Difference between revisions of "Character Development"

From wiki.phoenixpoint.com
Jump to navigation Jump to search
m
m
Line 1: Line 1:
 
{|  
 
{|  
|rowspan = "5";|
+
|rowspan = "6";|
 
[[file:Mentaculus.png|100px|center|link=]]
 
[[file:Mentaculus.png|100px|center|link=]]
 
|[[Getting Started]]
 
|[[Getting Started]]

Revision as of 04:56, 22 November 2020

Mentaculus.png
Getting Started
Geoscape
Combat
Character Development
Classes and Skills
Mission Types

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 training.png sniper does not have to be a long-range marksman, she can be a close quarters fighter, an Assault training.png 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 1pp.png operatives start with the same attributes (determined by difficulty level). 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 Priest Priests), and you are free to mix and match pieces from different armors.

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 increases carrying capacity by 50%.

- 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 perk (+2) and Project Vulture (+3 to all 1pp.png operatives). 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

- 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; Farsighted.png farsighted and Healer.png healer personal perks each increase Willpower by 2, and Sniperist.png sniperist reduces it by 4; Judgement Head mutation increases Willpower by 5 and Resistor Head by 2). For explanation on how WPs are spent and recovered, see WPs in the combat section.

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
Acheron Helmet Perceptor Head Disruptor Head +20% Venom Torso +30% Stomper Legs +20% Bombardier Self Defense Specialist Trooper Strongman +20% Cautious +20% Master Marksman +30%
Eidolon Helmet Swamp Cat Helmet Judgement Head +15% Acheron Body Armor +15% Acheron Leg Armor +15%
  • Operatives with the Venom Torso mutation cannot wield two-handed weapons, so to benefit from the accuracy buff you have to use handguns
  • An operative cannot have more than two augmentations (whether bionics or mutations)
  • To benefit from the 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
Banshee Helmet Phlegethon Helmet TechOps7 Helmet +10% Eidolon Body Armor Banshee Body Armor Neural Torso +10% Eidolon Leg Armor Swamp Cat Leg Armor +12%
Clarity Head +5% Swamp Cat Body Armor +7% Banshee Leg Armor +10%
TechOps7 Body Armor +5% TechOps7 Leg Armor +7%
Phlegethon Body Armor Juggernaut Torso +2% Armadillo Legs +5%
Phlegethon Leg Armor +4%
Vengeance Torso Aksu Body Armor -5% Mirage Legs Aksu Leg Armor -5%
Anvil-2 Helmet Golem-B Helmet -10% Guardian Body Armor Regeneration Torso Golem Body Armor Anvil Body Armor -10% Anvil Leg Armor Golem Leg Armor -10%
Armored Head -15% Guardian Leg Armor -15%
Guardian XA Helmet -20% Reckless -20% Adrenaline Rush -50%

Movement buffs and debuffs

Movement

Armor, Bionics and Mutations Personal perks Skills
Body Legs
Acolyte Body Armor Aksu Body Armor +2 Agile Legs +5 Quarterback +2 Bloodlust up to +50%
Odin Body Armor Phlegethon Body Armor +1 Acolyte Leg Armor Aksu Leg Armor Propeller Legs +3 A Priest with Judgement Head can further buff the movement of all characters within 20 tiles by +50% with Judgement Head
Phlegethon Leg Armor +2
Odin Leg Armor Mirage Legs Praetorian Leg Armor +1
Guardian Body Armor Eidolon Body Armor Banshee Body Armor Acheron Body Armor Amphion Body Armor -1

Armadillo Legs Anvil Leg Armor Golem Leg Armor Techops7 Leg Armor Eidolon Leg Armor Swampcat Leg Armor

-1 Encumbrance (pending)
Regeneration Torso Golem Body Armor Anvil Body Armor Techops7 Body Armor Swamp Cat Body Armor -2 Stomper Legs -2 Thief - 2

Stealth buffs and debuffs

Stealth

Armor, Bionics and Mutations Personal perks Skills
Head Body Legs
Styx Helmet Echo Head +10% Styx Body Armor Vengeance Torso +20% Shadow Legs +30% Thief +25% Infiltrator +25%
Acheron Helmet Perceptor Head +5% Acheron Body Armor +10% Mirage Legs Styx Body Armor +20%
Banshee Helmet +3% Banshee Body Armor +5% Acheron Leg Armor +10%
Banshee Leg Armor +6%
Praetorian Helmet Wardog Helmet TechOps7 Helmet Armored Head Disruptor Head -5%
Guardian XA Helmet Anvil-2 Helmet Golem-B Helmet Screaming Head Synod Head Judgement Head Clarity Head -10% Wardog Body Armor Praetorian Body Armor Regeneration Torso Tentacle Torso Venom Torso -10% Wardog Leg Armor TechOps7 Leg Armor Golem Leg Armor Praetorian Leg Armor Propeller Legs Stomper Legs -10%
TechOps7 Body Armor Neural Torso -15% Anvil Leg Armor Guardian Leg Armor -20%
Golem Body Armor Anvil Body Armor Guardian Body Armor Juggernaut Torso -20% Armadillo Legs -25%

