14 Str, 2 Int, 2 Dex
Autos gain 1 Int every two levels
Exp 0
HP +1
MP +1
MR +4
Automatons have a different hunger clock than normal, and don't lose satiation while resting.
Clock represents level of fuel (Depleted, Near Depletion, Low, etc)
Automatons can't eat
When an automaton quaffs a potion, it provides 1,500 nutrition (Fueled by potions)
Automatons gain a bonus to AC equal to their current HP, but always take at least 1 damage from any attack that hits.
If an Automaton would mutate, it becomes corroded instead
Every level, the player has a choice to upgrade Defenses (HP+2), Offenses (Slay+1), or Magic (MP+2)
(?Automatons don't gain HP, MP, or attack damage from skills?)
Every 5th time the player makes a given choice, the upgrade provides an additional bonus (Perhaps not, just spitballing)
- Defenses provide Repulsion Field 1, 2, and 3
- Offenses grant all attacks made (Except with crossbows?) the Vorpal quality, followed by the Electric quality, then the Speed Quality (Find some less powerful effect?)
- Magic grants a wizardry bonus each time.
Automatons are immune to poison
Automatons are immune to negative energy and torment
Automatons have clarity
Armor fits poorly on automatons (1/2 Armor AC)