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Automaton

Automaton

Automaton

In the hands of a Puppetmaster an automation proves to be a powerful weapon and ally. Customizable to any situation an automaton can be a fearsome fighter battling alongside its master or dealing devastating ranged damage from afar. After a quick change the automaton brings its enemies to their knees with powerful enfeebling and elemental magic while healing its master's wounds, as well as its own. Another change and it becomes a powerful healer, curing and removing status effects from the Puppetmaster's entire party.

Heads and Frames

An automaton is made up of two interchangeable parts, the head which controls the behavior of the automaton, and the frame which determines your automaton's stats, weapon skills and damage type. Both the head and the frame contribute to the total number of elemental slots the final automaton will have; thus determining which attachments can be equipped. There are a total of four frames and six heads that can be acquired. See Puppetmaster: Upgrading Your Automaton to find out how to get them all.

Harlequin Head/Frame

The Harlequin automaton is the first available to the Puppetmaster. This automaton will engage the target in melee while casting enfeebling and healing magic. The frame fights bare handed, dealing blunt damage to the enemy.

Sharpshot Head/Frame

The Sharpshot automaton is available after reaching level 10. This automaton specializes in ranged damage and will only melee when in range. The head will cast magic similar to the Harlequin head, but the Sharpshot body has no MP, being designed to deal physical damage only.

Stormwaker Head/Frame

The Stormwaker automaton is available after reaching level 10. This automaton excels at casting all types of magic and will only melee when in range. The Stormwaker frame also fights bare handed and has the same weapon skills as the Harlequin frame.

Valoredge Head/Frame

The Valoredge automaton is available after reaching level 10. This head will cause your automaton to engage with the target while casting Cures on itself and its master. Its frame, while having no MP, does come equipped with a slashing arm and a shield and will use Shield Bash against its foes.

Soulsoother Head

The Soulsoother head is available after reaching level 40. When equipped with either the Harlequin or Stormwaker frames, this automaton will cast enfeebling, enhancing and healing magic and will only melee when in range. In giving up the ability to cast elemental magic this head can cast Cure, Protect, Shell, Haste and remove status effects from the entire party!

Spiritreaver Head

The Spiritreaver head is available after reaching level 40. When equipped with either the Harlequin or Stormwaker frames this automaton will cast enfeebling and elemental magic. While losing the ability to cure the automaton is able to cast Absorb-INT, Absorb-Attri, Dread Spikes, Drain, and Aspir.

Attachments

Automatons have their very own gear called Attachments. An automaton carries all of its attachments in its own inventory and can equip up to twelve different attachments. In order to use an attachment it must first be traded to Tateeya in Aht Urhgan Whitegate (I-7) where she will add it to your automaton's inventory. Once traded attachments cannot be removed from the automaton's inventory but it will never be consumed or otherwise lost. Although attachments do stack to 12 for crafting purposes an automaton can only have one of each type and once traded it is available to use on all head/frame combinations.

Automatons are limited to what attachments they can equip by their elemental capacity. An automaton's elemental capacity can be seen in its equipment menu. Each dot and the # / # beside it is your Automaton's elemental capacity. The first number is the elemental capacity being used by the equipped Attachments of that element, and the second is the total capacity that can be equipped at once. Different Automaton Attachments have different charges; lower ones can be equipped in greater numbers, and those with higher charges only a few. Your Frame and Head determine not only your Automaton's HP/MP, skill caps, and stats, but also its available elemental capacity.

While most attachments are used to enhance an automaton's stats (such as Accuracy, Attack, Magic Defense etc.) others will give them job traits like Double Attack or Conserve MP and some will give them job abilities like Provoke or spell-like abilities like Stoneskin without using MP but requiring Maneuvers. Others are unique to automatons and help them perform better. See Automaton Attachments for a complete list.

All attachments are either enhanced or activated by the use of corresponding Maneuvers. The more maneuvers of one element active the more powerful the corresponding attachments will be. For instance with both Tension Spring and Tension Spring II equipped the automaton will receive a total of 15% attack (5% fromTension Spring and 10% from Tension Spring II) with no Fire Maneuvers active. With 3 Fire Maneuvers active the automatons attack will go up by 45%.