Perception buffs and debuffs

Armor, Bionics and Mutations Personal perks
Head Body Legs
Perceptor Head +14 Amphion Body Armor +7 Amphion Leg Armor +4 Farsighted +10
Aksu Helmet Styx Helmet +10 Tentacle Torso +4
Acheron Helmet Eidolon Helmet +7
Banshee Helmet Disruptor Head +5
Acolyte Helmet +4
Armored Head -4
Golem-B Helmet -5
Guardian XA Helmet Anvil-2 Helmet -7 Strongman -20

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. 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 ← attribute #
Rookie 10 21 32 44 56 69 82 96 110 125 ← SPs required
Veteran 9 19 29 40 51 63 75 88 101 115 129 144
Hero 8 17 26 36 46 57 68 80 92 105 118 132 146 162
Legend 7 15 23 32 41 51 61 72 83 95 107 120 133 147 161 176
  • 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
  • Skills cost:
LVL2 LVL3 LVL4 LVL5 LVL6 LVL7
SP Cost → 10 15 50 20 25 30

Common pool of SPs

Completing tactical missions rewards the player with SPs that are assigned to a common pool, which can be spent to increase the attributes or acquire skills of any operative.

The number of SPs seems to be the total XPs awarded for completing the mission rounded up / 100: so a mission rewarded with 265 XPs, will give 3 SPs to the common pool

You can also receive SPs from the following:

-At Peace +30 SPs
-Not a Barnacle +25 SPs
-The Beautiful Game +25 SPs
-Rite of the Clear Sky +30 SPs
-Rite of the Crimson Moon +60 SPs
-Rite of the Luminous Deep +25 SPs
-Further Developments +30 SPs
-An Oral History of the Pandoravirus +50 SPs
-Cerebral Accelerationism +10 SPs

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.

Classes and Skills

Human (and the Forsaken and the Pure) characters belong to one of seven different classes of soldiers: Assault training.png Assault, Heavy training.png Heavy, Sniper training.pngSniper, Berserker training.png Berserker, Infiltrator training.png Infiltrator, Technician training.png Technician or Priest training.png Priest.

Each class has seven levels, each of them corresponding to a Skill, including a starting skill that defines the character as belonging to that particular class, and a 4th level skill that enables dual classing (so there really are 5 unique skills to acquire in each class). For a complete description and commentary on the class skills, see below.

Each operative can also unlock 3 random personal perks (often called third-row skills, because of their location on the character sheet).

Among these the perks providing buffs to damage are particularly important - that is: Bombardier.png Bombardier, Close quarters specialist.png Close Quarters Specialist, Self defense specialist.png Self Defense Specialist, Sniperist.png Sniperist, Strongman old.png Strongman,Trooper.png Trooper and Reckless.png Reckless

Assault training.png Assault

- Proficient with assault rifles and shotguns (complete list here)

As with all classes in Phoenix Point, the role of the Assault training.png operative depends on how you build it. Some of the skills are compatible with a support role (Ready for action.png, Rally the troops.png), others are better suited for the offense (Return fire.png,RapidC.png), and Dash.png is something that you wish all your operatives had regardless of their role or class.

It is very common to multiclass other classes into Assault training.png to take advantage of Dash.png and RapidC.png.


Dash.png Dash (cost 3WPs and 1AP) move up to 1/2 of the Speed attribute of the character (e.g. with a Speed of 20, a soldier can move 10 tiles casting Dash), limited to 2 uses per turn.

Useful whenever you want to move 2 APs at the cost of one and you are willing to pay 3WPs for it, which happens very often (in fact, too much, as you can be tempted to cast it multiple times, e.g. to attack a faraway enemy, neglecting good positioning, exposing your soldier to retaliation and unnecessarily depleting its WPs).

Often used to get close to an enemy, attack it, and get back to safety.

Also useful in conjunction with Rally the troops.png to assist another operative.

How to achieve extreme mobility (and kinda break the game):

The max speed attribute is 20. Some armors and augmentations provide a bonus to Speed; a combination of the 1acolyte body armor.png Acolyte Body Armor and Agile Legs mutation provides a bonus of +7. The Link=Personal_perks Quarterback perk adds 2 to Speed. Casting Instil frenzy.png Frenzy (using the Judgement Head Priest mutation) provides a +50%. Bloodlust.png Bloodlust (LVL5 Berserker passive skill, increases the damage and speed up to 50% in proportion to damage suffered) can provide an additional +50%.

Thus, a soldier’s Speed can be increased to 58, while most maps in Phoenix Point are 48 tiles in length, a single Dash.png (29 tiles) allowing the soldier to move half the map at the cost of 1 AP and 3 WP.


Return fire.png Return Fire (passive skill) shoot back at an enemy when it attacks, providing that soldier is using a direct-fire projectile weapon with proficiency, and the enemy is within half perception range.

