Characters have different attributes that can be used for different purposes.
Attributes can be used for example, to determine the cause of death (HP) or to make calculations during combat (ATK, DEF).
All attributes are specified in the character CharacterData asset.

If a character uses an ability that expects an attribute not defined in the CharacterData the game will throw an exception. So it’s important that all characters in your game share a similar set of attributes.
Attributes can scale differently when the player raises it’s level. Each attribute defines a growth curve where the X axis defines the player level and the Y axis is the applied scalar.
This scalar is applied to the Min & Max values.

The way the actual value of the attribute changes when the player raises a level is defined by the LevelChangeBehaviour. Currently there are 3 modes: