Character development in Phantom Doctrine game Phantom Doctrine Guide and Walkthrough
Last update: 14 August 2018
This section is dedicated to Phantom Doctrine's character development system. Here, you can find descriptions of all the mechanics used during missions.
- 1. Background
- 2. Training
- 3 and 4. Perks and their descriptions
- 5. Equipment
- 6. Main weapon
- 7. Side weapon
- 8. Armor
- 9. Additional equipment
In the picture above you can see a character sheet - their level, stats, perks, training, equipment, heat level and current location. Here, you can start new training, assign perks, equipment and weapon upgrades.
1. Background
A character's background defines their training - their weapon proficiency and skills learned in the past. You can check a character's background even before you decide to hire them. Press the button to see what this agent can do.
2. Training
Here, you can check your agent's training. This panel also allows you to start new ones (the game will display an icon). Training increases weapon proficiency (this also allows you to install weapon modifications) and unlocks new perks. Click on a given training to get more information.
3 and 4. Perks and their descriptions
Here, you can find perks unlocked by a particular agent. This panel also allows you to assign new ones (the game informs you about that by displaying an icon). Icons with question marks inform you that this agent has more perks but they aren't unlocked yet - you need to fulfil their requirements first (e.g. by sending this agent on reckon or tactical missions). Move your cursor over perk icons to read their descriptions. Some of the perks are really useful, e.g. Fearless makes your agent invulnerable to suppressive fire; Freediver protects your agent from negative effects caused by gas (agents with this perk only have reduced sight).
5. Equipment
This is where you can check a character's equipment. More information about equipment can be found on other pages.
6. Main weapon
This slot is for main weapons. Try to give your agents weapons that suit their training. You can assign weapons that are outside of their proficiency but this will make you unable to install weapon modifications. Weapon upgrade slots are next to the main weapon slot (the green outline). These modifications can increase a weapon's accuracy, magazine size etc. This is especially important if you decide to use an LMG - this weapon has a small number of bullets in a magazine (about 20) which is enough only for 2 full auto shots - installing a weapon upgrade that increases magazine size is mandatory.
Main weapons include SMG, shotguns, LMG, machine guns and sniper rifles.
7. Side weapon
A situation similar to the main weapon slot. However, the difference here is that this slot also allows you to assign one of the main weapons. Remember that this will make you unable to use Headshot skill. Avoid doing that, at least at the beginning of the game where you will find silencers only for pistols (perfect for stealth missions).
8. Armor
Here, you can equip your agent with armor. Read the descriptions carefully. Certain armors are visible to the enemies (they can raise the alarm).
9. Additional equipment
This is where you can assign additional items for your agents. You can choose from med kits, smoke/frag/stun grenades, lockpicks etc. Every agent has only 2 slots for additional equipment.