Does not activate on melee attacks

Does not activate if the soldier is on Overwatch, unless the Overwatch is activated immediately before the attack (for example, if an enemy runs into the Overwatch cone, setting it off, and then the same enemy or a different one attacks the operative)

Does not activate if the soldier is Dazed.png dazed

For purposes of calculating the perception range, the stealth stat of the attacker is taken into account. So if the attacking enemy has a stealth of 50%, and the operative has a perception of 35, Return fire.png will not activate unless the enemy is within 8 tiles of the operative.

When attacking an enemy with the Return fire.png, usually if it will be activated when attacked you should see this image missing pic in the top right hand corner of its icon. However, if you are attacking from behind high cover, requiring stepping out of cover to shoot, you will not see this icon but the enemy's Return fire.png will activate if attacked provided the rest of the conditions are met.


Ready for action.png Ready for Action (passive skill) reloading and inventory management costs 0 AP

This is useful for moving grenades from the backpack to the quick inventory slots. With high strength, Boom blast.png Boom Blast and Quarterback.png Quarterback trait the operative can throw up to 4 grenades in a single turn (without taking into account AP refund skills, Rally the troops.png and RapidC.png) at a range of nearly [40? check] tiles, essentially acting like ultra-precise artillery.

It can also be used for equipment sharing in the field: by positioning the operative with Ready for action.png in the middle of a group of soldiers, it is possible to move items between them and to reload their weapons for free. This is useful when, for example, attempting to paralyze a large Pandoran when you only have a single 1hera.png Hera (and plenty of ammo for it)


Rally the troops.png Onslaught (cost 4WPs and 2APs) refunds 2APs to another operative within 12 tiles, can only be used once per turn by the same soldier

Although no APs are generated, but merely transferred from one operative to another, this is a very useful skill as very often an operative low on APs can make a better use of them than the Assault training.png. For example, this can be used to allow a Heavy training.png to get into position using the jet jump missing pic and then fire the main weapon.

Can be used several times by different operatives on the same soldier (this is known as 'Cheerleading'), for example to maximise the utility of Boom blast.png Boom Blast, RapidC.png or Adrenaline rush.png Adrenaline Rush, or run around the map taking advantage of extreme mobility.


RapidC.png Rapid Clearance (cost 5WPs), get back 2 APs for each kill.

This is perhaps one of the most abused skills in Phoenix Point and the most common ingredient in the 'Terminator Builds'.

If, once activated, the operative can consistently kill for 2 APs or less, he can clear large chunks, or entire maps of enemies on the first turn before they even had a chance to move.

Several things have to come together for this, but it's very easy for it to happen if you keep stacking buffs as the game encourages you to:

1) you need to maximize damage, which in the game you can currently do up to +>200%:

+100% from Sneak attack.png Sneak Attack,

+50% from Bloodlust.png Bloodlust (maximum)

+20%-25% from one of the weapon proficiency personal perks (Bombardier.png, Close quarters specialist.png, Self defense specialist.png, Sniperist.png, Strongman old.png or Trooper.png), +20% from Reckless.png Reckless

+10% from Vivisection research

+10 damage per attack from Mark for death.png Mark for Death

+ 50% from Brawler.png brawler if attacking with a melee weapon

2) you might need to reduce the AP cost of firing the weapon, which you can do with Quick aim.png Quick Aim, Boom blast.png Boom Blast or Adrenaline rush.png Adrenaline Rush.

3) you need to deliver the damage to your helpless victims ... errh, I mean the awful, terrible, dangerous, and scary Pandorans! This can be easily done using a fraction of the extreme mobility that you can currently achieve in the game.

And you can have up to 8 soldiers on most missions so they can soften enemies for each other and cast Rally the troops.png Onslaught to keep the RapidC.png killer loops going.

The most effective and well-known abuse of RapidC.png is casting it by a Berserker training.png / Assault training.png with Strongman old.png Strongman equipped with a 1deceptor.jpg Deceptor benefitting from extreme mobility and casting Adrenaline rush.png Adrenaline Rush afterward.

However, even something as basic as an Assault training.png with the Self defense specialist.png Self Defense Specialist perk (and a 1gorgon.png Gorgon Eye-A) can do obscene amounts of damage and keep recovering APs with each kill.


Heavy training.png Heavy

- Proficient with machine guns, cannons and grenade launchers (see complete list here)

As always, remember that in Phoenix Point classes don't dictate roles. This can be a fast, lightly armored, hard hitting melee fighter, a tank, a dedicated shooter, a crowd controller, a long range artillery piece, etc.: a Heavy training.png will be what you build it to be.

Some things to bear in mind before we look at the skills:

- They are notoriously inaccurate when fully clad in heavy armor (that inflicts a 30% penalty on their accuracy), wielding a 1hel.pngHel 2 Cannon or a 1deceptor.pngDeceptor (which have short effective range) and targeting small or medium sized enemies at anything more than 5-10 tiles.

