Types

From Phantasy Star Universe Clementine

Types, unofficially known as Classes, are one of the most important gameplay mechanics in PSU. They determine a character's Stats, their level caps for Photon Arts, which weapons they can use, how much PP regeneration weapons get, and proficiency with Traps. There are fifteen Types in total. Three Basic Types are available to everyone immediately, nine Expert Types that are unlocked by progressing with Basic Types, and four Master Types which are available after making progress in certain Expert Types.

Basic Types

Type Abbr. Req. Type LV Version Photon Art Caps Description
HU RA FO Skills Bullets Attack TECHNICs Support TECHNICs
Hunter HU - - - 20 10 - - A balanced type with high attack power, good for melee combat. Skilled in the use of striking weapons. A good fit for beginning players.
Ranger RA - - - 10 20 - - A ranged fighter that can defeat enemies and support allies from a distance. The type's high accuracy makes firearms an ideal fit. Suited for intermediate players.
Force FO - - - 10 10 20 20 A type geared toward TECHNICs use. Allows advanced players to play a variety of different roles from powerful attacks to healing and support.

Expert Types

Type Abbr. Req. Type LV Version Photon Art Caps Description
HU RA FO Skills Bullets Attack TECHNICs Support TECHNICs
Fighgunner FI 7 5 - 40 30 - - Advanced type with abilities of Hunters and Rangers.
Strength is in striking weapons, but can also use firearms.
Guntecher GT - 7 5 10 40 30 40 Advanced type with abilities of Rangers and Forces.
Can use both firearms and TECHNICs for ultimate long-range support.
Wartecher WT 5 - 7 40 20 40 30 Advanced type with the abilities of Forces and Hunters.
Uses TECHNICs and striking attacks. Offers strong defense.
Fortefighter FF 10 - - 40 30 - - Expert melee fighter with limited weapon choice.
However, attack and defensive power are unparalleled.
Fortegunner FG - 10 - 20 40 - - An expert ranged fighter with limited weapon choice.
However, attack power and accuracy are unparalleled.
Fortetecher FT - - 10 10 30 40 40 An expert TECHNIC user that can use all TECHNICs with unmatched power.
Lacks a strong defense in combat.
Protranser PT 5 5 5 40 40 - - An experimental type focused on traps.
All traps become several times more powerful with this type.
Acrofighter AF 7 7 - 40 30 - - Advanced type skilled with single-handed weapons.
Has very fast reflexes and can use multiple weapons.
Acrotecher AT - 7 7 20 30 30 50 Advanced type specializing in support.
Has various combat abilities, and TECHNIC focus.

Master Types

Master Types can only use S-Rank Weapons and Line Shields.

Type Abbr. Req. Type LV Version Photon Art Caps Description
FF FI FG GT FT WT AF AT Skills Bullets Attack TECHNICs Support TECHNICs
Fighmaster FM 10 10 - - - - - - 50 - - - An advanced type specializing in close-quarters melee combat.
An expert at striking attacks.
Gunmaster GM - - 10 10 - - - - - 50 - - An advanced type specializing in long-range combat.
An expert at ranged attacks.
Masterforce MF - - - - 10 10 - - - - 50 10 An advanced type specializing in TECHNICs.
An expert at TECHNIC based attacks.
Acromaster AM - - - - - - 20 20 50 30 50 20 A prototype combat type. Nothing is known about this mysterious type.

Type Levels

Types can be leveled up to increase a character's Stats. To level up a Type, you will need to earn Mission Points, abbreviated MP, by completing Missions. The maximum level for Expert and Master Types is 125.
Expert and Master Types do not gain increases to stats after level 100, and the vast majority of a Type's stats are gained by level 20, with only marginal gains from 21-100.

MP Requirements

Below is a chart showing the MP requirements for levels 1 to 20.

  • Basic Types can only reach level 10.
  • MP per level past 20 can be calculated using the following formula: ((Type LV * 4000) / 15)
Basic
Types
Level 1→2 2→3 3→4 4→5 5→6 6→7 7→8 8→9 9→10 10
TNL 30 40 45 50 65 80 90 100 100 - - - - - - - - - -
Total 30 70 115 165 230 310 400 500 600 - - - - - - - - - -
Expert
Types
Level 1→2 2→3 3→4 4→5 5→6 6→7 7→8 8→9 9→10 10→11 11→12 12→13 13→14 14→15 15→16 16→17 17→18 18→19 19→20
TNL 400 500 600 700 850 950 1000 1000 1500 1500 1500 1500 1500 1500 1500 1500 1500 2000 2000
Total 400 900 1500 2200 3050 4000 5000 6000 7500 9000 10500 12000 13500 15000 16500 18000 19500 21500 23500
Master
Types
Level 1→2 2→3 3→4 4→5 5→6 6→7 7→8 8→9 9→10 10→11 11→12 12→13 13→14 14→15 15→16 16→17 17→18 18→19 19→20
TNL 2000 2000 2000 2000 2000 2000 2000 2000 2000 2000 2000 2000 2000 2000 2000 2000 2000 2000 2000
Total 2000 4000 6000 8000 10000 12000 14000 16000 18000 20000 22000 24000 26000 28000 30000 32000 34000 36000 38000

