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FFXIclopedia

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.

Job Abilities[]

Job Traits[]

The Automaton[]

Main Article: Automaton

The Puppetmaster's definining trait is their command over a mechanical companion configured with a variety of Heads and Frames. They obey sets of Maneuvers and filter a PUP's commands through Automaton Attachments that govern their overall behavior in combat. An Animator must be equipped to perform Maneuvers, and these unique tools may only be equipped when your main job is set to Puppetmaster. If you drop your starting Animator, Iruki-Waraki will sell you a new one for 10,000 gil.

Before being able to use an attachment, you must first trade the attachment to Tateeya in Aht Urhgan Whitegate to have it placed in the Automaton's inventory. Automaton attachments must be equipped on your automaton to receive the effects of the attachments when using elemental maneuvers. Maneuvers will grant a bonus to the Automaton's stat associated with that element.

Automatons gain power alongside their master. If a Puppetmaster gains a level, they must use the Deactivate and Activate commands to receive the effective level on their pet. Deactivating your automaton while it has full HP will reset the Activate timer to zero and refill the automaton's MP. If you log off with your automaton active, it will still be active the next time you log-in.

Your automaton will be automatically deactivated when entering an area or battlefield with an imposed Level Restriction or Confrontation status, at the beginning of a Besieged battle, when renting a Chocobo or, when you join a Level Sync party if it is not already at or below the Sync level. When level restriction results in a puppetmaster's automaton being deactivated in a state of full or nearly full health, the ability Activate will become immediately usable. Your automaton will not Deactivate if you re-sync to the same level since its level is still capped until reactivated.

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.

Automatons will also mimic any of the following Emotes: /bow, /hurray, /point, /goodbye, /shocked, /joy, /panic, /blush, /surprised, /cheer, /clap, /salute, /wave, /dance, /dance1, /dance2, /dance3, /dance4

Animators[]

Main Article Animators

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.

Starting at level 99, the Animator's Item Level also determines the Automaton's base stats.

List of Animators:

Pet Commands[]

Maneuvers[]

See Also: Maneuvers

Merit Point Categories[]

Group 1[]

Group 2[]

  • Role Reversal: This Job Ability swaps the PUP's HP with their Automaton. Each additional merit increases the HP gain by 5%.
  • Ventriloquy: This Job Ability swaps the current enmity of the PUP with their Automaton. Each additional merit increases the Enmity gained/lost by 5% per level.
  • Fine-Tuning: Increases Automaton Accuracy, Ranged Accuracy, Evasion, and Magic Defense by 5 per level.
  • Optimization: Increases Automaton Attack and Defense by 5% per level. Increases Automaton Magic Attack by 5 per level.

Job Points[]

Main article: Job Points

Categories[]

  • Overdrive Effect: Increases automatons' attributes by 3 per rank while under the effects of Overdrive.
  • Automaton Max HP and MP Bonus: Increases automaton maximum HP by 10 and MP by 5 per rank.
  • Heady Artifice Effect: Increases the potency of the various head-related abilities.
    • Harlequin Head: +2 physical accuracy per rank.
    • Valoredge Head: +100 static enmity per rank.
    • Sharpshot Head: +3% damage per rank.
    • Stormwaker Head: +2 magic damage per rank.
    • Soulsoother Head: +1% MP recovery per rank.
    • Spiritreaver Head: +5 magic damage per rank.
  • Activate Effect: Decreases the Automaton's burden when Activate or Deus Ex Automata is used by 1 per rank.
  • Repair Effect: Gradually restores Automaton's MP when Repair is used. Amount of MP recovered depends on the item used.
  • Deus Ex Automata Recast: Reduces the recast time of Deus Ex Automata by 1 second per rank.
  • Tactical Switch: Increases TP of the Automaton's master by 20 per rank when using Tactical Switch.
  • Cooldown Effect: Reduces the Automaton's burden by 1 per rank when using Cooldown.
  • Deactivate Effect: Relaxes the automaton's remianing HP requirement by 1% per rank for reducing Deactivate's cooldown on use.
  • Martial Arts Effect: Reduces attack delay for hand-to-hand attacks by 2 per rank.

Gifts[]

