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Spiritreaver Head

Controls the AI of the Automaton.

Elemental Slots

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

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.



  • The spiritreaver head will automatically detect extreme resistances, even without equipping the scanner. If an extreme resistance is detected, it will choose the highest spell to which the target does not have extreme resistance. Equipping the scanner on this puppet may cause a bug where it is unable to cast at all.

Drain and Aspir

  • Drain or Aspir will only be cast if the automaton's HP or MP is below 75%. They will not be cast on mobs which cannot have HP or MP stolen, such as undead or mobs without MP.
  • When Aspir II is learned the automaton will cast Aspir II and Aspir before casting a different spell until its MP is above 75%.

Spells and Enemy HP% Verification Needed

The casting AI changes based on the current targets health.Casting AI has been changed dramatically since the December 2011 update, this table may no longer be accurate.

Enemy HP% Default Casting Priority
100% - Low HP DrainAspirElemental Magic
Low HP - 0% The automaton will ignore all maneuvers and attempt to finish the enemy off. It will use the weakest nuke that will kill the enemy if unresisted.

Spells and Maneuvers

Maneuvers increase the priority of spells of their respective element.

Maneuver Spells
Dark AspirDrainAbsorb-INTBlindBio IISilenceSlowParalyzePoison IINuke
Dark + Ice Prioritize nukes again.
Dark + Wind AspirDrainAbsorb-INTSilence → etc
Dark + Earth AspirDrainAbsorb-INTSlow → etc
Dark + Water AspirDrainAbsorb-INTPoison → etc
Dark + Light No change. Same as dark.
Dark + Wind + Wind AspirDrainSilenceAbsorb-INT → etc
Dark + Earth + Earth AspirDrainSlowAbsorb-INT → etc
Dark + Water + Water AspirDrainPoisonAbsorb-INT → etc
Dark + Light + Light AspirDrainDia IIAbsorb-INT → etc

Enfeeble Priority

The spiritreaver head requires a dark maneuver to cast enfeebles. Dark maneuvers also cause aspir to be used first, even though drain is typically prioritized. Enfeebling is similar to that of the stormwaker head, but requiring a dark maneuver raises the priority of blind, bio II, and absorb-INT. Absorb-INT appears to be at a higher priority than blind and bio II though; it requires two maneuvers in order to force the puppet to cast a different enfeeble, whereas blind and bio II only require one. The casting of dia II is also only possible with two lights.

Spell List

Spells become available as Automaton Magic Skill increases.

Skill Level  Spell
01  Dia
15  Stone
18  Poison
21  Paralyze
27  Blind
30  Water
33  Bio
42  Slow
45  Aero
45  Drain
57  Silence
60  Fire
Skill Level  Spell
75  Blizzard
78  Aspir
90  Thunder
96  Dia II
108  Stone II
111  Bio II
120  Absorb-INT
123  Water II
138  Aero II
141  Poison II
153  Fire II
178  Blizzard II
Skill Level  Spell
203  Thunder II
227  Stone III
236  Water III
246  Aero III
251  Fire III
256  Blizzard III
256  Dread Spikes
261  Thunder III
266  Stone IV
271  Water IV
276  Aero IV
281  Fire IV
Skill Level  Spell
286  Blizzard IV
291  Thunder IV
296  Stone V
313  Water V
331  Aero V
331  Aspir II
337  Addle
349  Fire V
368  Absorb-Attri
368  Blizzard V
389  Thunder V

How to Obtain


This article uses material from the "Spiritreaver_Head" article on FFXIclopedia and is licensed under the CC-BY-SA License.