However, the advantage of heavy weapons is that they pack such a punch that it doesn't matter where they hit their targets, which means that often they can engage them at the same range as Assault training.png with their assault rifles, which do have to target specific body parts when dealing with armored enemies.

- If you invest enough in Strength, they can easily one-bash kill most Arthrons and Tritons, or at least Dazed.png daze them (see melee; in summary, bashing scales with Strength of the character and weight of the weapon, so a Heavy training.png with, e.g. 20 Strength, wielding a 1hel.pngHel 2 Cannon will do 20*5 = 100 damage, with Brawler.png +50%, so 150 damage; with 30 Strength it goes up to 225).

- With the Jet jump.png Jet Jump ability, they can move 20 tiles for 3 APs and 2 WPs. Therefore they can neglect Speed and Willpower in favor of Strength, which gives them more HPs and increases their throwing distance and the damage they do with bash missing pic.

They are the only operatives capable of using the Jet jump.png jet jump ability of the heavy body armor without a chance to [missing anchor fumble]

- The mounted weapons proficiency allows them to use 1destiny3.jpg Destiny III, which has an effective range of 999 (i.e. it's 100% accurate at any distance) and shoots 3 projectiles that do 80 damage each for only 1 AP, easily outperforming any sniper rifle.


Brawler.png Brawler (passive skill) Bash and melee attacks deal 50% more damage.

This is a must have skill for a melee oriented Heavy training.png, very effective in combination with Jet jump.png jet jump.

It can also be used in a multiclass build with an Assault training.png with the vengeance torso to create a melee 'Terminator'.


War cry.png War Cry (3WPs 1AP) limits the APs of all enemies within 10 tiles to 2.

In practice what this does is prevent most of the enemies affected by War cry.png from attacking you on their turn. This is because usually they want to move before shooting, and with just 2 APs they can't do that. Some enemies will never attack at all because they need 3APs for that (Chirons indirect fire, for example).

Plus this skill is also a detector of hidden enemy units even without activating it: just selecting the ability shows all the enemies that will be affected by it, even if you haven't seen them yet (reminiscent of that other exploit in Phoenix Point: if you can't move to that tile, it's because there is an enemy on it).

Boom blast.png Boom Blast (5WPs), reduces the cost of using explosives by 1 AP and increases their range by 50% until the end of the turn.

Also works with 1destiny3.png Destiny III and 1archangel.png Archangel RL1

This skill allows launching 2 grenades from the 1goliath.png Goliath 2 Grenade Launcher and a mounted rocket. (or four grenades and a rocket using Ready for action.png Ready for Action

There are third-row skills that make these attacks even more effective (Strongman old.png Strongman for a grenade launcher, Bombardier.png Bombardier for rockets, and Reckless.png Reckless for both)

And you can cross a Heavy training.png and an Infiltrator training.png Infiltrator and top the whole thing off with another +100% to damage from Sneak attack.png Sneak Attack


Inspire.png Inspire (passive) Killing an enemy grants allies 1 additional will point

This is very useful to replenish the will points of the other operatives in the squad by killing small enemies such as worms, eggs and mindfraggers, especially when using AoE attacks against them.

Note that it doesn't grant the additional will point to the Heavy training.png


Rage burst.png Rage Burst (5WPs + standard AP cost of firing the weapon), fire the weapon 5 times in an arc, limited to one use per turn by the same soldier.


What this skill offers is shooting the target multiple times for the same AP cost, but without being able to freeaim and expending excess ammunition.

Though you aim with a cone, you actually have to select a target (as you move the cone, once it locks onto an enemy you will see a red square under it and the cone will start swaying, following the idle animation of the critter).

It doesn't work against multiple targets unless they are *very* closely packed together.

It works best against very large targets (such as Scylla icon.png Scylla), and using burst weapons (such as the 1deceptor.png Deceptor or any assault rifle or personal defense weapon).

Beware of obstacles between you and the target, as some scenery pieces are surprisingly resilient (or indestructible).


Sniper training.pngSniper

- Proficient with sniper rifles and pistols (see complete list here).

Everyone likes sniper rifles because of their high accuracy and high damage per shot. It's an easy package for reliably overcoming armor at long distances.

Snipers skills make it even better with cheaper Overwatch (Focus) and cheaper direct fire (Quick Aim), even higher accuracy when there are no enemies nearby (Marksman), removal of armor from the body part that gets disabled (Weakspot) and a damage multiplier spell (Marked for Death).

