FFXI: Automatons "0","Automatons" "1","Automaton Equipment" "3","Controlling Your Automaton " "4","Maneuvers" "140","211","45","0" &pre=01;&style=Tk15w_3;&image=ng01;Automatons&style; &style=spacer01; &style;  Puppetmasters have the ability to call  an automaton to join them in battle.  Automatons are constructed from three  types of components: a head, a frame,  and various types of attachments. &style=spacer02; &style; &style=Ty14_2; *Automatons are called using the "Activate"   ability and dismissed using the "Deactivate"   ability, selectable from the "Pet Command"   menu. "122","51","63","0" &pre=01;&style=Tk15w_3;&image=ng01;Automaton Equipment&style; &style=spacer01; &style;  You can customize your automaton from  the "Automaton" sub-menu found under  "Equipment" in the main menu. An activated automaton  cannot be customized. &style=spacer02; &style; &style=Ty15; *You must first deactivate your automaton in order to   change its equipped parts. "223","138","-38","0" &pre=01; In addition to the original  frame that is initially equipped  on your automaton, there are  three extra frames available:  Valoredge X-900, Sharpshot  Z-500, and Stormwaker Y-700.  You can also equip twelve  attachments at a time, enabling a great variety of  customization options. &pre=01;&style=Tk15w_3;&image=ng01;Controlling Your Automaton&style; &style=spacer01; &style;  An automaton will act automatically in relation to its  equipped attachments.  Though you may issue simple commands such as attack  and retreat, you cannot command your automaton to use  specific spells or abilities. &pre=01;&style=Tk15w_3;&image=ng01;Maneuvers&style; &style=spacer01; &style;  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
&pre=01;&style=Tk15w_3;&image=ng01;Overload&style; &style=spacer01; &style;  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. &style=spacer02; &style; &style=Ty15; *The burden associated with maneuver commands will   gradually decrease over time.