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Soldier Classes are a key part of the player's power progression in Phoenix Point. They are linear sets of abilities, or "Perks" that a soldier can acquire by spending Skill Points. Every soldier starts out in a certain class, but can also "sub-class" into another to gain access to all of another class's perks as well, allowing for unique combinations of abilities and tactical advantages during battle.

Skill Points[]

Skill Points (SPs) are acquired in two ways. The fastest way is through leveling up as the soldier gains Experience Points, whether through battle or spending time at a base with one or more Training Facilities. Each level-up gives the soldier 30 SPs, but no more SPs can be gained this way once the soldier hits the max of level 7. These SPs are personal and specific to that given soldier, and cannot be used on any other. Another way to gain soldier SPs is having that soldier participate in battle. Any battle that ends in victory will cause them to gain 10 SPs.

"Phoenix SPs" are a universal pool of Skill Points that any soldier can use to acquire perks or ability score bonuses. They are gained after tactical battles, through completing objectives. While this method is much slower, and the player only acquires a few Phoenix SPs per battle, these can be used to upgrade soldiers that have already reached level 7, allowing the player to improve their favorite squad members further.

Classes[]

Classes unlock one unique perk every level with the exception of level four, which lets soldiers get access to a second class and its abilities. The first perk always gives access to the class's proficiencies.

Three basic class are initially available for recruits and cross-training:

Four more elite classes are exclusive to certain factions. They can be recruited directly from those factions, or be unlocked for cross-training with the relevant research.

1 - Berserkers are unique to Anu but are not considered Elite. They are a regular soldier class accessible without an Elite Training Center in a given haven.

Elite recruits are indicated with a star on the geoscape. Note that vehicles are also considered elites. Elite classes may only be recruited from a Haven with an Elite Training Center structure.

Perks[]

Each soldier have access to a total of 13-15 perks.

  • 6 from the soldier's base class
  • 6 from the soldier's multi-class
  • 1-3 personal perks which are randomised for each soldier.
Class Perk Description Use Cost Purchase Cost
Assault Assault Training Proficiency with assault rifles and shotguns Passive 50 SP
Assault Dash Move up to half your movement range. Limited to 2 uses per turn. 1 AP

3 WP

10 SP
Assault Return Fire Shoot back at an enemy when it attacks, provided the Soldier is using a direct-fire projectile weapon with proficiency, and the enemy is within half perception range. Passive 15 SP
Assault Ready for Action Reloading and inventory actions do not cost any Action Points. Passive 20 SP
Assault Onslaught An ally within 10 tiles recovers 2 Action Points. 2 AP

4 WP

25 SP
Assault Rapid Clearance Recover 2 Action Points for each enemy killed, until the end of the turn. 0 AP

5 WP

30 SP
Heavy Heavy Training Proficiency with Heavy Weapons, Mounted Weapons, and Jet Pack. Passive 50 SP
Heavy Brawler Bash and Melee attacks deal 50% more damage. Passive 10 SP
Heavy War Cry All enemies within 10 tiles have their Action Points reduced to 2 for the next turn. 1 AP

3 WP

15 SP
Heavy Boom Blast The action point cost of Grenades, and other explosive weapons, is reduced by 1 and their range is increased by 50% until the end of the turn. 0 AP

5 WP

20 SP
Heavy Inspire Killing an enemy grants allies 1 additional Will Point Passive 25 SP
Heavy Rage Burst Shoot 5 times spread across an arc with a direct-fire weapon. 0 AP

5 WP

30 SP
Sniper Sniper Training Proficiency with sniper rifles and handguns. Passive 50 SP
Sniper Extreme Focus Overwatch cost is reduced by 1 Action Point. Passive 10 SP
Sniper Quick Aim The Action Point cost of the next shot with a proficient weapon is reduced by one. 0 AP

3 WP

15 SP
Sniper Master Marksman Accuracy with a proficient weapon is increased by by 30% while there are no spotted enemies are within 10 tiles. Passive 20 SP
Sniper Weak Spot Disabling a body part also removes that body part's armor Passive 25 SP
Sniper Marked for Death Mark an enemy target. Until the end of the turn, each hit from an attack or individual round gets +10 damage. 0 AP

4 WP

30 SP
Berserker Berserker Training Proficiency with melee weapons and handguns. Passive 50 SP
Berserker Armor Break The next attack deals 30 additional Shred Damage 0 AP