Changing Type

You can change your current Type to any of the Types available at the Type Select Counter at Clyez City's 5F on the Colony. By doing so, you will not get any of the benefits of your old Type in your new one. You will not lose your old Type level though. Changing Types will cost a certain amount of Meseta, dependent on one's Character Level. The formula for obtaining the cost of a Type change for any given Character Level is 150 + (50 * CL), where CL is the character's level -- this is also represented in the following table.

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
Cost 200 250 300 350 400 450 500 550 600 650 700 750 800 850 900 950 1000 1050 1100 1150 1200 1250 1300 1350 1400
Level 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50
Cost 1450 1500 1550 1600 1650 1700 1750 1800 1850 1900 1950 2000 2050 2100 2150 2200 2250 2300 2350 2400 2450 2500 2550 2600 2650
Level 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75
Cost 2700 2750 2800 2850 2900 2950 3000 3050 3100 3150 3200 3250 3300 3350 3400 3450 3500 3550 3600 3650 3700 3750 3800 3850 3900
Level 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100
Cost 3950 4000 4050 4100 4150 4200 4250 4300 4350 4400 4450 4500 4550 4600 4650 4700 4750 4800 4850 4900 4950 5000 5050 5100 5150

Bonuses

Traps

Ranger, Fighgunner, Guntecher, Fortegunner, Acrofighter, Acrotecher, Fighmaster and Gunmaster are able to use certain Traps; Protranser can use all of them at increased damage since it is their specialty; inflicting damage 50% greater than that of normal trap users. Protranser also gains access to special "EX" traps, which are several times more powerful than regular traps.

  • A trap's Status Effect should affect any monster that can be affected by that Status Effect, despite normal restrictions of Status Effect level.
  • A trap's Status Effect level remains constant despite level or Type.
  • Trap damage itself, as well as damage from Status Effects, is non-elemental. This means that they are not affected by a monster's element.
  • Traps can charge SUV and Nanoblast bars.

PP Recovery

Every five seconds, weapons recover a certain amount of PP. This amount is variable, and Types get recovery bonuses for their 'native' weapon types as well:

  • 25% bonus to PP recovery on Striking weapons: Hunter, Fighgunner, Wartecher and Fortefighter.
  • 25% bonus to PP recovery on Ranged weapons: Ranger, Fighgunner, Acrofighter, Acrotecher, Guntecher and Fortegunner.
  • 25% bonus to PP recovery on TECHNIC weapons: Force, Guntecher, Wartecher and Fortetecher.
  • 50% bonus to all types of PP recovery: Acromaster.
  • 80% bonus to PP recovery on Striking weapons: Acrofighter and Fighmaster.
  • 80% bonus to PP recovery on TECHNIC weapons: Acrotecher and Masterforce.
  • 110% bonus to PP recovery on Ranged weapons: Gunmaster.

PP will regenerate on all weapons regardless of being currently equipped, however, they must still be on the palette.

PP Consumption

Fortefighter, Fortegunner and Fortetecher consume only 80% of the original PP when using Skills, Bullets and TECHNICs, respectively. In other words, they have a 20% reduced PP cost for Photon Arts.

Attack Speed

Acrofighter, Acrotecher, Fighmaster, Acromaster and Gunmaster have increased attack speed, approximately 20%.

Casting Speed

Acrotecher, Acromaster and Masterforce have increased casting speed, approximately 20%.

Penalties

PP Consumption

Fighmaster PP Consumption is increased by 30%. Gunmaster and Masterforce PP Consumption is increased by 20%.

Race Bonuses

Some of the possible combinations of Races and Types gain additional statistical bonuses. The bonuses listed below are applied cumulatively to the Type's inherent modifiers. For example, a Human playing the Hunter class will receive a 2% increase to all Hunter stats.

None of the four Master classes have race bonuses.

Type HU RA FO FI GT WT FF FG FT PT AF AT
Human 102% 102% 102% 105% 105% 105% - - - 105% 105% 105%
Newman - - 103% 105% 105% 105% - - 103% - - -
CAST - 103% - 103% 103% 103% - 103% - - - -
Beast 103% - - 103% 103% 103% 103% - - - - -