Now, I'm not crazy about sniper rifles. Their damage per AP is the lowest of all types of weapons and they don't shred armor. However, the Sniper skills are useful with other weapons, whether through multiclassing or third-row weapon proficiency. Below some comments and ideas on a couple of them:


Extreme focus.png Extreme Focus (passive) Overwatch cost is reduced by 1 action point

It can reduce the cost of Overwatch to 0 AP if the weapon only costs 1 AP to shoot, so it is very common to use this skill to setup a free Overwatch with a handgun. Alternatively, it can be used to set up Overwatch with a sniper rifle after making a shot with it using Quick Aim


Quick aim.png Quick Aim (3WPs) The AP cost of the next shot with proficient weapon is reduced by 1

The most common use of this skill is to shoot a sniper rifle twice in a single turn, but of course it offers interesting combinations for other weapons as well (Dash + Quick Aim to land a shotgun blast being a favorite). Even more interesting effects happen when this is used with weapons that cost only 1 AP to use, such as most handguns and all PDWs, especially in combination with Rapid Clearance, as it nets 2 APs per kill. So a broken rapid clearance chain can be resurrected with a pistol kill, perhaps with an assist from a buddy.


Master marksman2.png Master Marksman (passive) Accuracy with a proficient weapon is increased by 30% while there are no spotted enemies within 10 tiles

Currently the bonus to accuracy is not shown in the info panel, but it still applies as long as the conditions are met.

This skill is particularly useful as part of kitting out an operative for 'extreme' Combat#Accuracy, in combination with other buffs to accuracy, and not necessarily used with sniper weapons.


Weak spot2.png Weak Spot (passive) Disabling a body part also remove that body part's armor

This is based in combination with another operative to make a heavily armored target extremely vulnerable.




Mark for death.png Mark for Death (4WPs), increases damage suffered by the target by 10 from each hit until the end of the turn.

This skill is very effective in multiplying damage to a target from burst weapons, especially shotguns and the Deceptor MG. The longer the burst (and the more bursts the target will receive) the more utility can be obtained from this skill.

However, it is not worth it to use it to increase the damage from single short weapons, like sniper rifles.


Berserker training.png Berserker

Berserker is essentially a meta-class. There is no reason at all to use Berserkers as melee fighters. It's probably the one thing they are actually bad at, and this is neatly reflected by their skill set.

Armor break.png Armor Break (3WPs), next attack will shred an additional 30 armor.

Using this with a melee weapon is a very poor choice indeed:

First, the one advantage of melee weapons is that they have the highest damage per hit of any type of weapon, so they naturally overcome armor; if you are close enough to someone to hit them with a hammer, just club them to death and forget about the armor.

Second, even if for some reason you want to strip armor from the target while standing right next to it, don't do it with a melee weapon, because you have no idea what part you are going to hit and if it needs removing armor or not (remember, it is not possible to target body parts with a melee attack).


Close quarters evade.png Close Quarters Evade (passive) attacks from enemies within 10 tiles deal 25% less damage.

It's nice, being a passive skill, but it's not a game-changer by any stretch. Also, it doesn't encourage the use of melee weapons.


Bloodlust.png Bloodlust (passive) Damage and Speed are increased proportionally to the health lost (up to double).

It doesn't matter how, or when the health was lost, so friendly fire and denial of health care are fair (meta) game.

If anything, this encourages to keep the berserker away from the action, indulging in the Bloodlust high from a safe distance with, say, a sniper rifle.


Ignore pain.png Ignore pain (passive) Disabled body parts remain functional. Cannot Panic or be Mind Controlled.

This makes Berserkers particularly useful for dealing with Sirens and Terror Sentinels in Lairs but doesn't really encourage using them as melee fighters.


Adrenaline rush.pngAdrenaline Rush (5WP) All abilities cost 1 Action Point until the end of the turn, can't use any abilities that cost WPs after casting it, accuracy reduced by 50% and you are dazed the next turn.

The first thing to take into account is that you can still use abilities that cost WPs *before* casting Adrenaline Rush... Like Rapid Clearance, for example.

The second is that you can use weapons that cost 3 APs at the cost of 1AP, particularly Heavy Weapons (including the Grenade Launcher) and Sniper Rifles.

The penalty to accuracy can be negated by armor/augmentations, or by extreme mobility. This is what the number one Terminator Build amounts to: Berserker/Assault with the Strongman perk and top Speed, wielding a Deceptor. It can clear maps in one turn all by itself. (Yes, that's an 'it', because it's clearly not human).

Last but not least - what Adrenaline Rush doesn't do is anything to make Berserkers more interesting as melee fighters.

[quote="Yokes, post:5, topic:10746"] that combo of Evade, Bloodlust and Ignore Pain makes them good as tanks which with better armor may want to attract enemy hits. [/quote]

Infiltrator training.pngInfiltrator

- Proficient with crossbows and spider drones (see complete list here)

- Gain +25% to stealth while undetected

Infiltrators are very versatile, their skill set allowing them to fulfill very different roles even without multiclassing.

To use infiltrators properly it's important to first understand how detection works.

Unlike with other operatives, you always know when the infiltrator is undetected because of the blue hue and the crossed-out eye on top of the screen when you select him (this icon Undetected icon.png)

Though infiltrators are stealthy because of their training (as long as they are undetected, they get a +25% boost to stealth) and their class-specific 'styx' armor (1styx helmet.png,1styx body armor.png and 1styx leg armor.png), you can choose not to take advantage of it until they achieve a higher level, because their armor makes them squishy and they don't get a buff to their damage for attacking from stealth until they are LVL7 with the Sneak attack.png Sneak Attack skill.

