Difference between revisions of "Character Development"
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| − | + | {| | |
| − | + | |rowspan = "7";| | |
| − | + | [[file:Mentaculus.png|100px|center|link=]] | |
| − | + | |[[Getting Started]] | |
| − | + | |- | |
| − | + | |[[Geoscape]] | |
| − | + | |- | |
| − | + | |[[Combat]] | |
| − | + | |- | |
| − | + | |[[Character Development]] | |
| − | + | |- | |
| − | + | |[[Classes and Skills]] | |
| − | + | |- | |
| − | + | |[[Mission Types]] | |
| − | + | |- | |
| − | + | |[[Final Mission|Final Mission (Spoiler!)]] | |
| − | + | |} | |
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---- | ---- | ||
| + | =Overview= | ||
| − | [[file: | + | Phoenix Point uses a 'sandbox' approach to character creation and development, where the [[classes and Skills#class|class]] of the character does not determine the role ''(a [[file:sniper training.png|30px|link=#Sniper]] [[#Sniper|sniper]] does not have to be a long-range marksman, she can be a close quarters fighter, an [[file:assault training.png|30px|link=#Assault]] [[#Assault|assault]] does not have to be frontline fighter, he can be support, etc.)'' |
| − | + | This is implemented through a limited number of choices: in Phoenix Point characters have just 3 [[#attributes|attributes]], and there are only 5 unique [[#skills|skills]] to acquire in each [[#class|class]] (with the possibility to dual class, for a total of 10), and 3 [[personal perks|random personal perks]] from a pool of 14. However, all [[#attributes|attributes]] and all [[#skills|skills]] can be useful for all [[#classes|classes]], so though you have few things to choose from they can be combined in many different ways. | |
| − | + | What each operative will be, what role they will have on the battlefield and what kind of weapons or abilities they will rely on, depends on how you build them; how you spend their [[#skill points|skill points]] and what equipment you give them ''(and what [[personal perks]] you roll).'' | |
| − | + | =Stats= | |
| + | <span id = "attributes"> | ||
| + | All characters have 3 primary or core <u><b>Attributes</b></u>: <b>Strength</b>, <b>Willpower</b>, and '''Speed''', and 3 secondary or support attributes, '''Accuracy''', '''Perception''', and '''Stealth'''</span>. If they are human, [[the Forsaken]] or [[the Pure]] they can also wear [[combat#armor|armor]] or have augmentations ([[mutations]] or [[bionics]]), and possess [[#skills|skills]] and [[personal perks]]. | ||
| − | + | All [[file:1pp.png|30px|link=phoenix project]] operatives start with the same [[#attributes|attributes]] ([[Getting Started#Acquisition of recruits and rate at which they improve|determined by difficulty level]]) [[Geoscape#Recruiting|depending on where they are recruited from]]. They can wear any armor, or be augmented with [[mutations]] or [[bionics]] regardless of [[#classes|class]] ''(the only exception are 3 special [[mutations#head|mutated heads]] only available to the [[file:priest training.png|30px|link=#priest|Priest]] [[#Priest|Priests]])'', and you are free to mix and match pieces from different armors. | |
| − | |||
| − | [[ | ||
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| − | [[ | ||
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| − | + | <i>Primary attributes are soft capped at 35 for strength, and 20 for willpower and speed, but you can go over the cap with [[combat#armor|armor]], [[mutations]], [[bionics]], and [[personal perks]], even though the character sheet will not reflect all the buffs</i> | |
| − | |||
| − | + | The [[#attributes|primary and secondary attributes]], the [[combat#armor|armor]], the [[mutations]], the [[bionics]], the [[#skills|skills]] and [[personal perks]] all serve to determine or modify the following <span id="stats" >'''<u>Stats</u>'''</span> of the character: | |
| + | <span id ="accuracy"> | ||
| − | + | - <code>'''<u>Accuracy</u>'''</span>, expressed as a % bonus/penalty, adjusts the size of the aiming reticle (derives from [[combat#armor|armor]], [[mutations]], [[bionics]], [[#skills|skills]] or [[personal perks]]).</code> See [[#acc buffs|all the things that increase or decrease Accuracy]]. | |
| + | <span id="armor"> | ||
| − | - | + | - <code>'''<u>Armor</u>'''</span>, average of armor on all the body parts (for humans derives from [[combat#armor|armor]], [[mutations]] or [[bionics]])</code> |
| + | <span id="carrying capacity"> | ||
| − | - | + | - <code>'''<u>Carrying capacity'''</u></span>, in weight units, determines how much a character can carry without suffering a penalty to [[#movement|Movement]] (derived from [[#strength|strength]], 1 pt in [[#strength|strength]] = 1 additional weight unit carrying capacity).</code> Note that the [[personal perks#Resourceful|personal perk Resourceful]] adds +2 to [[#strength|strength]] and increases the carrying capacity by 25%, but the +2 [[#strength|strength]] from the [[personal perks|perk]] doesn’t actually add additional capacity when in battle, even though it shows so on the Geoscape. The [[bionics#neural torso|neural torso bionic]] doubles carrying capacity. |
| + | <span id="hps"> | ||
| − | - | + | - <code>'''<u>Hit Points</u> (HPs)'''</span>, when this goes to 0 the character dies (derives from [[#strength|strength]], 1 pt in [[#strength|strength]] = 10 HPs)</code> |
| + | <span id ="movement"> | ||
| − | + | - <code>'''<u>Movement</u>'''</span>, in tiles, determines how much a soldier can move in one turn (divided by four, gives movement per [[Combat#aps|AP]]) (derives from the speed attribute, 1 pt in speed = 1 tile; can be modified by [[combat#armor|armor]], [[mutations]], [[bionics]], or [[personal perks]]. </code> See [[#mov buffs|all the things that increase or decrease movement]]. | |
| − | + | <span id="perception"> | |
| − | |||
| + | - <code>'''<u>Perception</u>'''</span>, in tiles, determines the range at which the character will detect enemies in daylight (for humans starts at 35, bonuses and penalties derive from [[combat#armor|armor]], [[mutations]], [[bionics]] or [[personal perks]]). </code> See [[#per buffs|all the things that increase or decrease perception]]; at night reduced by 50%, unless character equipped with [[modules|Multivisual Sensor Module]] or [[bionics#echo|Echo Head bionic]] | ||
| + | <span id = "stealth"> | ||
| − | [ | + | - <code>'''<u>Stealth</u>'''</span>, a %, reduces the range at which a character can be detected by enemies, i.e. their [[#perception|perception]] (for humans stealth starts at 0%, bonuses and penalties derive from [[combat#armor|armor]], [[mutations]], [[bionics]], [[#skills|skills]] or [[personal perks]]). </code> See [[#stealth buffs|here all the things that increase or decrease Stealth]]. |
| − | + | <span id="strength"></span> | |
| − | |||
