Phantom Tower Wiki

Stats

Every character attribute and what it does.

Stats

StatIn-gameEffect
Health PointsHPEntity vitality: taking damage reduces HP, and reaching 0 results in defeat.
HP RegenerationHPREGENHealth regenerated per second.
Mana PointsMPResource used to cast spells and activate abilities.
MP RegenerationMPREGENMana regenerated per second.
StaminaSTAMINAResource used to perform dodge rolls or dashes.
AttackATKPhysical offensive stat.
MagicMAGMagical offensive stat.
DefenseDEFPhysical defensive stat.
ResistanceRESMagical defensive stat.
Reaction MasteryRMMain stat for Reaction effects.
Critical ChanceCRITChance to land a Critical Strike.
Critical DamageCRITDMGAmplifies damage dealt on a critical strike.
Reaction Damage BonusREACTIONDMGAmplifies Reaction damage dealt.
Reagent Damage BonusREAGENTDMGAmplifies Reagent damage dealt.
Damage BonusDMGBONUSAmplifies all damage dealt.
Physical Damage BonusPHYSDMGAmplifies Physical damage dealt.
Magic Damage BonusMAGDMGAmplifies Magical damage dealt.
Damage ReductionDMGREDMitigates incoming damage.
Physical Damage ReductionPHYSREDMitigates incoming Physical damage.
Magical Damage ReductionMAGREDMitigates incoming Magical damage.
Basic Attack DamageBASEATKDMGAmplifies Basic Attack damage dealt.
Skill Damage BonusSKILLDMGAmplifies damage dealt by Skills and Gear Set abilities.
Condition Damage BonusCONDIDMGAmplifies damage dealt to targets affected by Conditions.
Contact Damage BonusCONTACTDMGAmplifies Contact damage dealt.
Blessing Damage BonusBLESSDMGAmplifies damage dealt by Tower Blessings.
LifestealLIFESTEALBasic Attacks convert part of the damage dealt into HP.
Spell VampSPELLVAMPSkill damage converts part of the damage dealt into HP.
Attack SpeedATKSPDIncreases Basic Attack execution speed.
Movement SpeedMOVSPDIncreases movement speed.
Skill Cooldown ReductionCDREDDecreases the cooldown of skills.
Skill Cost ReductionSKILLCOSTREDDecreases the cost of executing abilities.

Damage Types

Damage TypeEffect
PhysicalDepends on the attacker's ATK stat and the defender's DEF stat.
MagicalDepends on the attacker's MAG stat and the defender's RES stat.
ReactionResults from an Elemental Reaction. Depends on the attacker's RM and the defender's RM. All Reactions benefit from Reaction Damage Bonus; some also benefit from Reagent Damage Bonus.
ReagentResults from an Elemental Reaction, where the damage instance that triggers the Reaction is amplified by Reagent Damage Bonus. Also benefits from Reaction Damage Bonus.
AdaptiveChanges depending on which offensive stat is higher (ATK or MAG).
PoisonDepends on the affected entity's HP stat. Usually dealt by the Poison condition.
BleedDepends on the attacker's ATK stat. Usually dealt by the Bleed condition.
DecayDepends on the attacker's MAG stat. Usually dealt by the Decay condition.
BurnDepends on the attacker's Level.

Conditions

ConditionEffect
FreezeFrozen targets cannot move or act.
StunStunned targets cannot move or act.
KnockbackInterrupts and applies force to knock targets back.
RootImmobilized targets cannot move.
SlowDecreases Movement Speed.
PoisonPoisoned targets suffer continuous Poison damage based on their current HP. Applying a new stack refreshes the duration; when it ends, all stacks expire simultaneously.
BleedTargets suffer continuous Bleed damage based on the applier's ATK stat. Applying a new stack refreshes the duration; when it ends, all stacks expire simultaneously.
DecayTargets suffer continuous Decay damage based on the applier's MAG stat. Applying a new stack refreshes the duration; when it ends, all stacks expire simultaneously.
BurnBurned targets suffer continuous Burn damage; damage scales with the target's level.

Damage Calculation

Physical DamageATK Factor × multiplier × (1 + Phys Dmg Bonus + Dmg Bonus + Condition Dmg + [Contact Dmg Bonus if contact]) × Action Chain Bonus × Reaction Chain Bonus × [Crit Dmg if crit]
Magical DamageMAG Factor × multiplier × (1 + Mag Dmg Bonus + Dmg Bonus + Condition Dmg + [Contact Dmg Bonus if contact]) × Action Chain Bonus × Reaction Chain Bonus × [Crit Dmg if crit]
Reaction DamageRM × multiplier × (1 + Dmg Bonus + [Contact Dmg Bonus if contact] + Reaction Dmg Bonus) × Action Chain Bonus × Reaction Chain Bonus × [Crit Dmg if crit]
Reagent Damage(damage of the skill or attack that triggers the reaction, before crit) × (1 + Reaction Dmg Bonus + Reagent Dmg Bonus) × [Crit Dmg if crit]