Their starting link =infiltrator_weapons Eros CRB III crossbow is not a bad weapon - it does the damage and has the AP cost of the NJ pistol 1iron fury.png Iron Fury but has nearly three times the precision (effective range of 34 vs 14) and is also silent. The biggest drawback is the clip size (only 3 bolts).

The way I approach them, infiltrators have two defensive skills, Deploy decoy.png Deploy Decoy and Spider drone pack.png Spider Drone Pack, and two offensive skills, Vanish Vanish and Sneak Attack Sneak Attack, while their 'styx' armor is only really meaningful if they are used as scouts


Surprise attack.png Surprise Attack (passive) Attacks from behind gain shock damage equal to 3 times the damage dealt.

The difficulty of taking advantage of this skill is that directional positioning in Phoenix Point is more accidental than intentional. However, it can be quite useful situationally, because it is one of the few ways of inflicting shock damage at a distance and dazing an enemy can be a life-saver (for example, to break mind control of a Siren Siren over an operative).

As the link =infiltrator_weapons Eros CRB III has limited damage potential (it does 60 standard damage, thus 180 shock damage with this skill) it might require softening the target before it is effective, or use a weapon with a high damage per projectile (such as a sniper rifle.


Deploy decoy.png Deploy Decoy (4WP 1AP) Deploy holographic decoy at the chosen location. The decoy is treated as a real target by all enemies.

It can be a bit of a hit or miss because of enemy AI that can react to the decoy in unpredictable ways, sometimes ignoring it altogether. However, as a rule, if you place the decoy in a convenient spot and there are no more convenient targets for the AI, it will go after it.


Spider drone pack.png Spider Drone Pack (2AP) Deploy 3 Spider Drones with one action.

A great way to distract enemies by presenting them with three convenient targets. Though spider drones can also be used offensively, without the Technician training.png Technician's Manual Control Manual Control to control them directly, you can't use them on the same turn that you deploy them, and have to wait until next turn (as long as you have an active Infiltrator, you can manually control the spider drones, but if he dies, panics or evacs the AI will take over controlling them).

You can also use them for scouting, but beware of using them in Lairs Lairs and Citadels Citadels as they can easily activate Terror Sentinels Terror Sentinels, and their psychic scream affects every operative in a 24 tile radius.


Vanish.png Vanish (4WP) Move within 5 tiles and disappear from view for the next turn (or until spotted).

Combined with Sneak Attack Sneak Attack, it is one of the easiest and most reliable ways of doing extreme damage.

To benefit from the Sneak Attack buff Infiltrator must remain undetected at the time of the Sneak Attack, and the best way to achieve this is by casting Vanish. It's the only way to achieve it if you want the infiltrator to use melee weapons, because no matter his stealth he will be detected when getting close to enemies (at a distance of 5 tiles, to be precise).


Sneak attack.png Sneak Attack (passive) Damage dealt while not spotted is increased by 100%.

This applies to any damage dealt by the operative with any attack but not to Damage over Time (DoT) effects. So, for example, the Psyche CRB IV Psyche CRB IV will deal Standard Damage 100 (because 50 increased by 100%), but will continue to inflict Poison Damage 40, not 80. However, all other special damages besides DoT will be increased by 100%. So, for example, Blast Damage Blast Damage, or the Mind Crush attack, will be increased by 100%.




Technician training.png Technician

- Proficient with PDWs, Auto Turrets and Exo-Arms (see complete list here)

need corrections

one interesting multiclass is infiltrator/technician, clad in stealth armor (so no exo-arms). He can scout ahead, remaining undetected, and leave a turret, or two, closer to the enemies than to your team.

Turrets (as well spider drones and turret vehicles) can be controlled several times by different soldiers and the 600 pts of damage that the laser turret can deliver per attack at the cost of 1AP and 3WPs is *a lot*.


Fast use.png Fast Use (passive) The action point cost of medkits, stimpacks and robotic arm abilities is reduced by 1.

This is mostly for dedicated healers.


Manual control.png Manual Control (3WP 1AP) Take manual control of a turret or vehicle weapon and shoot at a target.

Devastating when used with any auto turret, particularly a Scorcher AT Scorcher AT, as it has an unmatched DPS of 600 per a single AP.

Can also be used with spider drones to quickly explore the map during the first turn and/or a precision explosive.

Technician training.png does not receive any benefits or rewards from the killing down by the spider drones, vehicle or auto turrets, such as WPs, APs (if multiclassed and using rapid clearance) or XPs.

Can't be used to make Scarab Scarab shoot more than once per turn. All rocket weapons are hard-coded to be used only once per turn


Field medic.png Field Medic (2WP 2AP) Restore 10 hit points and 10 armor to all body parts of the selected target. Disabled body parts are restored.