| − | + | - <code>'''<u>Strength</u>''', derived from strength attribute, determines [[#hps|hit points]]; also determines [[#carrying capacity|carrying capacity]], [[grenades|grenade]] throwing distance (range equals strength * 0.6) and resistance to [[Damage types#Paralyze Damage|paralyze damage]]. Can be increased by [[personal perks#resourceful|Resourceful]] (+2) and [[personal perks#strongman|Strongman]] (+2), and [[New Jericho Research#Project Vulture (2200)|Project Vulture]] (+3 to all [[file:1pp.png|30px|link=Phoenix Project]] operatives).</code> ''The strength of a character is reduced when its body parts are disabled by the amount of max [[#hps|HPs]] lost divided by 10, so a character that due to a disabled limb loses 10 max [[#hps|HPs]] also loses 1 point in strength'' | |
| + | <span id="wps"> | ||
| − | + | - <code>'''<u>Willpower Points</u> (WPs)'''</span>, fuel the use of skills, cost of mind-controlling the unit to the enemy, if below 0 the character [[Combat#panic|panics]] (derives from willpower attribute, 1 pt in willpower = 1 WP; [[File:Farsighted.png|30px|link=personal perks#farsighted]] [[personal perks#farsighted|farsighted]] and [[File:healer.png|30px|link=personal perks#healer]] [[personal perks#healer|healer]] [[personal perks]] each increase Willpower by 2, and [[File:sniperist.png|30px|link=personal perks#sniperist]] [[personal perks#sniperist|sniperist]] reduces it by 4; [[mutations#judgement|Judgement Head]] [[mutations|mutation]] increases Willpower by 5 and [[mutations#resistor|Resistor Head]] by 2).</code> ''For explanation on how WPs are spent and recovered, see [[Combat#wps|WPs in the combat section]].'' | |
| − | + | ''Characters can also have resistances or immunities against certain kinds of damage'' | |
| − | + | ==<span id = "acc buffs">Accuracy buffs and debuffs </span>== | |
| − | + | {| class="wikitable" | |
| + | !colspan="6"| Armor, [[Bionics]] and [[Mutations]] | ||
| + | ! colspan="4"| [[Personal perks]] | ||
| + | ! colspan="2" rowspan="2"| [[Character Development#classes|Skills]] | ||
| + | |- | ||
| + | ! colspan="2" style="text-align:center"| Head | ||
| + | ! colspan="2" style="text-align:center"| Body | ||
| + | ! colspan="2" style="text-align:center"| Legs | ||
| + | ! colspan="2" style="text-align:center"| Proficiency | ||
| + | ! colspan="2" style="text-align:center"| Other | ||
| + | |- | ||
| + | | style="text-align:center"| [[file:disruptor head.png|87px|link=Bionics#distruptor|Disruptor Head]] | ||
| + | | <span style="color:blue">+12%</span> | ||
| + | | style="text-align:center"| [[file:venom torso.jpg|87px|link=Mutations#venom|Venom Torso]] | ||
| + | | <span style="color:blue">+20% </span> | ||
| + | | style="text-align:center"| [[file:stomper legs.jpg|87px|link=Mutations#stomper|Stomper Legs]] | ||
| + | | <span style="color:blue">+12% </span> | ||
| + | | [[file:bombardier.png|50px|link=personal_perks#bombardier|Bombardier]] [[file:trooper.png|50px|link=personal_perks#trooper|Trooper]] [[file:strongman_old.png|50px|link=personal_perks#strongman|Strongman]] | ||
| + | | <span style="color:blue">+20%</span> | ||
| + | | [[file:Cautious.png|50px|link=personal perks#cautious|Cautious]] | ||
| + | | <span style="color:blue">+20%</span> | ||
| + | | [[File:Master_marksman2.png|50px|link=character_Development#Master marksman|Master Marksman]] | ||
| + | | <span style="color:blue">+30%</span> | ||
| + | |- | ||
| + | | style="text-align:center"|[[File:1acheron helmet.png|50px|link=helmets#acheron|Acheron Helmet]] [[file:perceptor head.jpg|87px|link=Mutations#perceptor|Perceptor Head]] | ||
| + | | <span style="color:blue">+10%</span> | ||
| + | | style="text-align:center"| [[file:neural torso.png|87px|link=Bionics#neural|Neural Torso]] | ||
| + | | <span style="color:blue">+8%</span> | ||
| + | | style="text-align:center"| [[File:1acheron leg armor.png|50px|link=leg Armor#acheron|Acheron Leg Armor]] [[File:1eidolon leg armor.png|50px|link=leg Armor#eidolon|Eidolon Leg Armor]] [[File:1amphion leg armor.png|50px|link=leg Armor#amphion|Amphion Leg Armor]] | ||
| + | | <span style="color:blue">+5%</span> | ||
| + | | style="text-align:center"| [[file:self_defense_specialist.png|50px|link=personal_perks#sds|Self Defense Specialist]] | ||
| + | | <span style="color:blue">+10%</span> | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | |- | ||
| + | | style="text-align:center"| [[File:1eidolon helmet.png|50px|link=helmets#eidolon|Eidolon Helmet]] | ||
| + | | <span style="color:blue">+9% </span> | ||
| + | | style="text-align:center"| [[File:1acheron body armor.png|50px|link=body Armor#acheron|Acheron Body Armor]] [[File:1eidolon body armor.png|50px|link=body Armor#eidolon|Eidolon Body Armor]] [[File:1amphion body armor.png|50px|link=body Armor#amphion|Amphion Body Armor]] | ||
| + | | <span style="color:blue">+5%</span> | ||
| + | | style="text-align:center"| [[File:1banshee leg armor.png|50px|link=leg Armor#banshee|Banshee Leg Armor]] [[File:1techops7 leg armor.png|50px|link=leg Armor#techops|TechOps7 Leg Armor]] | ||
| + | | <span style="color:blue">+4%</span> | ||
| + | | colspan="6" rowspan="6" style = "width:400px; border-left:solid 4px;border-top:solid 4px; border-right:solid 4px black; border-bottom:solid 4px black; background: white"| | ||
| + | *Operatives with the [[file:venom torso.jpg|67px|link=Mutations#venom|Venom Torso]] mutation cannot wield two-handed weapons, so to benefit from the accuracy buff you have to use handguns | ||
| − | + | *Only [[file:Priest_training.png|30px|link=Character Development#priest]] [[Character Development#priest|Priests]] can have the [[file:judgement head.jpg|67px|link=Mutations#jugdement|Judgement Head]] mutation | |
| − | + | *An operative cannot have more than two augmentations (whether [[bionics]] or [[mutations]]) | |
| − | + | *[[file:Cautious.png|30px|link=personal perks#cautious|Cautious]] reduces damage by 10%, which makes it inadvisable for operatives who use [[combat#About weapons|low damage per attack weapons]] | |
| − | + | *To benefit from the [[File:Master_marksman2.png|30px|link=character_Development#Master marksman|Master Marksman]] accuracy buff there must not be any detected enemies within 10 tiles of the operative. Note that the +30% buff is '''not''' added to the accuracy stat in the info panel during tactical battles | |
| − | + | |- | |
| + | | style="text-align:center"| [[File:1banshee helmet.png|50px|link=helmets#banshee|Banshee Helmet]] | ||
| + | | <span style="color:blue">+8% </span> | ||
| + | | style="text-align:center"| [[File:1banshee body armor.png|50px|link=body Armor#banshee|Banshee Body Armor]] | ||
| + | | <span style="color:blue">+4% </span> | ||
| + | | style="text-align:center"| [[file:armadillo legs.png|87px|link=Bionics#armadillo|Armadillo Legs]] | ||
| + | | <span style="color:blue">+3% </span> | ||
| + | |- | ||
| + | | style="text-align:center"| [[file:judgement head.jpg|87px|link=Mutations#jugdement|Judgement Head]] | ||
| + | | <span style="color:blue">+7% </span> | ||
| + | | style="text-align:center"| [[File:1techops7 body armor.png|50px|link=body Armor#techops|TechOps7 Body Armor]] [[file:1phlegethon_body_armor.png|50px|link=body Armor#phlegethon|Phlegethon Body Armor]] [[file:swapmcat.png|50px|link=body Armor#swampcat|Swamp Cat Body Armor]] | ||
| + | | <span style="color:blue">+3% </span> | ||
