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|
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.
You can now have your henchmen train against training dummies. Do to so, say "[name] train" and select the dummy you want them to spar against. Only one henchmen can use a particular training dummy. They'll gain stats while doing this, but not skill, and can train even while you're offline. To get them to stop, say "[name] stop".
Your henchperson will automatically stop training once they reach their stat caps.
Your henchman will gain vitrue and virtue titles (rude, honorable, and so on.) The title they earn is on thiers does not reflect your title. Should your henchman die, they will loose 10% of the virtue they have gained upon resurrection.
- FOLLOW (target/me)
- The follow command puts your hireling into follow mode. He will follow you (or who you target) successfully unless he is targeted or attacked. At this point he will chase off after the MOB. (See STOP Below) Your hireling must be in "follow" mode for you to recall and have him go with you. Your hireling will follow you regardless of how fast you move If he can't get to you in 10 or 20 steps, or if you move farther than 15 tiles away, then he teleports to you. The follow me command will also stop your hireling from chasing after a MOB.
- GUARD (target/me)
- The guard command puts your hireling into guard mode. He will stay within 5 spaces of your original location and attack any creature that attacks you. He will not "chase" any MOB that runs off past the 5 spaces. He will automatically target the next MOB once the first one has run or is dead. He will only follow you if you have issued the "follow" command first.
- Guard Here
- Henchmen will guard a location. They'll stay there, unhidden, even when you're logged off, killing any monsters that wander by (basically, they become townguards, except that they won't attack criminals). To get them to follow you again, say "(warriorname) follow me" and they'll go back to normal. When in "townguard mode" henchmen will respond to the commands listed under Guard Commands. You can also single out a henchperson by saying their name in front of the command.
- ATTACK/KILL (target/me)
- The attack/kill command allows you to have your hireling attack a specific creature. The hireling may run off after the mob, if you have not previously issued the GUARD command. Be warned that the hireling will chase the MOB until told to STOP. (Points regarding stop are listed below). If you tell the hireling to attack/kill you, he will engage in "sparring". The attack/kill command can be used in conjunction with the GUARD command to tell a hireling to target a specific MOB. This can be either a MOB that is attacking you or any other MOB, that can be reached with 5 spaces of your location. Note: that range weapons are most effective for this if the MOB is beyond five spaces.
- The stop command tells your hireling to stand in place. The stop command cancels out the FOLLOW, GUARD, ATTACK, and KILL commands. This is one of two ways to stop a hireling from chasing after a MOB. Please note that the hirelings are a bit hard of hearing and may not always hear you right away, especially if you are not sitting on them.
- The rearm command makes the hireling drop what he's holding and try to equip the first weapon combo that he finds in his pack (weapon first, so that if it's a two-handed weapon he won't be able to equip the shield). The rearm command makes the hireling cycle through the "holdable" items in his pack, this includes candles, fishing poles, etc. He will arm one set after another. If the hireling is engaged in melee, and his opponent is adjacent to him and he's holding a bow (other ranged weapons), he'll drop the bow and look for a melee weapon immediately, no matter how many times you try to get him to rearm the bow. for more options see the Rearm Commands section below.
- HEAL (target/me)
- The heal command makes the hireling heal you or another, IF they are close enough to the target. They will not move to the target. Also, the hireling begins applying a bandage to himself as soon as he takes damage. He can not heal you (or any other) if he is healing himself. Heal me is the only command that a hireling will respond to while you are dead.
- The undress command removes all items that your hireling is wearing and places them in his pack.
- WEAR (target)
- The wear command allows you to target an item of clothing or other wearable item (like jewelry or weapons). The item will be immediately "worn" by the hireling. Hirelings can wear your .own items.
- MOUNT (target)
- The mount command will allow you to tell your hireling to mount a horse, llama or ostard. The creature must be tamed. Please note that the hirelings are FAST on horseback and much harder to STOP. Because they do not need to be mounted to keep up with you, you may want to consider keeping them on foot.
- The dismount command will allow you to tell your hireling to get off the creature he is mounted on.
- This tells your hireling to come to you. This will not stop him from attacking, following, chasing or any other commands.
- The drop command will cause your hireling to drop all items in their back pack to the ground.
- This will display a gump showing your henchman's skills and stats. Only skills that henchmen actually use are displayed (weaponskill, tactics, healing, etc.) while skills that henchmen can't use anyway are not (tailoring, lockpicking, etc.) The status menu does not give exact numbers, instead giving a description of their skill level. The skill levels are the same as the ones used to describe player skill levels (except that for players, its for the average of their skills, but for henchmen its for that single skill) so you can check the Skill Level Titles to find out what each skill level represents. At the bottom of the status screen is your henchman's stats. The first number is the 'real' value of that stat. The second number (in parenthesis) is the base value (sans buffs, stat enhancing items, etc.)
- Uses the first valid weapon combo it sees.
- Rearm bow
- Equips the first bow it finds. Also rearm ranged.
- Rearm shield
- Equips a shield and the first one handed weapon it finds. Also rearm one handed, and rearm onehanded.
- Rearm two handed
- Equips the first two handed weapon it finds. Also rearm weapon, or rearm twohanded.
Henchmen will not obey orders from dead people
- They'll turn to look at you
- Right face
- Turn right
- Left face
- Turn right
- About face
- Turn around
- Present arms
- Forward march
- March forward
- Stop marching
If you log out near the bank then your henchies will be moved to the nearby inn.