Requires VVA-2 Exo Arms VVA-2 Exo Arms and costs one charge (ammo).

One of two only ways for the player to restore disabled non-augmented limbs in combat (the other is Aspida Aspida.


Remote deployment.png Remote deployment (1AP) Turrets can be thrown and deployed for 1 action point.


Electric reinforcement.png Electric reinforcement (6WP 1AP) Give yourself and allies within 20 tiles a bonus of 20 armor for 1 turn. This effect does not stack.

Priest training.png Priest

- Proficient with viral weapons, The Redeemer The Redeemer and The Subjugator The Subjugator

- Can use special head mutations.

The Priest is focused on decreasing enemy WPs (using Viral weapons and Psychic Scream) and taking advantage of it (Mind Control and Panic). He also has an area of effect attack that can be metaed into something wicked (Mind Crash), and what can be best described as a combined haste & bravery spell (Frenzy).

There is a defensive-support side to the Priest, with Psychic Ward ("Allies within 10 tiles are immune to panic and psychic damage attacks").

Then there is also the Mind Sense passive skill ("All organic enemies within 15 tiles are automatically revealed"), but in Phoenix Point you don't need to be a psychic to spot most enemies much further away.

A particularity of Priests is that they have access to a different set of head Mutations, each of them adding another "spell" to their repertoire:

- Judgment Head: Instils Frenzy in friendly characters within 20 tiles for 2 turns, increasing their Speed by 50% and making them immune to panic

- Screaming Head: Scream, reducing Will Points of all enemy units in an 8 tile radius.

- Synod Head: Living allied units within 7 tiles recover 2 Will Points at the start of the turn.

However, the Judgement Head and the Frenzy spell that comes with it are the best choices by far in most circumstances. A 50% increase in speed and immunity to panic for 2 turns? Any of these effects would have been enough to make it a worthwhile investment, but together it's a no-brainer.

- How do Viral weapons work? Whenever a projectile from a Viral weapon inflicts any damage on the target, it also suffers a set amount of viral damage. The total amount of viral damage incurred by a character is subtracted from his pool of WPs at the beginning of its turn. The takeaway is that some damage must be inflicted with the weapon for the target to incur viral damage, meaning that the armor has to be overcome and that you have to wait until the enemies turn for the viral damage to take effect. This means that you can't use Viral weapons to reduce the WPs of an enemy to lower the cost of Mind Controlling it on the same turn or to Panic it.

- How to use Mind Control effectively.

The cost in WPs of initiating Mind Control of an enemy is its current WPs and the cost of maintaining MC on each subsequent turn varies on the type of character (1WP for worms, 2WPs for Arthrons and Humans, 3WPs for Tritons, 5WPs for Sirens and Chirons, and 10WPs for Scyllas).

  • Beware that

- if casting MC will lower your WPs to 0, you will lose the WPs and fail to MC the enemy;

- if the enemy is panicked, you can MC them but they can't do anything;

- while under MC the enemy is for all intents and purposes on your team, which means that it will gain WPs from Inspire and from killing enemies.

So what you want to do is reduce the WPs of your target before casting MC, and you want to start by reducing its max WPs by disabling its head. You will probably want to bring the WPs even lower by, for example, casting Psychic Scream, or killing some of its mates to bring down the morale. You don't want to reverse the order because if you first kill some enemies, or cast Psychic Scream, and then disable the target's head, the reduction in max WPs will absorb those initial losses and you will not lower the cost to MC.

All this means that with MC you want to carefully plan ahead and do some math before you pick a victim.

Finally, don't forget that you can release the critter from MC if it is convenient for any reason (for example, to avoid paying the cost of maintaining MC next turn, or because you want its water... I mean, WPs for dispatching it).

- Tuning the Mind Crush

Initially, Mind Crush does 100 damage to all enemies in a 10 tile radius. That is enough to kill all kinds of worms (though not mindfraggers), and do considerable damage to humans, Arthrons and Tritons, but you can stack it with Reckless or Sneak Attack to give it a more murderous touch. Or you can cross the Priest with a Heavy for the ultimate crowd control experience. Or with assault to gain Rapid Clearance. I haven't used any of these meta-Mind Crush builds in a long while, so if anyone has more recent experience with them, please do share it!

Mind control.png Mind Control (WP cost equal to enemy's current WP, 1AP) Gain control of an enemy. Costs 1-10 WPs per turn to maintain, depending on target type.


Induce panic.png Induce Panic (3WP, 1AP) Cause a target to panic if its current will points are less than the Priest's.


Minds sense.png Mind Sense (passive) All organic enemies within 15 tiles are automatically revealed.


Psychic ward.png Psychic Ward (passive) Allies within 10 tiles are immune to panic and psychic damage attacks. check


Mind crush.png Mind Crush (6WP, 1AP) Deal 100 damage to all enemy entities within 10 tiles.