| + | | style="text-align:center"| [[file:1phlegethon_leg_armor.png|50px|link=leg Armor#phlegethon|Phlegethon Leg Armor]] [[file:1swamp cat leg.png|50px|link=leg Armor#swampcat|Swamp Cat Leg Armor]] | ||
| + | | <span style="color:blue">+2% </span> | ||
| + | |- | ||
| + | | style="text-align:center"|[[file:1phlegethon_helmet.png|50px|link=helmets#phlegethon|Phlegethon Helmet]] [[File:1techops7 helmet.png|50px|link=helmets#techops|TechOps7 Helmet]] | ||
| + | | <span style="color:blue">+6% </span> | ||
| + | | style="text-align:center"| [[file:juggernaut torso.png|87px|link=Bionics#juggernaut|Juggernaut Torso]] | ||
| + | | <span style="color:blue">+1% </span> | ||
| + | | | ||
| + | | | ||
| + | |- | ||
| + | | style="text-align:center"| [[file:1swampcat_helmet.png|50px|link=helmets#swampcat|Swamp Cat Helmet]] | ||
| + | | <span style="color:blue">+4% </span> | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | |- | ||
| + | | style="text-align:center"| [[file:clarity head.png|87px|link=Bionics#clarity|Clarity Head]] | ||
| + | | <span style="color:blue">+3% </span> | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | |- style="text-align:center; background: #c0c0c0" | ||
| + | | | ||
| + | | | ||
| + | | [[File:Vengeance_torso.png|87px|link=bionics#vengeance|Vengeance Torso]] | ||
| + | |<span style ="color:#FF4500">-3%</span> | ||
| + | | [[file:mirage legs.png|87px|link=bionics#mirage|Mirage Legs]] | ||
| + | | <span style ="color:#FF4500">-3%</span> | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | |-style="text-align:center; background: #c0c0c0" | ||
| + | |[[File:1anvil2 helmet.png|50px|link=helmets#anvil|Anvil-2 Helmet]] [[File:1golemBhelmet.png|50px|link=helmets#golem|Golem-B Helmet]] | ||
| + | |<span style ="color:#FF4500">-4%</span> | ||
| + | | [[File:1aksu body armor.png|50px|link=body Armor#aksu|Aksu Body Armor]] | ||
| + | |<span style ="color:#FF4500">-5%</span> | ||
| + | | [[File:1anvil2 leg armor.png|50px|link=leg Armor#anvil|Anvil Leg Armor]] [[File:1golemb leg armor.png|50px|link=leg Armor#golem|Golem Leg Armor]] | ||
| + | | <span style ="color:#FF4500">-4%</span> | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | |-style="text-align:center; background: #c0c0c0" | ||
| + | | [[File:armored head.jpg|87px|link=mutations#armored |Armored Head]] | ||
| + | |<span style="color:#FF4500">-6%</span> | ||
| + | | [[File:1guardianxa.png|50px|link=body Armor#guardian|Guardian Body Armor]] | ||
| + | | <span style ="color:#FF4500">-7%</span> | ||
| + | | [[file:1aksu leg armor.png|50px|link=leg Armor#aksu|Aksu Leg Armor]] | ||
| + | |<span style ="color:#FF4500">-5%</span> | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | |-style="text-align:center; background: #c0c0c0" | ||
| + | | [[File:Guardianxa helmet.png|50px|link=helmets#guardian|Guardian XA Helmet]] | ||
| + | |<span style ="color:#FF4500">-8%</span> | ||
| + | | [[File:Regeneration torso.jpg|87px|link=mutations#regeneration|Regeneration Torso]] [[File:1golemb body armor.png|50px|link=body Armor#golem|Golem Body Armor]] [[File:1anvil2 body armor.png|50px|link=body Armor#anvil|Anvil Body Armor]] | ||
| + | |<span style ="color:#FF4500">-8%</span> | ||
| + | |[[File:1guardianxa leg.png|50px|link=leg Armor#guardian|Guardian Leg Armor]] | ||
| + | |<span style ="color:#FF4500">-6%</span> | ||
| + | | | ||
| + | | | ||
| + | | [[file:reckless.png|50px|link=personal_perks#reckless|Reckless]] | ||
| + | | <span style ="color:#FF4500">-10%</span> | ||
| + | | [[file:adrenaline rush.png|50px|link=#adrenaline rush|Adrenaline Rush]] | ||
| + | | <span style ="color:#FF4500">-50%</span> | ||
| + | |} | ||
| − | + | ==<span id = "mov buffs">Movement buffs and debuffs</span>== | |
| − | - | + | {|class="wikitable" |
| + | ! colspan="4" style="text-align:center" | Armor, [[Bionics]] and [[Mutations]] | ||
| + | ! colspan="2" rowspan="2" style="text-align:center" | [[Personal perks]] | ||
| + | ! colspan="2" rowspan="2" style="text-align:center" | [[#classes|Skills]] | ||
| + | |- | ||
| + | ! colspan="2" style="text-align:center" | Body | ||
| + | ! colspan="2" style="text-align:center" | Legs | ||
| + | |- | ||
| + | | style="text-align:center" |[[File:1aksu body armor.png|50px|link=body Armor#aksu|Aksu Body Armor]] | ||
| + | | <span style ="color:blue>+2 </span> | ||
| + | | style="text-align:center" |[[File:Agile legsnew.png|87px|link=mutations#agile|Agile Legs]] | ||
| + | | <span style ="color:blue>+4</span> | ||
| + | | style="text-align:center" |[[file:Quarterback.png|50px|link=personal perks#quarterback|Quarterback]] | ||
| + | | <span style ="color:blue>+2</span> | ||
| + | | style="text-align:center" |[[file:bloodlust.png|50px|link=#bloodlust|Bloodlust]] | ||
| + | | up to <span style ="color:blue>+50%</span> | ||
| + | |- | ||
| + | | style="text-align:center" |[[File:1acolyte body armor.png|50px|link=body Armor#acolyte|Acolyte Body Armor]] [[File:1phlegethon body armor.png|50px|link=body Armor#ophlegethon|Phlegethon Body Armor]] | ||
| + | | <span style ="color:blue>+1</span> | ||
| + | | style="text-align:center" |[[file:Propeller legs.png|87px|link=bionics#propeller|Propeller Legs]] | ||
| + | | <span style ="color:blue>+3</span> | ||
| + | | style="text-align:center" | [[File:thief.png|50px|link=personal perks|Thief]] | ||
| + | | <span style ="color:blue>+1</span> | ||
| + | | | ||
| + | | | ||
| + | |- | ||
| + | | | ||
| + | | | ||
| + | | style="text-align:center" |[[file:1acolyte leg armor.png|50px|link=leg Armor#acolyte|Acolyte Leg Armor]] [[file:1aksu leg armor.png|50px|link=leg Armor#aksu|Aksu Leg Armor]] | ||
| + | | <span style ="color:blue>+2</span> | ||
| + | | colspan="4" rowspan="2" style = "width:200px; border-left:solid 4px;border-top:solid 4px; border-right:solid 4px black; border-bottom:solid 4px black; background: white"| A [[file:Priest training.png|30px|link=#Priest|Priest]] with [[file:judgement head.jpg|67px|link=Mutations#judgdement|Judgement Head]] can further buff the movement of all characters within 20 tiles by <span style="color:blue">+50%</span> with [[file:instil frenzy.png|30px|link=Mutations#judgdement|Judgement Head]] | ||
| + | |- | ||
| + | | | ||
| + | | | ||
| + | |style="text-align:center" |[[file:1odin leg armor.png|50px|link=leg Armor#odin|Odin Leg Armor]] [[file:mirage legs.png|87px|link=bionics#mirage|Mirage Legs]] [[file:1phlegethon leg armor.png|50px|link=leg Armor#phlegethon|Phlegethon Leg Armor]] [[file:1praetorian leg.png|50px|link=leg Armor#Praetorian|Praetorian Leg Armor]] | ||
| + | | <span style ="color:blue>+1</span> | ||
| + | |- | ||
| + | | | ||
| + | | | ||
| + | | style="text-align:center" | | ||
| + | |-style="text-align:center; background: #c0c0c0" | [[File:Juggernaut torso.png|87px|link=bionics#juggernaut|Juggernaut Torso]] | ||
| + | | [[File:1guardianxa.png|50px|link=body Armor#guardian|Guardian Body Armor]] [[File:1eidolon body armor.png|50px|link=body Armor#eidolon|Eidolon Body Armor]] [[File:1banshee body armor.png|50px|link=body Armor#banshee|Banshee Body Armor]] [[File:1acheron body armor.png|50px|link=body Armor#acheron|Acheron Body Armor]] [[File:1golemb body armor.png|50px|link=body Armor#golem|Golem Body Armor]] [[File:1anvil2 body armor.png|50px|link=body Armor#anvil|Anvil Body Armor]] [[File:1techops7 body armor.png|50px|link=body Armor#techops|Techops7 Body Armor]] [[File:Swapmcat.png|50px|link=body Armor#swampcat|Swamp Cat Body Armor]] | ||
