Community Archive
Spiritreaver Head
Spiritreaver Head
Controls the AI of the Automaton.
Skill Rank Modifier
- Magic +2
Spell-Casting Delay
Each category of magic has a separate recast timer, while the automaton also has a universal recast timer which determines the minimum time between any two spells being cast.
- ~10 second universal delay.
- ~10 second Enfeebling delay.
- ~33 second Elemental magic delay.
Behaviour
Deployment
- Remains stationary when deployed within ~15 yalms of the target, if deployed outside this range the automaton will close to melee distance.
- Will only move if the enemy is out of casting range or when it is out of MP.
- Magic is only used when attached to the Stormwaker or Harlequin Frame.
- Does not Cast Drain II
- Does not cast Other Absorb Spells
- Does not Cast any Damage Spikes spells such as Blaze Spikes
- Does not Cast Ancient Magic
- Does not Cast Warp Warp II Retrace nor Escape
Magic
Scanner
- The spiritreaver head will automatically detect extreme resistances, even without equipping the scanner. If an extreme resistance is detected, it will choose the highest spell to which the target does not have extreme resistance. Equipping the scanner on this puppet may cause a bug where it is unable to cast at all.
Drain and Aspir
- Drain or Aspir will only be cast if the automaton's HP or MP is below 75%. They will not be cast on mobs which cannot have HP or MP stolen, such as undead or mobs without MP.
- When Aspir II is learned the automaton will cast Aspir II and Aspir before casting a different spell until its MP is above 75%.
Spells and Enemy HP%
The casting AI changes based on the current targets health.Casting AI has been changed dramatically since the December 2011 update, this table may no longer be accurate.
| Enemy HP% | Default Casting Priority |
| 100% - Low HP | Drain →Aspir → Elemental Magic |
| Low HP - 0% | The automaton will ignore all maneuvers and attempt to finish the enemy off. It will use the weakest nuke that will kill the enemy if unresisted. |
Spells and Maneuvers
Maneuvers increase the priority of spells of their respective element.
| Maneuver | Spells |
| Dark | Aspir → Drain → Absorb-INT → Blind → Bio II → Silence → Slow → Paralyze → Poison II → Nuke |
| Dark + Ice | Prioritize nukes again. |
| Dark + Wind | Aspir → Drain → Absorb-INT → Silence → etc |
| Dark + Earth | Aspir → Drain → Absorb-INT → Slow → etc |
| Dark + Water | Aspir → Drain → Absorb-INT → Poison → etc |
| Dark + Light | No change. Same as dark. |
| Dark + Wind + Wind | Aspir → Drain → Silence → Absorb-INT → etc |
| Dark + Earth + Earth | Aspir → Drain → Slow → Absorb-INT → etc |
| Dark + Water + Water | Aspir → Drain → Poison → Absorb-INT → etc |
| Dark + Light + Light | Aspir → Drain → Dia II → Absorb-INT → etc |
Enfeeble Priority
The spiritreaver head requires a dark maneuver to cast enfeebles. Dark maneuvers also cause aspir to be used first, even though drain is typically prioritized. Enfeebling is similar to that of the stormwaker head, but requiring a dark maneuver raises the priority of blind, bio II, and absorb-INT. Absorb-INT appears to be at a higher priority than blind and bio II though; it requires two maneuvers in order to force the puppet to cast a different enfeeble, whereas blind and bio II only require one. The casting of dia II is also only possible with two lights.
Spell List
Spells become available as Automaton Magic Skill increases.
Skill Level
Skill Level
Skill Level
| Spell | |
|---|---|
| 203 | Thunder II |
| 227 | Stone III |
| 236 | Water III |
| 246 | Aero III |
| 251 | Fire III |
| 256 | Blizzard III |
| 256 | Dread Spikes |
| 261 | Thunder III |
| 266 | Stone IV |
| 271 | Water IV |
| 276 | Aero IV |
| 281 | Fire IV |
Skill Level
| Spell | |
|---|---|
| 286 | Blizzard IV |
| 291 | Thunder IV |
| 296 | Stone V |
| 313 | Water V |
| 331 | Aero V |
| 331 | Aspir II |
| 337 | Addle |
| 349 | Fire V |
| 368 | Absorb-Attri |
| 368 | Blizzard V |
| 389 | Thunder V |
How to Obtain
Quest
Source entry: Spiritreaver Head. Cached on this server on 5 November 2026.