Character progression tips

One key idea to keep in mind is that roles are not determined by class. For example, assaults can be in a support role, casting Rally the Troops once per turn. Infiltrators can be frontline melee troops clad in regular armor (and preferably melee bionic torso that reduces the cost of melee attacks by 1 AP), using Vanish to close in and land devastating Sneak Attacks. Technicians can ditch the exo-arms in favor of higher mobility and used to launch turrets for a forward attack. Two Technicians can work together in this way: for example, one dual classed as an infiltrator to throw the turrets near the enemy while remaining hidden and another to manually control them. Technicians can also manually control spider drones launched by infiltrators.

Mixing things up is fun and can have a huge payoff. If you think something might work, try it out

- Armor and augmentations are just as important in determining the role of a soldier as its attributes and skills.

You can mix different kinds of body armor/augs parts to achieve the exact balance of accuracy, mobility, stealth, and perception you want. Just bear in mind that the enemies will aim for the body part with the least armor.

There are many possible builds and arguably no wrong way to go about it. Be imaginative, try different things.

You may want to pay attention to the unlockable personal traits (aka third row skills). One approach is to consider these as the foundations defining the build. For example, a heavy class recruit with the Close quarters specialist.png close quarters specialist perk (profiency with melee weapons and shotguns and +20% damage) might make a particularly good… you guessed it, melee fighter. A sniper with the same perk can be a shotgun CQC specialist.

Don’t underestimate skills that are not flashy. For example, Ready for Action (assault LVL5 passive skill, allows reloading and inventory management for 0 AP) doesn’t seem like much, but combined with a heavy’s biggest booms (heavy LVL5, for 5 WP cost of using any explosive weapons reduced by 1 AP and their range by 50% until the end of the turn) and the Quarterback trait (+50% to grenade range and +2 to speed) a squaddie can be made into a devastating Grenadier. (It can also be used for weapon sharing during missions... The Assault with Ready for Action

Attributes are just as important as skills, don’t neglect them. For some builds/roles you don’t need that many skills (for example, melee fighters), but SPs invested in attributes can pay off nicely.

Strength determines the total HPs of the character, at the rate of 10 HPs for every point in strength. A squadie with 30 strength, 300 HP can withstand a lot of punishment. The damage dealt with the bash attack also scales with strength (weight of weapon * strength). I recommend that all you soldiers have enough strength to do 50 damage with a single bash attack. Why? Because that will allow them to one hit kill for 1AP worms, and attached mindfraggers. Some builds can also benefit from increased carrying capacity.

Willpower is important primarily for characters who will be using a lot of skills, which is usually those in support roles (techies, priests), but a minimum pool of 12 WP is advisable for any build. Bear in mind that WPs also act as defense against mindcontrol attempts.

Speed is the easiest attribute to recommend because of the importance mobility has in the game (given that accuracy is solely determined by range, being able to close the distance to a target is equivalent to having perfect accuracy).

The defensive approach

Strong preference for single class Heavies in heavy armor and top strength. (See Heavy below for reasons why)

Invest SPs in attributes and don’t rush to dual classing. It can be tempting to cross classes ASAP e.g. sniper with assault to get Dash and Quick Aim in a single package. However, these early multiclass builds are often too expensive in SPs (and WPs to power the skill combinations) for what they can accomplish. They are also fragile and encourage reckless behavior, such as Dashing far ahead and casting Quick Aim for a shotgun blast that may well score a kill but expose your squaddie to swift retaliation.

For the same amount of SPs, you can get an assault or a sniper with high strength (remember: = more HPs = higher survivability) and more than decent mobility.

Pay attention to personal traits (third-row skills) The damage buffs that some of them provide can make a huge difference in effectivity.

As a rule, it’s a good idea to have the soldier use the weapon for which he has a personal trait. So a soldier with the Trooper trait will be very effective with an Assault Rifle, a Strongman - with any Heavy Weapon (including Grenade Launcher), Close Quarters Specialist - using shotguns and melee weapons, or bashing, and so on and so forth.

Generally the Reckless personal trait is always a good pick. This is because the minor penalty to accuracy can be easily offset by higher mobility or an accuracy buff from armor. It’s especially useful for Area of Effect weapons, such as explosives and Mind Crash, and melee fighters and bashers, as they don’t rely on accuracy to deliver the damage.

Cautious, on the other hand, is not always interesting to have, because the penalty to damage is harder to compensate. In fact, I usually don’t take it unless the soldier also has the Reckless perk and I intend to use the soldier as a dedicated Heavy Weapons shooter, or give him a paralyzing weapon.

Some other personal traits can also give opportunities for interesting builds depending on the class/weapon proficiency of the soldier, such as:

Quarterback (increases grenade range by 50% and gives +2 Speed) - very interesting for an assault/heavy with Boom Blast and Ready for Action to make a grenadier build,

Biochemist (which adds +1 virus damage to each hit that does damage), for soldiers using burst weapons

Resourceful (increases Strength by 2 and carry capacity by 25%), for Heavy bashers, as it allows to maximize damage output.