| + | | <span style ="color:#FF4500">-1</span> | ||
| + | | style="text-align:center; background: #c0c0c0" | | ||
| + | [[File:Armadillo legs.png|87px|link=bionics#armadillo|Armadillo Legs]] [[File:1anvil2 leg armor.png|50px|link=leg Armor#anvil|Anvil Leg Armor]] [[File:1golemb leg armor.png|50px|link=leg Armor#golem|Golem Leg Armor]] [[File:1techops7 leg armor.png|50px|link=leg Armor#techops|Techops7 Leg Armor]] | ||
| + | [[File:1eidolon leg armor.png|50px|link=leg Armor#eidolon|Eidolon Leg Armor]] | ||
| + | [[File:1swamp cat leg.png|50px|link=leg Armor#swampcat|Swampcat Leg Armor]] | ||
| + | |style="text-align:center; background: #c0c0c0" | <span style ="color:#FF4500">-1 </span> | ||
| + | | colspan="4" style = "width:200px; border-left:solid 4px;border-top:solid 4px; border-right:solid 4px black; border-bottom:solid 4px black"| Over-encumbrance factor calculated by formula: max speed * (Max carry weight / current carry weight). On UI result rounded up, actual movement range calculates correctly. | ||
| + | |-style="text-align:center; background: #c0c0c0" | | ||
| + | | | ||
| + | | | ||
| + | | [[File:Stomper legs.jpg|87px|link=mutations#stomper|Stomper Legs]] | ||
| + | | <span style ="color:#FF4500">-2</span> | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | |} | ||
| − | + | ==<span id = "stealth buffs">Stealth buffs and debuffs</span>== | |
| − | + | Stealth | |
| − | + | {| class = "wikitable" | |
| + | !colspan="6" style="text-align:center" | Armor, [[Bionics]] and [[Mutations]] | ||
| + | ! colspan="2" rowspan="2" style="text-align:center" | [[Personal perks]] | ||
| + | ! colspan="2" rowspan="2" style="text-align:center" | [[#classes|Skills]] | ||
| + | |-style="text-align:center" | | ||
| + | ! colspan="2" style="text-align:center"| Head | ||
| + | ! colspan="2" style="text-align:center"| Body | ||
| + | ! colspan="2" style="text-align:center"| Legs | ||
| + | |-style="text-align:center" | | ||
| + | |[[File:1styx helmet.png|50px|link=helmets#styx|Styx Helmet]] [[File:Echo head.png|87px|link=bionics#echo|Echo Head]] | ||
| + | |<span style="color:blue">+10%</span> | ||
| + | |[[File:1styx body armor.png|50px|link=body Armor#styx|Styx Body Armor]] [[File:Vengeance_torso.png|87px|link=bionics#vengeance|Vengeance Torso]] | ||
| + | |<span style="color:blue">+20%</span> | ||
| + | |[[File:Shadow legs.jpg|87px|link=mutations#shadow|Shadow Legs]] | ||
| + | |<span style="color:blue">+30%</span> | ||
| + | | [[file:thief.png|50px|link=personal perks#thief|Thief]] | ||
| + | | <span style="color:blue">+25%</span> | ||
| + | | [[file:infiltrator training.png|50px|link=#infiltrator|Infiltrator]] | ||
| + | | <span style="color:blue">+25%</span> | ||
| + | |-style="text-align:center" | | ||
| + | | [[File:1acheron helmet.png|50px|link=helmets#acheron|Acheron Helmet]] [[file:perceptor head.jpg|87px|link=Mutations#perceptor|Perceptor Head]] | ||
| + | | <span style="color:blue"> +5%</span> | ||
| + | | [[File:1acheron body armor.png|50px|link=body Armor#acheron|Acheron Body Armor]] | ||
| + | | <span style="color:blue"> +10%</span> | ||
| + | | |[[file:mirage legs.png|87px|link=bionics#mirage|Mirage Legs]] [[File:1styx leg armor.png|50px|link=body Armor#styx|Styx Body Armor]] | ||
| + | | <span style="color:blue"> +20% </span> | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | |-style="text-align:center" | | ||
| + | | [[File:1banshee helmet.png|50px|link=helmets#banshee|Banshee Helmet]] | ||
| + | | <span style="color:blue"> +3%</span> | ||
| + | | [[File:1banshee body armor.png|50px|link=body Armor#banshee|Banshee Body Armor]] | ||
| + | | <span style="color:blue"> +5%</span> | ||
| + | | [[File:1acheron leg armor.png|50px|link=leg Armor#acheron|Acheron Leg Armor]] | ||
| + | | <span style="color:blue"> +10% </span> | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | |- style="text-align:center" | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | |[[File:1banshee leg armor.png|50px|link=leg Armor#banshee|Banshee Leg Armor]] | ||
| + | | <span style="color:blue">+6%</span> | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | |- style="text-align:center; background: #c0c0c0"| | ||
| + | |[[File:1praetorian helmet.png|50px|link=helmets#praetorian|Praetorian Helmet]] [[File:1wardog helmet.png|50px|link=helmets#wardog|Wardog Helmet]] [[File:1techops7 helmet.png|50px|link=helmets#techops|TechOps7 Helmet]] [[File:armored head.jpg|87px|link=mutations#armored |Armored Head]] [[file:disruptor head.png|87px|link=Bionics#distruptor|Disruptor Head]] | ||
| + | |<span style="color:#FF4500"> -5%</span> | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | |- style="text-align:center; background: #c0c0c0"| | ||
| + | | [[File:Guardianxa helmet.png|45px|link=helmets#guardian|Guardian XA Helmet]] [[File:1anvil2 helmet.png|45px|link=helmets#anvil|Anvil-2 Helmet]] [[File:1golemBhelmet.png|45px|link=helmets#golem|Golem-B Helmet]] [[file:Screaming head.jpg|77px|link=Mutations#screaming|Screaming Head]] [[file:synod head.jpg|77px|link=Mutations#synod|Synod Head]] [[file:judgement head.jpg|77px|link=Mutations#judgdement|Judgement Head]] [[File:Clarity head.png|77px|link=bionics#clarity|Clarity Head]] | ||
| + | | <span style="color:#FF4500">-10% </span> | ||
| + | | [[File:1wardog body armor.png|45px|link=body Armor#wardog|Wardog Body Armor]] [[File:1praetorian.png|45px|link=body Armor#praetorian|Praetorian Body Armor]] [[File:Regeneration torso.jpg|77px|link=mutations#regeneration|Regeneration Torso]] [[File:Tentacle torso.jpg|77px|link=mutations#tentacle|Tentacle Torso]] [[file:venom torso.jpg|77px|link=Mutations#venom|Venom Torso]] | ||
| + | | <span style="color:#FF4500">-10%</span> | ||
| + | | [[File:1wardog leg armor.png|45px|link=leg Armor#wardog|Wardog Leg Armor]] [[File:1techops7 leg armor.png|45px|link=leg Armor#techops|TechOps7 Leg Armor]] [[File:1golemb leg armor.png|45px|link=leg Armor#golem|Golem Leg Armor]] [[File:1praetorian leg.png|45px|link=leg Armor#praetorian|Praetorian Leg Armor]] [[File:Propeller legs.png|77px|link=bionics#propeller|Propeller Legs]] [[file:stomper legs.jpg|77px|link=Mutations#stomper|Stomper Legs]] | ||
| + | |<span style="color:#FF4500">-10%</span> | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | |- style="text-align:center; background: #c0c0c0"| | ||
| + | | | ||
| + | | | ||
| + | |[[File:1techops7 body armor.png|50px|link=body Armor#techops|TechOps7 Body Armor]] [[File:Neural torso.png|87px|link=bionics#neural|Neural Torso]] | ||
| + | | <span style="color:#FF4500">-15% </span> | ||
| + | | [[File:1anvil2 leg armor.png|50px|link=leg Armor#anvil|Anvil Leg Armor]] [[File:1guardianxa leg.png|50px|link=leg Armor#guardian|Guardian Leg Armor]] | ||
