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AOTI offline:Types

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Ambition of the Illuminus
This article pertains to an item, mission or other feature from the offline version of Ambition of the Illuminus.

Overview

Battle types, also unofficially known as jobs or classes, are one of the most important gameplay mechanics in PSU. They determine a character's stats, which weapons they can use, how much PP certain weapons regenerate per interval, and proficiency with traps. There are three types available.

Here is a quick overview of the different Types:

Type Name Short Photon Art caps In-game description
Skills Bullets TECHNICs
Hunter HU  ?  ?  ? 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  ?  ?  ? 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  ?  ?  ? A type geared toward TECHNICs use. Allows advanced players to play
a variety of different roles from powerful attacks to healing and support.

New Human and Beast characters start out as Hunters, while CASTs start as Rangers and Newmans as Forces.

Type levels

Separately from one's character level, Types can be leveled up for stat increases. To do so, you will need to gain type experience points, which are awarded after completing missions (check the article for in-depth info regarding amounts). The maximum Type level is capped at 10.

The following is a chart of mission points (Type experience) needed to level up the types:

Type Level 1→2 2→3 3→4 4→5 5→6 6→7 7→8 8→9 9→10
To Next 250 250 250 250 250 250 250 250 250
Total 250 500 750 1000 1250 1500 1750 2000 2250
Type Level 10→11 11→12 12→13 13→14 14→15 15→16 16→17 17→18 18→19 19→20
To Next 250 300 300 300 300 300 300 300 300 300
Total 2500 2800 3100 3400 3700 4000 4300 4600 4900 5200
Type Level 20→21 21→22 22→23 23→24 24→25 25→26 26→27 27→28 28→29 29→30
To Next 300 500 500 500 500 500 500 500 500 500
Total 5500 6000 6500 7000 7500 8000 8500 9000 9500 10000

Changing types

You can change your current Type to any of the Types available at the Type Select Counter at Clyez City 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 either 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 75 + (25 * CL), where CL is the character's level. This is also represented in the following table.

Char 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 100 125 150 175 200 225 250 275 300 325 350 375 400 425 450 475 500 525 550 575 600 625 650 675 700
Char 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 725 750 775 800 825 850 875 900 925 950 975 1000 1025 1050 1075 1100 1125 1150 1175 1200 1225 1250 1275 1300 1325
Char 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 1350 1375 1400 1425 1450 1475 1500 1525 1550 1575 1600 1625 1650 1675 1700 1725 1750 1775 1800 1825 1850 1875 1900 1925 1950
Char 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 1975 2000 2025 2050 2075 2100 2125 2150 2175 2200 2225 2250 2275 2300 2325 2350 2375 2400 2425 2450 2475 2500 2525 2550 2575
Char level 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125
Cost  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?
Char level 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150
Cost  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?
Char level 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175
Cost  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?
Char level 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200
Cost  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?  ?

Weapon proficiencies

Hunter

Icon S.gif
Swords
Icon S.gif
Knuckles
Icon S.gif
Spears
Icon S.gif
Double sabers
Icon S.gif
Axes
Icon S.gif
Twin sabers
Icon S.gif
Twin daggers
Icon S.gif
Twin claws
Icon S.gif
Sabers
Icon S.gif
Daggers
Icon S.gif
Claws
Icon A.gif
Whips
Icon S.gif
Slicers
Icon B.gif
Rifles
Icon B.gif
Shotguns
Longbows
Grenades
Laser cannons
Icon A.gif
Twin handguns
Icon A.gif
Handguns
Crossbows
Cards
Icon B.gif
Machineguns
Icon S.gif
RCSMs
Icon B.gif
Rods
Icon A.gif
Wands
Icon A.gif
TCSMs
   

Ranger

Icon B.gif
Swords
Knuckles
Icon B.gif
Spears
Icon A.gif
Double sabers
Axes
Icon A.gif
Twin sabers
Twin daggers
Twin claws
Icon A.gif
Sabers
Icon A.gif
Daggers
Claws
Icon A.gif
Whips
Icon A.gif
Slicers
Icon S.gif
Rifles
Icon S.gif
Shotguns
Icon S.gif
Longbows
Icon S.gif
Grenades
Icon S.gif
Laser cannons
Icon S.gif
Twin handguns
Icon S.gif
Handguns
Icon S.gif
Crossbows
Icon A.gif
Cards
Icon S.gif
Machineguns
Icon S.gif
RCSMs
Icon B.gif
Rods
Icon A.gif
Wands
Icon A.gif
TCSMs
   

Force

Swords
Knuckles
Icon B.gif
Spears
Icon A.gif
Double sabers
Axes
Icon A.gif
Twin sabers
Icon A.gif
Twin daggers
Twin claws
Icon A.gif
Sabers
Icon A.gif
Daggers
Claws
Icon S.gif
Whips
Icon A.gif
Slicers
Rifles
Shotguns
Icon S.gif
Longbows
Icon B.gif
Grenades
Laser cannons
Icon B.gif
Twin handguns
Icon A.gif
Handguns
Crossbows
Icon S.gif
Cards
Icon A.gif
Machineguns
Icon A.gif
RCSMs
Icon S.gif
Rods
Icon S.gif
Wands
Icon S.gif
TCSMs
   

Traps

All types are capable of using all traps.

Rarity Name Carrying limit Buy price Sell price
1★ Damage Trap 30 50 35
2★ Burn Trap 100 70
Freeze Trap 120 84
3★ Damage Trap G 15 600 420
4★ Burn Trap G 750 525
Freeze Trap G 750 525
  • A trap's SE should affect any monster that can be affected by that SE, despite normal restrictions of SE level (normal traps work on large monsters).
  • SE levels remain constant despite level or Type.
  • Trap damage itself, as well as SE's damage are nonelemental; meaning that they are not affected by a monster's element.
  • Traps charge a SUV-bar. Assumedly they charge a nanoblast as well.