of disciple or opponent's attack. In the beginning, it only affect the fight duration. However after further progress, attack speed can increase the Combo Attack stats for the Disciple from 6.0 Strikes to up to 9.0 Strikes. Attack speed can also reduce opponent's Counter Attack chance. Short sword, Fencing style, and Cloth Armor can get the attack speed to be 133%.
* Deflect
	+ Chance of opponent attack damage(including critical damage) to be reduced by usually 50%, some of the other opponent's deflect reduce the attack damage by up to 75%. If an attack is deflected, even if the opponent's stamina is in orange/red zone and their HP is below 100% (or 90% in some opponent), that attack won't be able to disarm the Disciple/opponent
* Cut/Thrust
	+ Chance an attack to be Thrust or Cut depending on the sword. Only Rapier and Side Sword gives the Thrust chance, the rest gives the Cut chance. They are initially the same but become different furthermore. As we progress further, some opponent defend against Cut better than Thrust and vice versa. Cut can give more advantages in the one case and Thrust too.

## Injuries/Conditions

The injuries/conditions below affect the disciple's/opponent's stats.

 Falter

* A negative condition inflicted by Feints and Parries that causes the fighter to be off-balance or off-guard for a short-time. Reduces Attack, Hit, and Defend by 100 for 3 seconds
* Fltr-4 means the fighter lost 400 Attack, Defend and Hit for a short time.
	+ So `Fltr-x` means the fighter lost `(x*100) Attack, Defend, and Hit` for a short time

 Rush

* A positive condition activated when Damage is taken in Assault Stance. Boost the fighter's Attack and Hit % for a short time

## Loss Condition

An event happened when a Disciple or opponent is lost. There are 2 types of losing:

* Killed
	+ Triggered by an attack that causes the health to be 0.
* Surrender
	+ Triggered by being disarmed or fighting tactics (Disciple only). Surrender immediately set the stamina and health to 0 and be counted as a loss (see Opponent Types for more surrendering opponent examples).