| + | | <span style="color:#FF4500"> -20%</span> | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | |- style="text-align:center; background: #c0c0c0"| | ||
| + | | | ||
| + | | | ||
| + | | [[File:1golemb body armor.png|50px|link=body Armor#golem|Golem Body Armor]] [[File:1anvil2 body armor.png|50px|link=body Armor#anvil|Anvil Body Armor]] [[File:1guardianxa.png|50px|link=body Armor#guardian|Guardian Body Armor]] [[file:juggernaut torso.png|87px|link=Bionics#juggernaut|Juggernaut Torso]] | ||
| + | | <span style="color:#FF4500">-20%</span> | ||
| + | | [[file:armadillo legs.png|87px|link=Bionics#armadillo|Armadillo Legs]] | ||
| + | | <span style="color:#FF4500">-25%</span> | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | |} | ||
| − | + | ==<span id = "per buffs">Perception buffs and debuffs</span>== | |
| − | + | {| class = "wikitable" | |
| + | !colspan="6" style="text-align:center" | Armor, [[Bionics]] and [[Mutations]] | ||
| + | ! colspan="2" rowspan="2" style="text-align:center" | [[Personal perks]] | ||
| + | |-style="text-align:center" | | ||
| + | ! colspan="2" style="text-align:center"| Head | ||
| + | ! colspan="2" style="text-align:center"| Body | ||
| + | ! colspan="2" style="text-align:center"| Legs | ||
| + | |- style="text-align:center"| | ||
| + | |[[file:perceptor head.jpg|87px|link=Mutations#perceptor|Perceptor Head]] | ||
| + | | <span style="color:blue">+14</span> | ||
| + | |[[File:1amphion body armor.png|50px|link=body Armor#amphion|Amphion Body Armor]] | ||
| + | | <span style="color:blue">+7</span> | ||
| + | |[[File:1amphion leg armor.png|50px|link=leg Armor#amphion|Amphion Leg Armor]] | ||
| + | | <span style="color:blue">+4</span> | ||
| + | |[[File:Farsighted.png|50px|link=personal perks#farsighted|Farsighted]] | ||
| + | | <span style="color:blue">+10</span> | ||
| + | |- style="text-align:center"| | ||
| + | |[[File:1aksu helmet.png|50px|link=helmets#aksu|Aksu Helmet]] [[File:1styx helmet.png|50px|link=helmets#styx|Styx Helmet]] | ||
| + | | <span style="color:blue">+10</span> | ||
| + | |[[File:Tentacle torso.jpg|87px|link=mutations#tentacle|Tentacle Torso]] | ||
| + | | <span style="color:blue">+4</span> | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | |- style="text-align:center"| | ||
| + | |[[File:1acheron helmet.png|50px|link=helmets#acheron|Acheron Helmet]] [[File:1eidolon helmet.png|50px|link=helmets#eidolon|Eidolon Helmet]] | ||
| + | | <span style="color:blue">+7 </span> | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | |- style="text-align:center"| | ||
| + | |[[File:1banshee helmet.png|50px|link=helmets#banshee|Banshee Helmet]] [[file:disruptor head.png|87px|link=Bionics#distruptor|Disruptor Head]] | ||
| + | | <span style="color:blue">+5</span> | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | |- style="text-align:center"| | ||
| + | |[[File:1acolyte helmet.png|50px|link=helmets#acolyte|Acolyte Helmet]] | ||
| + | | <span style="color:blue">+4</span> | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | |- style="text-align:center; background: #c0c0c0"| | ||
| + | |[[File:armored head.jpg|87px|link=mutations#armored |Armored Head]] | ||
| + | | <span style="color:#FF4500">-4</span> | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | |- style="text-align:center; background: #c0c0c0"| | ||
| + | | [[File:1golemBhelmet.png|50px|link=helmets#golem|Golem-B Helmet]] | ||
| + | | <span style="color:#FF4500">-5</span> | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | |- style="text-align:center; background: #c0c0c0"| | ||
| + | | [[File:Guardianxa helmet.png|50px|link=helmets#guardian|Guardian XA Helmet]] [[File:1anvil2 helmet.png|45px|link=helmets#anvil|Anvil-2 Helmet]] | ||
| + | | <span style="color:#FF4500">-7</span> | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | [[file:strongman old.png|50px|link=personal perks#strongman|Strongman]] | ||
| + | | <span style="color:#FF4500"> -15 </span> | ||
| + | |} | ||
| − | + | =Leveling up= | |
| − | [ | + | Operatives improve as they gain [[#Experience Points|Experience Points]] to level up (unlocking new [[#skills|skills]] of their [[#class|class]]) and [[#Skill Points|Skill Points]] that can be spent on acquiring unlocked [[#skills|skills]] and [[personal perks]] and to raise [[#attributes|attributes]]. |
| − | that | ||
| − | [ | ||
| − | == | + | ==Experience Points== |
| + | The operatives acquire Experience Points (XPs) from completing missions. You will also get XPs for accomplishing some missions objectives, even if you fail the mission (for example, in a [[Mission Types #Steal Aircraft|steal aircraft mission]], if the [[aircrafts|aircraft]] is destroyed you will still get 'general mission experience' and 'secure access to the aircraft' XPs). <span id = "xp distribution">The total amount of XPs depends on the type of mission and performance of the squad as a whole, </span>while their distribution among the team members depends on individual performance (mostly enemies killed, but also damage dealt, HPs healed and some other factors), which means that you don’t get more XPs for slaying more enemies. | ||
| − | + | How are the XPs distributed exactly among the members of the squad? [https://forums.snapshotgames.com/t/soldier-experince-gain/6240/7 All I found is this post on the official Snapshot forum by cfehunter]: | |
| − | + | <blockquote> | |
| + | ::''There’s not really any reason to arbitrarily kill enemies on the map, you don’t get bonus XP for kills, just the soldiers that kill them will get a bigger portion of the objective XP than those that didn’t.'' | ||
| + | ::''Dug into the code. Here’s the exhaustive list of what you get “contribution” points for. Which are then used to scale how much of the objective XP you get shared between your guys.'' | ||
| + | ::*''Killing Something (Based on the deployment cost of the object, so bigger = better)'' | ||
| + | ::*''Dealing Damage (Damage over time is counted)'' | ||
| + | ::*''Healing (HP healed x a settings multiplier)'' | ||
| + | ::*''Taking Damage (Health lost x a settings multiplier)'' | ||
| + | ::*''Opening a Crate (flat settings value)'' | ||
| + | ::*''Activating a Willpoint Objective (the white areas with the head icons, flat settings value)'' | ||
| + | ::*''<strike>Mind Controlling Something (flat settings value) </strike> Mind control doesn’t appear to be hooked up, it’s probably using the ability modifier instead, maybe this is legacy code?'' | ||
| + | ::*''Using Abilities (amount depends on the ability)'' </blockquote> | ||
| − | + | The operatives also acquire XPs from staying at a base with [[Facilities#training facilities|Training Facilities]] (remember: you gain 2 XPs from ''each'' [[Facilities#training facilities|Training Facility]] at the base, see [[Geoscape#Buildings|here]] for more). | |
| − | + | Gaining XPs unlocks <span id="level"><b><u>Levels</u></b></span> (and the [[#skill|skills]] associated to them): | |
| − | + | {| class="wikitable" | |
| + | ! LVL2 | ||
| + | ! LVL3 | ||
| + | ! LVL4 | ||
| + | ! LVL5 | ||
| + | ! LVL6 | ||
| + | ! LVL7 | ||
| + | |- | ||
| + | | 100 | ||
| + | | 150 | ||
| + | | 250 | ||
| + | | 400 | ||
