Skills
Archery: Allows minions with bows to shoot in more rounds in ranged combat.
  • Only affects Bows, not other Ranged Weapons.
  • The skill gives the bow the max CTH (Chance-To-Hit) that the bow is capable of.
    • Examples:
    • An Archery of 0.20 results in a 20% max chance to hit of the bow itself.
    • An Archery of 1.00 results in a 100% max chance to hit of the bow.
  • The maximum effect of archery is 1.00
  • It can be achieved when its level is at least 20% of the minion's actual strength.
  • This is including strength gained from the spell Giant Strength and the Tattoo of Augmentation, as well as lowering of strength by Ethereal Chains.
Bloodlust: Allows minions to inflict more physical damage during melee rounds.
  • Only affects minions who use physical weapons.
  • The skill gives the minion the ability to do extra damage equal to the skill's effect level.
    • Examples:
    • A Bloodlust of 0.15 results in a 15% increase in melee damage.
    • A Bloodlust of 0.75 results in a 75% increase in melee damage.
  • The maximum effect of Bloodlust is 0.75
  • It can be achieved when its level is at least 25% of the minion's actual strength.
  • This is including strength gained from the spell Giant Strength and the Tattoo of Augmentation, as well as lowering of strength by Ethereal Chains.
  • Bloodlust has no effect in ranged rounds.
  • Often used along with Vampiric Aura.
Evasion: The ability to dodge enemy physical attacks.
  • Reduces the effectiveness of enemy plus-to-hit enchantments.
    • Example:
    • An evasion effect of 20 would cause the plus-to-hit enchantment of a Dagger [4x1] (+20) to be reduced back down to +0.
  • Evasion above an opponents' plus-to-hit (from weapon enchantments or Tattoo of Augmentation) will reduce any DX based CTH bonus the opponent has. Evasion cannot reduce CTH beyond a weapon's base CTH value.
  • Evasion is more effective during ranged combat: x2.4 during the first ranged round, x2.16 during the 2nd, x1.92 during the 3rd, x1.68 during the fourth round, and 1.44 during the last round.
  • With the Helm of Clearsight, these multipliers become: x2.4 during the first ranged round, x2.16 during the 2nd, x1.92 during the 3rd, x1.68 during the fourth round, 1.44 during the fifth round, and 1.0 during the last round.
  • Evasion no longer grants any defensive Dexterity as of 3rd of September 2008
  • Evasion greater than your Dexterity is only 60% as effective. This means that you have a choice of training only evasion to counter only enemy weapon "+" to-hit enchantment, or more dexterity than evasion in order to counter both enemy weapon base to hit and DX-based cth.

Phantom Link: allows a Minion to absorb damage dealt to a companion at reduced rate.
  • Minion with PL trained takes damage intended for other minions on your team.
  • Only one minion with PL can be active at once; if that minion dies, the minion with the next-largest PL becomes the new active damage receiver. If two minions trains equally large PL the minion closest to the front absorbs damage first.
  • PL does not absorb Guardian Angel (GA) or Antimagic Field (AMF) damage, only direct damage spells and direct physical attacks.
  • Damage absorbed with PL will not return any GA damage.
  • PL will redirect the effects of stat-draining weapons (Assassin's Crossbow, Enforcer's Crossbow) to the linked minion, but only if the PL would absorb more than 1/2 of the damage dealt and the absorbing minion has positive DX or ST (depending on axbow or exbow).
  • A minion training PL will get no benefit either from VA or Morgul-Hammer (MH) / Blade of Thuringwethil (BoTH).
  • Damage absorbed by the minion training PL will not count towards damage an attacker's VA/MH/BoTH uses to calculate life drain.
  • For each level a minion has trained in PL, he can absorb 1.8 points of damage per hit done to a teammate. "Reduced rate" means that for each 10 points of damage absorbed, he only loses 9 HP.
  • PL will not absorb any damage if it is unable to absorb enough to keep the original target alive.
Example: if minion X hits minion Y with a MH for 10000 dmg, but minion Z on Y's team has PL trained to 1000, the results are:
  • Z takes 1800 dmg (90% of 1000 x 2)
  • Y takes 8000 dmg
  • X gains 1600 HP (20% of 8000, instead of 20% of 10000)
Two more things to know:
  • PL has no effect on GA or on AMF
  • PL will redirect the effects of stat-draining weapons (axbow, exbow) to the linked minion, but only if the PL would absorb more than 1/2 of the damage dealt

Steel Skin: Lets a minion use Armor more effectively.
  • Steel Skin boosts AC effectiveness by 25% (that is, back to the old AC effectiveness, since 1.25 * 0.8 = 1).
  • Train to 1/8th of the minion's trained Hit Points (HP) for full effect (Effect: 1.00); excluding any HP gained from Ablative Shield (AS). Example: A 20 HP minion boosted by one million HP from AS would only need 2.5 levels (20HP/8=2.5) of Steel Skin to gain full effect.
  • With 0% penalty on skills, it doesn't matter whether you train HP or Steel Skin at 181 AC; with 18% penalty on skills (full wall armor), the break-even point is 203 AC. The following assumptions apply.

Junction: The amility to Link items' effects to familiar
  • Weapons don't do anything that would qualify for Junction. (Ex. MH's HP leech)
  • Junction transfers both positive and negative effects (such as Armor DX penalties) but as junction gets higher it can block out the negative. At 1.0 you get 100% of the positive effect for most things, and 150% for ST and DX. At 1.0 you get 0% of the negative effect.
  • To get 1.0 you need to have 1/5 of your Tattoo's effective lvl in Junction.
  • Effects apply to minion and familiar, but only the familiar's end are modified by junction .
  • Invisibility does transfer, but remember both familiar and Minion will be invisible so if nobody else is left it will be the same as if neither was. However the chance it transfers is based on the number in the (xx). IE, (0.4) means that there is a 40% chance in that battle the invisibility transfers. Of course at (1.0), the Invisibility will transfer all the time.
  • Helm of Clearsight does transfer but at the same % as Invisibility does.

Unarmed Combat: The ability to use bare hands as deadly weapons.
  • Some armor will reduce Unarmed Combat effectiveness; other rare types can enhance it.
  • The higher the level, the more effective you are in melee when not using a melee weapon.
      Example:
    • A UC effect of 100 is equivalent to a weapon with x100 +100.
  • The base damage is currently unknown.
  • Training this skill also confers an Evasion effect equal to 1/3 of trained UC effect.
  • Evasion granted by the UC skill is doubled during Ranged combat.
  • When having UC trained and a melee weapon equiped, the melee weapon will be used instead of the skill.