4 WP

10 SP
Berserker Close Quarters Evade Attacks from enemies within 10 tiles deal 25% less Damage. Passive 15 SP
Berserker Bloodlust Damage and Speed are increased proportional to the hit points lost (up to +50%) Passive 20 SP
Berserker Ignore Pain Disabled body parts remain functional. Cannot Panic or be Mind Controlled. Passive 25 SP
Berserker Adrenaline Rush All abilities cost a maximum of 1 Action Point until the end of the turn. Next turn, you will be dazed. Will Point abilities cannot be used until the end of your turn. 0 AP

5 WP

30 SP
Priest Priest Training Proficiency with Viral weaponry. Passive 50 SP
Priest Mind Control Gain control of an enemy with WP cost equal to enemy's current WPs. Costs 1-10 WPs per turn to maintain, depending on target type. 1 AP

? WP

10 SP
Priest Induce Panic Causes a target to panic if its current Will Points are less than the Priest's. 1 AP

3 WP

15 SP
Priest Mind Sense All organic enemies within 15 tiles are automatically revealed Passive 20 SP
Priest Psychic Ward Allies within 10 tiles are immune to Panic and Psychic damage attacks Passive 25 SP
Priest Mind Crush Deal 100 damage to all enemy entities within 10 tiles 1 AP

6 WP

30 SP
Technician Technician Training Proficiency with PDWs, robotic arms, and turret deployment. Passive 50 SP
Technician Fast Use The Action Point cost of Medkits, Stimpacks, and Robotic Arm abilities is reduced by 1 Passive 10 SP
Technician Remote Control Use 1 AP and 3 WPs to take control of a turret or vehicle weapon and shoot at a target. 1 AP

3 WP

15 SP
Technician Field Medic Restore 10 Hit Points and 10 Armor to all body parts of the selected target. Disabled body parts are restored. 2 AP

2 WP

20 SP
Technician Remote Deployment Turrets can be thrown and deployed for 1 action point. Passive 25 SP
Technician Electric Reinforcement Give yourself and allies within 20 tiles a bonus of 20 Armour for 1 turn. This effect does not stack. 1 AP

6 WP

30 SP
Infiltrator Infiltrator Training Proficiency with Crossbows and Spider Drone deployment. Base line stealth factor is 25% as long as the character isn't revealed. Passive 50 SP
Infiltrator Surprise Attack Attacks from behind gain shock value equal to 3 times the damage dealt. Passive 10 SP
Infiltrator Deploy Decoy Deploy holographic decoy at the chosen location. The decoy is treated as a real target by all enemies. 1 AP

4 WP

15 SP
Infiltrator Spider Drone Pack Deploy 3 Spider Drones with one action. Passive 20 SP
Infiltrator Vanish Move within 5 tiles and disappear from view for the next turn (or until spotted) 0 AP

4 WP

25 SP
Infiltrator Sneak Attack Damage dealt while not spotted is increased by 100% Passive 30 SP
Personal Trooper Gain Assault Rifle proficiency with +10% damage and +20% accuracy Passive 25 SP
Personal Self Defence Specialist Gain PDW and Handgun proficiency with +10% damage, +10% accuracy and +10 tiles hearing range Passive 25 SP
Personal Quarterback 25% bonus Grenade range and +2 speed Passive 25 SP
Personal Biochemist All attacks that damage a target inflict 1 viral damage (per bullet) Passive 25 SP
Personal Thief 25% bonus stealth and +1 speed Passive 25 SP
Personal Bombardier Gain mounted weapon proficiency with +20% range and +10% damage Passive 25 SP
Personal Healer 30% bonus healing and +2 Willpower Passive 25 SP
Personal Resourceful 25% bonus carry weight and +2 Strength Passive 25 SP
Personal Strongman Gain Heavy Weapons proficiency with +20% accuracy, +2 Strength and -15 perception Passive 25 SP
Personal Cautious 20% bonus accuracy and -10% damage dealt Passive 25 SP
Personal Close Quarters Specialist Gain Shotgun proficiency with +20% accuracy and Melee Weapon proficiency with +20% damage Passive 25 SP
Personal Farsighted Additional +2 to Willpower and 10 Perception range Passive 25 SP
Personal Reckless 10% bonus damage dealt and -10% accuracy Passive 25 SP
Personal Sniperist Gain Sniper Rifle proficiency with +25% damage and -4 Willpower Passive 25 SP
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