| + | | 600 | ||
| + | | 850 | ||
| + | |} | ||
| − | + | Operatives also gain 20 [[#Skill Points|Skill Points (SPs)]] when they level up. | |
| − | + | ==Skill Points== | |
| − | + | <code>Operatives acquire Skill Points (SPs) when they level up (20 SPs) and for successfully completing any mission</code> (depending on the [[Getting Started#Acquisition of recruits and rate at which they improve|difficulty level]]: 12 on Recruit, 10 on Veteran, 8 on Hero and 5 on Legend). ''[[Mission Types#Raids|Raids]] and [[Mission Types#Scavenging|scavenging ops]] are considered to have been completed successfully even if you evac immediately after starting them, because you recovered 0 boxes, and 0 is a number as good any other'' | |
| − | + | Skill Points (SPs) can be used to purchase additional [[#Stats|primary attribute points]], [[#skills|skills]] or [[personal perks]], at the following rates | |
| − | = | + | * Increasing 1 pt of Strength costs SPs = new Strength/2 rounded down (so increasing strength from 16 to 17 costs 8 SPs; increasing strength from 17 to 18 costs 9 SPs, etc.) |
| − | ''' | + | {| class = "wikitable" |
| + | | | ||
| + | ! colspan="22"| Strength | ||
| + | |- | ||
| + | ! Difficulty level ↓ | ||
| + | !15 | ||
| + | !16 | ||
| + | !17 | ||
| + | !18 | ||
| + | !19 | ||
| + | !20 | ||
| + | !21 | ||
| + | !22 | ||
| + | !23 | ||
| + | !24 | ||
| + | !25 | ||
| + | !26 | ||
| + | !27 | ||
| + | !28 | ||
| + | !29 | ||
| + | !30 | ||
| + | !31 | ||
| + | !32 | ||
| + | !33 | ||
| + | !34 | ||
| + | !35 | ||
| + | | ← attribute # | ||
| + | |- | ||
| + | |Rookie | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | |11 | ||
| + | |23 | ||
| + | |35 | ||
| + | |48 | ||
| + | |61 | ||
| + | |75 | ||
| + | |89 | ||
| + | |104 | ||
| + | |119 | ||
| + | |135 | ||
| + | |151 | ||
| + | |168 | ||
| + | |'''185''' | ||
| + | | rowspan="4"| ← SPs required | ||
| + | |- | ||
| + | |Veteran | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | |10 | ||
| + | |21 | ||
| + | |32 | ||
| + | |44 | ||
| + | |56 | ||
| + | |69 | ||
| + | |82 | ||
| + | |96 | ||
| + | |110 | ||
| + | |125 | ||
| + | |140 | ||
| + | |156 | ||
| + | |172 | ||
| + | |189 | ||
| + | |'''206''' | ||
| + | |- | ||
| + | |Hero | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | |9 | ||
| + | |19 | ||
| + | |29 | ||
| + | |40 | ||
| + | |51 | ||
| + | |63 | ||
| + | |75 | ||
| + | |88 | ||
| + | |101 | ||
| + | |115 | ||
| + | |129 | ||
| + | |144 | ||
| + | |159 | ||
| + | |175 | ||
| + | |191 | ||
| + | |208 | ||
| + | |'''225''' | ||
| + | |- | ||
| + | |Legend | ||
| + | |7 | ||
| + | |15 | ||
| + | |23 | ||
| + | |32 | ||
| + | |41 | ||
| + | |51 | ||
| + | |61 | ||
| + | |72 | ||
| + | |83 | ||
| + | |95 | ||
| + | |107 | ||
| + | |120 | ||
| + | |133 | ||
| + | |147 | ||
| + | |161 | ||
| + | |176 | ||
| + | |191 | ||
| + | |207 | ||
| + | |223 | ||
| + | |240 | ||
| + | |'''257''' | ||
| + | |} | ||
| − | + | * Increasing 1 pt of Willpower or Speed costs new Willpower or Strength (so increasing Willpower from 7 to 8 costs 8 SPs, and increasing Speed from 14 to 15 costs 15SPs) | |
| − | + | {| class = "wikitable" | |
| + | | | ||
| + | ! colspan="17"| Willpower | ||
| + | |- | ||
| + | ! Difficulty level ↓ | ||
| + | !7 | ||
| + | !8 | ||
| + | !9 | ||
| + | !10 | ||
| + | !11 | ||
| + | !12 | ||
| + | !13 | ||
| + | !14 | ||
| + | !15 | ||
| + | !16 | ||
| + | !17 | ||
| + | !18 | ||
| + | !19 | ||
| + | !20 | ||
| + | | ← attribute # | ||
| + | |- | ||
| + | |Rookie | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | |10 | ||
| + | |21 | ||
| + | |33 | ||
| + | |46 | ||
| + | |60 | ||
| + | |75 | ||
| + | |91 | ||
| + | |108 | ||
| + | |126 | ||
| + | |145 | ||
| + | |'''165''' | ||
| + | | rowspan="4"| ← SPs required | ||
| + | |- | ||
| + | |Veteran | ||
| + | | | ||
| + | | | ||
| + | |9 | ||
| + | |19 | ||
| + | |30 | ||
| + | |42 | ||
| + | |55 | ||
| + | |69 | ||
| + | |84 | ||
| + | |100 | ||
| + | |117 | ||
| + | |135 | ||
| + | |154 | ||
| + | |'''174''' | ||
| + | |- | ||
| + | |Hero | ||
| + | | | ||
| + | |8 | ||
| + | |17 | ||
| + | |27 | ||
| + | |38 | ||
| + | |50 | ||
| + | |63 | ||
| + | |77 | ||
| + | |92 | ||
| + | |108 | ||
| + | |125 | ||
| + | |143 | ||
| + | |162 | ||
| + | |'''182''' | ||
| + | |- | ||
| + | |Legend | ||
| + | |7 | ||
| + | |15 | ||
| + | |24 | ||
| + | |34 | ||
| + | |45 | ||
| + | |57 | ||
| + | |70 | ||
| + | |84 | ||
| + | |99 | ||
| + | |115 | ||
| + | |132 | ||
| + | |150 | ||
| + | |169 | ||
| + | |'''189''' | ||
| + | |} | ||
| − | + | {| class = "wikitable" | |
| + | | | ||
| + | ! colspan="7"| Speed | ||
| + | |- | ||
| + | ! Difficulty level ↓ | ||
| + | !15 | ||
| + | !16 | ||
| + | !17 | ||
| + | !18 | ||
| + | !19 | ||
| + | !20 | ||
| + | | ← attribute # | ||
| + | |- | ||
| + | ! ALL | ||
| + | |15 | ||
| + | |31 | ||
| + | |48 | ||
| + | |66 | ||
| + | |85 | ||
| + | |'''105''' | ||
| + | | ← SPs required | ||
| + | |} | ||
| − | + | * [[Personal perks]] cost 25 SPs each | |
| + | * Skills cost: | ||
| − | + | {| class="wikitable" | |
| + | | | ||
| + | ! LVL2 | ||
| + | ! LVL3 | ||
| + | ! LVL4 | ||
| + | ! LVL5 | ||
| + | ! LVL6 | ||
| + | ! LVL7 | ||
| + | |- style="text-align:center"| | ||
| + | ! SP Cost → | ||
| + | | 10 | ||
| + | | 15 | ||
| + | | 50 | ||
| + | | 20 | ||
| + | | 25 | ||
| + | | 30 | ||
| + | |} | ||
| − | + | ===<span id="phoenix sp"></span>Common pool of SP=== | |
| − | + | Completing tactical missions rewards the player with [[#Skill Points|SP]] that are assigned to a common pool, which can be spent to increase the [[#attributes|attributes]] or acquire [[#skills|skills]] of any operative. | |
| − | + | ''The number of [[#Skill Points|SP]] seems to be the total [[#Experience Points|XP]] awarded for completing the mission rounded up / 100: so a mission rewarded with 265 [[#Experience Points|XP]], will give 3 [[#Skill Points|SP]] to the common pool'' | |
| − | + | You can also receive [[#Skill Points|SP]] from the following: | |
| − | + | *[[Exploration Events]] | |
| − | + | ::-[[Exploration Events#At Peace|At Peace]] +30 [[#Skill Points|SP]] | |
| + | ::-[[Exploration Events#Not a Barnacle|Not a Barnacle]] +25 [[#Skill Points|SP]] | ||
| + | ::-[[Exploration Events#The Beautiful Game|The Beautiful Game]] +25 [[#Skill Points|SP]] | ||
| − | * | + | *[[Anu Haven Events|Anu Haven events]] |
| − | + | ::-[[Anu Haven Events#Rite of the Clear Sky|Rite of the Clear Sky]] +30 [[#Skill Points|SP]] | |
| + | ::-[[Anu Haven Events#Rite of the Crimson Moon|Rite of the Crimson Moon]] +60 [[#Skill Points|SP]] | ||
| + | ::-[[Anu Haven Events#Rite of the Luminous Deep|Rite of the Luminous Deep]] +25 [[#Skill Points|SP]] | ||
| − | + | *[[New Jericho Haven events]] | |
| − | + | ::-[[New Jericho Haven events#Further Developments|Further Developments]] +30 [[#Skill Points|SP]] | |
| − | + | *[[Synedrion Haven events]] | |
| − | - | + | ::-[[#An Oral History of the Pandoravirus|An Oral History of the Pandoravirus]] +50 [[#Skill Points|SP]] |
| + | ::-[[#Cerebral Accelerationism|Cerebral Accelerationism]] +10 [[#Skill Points|SP]] | ||
