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Phoenix Point Technician Skills Guide

Skills in Phoenix Point are special abilities that provide unique Active or Passive abilities. Each Class has 7 fixed skills (one for each level) and 3 random skills. Skills can be unlocked by spending Skill Points. At level 4 units will be able to access a second class.

How Skills Work

Skills can be Passive or Active abilities that units can use in battle. Active abilities usually require Will Points to be performed while Passive abilities are triggered automatically.

Acquiring Skills

Skills are restricted by unit level and Skills Points are required to unlock them. Each class has 7 base Skills and 3 random skills that they can unlock.

At level 4 Units will be able to select a second class unlocking their weapon proficiency and accessing all the base skills for that Class. Skill Points will still be required to unlock those Skills.

Technician Basic Skills

Each unit will receive 3 Random Skills of any level, and they will be able to unlock them by using Skill Points. Below you can find a list of all Random Skills in Phoenix Point.

Lvl 1
Technician Training
Proficiency with PDWs, robotic arms, and turret deployment.

Lvl 2
Fast Use
The Action Point cost of Medkits, Stimpacks and Robotic Arm abilities is reduced by 1.

Lvl 3
Manual Control
Take manual control of a turret or vehicle weapon and shoot at a target.

Lvl 4
New Class
Choose a secondary class to train in.

Lvl 5
Field Medic
Restore 10 point and 10 Armor to all body parts of the selected target. Disabled body parts are restored.

Lvl 6
Remote Deployment
Turrets can be thrown and deployed for 1 Action Point.

Lvl 7
Electric Reinforcement
All allies gain 20 temporary Armor for 1 turn.

Random Skills

Random Skills in Phoenix Point are abilities that are shared among all units. Each unit have 3 Random Skills assigned from the pool. These skills are randomly assigned to any level from 1 to 7 and units will still need to spend Skill Points to unlock them.

Bombardier
Gain Mounted Weapon proficiency with +20% range and damage.

Strongman
Gain Heavy Weapon proficiency with +30% bonus damage and -10 Perception.

Thief
25% Bonus stealth and -2 Speed.

Grenade Proficiency
Proficiency whit Grenades at +10% range

Self Defense Specialist
Gain PDW and Handgun proficiency with +20 damage dealt and +10 hearing range.

Sniperist
Gain Sniper Rifle proficiency with +25% damage and -4 Willpower.

Trooper
Gain Assault Rifle proficiency with +20% Damage and accuracy.

Devoted
Additional +2 to Willpower

Biochemist
All attacks that damage a target also inflict 1 viral damage (per bullet)

Cautious
20% bonus accuracy and -10 damage dealt.

Farsighted
Additional +2 to Willpower and 10 Perception range

Reckless
30% bonus damage dealt and -20% accuracy.

Resourceful
+25% bonus carry weight and +2 Strengh.

Quarterback
+50% bonus Grenade rang and +2 Speed.

Close Quarters Specialist
Gain Shotgunand Melee Weapon proficiency with +20% damage.

Healer
+50% bonus healing and +2 willpower.

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