Available after completing the No Strings Attached quest, these wandering performers entertain crowds and confound their enemies with a customizable puppet known as an "Automaton." This puppet uses different frames, maneuvers and attachments to do a variety of different tasks. Puppetmasters (PUP) can also fall back on Hand-to-Hand fighting skills that utilize the flexible movements of their art.
Maneuvers will grant a bonus to the Automaton's stat associated with that element.
The Soulsoother Head can cast cures, regens and status removal spells on all members of the Puppetmaster's party. (The automaton and master will always have priority over other members.)
In Salvage all pet's stats are locked with the master's. This means if your HP is locked, for example, your pet's HP is locked as well. Using a cell to remove a lock also removes the lock from the pet. This includes all cells- For PUP, the automaton will not be able to cast spells if your magic is locked. (However, the automaton needs no equipment to shoot and a ranged cell is not needed for ranged attacks.)
In Abyssea, the automaton receives the effects of any atmas on the master. However it does not receive the effects of cruor buffs.
If you log off with your automaton active, it will still be active the next time you log-in.
Each time you increase the level of a Job point category, it takes one more for the next time to increase it. I.E. tier 1 = 1 Job Point, tier 2 takes 2 JP, etc... up to a maximum of 20 increases. (For the Math freaks: It would take 210 Job Points spent to cap out any one category for 20/20)
Each time you spend Job Points on a tier improvement, you are awarded Gifts appropriately. These Gifts are meant to be bestowed on those players that dedicate their time to that job. Gifts earned on one job cannot be used by another job if they change jobs.
5: Physical Attack bonus :Increases physical and ranged attack by 6
5: Capacity Point Bonus :Increases acquired CP by 5%.
10: Physical Evasion Bonus :Increases physical evasion by 8.
20: Physical Accuracy Bonus :Increases physical and ranged accuracy by 7.
25: Capacity Point Bonus :Increases acquired CP by 7%.
30: Magic Evasion Bonus :Increases magic evasion by 5.
50: Superior 1 :Enables the player to equip items marked as Superior 1 (Su1).
55: Capacity Point Bonus :Increases acquired CP by 9%.
60: Automaton Phys. Atk. and Def. Bonus :Increases automaton physical attack, ranged attack, and physical defense by 15.
80: Automaton Phys. Acc. and Eva. Bonus :Increases automaton physical accuracy, ranged accuracy, and physical evasion by 10.
95: Capacity Point Bonus :Increases acquired CP by 11%
100: Superior 2 Enables the player to equip items marked as Superior 2 (Su2).
100: Automaton Elemental Capacity Bonus Increases the automaton's elemental capacity for attachments by 2.
125: Automaton Mag. Acc. and Def. Bonus Increases automaton magic attack and magic defense by 5.
145: Capacity Point Bonus Increases acquired CP by 13%.
150: Automaton Mag. Acc. and Eva. Bonus Increases automaton magic accuracy and evasion by 10.
180: Physical Attack Bonus Increases physical and ranged attack by 9.
205: Capacity Point Bonus Increases acquired CP by 15%
210: Physical Evasion Bonus Increases physical evasion by 12.
245: Physical Accuracy Bonus Increase physical and ranged accuracy by 11.
275: Capacity Point Bonus Increase acquired CP by 17%.
280: Magic Evasion Bonus
320: Magic Accuracy Bonus
355: Capacity Point Bonus
360: Automaton Physical Attack and Defense Bonus
405: Automaton Physical Accuracy and Evasion Bonus
445: Capacity Point Bonus
450: Automaton Magic Attack and Defense Bonus
500: Automaton Magic Accuracy and Evasion Bonus
545: Capacity Point Bonus
550: Martial Arts Effect
605: Physical Attack Bonus
655: Capacity Point Bonus
660: Physical Evasion Bonus
720: Physical Accuracy Bonus
775: Capacity Point Bonus
780: Magic Evasion Bonus
845: Magic Accuracy Bonus
905: Capacity Point Bonus
910: Automaton Physical Attack and Defense Bonus
980: Automaton Physical Accuracy and Evasion Bonus
1045: Capacity Point Bonus
1050: Automaton Magic Attack and Defense Bonus
1125: Automaton Magic Accuracy and Evasion Bonus
1195: Capacity Point Bonus
1200: Automaton Elemental Capacity Bonus
1280: Physical Attack Bonus
1355: Capacity Point Bonus
1360: Physical Evasion Bonus
1445: Physical Accuracy Bonus
1530: Magic Evasion Bonus
1620: Magic Accuracy Bonus
1710: Automaton Physical Attack and Defense Bonus
1805: Automaton Physical Accuracy and Evasion Bonus
The Animator is the integral part of communication between your character and the Automaton equipped in the Ranged slot of the player, you will not be able to do any "maneuvers" nor send any new commands to your Automaton. If you have already Deployed the automaton and sent it a command, then somehow had the Animator removed from your equipment slot (i.e. Iron Giant or Lamia TP move), the automaton will continue to do as it was told until you re-equip it and send new commands, or until the target is gone. It will still cast spells, and do TP moves without it equipped. It just won't do any 'newer' decisions until you tell it to.
Note: The /ja Deploy will still work even if your Animator is not equipped; you will just not be able to do any Maneuvers to your robot pet.
When combining heads and frames the combat skill is calculated by adding the head's skill rank modifier to the frames skill rank. Each skill rank modifier point increases the skill cap to the next skill bracket i.e. an E would become a D but a B- would become a B. For instance, combining the Valoredge Head with the Sharpshot Frame would increase the frames C+ skill rank by 1 resulting in a B- melee skill.