| − | + | ===How many missions does an operative have to do to 'max out'?=== | |
| − | + | Maxing out all the [[#attributes|primary attributes]] and acquiring all the [[#skill|skills]] , including those of a second [[#class|class]] and the 3 [[personal perks]] requires 720 SPs on Rookie, 748 SPs on Veteran, 774 SPs on Hero and 795 SPs on Legend. Leveling up provides 120 SPs and taking into account how much [[#sps|SPs]] are awarded for missions on each [[getting Started#Acquisition of recruits and rate at which they improve|difficulty level]], it will take: | |
| + | {| | ||
| + | | '''50''' missions | ||
| + | | on '''Rookie''' | ||
| + | |- | ||
| + | | '''63''' missions | ||
| + | | on '''Veteran''' | ||
| + | |- | ||
| + | | '''82''' missions | ||
| + | | on '''Hero''' | ||
| + | |- | ||
| + | | '''135''' missions | ||
| + | | on '''Legend''' | ||
| + | |} | ||
| − | + | What this means is that you can easily max out all your operatives on Rookie and Veteran, and even on Hero (or at least increase their [[#attributes|primary attributes]] to the point where they are ''almost'' maxed out) without much effort. In other words, your most veteran operatives will be masters of all trades by the time they reach end game. | |
| − | + | However, on Legend maxing out is out of the question unless you are willing to engage in some serious grinding. Therefore, when playing on Legend you have to bear in mind that spending [[#sps|SPs]] has an opportunity cost and you have to plan ahead. | |
| − | - | + | On lower difficulty levels it's OK to spend [[#sps|SPs]] as you get them, safe in the knowledge that if your operatives survive they will end up being everything you want them to be and more: even if you don’t dual-class them at first, you will eventually, because they will have [[#Skill Points|SPs]] to spare. |
| − | + | However, those of your soldiers with less experience, mostly brought up in the [[geoscape#stables|‘stables’]], will probably have to focus on specific roles. | |
Latest revision as of 09:51, 27 August 2025
|
|
Getting Started |
| Geoscape | |
| Combat | |
| Character Development | |
| Classes and Skills | |
| Mission Types | |
| Final Mission (Spoiler!) |
Contents
Overview
Phoenix Point uses a 'sandbox' approach to character creation and development, where the class of the character does not determine the role (a
sniper does not have to be a long-range marksman, she can be a close quarters fighter, an
assault does not have to be frontline fighter, he can be support, etc.)
This is implemented through a limited number of choices: in Phoenix Point characters have just 3 attributes, and there are only 5 unique skills to acquire in each class (with the possibility to dual class, for a total of 10), and 3 random personal perks from a pool of 14. However, all attributes and all skills can be useful for all classes, so though you have few things to choose from they can be combined in many different ways.
What each operative will be, what role they will have on the battlefield and what kind of weapons or abilities they will rely on, depends on how you build them; how you spend their skill points and what equipment you give them (and what personal perks you roll).
Stats
All characters have 3 primary or core Attributes: Strength, Willpower, and Speed, and 3 secondary or support attributes, Accuracy, Perception, and Stealth. If they are human, the Forsaken or the Pure they can also wear armor or have augmentations (mutations or bionics), and possess skills and personal perks.
All
operatives start with the same attributes (determined by difficulty level) depending on where they are recruited from. They can wear any armor, or be augmented with mutations or bionics regardless of class (the only exception are 3 special mutated heads only available to the
Priests), and you are free to mix and match pieces from different armors.
Primary attributes are soft capped at 35 for strength, and 20 for willpower and speed, but you can go over the cap with armor, mutations, bionics, and personal perks, even though the character sheet will not reflect all the buffs
The primary and secondary attributes, the armor, the mutations, the bionics, the skills and personal perks all serve to determine or modify the following Stats of the character:
- Accuracy, expressed as a % bonus/penalty, adjusts the size of the aiming reticle (derives from armor, mutations, bionics, skills or personal perks). See all the things that increase or decrease Accuracy.
- Armor, average of armor on all the body parts (for humans derives from armor, mutations or bionics)
- Carrying capacity, in weight units, determines how much a character can carry without suffering a penalty to Movement (derived from strength, 1 pt in strength = 1 additional weight unit carrying capacity). Note that the personal perk Resourceful adds +2 to strength and increases the carrying capacity by 25%, but the +2 strength from the perk doesn’t actually add additional capacity when in battle, even though it shows so on the Geoscape. The neural torso bionic doubles carrying capacity.
- Hit Points (HPs), when this goes to 0 the character dies (derives from strength, 1 pt in strength = 10 HPs)
- Movement, in tiles, determines how much a soldier can move in one turn (divided by four, gives movement per AP) (derives from the speed attribute, 1 pt in speed = 1 tile; can be modified by armor, mutations, bionics, or personal perks. See all the things that increase or decrease movement.
- Perception, in tiles, determines the range at which the character will detect enemies in daylight (for humans starts at 35, bonuses and penalties derive from armor, mutations, bionics or personal perks). See all the things that increase or decrease perception; at night reduced by 50%, unless character equipped with Multivisual Sensor Module or Echo Head bionic
- Stealth, a %, reduces the range at which a character can be detected by enemies, i.e. their perception (for humans stealth starts at 0%, bonuses and penalties derive from armor, mutations, bionics, skills or personal perks). See here all the things that increase or decrease Stealth.
- Strength, derived from strength attribute, determines hit points; also determines carrying capacity, grenade throwing distance (range equals strength * 0.6) and resistance to paralyze damage. Can be increased by Resourceful (+2) and Strongman (+2), and Project Vulture (+3 to all The strength of a character is reduced when its body parts are disabled by the amount of max HPs lost divided by 10, so a character that due to a disabled limb loses 10 max HPs also loses 1 point in strength
operatives).
- Willpower Points (WPs), fuel the use of skills, cost of mind-controlling the unit to the enemy, if below 0 the character panics (derives from willpower attribute, 1 pt in willpower = 1 WP; For explanation on how WPs are spent and recovered, see WPs in the combat section.
farsighted and
healer personal perks each increase Willpower by 2, and
sniperist reduces it by 4; Judgement Head mutation increases Willpower by 5 and Resistor Head by 2).
