Soulsoother Head

Controls the AI of the Automaton.

Elemental Slots

Resist Vs. Fire 0 Resist Vs. Wind 2 Resist Vs. Lightning 0 Resist Vs. Light 3
Resist Vs. Ice 3 Resist Vs. Earth 2 Resist Vs. Water 3 Resist Vs. Dark 0

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.



  • 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.


Spell Casting Priority

Magic Category Default Casting Priority
Enhancing Protect VShell VHaste
Enfeebling SlowPoison IIBlindBio IIParalyzeAddle
  • If bio II is not available, the automaton will cast the highest DoT available: dia < bio < dia II < bio II
  • If the target is missing under 200 HP while the necessary amount of Light Maneuvers to trigger a Cure spell are active, the automaton's default cure spell will be Cure IV instead of Cure V.
  • At 99 Cap, with appropriate Automaton Magic Skill, will have access to Cure VI, which, as written above, will only be used if Cure V isn't enough to get the target to ~95% health (more testing needed to find the exact trigger). It appears the default Cure is Cure V while Cure VI is used for "Dire Circumstances" (Cure V via the Soulsoother Head is more mana efficient, as Cure VI via the puppet doesn't ever seem to hit the numbers a WHM can)
  • If unable to cast the highest tier spell (Cure VI, Protect V, Shell V, Poison II) the automaton will cast the highest tier spell possible depending on skill and mp.
  • Note that the automaton will not cast Cursna to remove Doom. See Talk:Soulsoother Head for details.
  • Protects, Shells, Regens and Haste will only be cast on party members if they are at the top of the hate list, with the possible exception of Haste.

Spells and Maneuvers

Maneuvers increase the priority of spells of their respective element.

Maneuver Spells
Ice Paralyze
Wind Silence
Earth Slow
Fire Addle
Water Poison

Enables casting of -na spells on others.

Light Dia II

Enables casting of cures on others.

Dark BlindBio II

Curing Priority

  • With one active light maneuver, automatons will prioritize HP recovery over curing status ailments. Automatons will also prioritize HP recovery when HP level is extremely low.
  • It will cure the master and puppet first, prioritizing whoever has more hate. It will then prioritize whichever party member has the most hate. Healing and -na spells on party members requires a light and water maneuver respectively. Cures only occur when below a certain percentage of health. For more information on the health percentages that influence curing priority, see the Damage Gauge article. Status removal will be prioritized over curing, regardless of maneuvers or other triggers.
  • Regen will be cast on the party member (including the automaton) with hate when their HP is high. Regen will only be cast when the master, puppet or party member is fighting a mob within five levels below the target's level or higher Verification Needed. Regen is cast based on the spell targets level versus the mobs level, so if in a party where the mob checks as too weak to the master but Even Match to another member the puppet will cast regen on that member but never on the master.
  • There is no known maneuver that will trigger regen.
  • The automaton will not cast spells on alliance members, adventuring fellows, other pets or quest NPC's.

Spell List

Spells become available as Automaton Magic Skill increases.

Skill Level  Spell
01  Dia
12  Cure
18  Poison
21  Paralyze
24  Protect
27  Blind
27  Poisona
33  Bio
36  Paralyna
42  Slow
Skill Level  Spell
45  Blindna
45  Cure II
54  Shell
57  Silence
60  Silena
66  Regen
81  Cure III
84  Protect II
90  Cursna
96  Dia II
Skill Level  Spell
99  Erase
105  Viruna
111  Bio II
114  Shell II
120  Stona
135  Regen II
141  Poison II
144  Protect III
147  Cure IV
147  Haste
Skill Level  Spell
188  Shell III
207  Cure V
217  Protect IV
232  Regen III
241  Shell IV
281  Protect V
313  Cure VI
337  Addle
337  Regen IV
337  Shell V

How to Obtain