Partner Characters are AI-controlled characters that can be invited into the player's party, and undertake missions with the player. They can be used in both Story Mode and Multi Mode. Note that some missions force specific partners (such as Story Missions and Side Stories), while some Tactical Missions only allows a certain amount of Partner Characters, or does not allow any Partner Characters at all. Partner Characters also cannot be taken into Battle Missions and Challenge Missions.
Unlike Phantasy Star Portable 2, players can now freely enter and exit Trade Missions, and keep the current party of Partner Characters.
Behaviour In Combat[edit | edit source]
All Partner Characters have a 30% reduction to the damages they do (which can be mitigated by Partnership). Both Story Characters and Friend Characters have 5 times their normal HP, while Other Characters have 4 times their normal HP. During a mission, each partner character will be controlled by the AI, and their behaviours will occur as the AI sees fit. Their behaviours can be affected via Quick Orders, with Follow forcing the partner characters to not break chains.
After a Partner Character is incapacitated, they will revive with full HP at the location they were incapacitated at, within about 5 to 10 seconds.
When a Partner Character becomes too far away from the Player's location, the Partner Character will automatically teleport to the Player's location. This applies to Emilia in Episode 1 Chapter 8 Act 1 as well, but does not apply to Yut in White Traveller or Episode 2 Chapter 3 Act 1, or any NPCs in Episode 1 Chapter 7 Act 2 or Episode 2 Chapter 3 Act 2.
Quick Orders[edit | edit source]
There are five Quick Orders, which can be issued by pressing SELECT. Quick Order is applied to all NPCs in the party, and each Quick Order has a different function:
- Free: The partner characters will do whatever they please. This is the default state upon entering a mission.
- Melee: The partner characters will focus on using Melee Attacks.
- Ranged: The partner characters will focus on using Ranged Attacks.
- Follow: The partner characters will do less attacks, and not using any chain break attacks.
- Heal: The partner characters will focus on healing and guarding, and be significantly less aggressive.
- Blast Charge: The partner characters will refrain from using Blast.
- Blast Release: The partner characters will use Blast, if they can.
These descriptions are only a generalization. Each partner character have unique behaviors, which can be found on their own pages. Also, the orders might not register with the partner characters immediately, and it may take them a few seconds or a few more orders to start behaving as they should.
Note that during Multi-mode, only the party leader can issue Quick Orders (with the exception of the Dark Falz Dios Fight).
Story Partner Cards[edit | edit source]
When you receive a Partner Card from a character in story mode, you can then invite that character to join your party and undertake missions with you.
Story Partners do not have Abilities. They also have pre-set equipment categories, Photon Arts, Blast Types and behaviours, which can be found on each character's respective pages. Story Partners's level is based on the level of the player character, and their equipments are automatically updated in accordance to their level.
Unlike the player's palette, Story Partners are able to freely pair any of their single-handed weapons with each other. For example, Emilia has a T-Mag, Handgun, Saber. She's able to use Handgun + Saber, T-Mag + Saber, or any of these three weapons by themselves. Some Story Partner does have their single-handed weapons always paired together, such as Lumia's Dagger + Card.
List of Obtainable Partner Cards[edit | edit source]
Partner Rewards[edit | edit source]
Read more: Partner Rewards
After clearing any mission with an S-rank evaluation, there's a chance the partner characters will gift the player with an item. The items given differs from character to character, and includes Photon Arts, Weapons, and Trade Items.
Your Other Characters[edit | edit source]
In Phantasy Star Portable 2 Infinity, it's possible to bring the player's other characters on the same savefile into the party.
When invited, that character keeps their level, stats, equipped weapons and photon arts, and equipped type abilities. They will also receive 4 times normal HP.
They will also be equipped with the shield-weave in the top of their palette, and they cannot swap that shield-weave for other shield-weaves in their inventory. Any modules that isn't a Blast Module does not apply, including Visual Modules and Status Resistance Modules. Some Type Abilities also does not apply, such as the any Item Auto-use abilities, Boost abilities, or any PP related abilities.
After completing a mission, each Other Character will reward the player with Live Tickets dependent on the race of the Other Character.
They will not receive any EXP from being in the party.
