Puppetmaster Job Traits
Puppetmaster Job Abilities
Puppetmaster Pet Commands
Automatons
Automatons are constructed from three types of components--a head, a frame, and various types of attachments. Your automaton will start out with the standard head and frame parts, but there are also parts available specifically for melee, magical, and ranged combat.
There are also numerous types of available attachments that allow you to customize your automaton with a range of abilities.
Customizing Your Automaton
You can customize your automaton from the “Automaton†sub-menu found under “Equipment†in the main menu.
*An activated automaton cannot be customized. You must first deactivate your automaton in order to change its equipped parts.
*Any combination of head and frame parts can be equipped; however, not all combinations are equally functional.
*When a puppetmaster has equipped attachments that can only be used with a certain type of head or frame, it is not possible to equip other head or frame parts that do not support those attachments. You must remove those attachments first before attempting to equip a different head or frame.
Controlling Your Automaton
An automaton will act automatically in relation to its equipped attachments.
It is possible to give simple commands such as attack and retreat, but you cannot command your automaton to use specific spells or abilities.
Effects of Maneuvers
Using a maneuver command will cause the automaton to give priority to actions that correspond to that maneuver's element.
Maneuver commands will also activate the abilities of corresponding attachments.
Fire Maneuver: STR/Attack/Increase enmity
Ice Maneuver: INT/Elemental magic/Magic attack
Wind Maneuver: AGI/Evasion/Ranged accuracy
Earth Maneuver: VIT/Defense
Thunder Maneuver: DEX/Accuracy
Water Maneuver: MND/Magic defense/Curing
Light Maneuver: CHR/HP recovery
Dark Maneuver: MP/MP recovery
*In order to use the Maneuver commands, the puppetmaster must equip a special item called an “animator.â€
An animator is obtained along with the puppetmaster job. If you throw away the animator by accident, you must pay an expensive sum to obtain another one.
Overload
Using a maneuver will increase the burden associated with that maneuver's element. When that burden exceeds a certain amount, the automaton will become overloaded.
An overloaded automaton will be temporarily unresponsive to maneuver commands, and will experience a reduction in combat ability.
*The burden associated with maneuver commands will gradually decrease over time.
*Activating an automaton will also increase an automaton’s burden
Double Post Edited:
QFT from another thread.
- Resist Slow (Level 10)
Gives you a slight resistance against slow. - Evasion Bonus (Level 20)
Improves evasion against physical attacks. - Martial Arts (Level 25)
Increases speed of hand-to-hand attacks.
Puppetmaster Job Abilities
- 2-hour ability: Overdrive (Level 1)
Augments the fighting ability of your automaton to its maximum level. - Activate (Level 1)
Calls forth your automaton.
Activate has a 20 minute recast time. Also, your automaton will disappear when you are affected by a level restriction, and must be recalled using the Activate ability. - Repair (Level 15)
Gradually restores your automaton's HP. Special items required.
*The Repair ability requires the puppetmaster to equip an item called “automaton oil†that can be made with the alchemy skill, or purchased at shops.
Puppetmaster Pet Commands
- Deploy (Level 1)
Orders your automaton to attack. - Deactivate (Level 1)
Deactivates your automaton. - Retrieve (Level 10)
Orders your automaton to return to your side. - Fire Maneuver (Level 1)
Enhances the effect of fire attachments. - Ice Maneuver (Level 1)
Enhances the effect of ice attachments. - Wind Maneuver (Level 1)
Enhances the effect of wind attachments. - Earth Maneuver (Level 1)
Enhances the effect of earth attachments. - Thunder Maneuver (Level 1)
Enhances the effect of thunder attachments. - Water Maneuver (Level 1)
Enhances the effect of water attachments. - Light Maneuver (Level 1)
Enhances the effect of light attachments. - Dark Maneuver (Level 1)
Enhances the effect of dark attachments.
Automatons
Automatons are constructed from three types of components--a head, a frame, and various types of attachments. Your automaton will start out with the standard head and frame parts, but there are also parts available specifically for melee, magical, and ranged combat.
There are also numerous types of available attachments that allow you to customize your automaton with a range of abilities.
Customizing Your Automaton
You can customize your automaton from the “Automaton†sub-menu found under “Equipment†in the main menu.
- Head
The head equipment slot.
The type of head you select will affect the automaton's positioning in battle, as well as direct its basic behavior patterns. - Frame
The frame equipment slot.
The type of frame will affect the abilities and magic available to the automaton. - Attachments
The attachment equipment slots.
A maximum of 12 attachments can be equipped on your automaton, regardless of the selected head or frame. - Maximum capacity
This value represents the automaton's maximum capacity for equipping attachments.
The combined values of the head and frame parts set the limit for each elemental capacity. - Attachment functions
The functions or abilities provided by each individual attachment. - Required capacity
These values represent the elemental capacity required to equip the attachment.
Attachments with requirements that exceed the maximum capacity cannot be equipped. - Skill
The various skill values of your automaton.
*An activated automaton cannot be customized. You must first deactivate your automaton in order to change its equipped parts.
*Any combination of head and frame parts can be equipped; however, not all combinations are equally functional.
*When a puppetmaster has equipped attachments that can only be used with a certain type of head or frame, it is not possible to equip other head or frame parts that do not support those attachments. You must remove those attachments first before attempting to equip a different head or frame.
Controlling Your Automaton
An automaton will act automatically in relation to its equipped attachments.
It is possible to give simple commands such as attack and retreat, but you cannot command your automaton to use specific spells or abilities.
Effects of Maneuvers
Using a maneuver command will cause the automaton to give priority to actions that correspond to that maneuver's element.
Maneuver commands will also activate the abilities of corresponding attachments.
Fire Maneuver: STR/Attack/Increase enmity
Ice Maneuver: INT/Elemental magic/Magic attack
Wind Maneuver: AGI/Evasion/Ranged accuracy
Earth Maneuver: VIT/Defense
Thunder Maneuver: DEX/Accuracy
Water Maneuver: MND/Magic defense/Curing
Light Maneuver: CHR/HP recovery
Dark Maneuver: MP/MP recovery
*In order to use the Maneuver commands, the puppetmaster must equip a special item called an “animator.â€
An animator is obtained along with the puppetmaster job. If you throw away the animator by accident, you must pay an expensive sum to obtain another one.
Overload
Using a maneuver will increase the burden associated with that maneuver's element. When that burden exceeds a certain amount, the automaton will become overloaded.
An overloaded automaton will be temporarily unresponsive to maneuver commands, and will experience a reduction in combat ability.
*The burden associated with maneuver commands will gradually decrease over time.
*Activating an automaton will also increase an automaton’s burden
Double Post Edited:
Originally posted by Kailea-D
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