Abilities

* Unlike Samurai's meditate, the TP is gained instantly instead of over a short time.

** Unlike the Red Mage's convert, the MP is gained over a short time instead of instantly, and only 50% of the automaton's HP is converted. (It is one-way and cannot be used to gain HP like convert).

†Useable only by the Valoredge frame. Unlike other automaton abilities, Shield Bash cannot be triggered by a maneuver but can be enhanced by attaching a Hammermill. The automaton will automatically use shield bash if it is ready to attempt to interrupt enemy spell casts or TP move charge-ups.

Traits

* The effect of appropriate Tier I and II attachments does "stack" when both are equipped.

†Requires appropriate maneuver for the trait to be active.

‡The Power Cooler is a direct % savings on mp cost while the Mana Conserver bestows the Conserve MP trait, but both attachments serve the same purpose to reduce MP costs.

Unless noted, traits are always active with the relevant attachments equipped. The strength of traits can be enhanced by having 1-3 maneuvers of the related element active. See attachment pages for specific details.

Elemental Capacities

Harlequin Head Valoredge Head Sharpshot Head Stormwaker Head Soulsoother Head Spiritreaver Head
Harlequin Frame 5 Fire 5 Wind 5 Lightning 3 Light

5 Ice 5 Earth 5 Water 3 Dark

6 Fire 5 Wind 5 Lightning 5 Light

3 Ice 6 Earth 3 Water 3 Dark

6 Fire 6 Wind 5 Lightning 5 Light

3 Ice 3 Earth 5 Water 3 Dark

3 Fire 5 Wind 3 Lightning 3 Light

6 Ice 5 Earth 6 Water 5 Dark

3 Fire 5 Wind 3 Lightning 6 Light

6 Ice 5 Earth 6 Water 3 Dark

3 Fire 5 Wind 3 Lightning 3 Light

6 Ice 5 Earth 6 Water 6 Dark

Valoredge Frame 6 Fire 5 Wind 5 Lightning 3 Light

4 Ice 6 Earth 5 Water 2 Dark

7 Fire 5 Wind 5 Lightning 5 Light

2 Ice 7 Earth 3 Water 2 Dark

7 Fire 6 Wind 5 Lightning 5 Light

2 Ice 4 Earth 5 Water 2 Dark

4 Fire 5 Wind 3 Lightning 3 Light

5 Ice 6 Earth 6 Water 4 Dark

4 Fire 5 Wind 3 Lightning 6 Light

5 Ice 6 Earth 6 Water 2 Dark

4 Fire 5 Wind 3 Lightning 3 Light

5 Ice 6 Earth 6 Water 5 Dark

Sharpshot Frame 5 Fire 6 Wind 6 Lightning 3 Light

4 Ice 5 Earth 5 Water 2 Dark

6 Fire 6 Wind 6 Lightning 5 Light

2 Ice 6 Earth 3 Water 2 Dark

6 Fire 7 Wind 6 Lightning 5 Light

2 Ice 3 Earth 5 Water 2 Dark

3 Fire 6 Wind 4 Lightning 3 Light

5 Ice 5 Earth 6 Water 4 Dark

3 Fire 6 Wind 4 Lightning 6 Light

5 Ice 5 Earth 6 Water 2 Dark

3 Fire 6 Wind 4 Lightning 3 Light

5 Ice 5 Earth 6 Water 5 Dark

Stormwaker Frame 4 Fire 4 Wind 5 Lightning 3 Light

6 Ice 5 Earth 5 Water 4 Dark

5 Fire 4 Wind 5 Lightning 5 Light

4 Ice 6 Earth 3 Water 4 Dark

5 Fire 5 Wind 5 Lightning 5 Light

4 Ice 3 Earth 5 Water 4 Dark

2 Fire 4 Wind 3 Lightning 3 Light

7 Ice 5 Earth 6 Water 6 Dark

2 Fire 4 Wind 3 Lightning 6 Light

7 Ice 5 Earth 6 Water 4 Dark

2 Fire 4 Wind 3 Lightning 3 Light

7 Ice 5 Earth 6 Water 7 Dark

Source entry: Automaton. Cached on this server on 4 November 2026.

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