Friend Characters[edit | edit source]
In Phantasy Star Portable 2 Infinity, it's possible to send Support Character from the Community Tab in the menu during multi-mode to other players in the party. Once received and saved, it becomes possible to bring other player's characters into the party.
When invited, the Friend Character keeps their type level and type abilities. They will be equipped with the shield-weave at the top of their palette, and only the Blast Module on that shield-weave is kept. They will also have 5 times normal HP.
After a mission is cleared, the Friend Character has a chance of rewarding the player with Extend Fragments or a Photon Art that character is equipped with. The level of the photon art disc is dependent on the level of the player, and the level of the disc is increased by 5 if the player has a Friend Character of every Race and Gender combination saved.
The friend character's Level is automatically set to the equivalent of the player character's level. Their stats are scaled downwards or upwards accordingly. If the friend character becomes too low level to use their weapons (including a weapon that's extended from a lower level one), that weapon will be replaced with a generic brand weapon in the same category. Its element and element percentage will be kept (unless the new weapon is elemental locked, such as the Crimson). These weapons will be upgraded as the player level increases, until the line of generic brand products end (usually at Lv100) or the friend character is high enough level to uses their original weapon.
If an extended weapon is replaced with a lower level one, the new weapon will retain the special effects of the previous weapon (unless the effect is Reflect), but the effect's level will be the same as the special effects level of the new weapon.
Unsealed weapons are treated as sealed, and their stats and special effect levels will be lowered to match. Except for Akatsuki In, which is a transform condition rather than an unseal.
If the friend character's level is too low for their Shield-weaves, that Shield-weaves will also be downgraded. The pattern for how Shield-weaves are replaced is currently unknown. However, if a Shield-weave is replaced, their Blast Modules will not be re-linked, regardless of the rank of their blast module, thus leaving them without a Blast Technique. This applies to Humans, Newmans, Casts, and also applies to Beasts in a similar fashion: if a Beast is too low-level to use their Blast Badge, they will not be able to access that or any Blast Technique.
Example Cases[edit | edit source]
A Friend Character of Level 1, equipped with an Ice Steel Hearts I, is invited into the party of a Level 70 player:
Weapons are not scaled upwards, so nothing changes.
A Friend Character of Level 120, equipped with an Ice Steel Hearts IV, is invited into the party of a Level 70 player:
The Friend Character's Steel Hearts IV is replaced with a generic brand of the same category with a sufficient level, in this case, the GRM produced Huge Cutter. The Huge Cutter retains the same element, element percentage, and equipped Photon Arts as the Steel Hearts IV.
A Friend Character of Level 130, equipped with an Ice Zero Saber, is invited into the party of a Level 70 player:
The Friend Character's Zero Saber is replaced with a generic brand of the same category with a sufficient level, in this case, the GRM produced Crimson. Since the Crimson is fire-locked, their saber is now Fire instead of Ice, with the same Photon Arts equipped as before.
A Friend Character of Level 120, equipped with an unsealed Ice Kokuintou Hozuki, extended to have the special effect Drain Lv5, is invited into the party of a Level 70 player:
The Friend Character's Kokuintou Hozuki is replaced with a generic brand of the same category with a sufficient level, in this case, the GRM produced Huge Cutter. The Huge Cutter retains the same element, element percentage, and equipped Photon Arts as the Kokuintou Hozuki. Since the Kokuintou Hozuki has been extended with a Drain effect, the Huge Cutter, which normally does not have any special effects, gains Drain. Huge Cutter's special effect level only goes up to Lv1, thus it gains Drain Lv1. Note that the Huge Cutter normally cannot gain Drain via extending, but Friend Characters does not have such weaknesses.
A Friend Character of Level 120, equipped with an unsealed Ice Kokuintou Hozuki, extended to have the special effect Drain Lv5, is invited to the party of a Level 90 player:
The Kokuintou Hozuki is not replaced, as a Level 90 character is able to equip it. However, it loses the effects gained from Unsealing. Its ATK is lowered from 1259 to 969, and its Drain Lv5 is lowered to Drain Lv1, which is what it would have had without unsealing.
Note that, for cases 2 to 5, if the Friend Character is equipped with a Lv100 Shield-weave, that Shield-weave will be downgraded. And if it's equipped with a Blast Module, they will not be able to access that Blast, even if the Blast Module is only B-rank (thus a Lv10 requirement).