Difference between revisions of "Henchmen"
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Skills are different. When the henchperson joins you they will get the same skills at the same levels you have. The only skills that will change are their combat skills. Combat skills are swords, maces, fencing, archery, parry and tactics. All other skills will remain where they were set when they joined up. Skills are capped at your leadership + 20%. If you have 100 leadership your henchperson's skills are capped at 120%. | Skills are different. When the henchperson joins you they will get the same skills at the same levels you have. The only skills that will change are their combat skills. Combat skills are swords, maces, fencing, archery, parry and tactics. All other skills will remain where they were set when they joined up. Skills are capped at your leadership + 20%. If you have 100 leadership your henchperson's skills are capped at 120%. | ||
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|Whoo Hoo! I am getting stronger ||Increase in strength | |Whoo Hoo! I am getting stronger ||Increase in strength | ||
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Revision as of 20:40, 22 July 2011
Henchmen
Stats & Skills
Henchmen won't quit on you if you try to command too many. Instead they'll just stop following you. There is a limit of 20 henchpersons per account, split up among your characters any way you choose. And further ones you try to recruit simply won't join you.
When a henchperson joins you they will start of with basic level stats. The stats can be raised by sparring with them or taking them hunting with you. The more they fight/spar the more their stats will raise. Stats will raise to your the lower of your stat or leadership. Example: Your stats are 99/54/23 and you have 80 leadership. Your henchperson's stats will raise to 80/54/23. When you are training a henchperson they will tell you when their stats raise. Use the table to the right to understand what they say and what it means. Skills are different. When the henchperson joins you they will get the same skills at the same levels you have. The only skills that will change are their combat skills. Combat skills are swords, maces, fencing, archery, parry and tactics. All other skills will remain where they were set when they joined up. Skills are capped at your leadership + 20%. If you have 100 leadership your henchperson's skills are capped at 120%.
Whoo Hoo! I am getting stronger | Increase in strength |
Ha! I liked that move | Increase in dexterity |
I am learning so much from you | Increase in intelligence
Equipment (Back to Top) Your henchperson will be limited to what ever armor and shield combo their strength allows. The only way to determine what they can wear is to have them try to wear a particular item. If they can not wear the item, they will suggest that they are not strong enough to wear that. You do have to tell a henchman to wear a shield. If you give them a two handed weapon to use, they will take the shield off until they are told to use the one-handed weapon. There is very little you actually need to give your henchperson. They can use bandages and arrows/bolts if they use an archery weapon. If damaged enough (1/3 of max hit points) they will also attempt to use a Greater Heal Potion if they have some in their backbacks. They can not use scrolls, wands or other tools. To give an item to your henchperson, simply drop it on them and they will place it in their backpack. Henchpeople can only use items in the top level of thier backpack. To access a henchperson's backpack you need to stand right next to them and double click them. Their paperdoll will appear and their backpack will open. Your henchperson can use any item that you have marked as owned, including an Order/Chaos Shield. It is common practice to place your owner's mark on any item your henchperson will be using. This will help you get their equipment back if they are killed in combat. It has also been suggested that placing a .owned bag in your henchperson's bag will help others return your stuff to you if the henchperson is killed in guard mode and can not be resurected. On the subject of death, your henchperson can be resurected. You do not have to be present or even online (in the case of disconnects) for your henchperson to be resurected. The resurection can be performed with any of the normal methods: spell, wand or bandage. The number of times your henchperson can be resurected is your leader ship skill divided by 10 rounded down. (IE 96% leadership = 9 lives for your henchmen). Your henchperson will retain their skill levels when they die but will loose 10% of any virtue they have gained.
Your henchperson will automatically stop training once they reach their stat caps.
Guard Commands (Back to Top) Henchmen will not obey orders from dead people Command Henchmen's Action Attention they'll turn to look at you Right face turn right Left face turn right About face turn around Present arms salute Forward march march forward Halt stop marching
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