Characters can also have resistances or immunities against certain kinds of damage
Accuracy buffs and debuffs
| Armor, Bionics and Mutations | Personal perks | Skills | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Head | Body | Legs | Proficiency | Other | |||||||
| +12% | +20% | +12% | +20% | +20% | +30% | ||||||
| +10% | +8% | +5% | +10% | ||||||||
| +9% | +5% | +4% |
| ||||||||
| +8% | +4% | +3% | |||||||||
| +7% | +3% | +2% | |||||||||
| +6% | +1% | ||||||||||
| +4% | |||||||||||
| +3% | |||||||||||
| -3% | -3% | ||||||||||
| -4% | -5% | -4% | |||||||||
| -6% | -7% | -5% | |||||||||
| -8% | -8% | -6% | -10% | -50% | |||||||
Movement buffs and debuffs
| Armor, Bionics and Mutations | Personal perks | Skills | |||||
|---|---|---|---|---|---|---|---|
| Body | Legs | ||||||
| +2 | +4 | +2 | up to +50% | ||||
| +1 | +3 | +1 | |||||
| +2 | A | ||||||
| +1 | |||||||
| -1 | -1 | Over-encumbrance factor calculated by formula: max speed * (Max carry weight / current carry weight). On UI result rounded up, actual movement range calculates correctly. | |||||
| -2 | |||||||
Stealth buffs and debuffs
Stealth
| Armor, Bionics and Mutations | Personal perks | Skills | |||||||
|---|---|---|---|---|---|---|---|---|---|
| Head | Body | Legs | |||||||
| +10% | +20% | +30% | +25% | +25% | |||||
| +5% | +10% | +20% | |||||||
| +3% | +5% | +10% | |||||||
| +6% | |||||||||
| -5% | |||||||||
| -10% | -10% | -10% | |||||||
| -15% | -20% | ||||||||
| -20% | -25% | ||||||||
Perception buffs and debuffs
| Armor, Bionics and Mutations | Personal perks | ||||||
|---|---|---|---|---|---|---|---|
| Head | Body | Legs | |||||
| +14 | +7 | +4 | +10 | ||||
| +10 | +4 | ||||||
| +7 | |||||||
| +5 | |||||||
| +4 | |||||||
| -4 | |||||||
| -5 | |||||||
| -7 | -15 | ||||||
Leveling up
Operatives improve as they gain Experience Points to level up (unlocking new skills of their class) and Skill Points that can be spent on acquiring unlocked skills and personal perks and to raise attributes.
Experience Points
The operatives acquire Experience Points (XPs) from completing missions. You will also get XPs for accomplishing some missions objectives, even if you fail the mission (for example, in a steal aircraft mission, if the aircraft is destroyed you will still get 'general mission experience' and 'secure access to the aircraft' XPs). The total amount of XPs depends on the type of mission and performance of the squad as a whole, while their distribution among the team members depends on individual performance (mostly enemies killed, but also damage dealt, HPs healed and some other factors), which means that you don’t get more XPs for slaying more enemies.
How are the XPs distributed exactly among the members of the squad? All I found is this post on the official Snapshot forum by cfehunter:
- There’s not really any reason to arbitrarily kill enemies on the map, you don’t get bonus XP for kills, just the soldiers that kill them will get a bigger portion of the objective XP than those that didn’t.
- Dug into the code. Here’s the exhaustive list of what you get “contribution” points for. Which are then used to scale how much of the objective XP you get shared between your guys.
- Killing Something (Based on the deployment cost of the object, so bigger = better)
- Dealing Damage (Damage over time is counted)
- Healing (HP healed x a settings multiplier)
- Taking Damage (Health lost x a settings multiplier)
- Opening a Crate (flat settings value)
- Activating a Willpoint Objective (the white areas with the head icons, flat settings value)
Mind Controlling Something (flat settings value)Mind control doesn’t appear to be hooked up, it’s probably using the ability modifier instead, maybe this is legacy code?- Using Abilities (amount depends on the ability)
The operatives also acquire XPs from staying at a base with Training Facilities (remember: you gain 2 XPs from each Training Facility at the base, see here for more).
Gaining XPs unlocks Levels (and the skills associated to them):
| LVL2 | LVL3 | LVL4 | LVL5 | LVL6 | LVL7 |
|---|---|---|---|---|---|
| 100 | 150 | 250 | 400 | 600 | 850 |
Operatives also gain 20 Skill Points (SPs) when they level up.
Skill Points
Operatives acquire Skill Points (SPs) when they level up (20 SPs) and for successfully completing any mission (depending on the difficulty level: 12 on Recruit, 10 on Veteran, 8 on Hero and 5 on Legend). Raids and scavenging ops are considered to have been completed successfully even if you evac immediately after starting them, because you recovered 0 boxes, and 0 is a number as good any other
Skill Points (SPs) can be used to purchase additional primary attribute points, skills or personal perks, at the following rates
- Increasing 1 pt of Strength costs SPs = new Strength/2 rounded down (so increasing strength from 16 to 17 costs 8 SPs; increasing strength from 17 to 18 costs 9 SPs, etc.)
| Strength | ||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Difficulty level ↓ | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | ← attribute # |
| Rookie | 11 | 23 | 35 | 48 | 61 | 75 | 89 | 104 | 119 | 135 | 151 | 168 | 185 | ← SPs required | ||||||||
| Veteran | 10 | 21 | 32 | 44 | 56 | 69 | 82 | 96 | 110 | 125 | 140 | 156 | 172 | 189 | 206 | |||||||
| Hero | 9 | 19 | 29 | 40 | 51 | 63 | 75 | 88 | 101 | 115 | 129 | 144 | 159 | 175 | 191 | 208 | 225 | |||||
| Legend | 7 | 15 | 23 | 32 | 41 | 51 | 61 | 72 | 83 | 95 | 107 | 120 | 133 | 147 | 161 | 176 | 191 | 207 | 223 | 240 | 257 | |
- Increasing 1 pt of Willpower or Speed costs new Willpower or Strength (so increasing Willpower from 7 to 8 costs 8 SPs, and increasing Speed from 14 to 15 costs 15SPs)
| Willpower | |||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Difficulty level ↓ | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | ← attribute # | ||
| Rookie | 10 | 21 | 33 | 46 | 60 | 75 | 91 | 108 | 126 | 145 | 165 | ← SPs required | |||||
| Veteran | 9 | 19 | 30 | 42 | 55 | 69 | 84 | 100 | 117 | 135 | 154 | 174 | |||||
| Hero | 8 | 17 | 27 | 38 | 50 | 63 | 77 | 92 | 108 | 125 | 143 | 162 | 182 | ||||
| Legend | 7 | 15 | 24 | 34 | 45 | 57 | 70 | 84 | 99 | 115 | 132 | 150 | 169 | 189 | |||
| Speed | |||||||
|---|---|---|---|---|---|---|---|
| Difficulty level ↓ | 15 | 16 | 17 | 18 | 19 | 20 | ← attribute # |
| ALL | 15 | 31 | 48 | 66 | 85 | 105 | ← SPs required |
- Personal perks cost 25 SPs each
- Skills cost:
| LVL2 | LVL3 | LVL4 | LVL5 | LVL6 | LVL7 | |
|---|---|---|---|---|---|---|
| SP Cost → | 10 | 15 | 50 | 20 | 25 | 30 |
Common pool of SP
Completing tactical missions rewards the player with SP that are assigned to a common pool, which can be spent to increase the attributes or acquire skills of any operative.
The number of SP seems to be the total XP awarded for completing the mission rounded up / 100: so a mission rewarded with 265 XP, will give 3 SP to the common pool
You can also receive SP from the following:
- -At Peace +30 SP
- -Not a Barnacle +25 SP
- -The Beautiful Game +25 SP
- -Rite of the Clear Sky +30 SP
- -Rite of the Crimson Moon +60 SP
- -Rite of the Luminous Deep +25 SP
- -Further Developments +30 SP
How many missions does an operative have to do to 'max out'?
Maxing out all the primary attributes and acquiring all the skills , including those of a second class and the 3 personal perks requires 720 SPs on Rookie, 748 SPs on Veteran, 774 SPs on Hero and 795 SPs on Legend. Leveling up provides 120 SPs and taking into account how much SPs are awarded for missions on each difficulty level, it will take:
| 50 missions | on Rookie |
| 63 missions | on Veteran |
| 82 missions | on Hero |
| 135 missions | on Legend |
What this means is that you can easily max out all your operatives on Rookie and Veteran, and even on Hero (or at least increase their primary attributes to the point where they are almost maxed out) without much effort. In other words, your most veteran operatives will be masters of all trades by the time they reach end game.
However, on Legend maxing out is out of the question unless you are willing to engage in some serious grinding. Therefore, when playing on Legend you have to bear in mind that spending SPs has an opportunity cost and you have to plan ahead.
On lower difficulty levels it's OK to spend SPs as you get them, safe in the knowledge that if your operatives survive they will end up being everything you want them to be and more: even if you don’t dual-class them at first, you will eventually, because they will have SPs to spare.
However, those of your soldiers with less experience, mostly brought up in the ‘stables’, will probably have to focus on specific roles.