Job Points Needed Name / Effect
5 Physical Attack Bonus
Increases physical and ranged attack by 6.
Capacity Point Bonus
Increases acquired capacity points 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 capacity points by 7%.
30 Magic Evasion Bonus
Increases magic evasion by 5.
45 Magic Accuracy Bonus
Increases magic accuracy by 5.
50 Superior 1
Enables the player to equip items marked as Superior 1 (Su1).
55 Capacity Point Bonus
Increases acquired capacity points by 9%.
60 Automaton Physical Attack and Defense Bonus
Increases automaton physical attack, ranged attack, and physical defense by 15.
80 Automaton Physical Accuracy and Physical Evasion Bonus
Increases automaton physical accuracy, ranged accuracy, and physical evasion by 10.
95 Capacity Point Bonus
Increases acquired capacity points by 11%.
100 Automaton Elemental Capacity Bonus
Increases the automaton's elemental capacity for attachments by 2.
Superior 2
Enables the player to equip items marked as Superior 2 (Su2).
125 Automaton Mag. Atk. and Def. Bonus
Increases automaton magic attack and magic defense by 5.
145 Capacity Point Bonus
Increases acquired capacity points 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 capacity points by 15%.
210 Physical Evasion Bonus
Increases physical evasion by 12.
245 Physical Accuracy Bonus
Increases physical and ranged accuracy by 11.
275 Capacity Point Bonus
Increases acquired capacity points by 17%.
280 Magic Evasion Bonus
Increases magic evasion by 8.
320 Magic Accuracy Bonus
Increases magic accuracy by 8.
355 Capacity Point Bonus
Increases acquired capacity points by 19%.
360 Automaton Phys. Atk. and Def. Bonus
Increases automaton physical attack, ranged attack, and physical defense by 23.
405 Automaton Phys. Acc. and Eva. Bonus
Increases automaton physical accuracy, ranged accuracy, and physical evasion by 15.
445 Capacity Point Bonus
Increases acquired capacity points by 21%.
450 Automaton Mag. Atk. and Def. Bonus
Increases automaton magic attack and magic defense by 8.
500 Automaton Mag. Acc. and Eva. Bonus
Increases automaton magic accuracy and evasion by 15.
Superior 3
Enables the player to equip items marked as Superior 3 (Su3).
545 Capacity Point Bonus
Increases acquired capacity points by 23%.
550 Martial Arts Effect
Decreases hand-to-hand delay by 5.
605 Physical Attack Bonus
Increases physical and ranged attack by 12.
655 Capacity Point Bonus
Increases acquired capacity points by 25%.
660 Physical Evasion Bonus
Increases physical evasion by 16.
720 Physical Accuracy Bonus
Increases physical and ranged accuracy by 14.
775 Capacity Point Bonus
Increases acquired capacity points by 27%.
780 Magic Evasion Bonus
Increases magic evasion by 10.
845 Magic Accuracy Bonus
Increases magic accuracy by 10.
905 Capacity Point Bonus
Increases acquired capacity points by 29%.
910 Automaton Phys. Atk. and Def. Bonus
Increases automaton physical attack, ranged attack, and physical defense by 30.
980 Automaton Phys. Acc. and Eva. Bonus
Increases automaton physical accuracy, ranged accuracy, and physical evasion by 20.
1045 Capacity Point Bonus
Increases acquired capacity points by 31%.
1050 Automaton Mag. Atk. and Def. Bonus
Increases automaton magic attack and magic defense by 10.
1125 Automaton Mag. Acc. and Eva. Bonus
Increases automaton magic accuracy and evasion by 20.
1195 Capacity Point Bonus
Increases acquired capacity points by 33%.
1200 Automaton Elemental Capacity Bonus
Increases the automaton's elemental capacity for attachments by 2.
Superior 4
Enables the player to equip items marked as Superior 4 (Su4).
1280 Physical Attack Bonus
Increases physical and ranged attack by 15.
1355 Capacity Point Bonus
Increases acquired capacity points by 35%.
1360 Physical Evasion Bonus
Increases physical evasion by 20.
1445 Physical Accuracy Bonus
Increases physical and ranged accuracy by 18.
1530 Magic Evasion Bonus
Increases magic evasion by 13.
1620 Magic Accuracy Bonus
Increases magic accuracy by 13.
1710 Automaton Phys. Atk. and Def. Bonus
Increases automaton physical attack, ranged attack, and physical defense by 38.
1805 Automaton Phys. Acc. and Eva. Bonus
Increases automaton physical accuracy, ranged accuracy, and physical evasion by 25.
1900 Automaton Mag. Atk. and Def. Bonus
Increases automaton magic attack and magic defense by 13.
2000 Automaton Mag. Acc. and Eva. Bonus
Increases automaton magic accuracy and evasion by 25.
2100 ★Master!
Grants a job-specific designation.
Decreases the recast time of one-hour abilities by 15 minutes.
Superior 5
Enables the player to equip items marked as Superior 5 (Su5).

Combat Skills[]

Master Levels increase player combat skill caps by +1 every level.
See Automaton Skill Ratings for a breakdown on how Automaton skills work.

Skill Rank Caps
Lv. 1 Lv. 49 Lv. 99
Hand-to-Hand A+ 6 150 424
Dagger C- 5 139 368
Club D 4 133 334
Throwing C+ 5 139 378
Evasion B 5 144 398
Guard B- 5 144 388
Parrying D 4 133 334

See Puppetmaster Skill Caps for a by-level breakdown of Weapon Skill limits.

Job-Specific Equipment[]

To see a side by side comparison of Artifact/Relic sets visit Puppetmaster Artifact/Relic Sets Comparison.
To see a side by side comparison of Empyrean sets visit Cirque Sets Comparison.

Artifact Equipment[]

See Also: The Wayward Automaton

Relic Armor[]

Empyrean Armor[]

Other JSE[]

Slot Armor Level
Neck Buffoon's Collar / +1 5
Neck Puppetry Torque 30
Feet Promptitude Solea 60
Ear Guignol Earring 69
Back Wayang Kulit Mantle 74
Back Karagoz Mantle 80
Feet Punchinellos 99
Neck Puppetmaster's Collar / +1 / +2 99
Ear Burana Earring 99
Ear Charivari Earring 99
Ear Karagoz Earring / +1 / +2 99
Back Dispersal Mantle 99
Back Visucius's Mantle 99
Back Karagoz Mantle +1 99
Back Contriver's Cape 99
Waist Ukko Sash 99

Ultimate Weaponry[]

Job Guides[]

Outdated Guides[]