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Stats and Skills |
Equipment |
Training |
Virtue |
Commands
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 8 henchpersons per account, which are split up among your
characters any way you choose. If you are found to have more you will be warned to bring the number back to 8 within a week, after that they will be killed no discussion entered into.
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 below to understand what they say and what it
means:
Message |
Meaning |
| Woo 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 |
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%. Thus, if you have 100 leadership then
your henchperson's skills are capped at 120%.
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 backpacks. 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. Henchmen can only use items in the top
level of their backpack. To access a henchperson's backpack you need to
stand right next to them and double click them. Their paper doll 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 resurrected.
On the subject of death, your henchperson can be
resurrected. You do not have to be present or even online (in the
case of disconnects) for your henchperson to be resurrected. The
resurrection can be performed with any of the normal methods: spell,
wand or bandage. The number of times your henchperson can be
resurrected 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 on training
dummies. To to so, say "[name] train" and select the dummy that you want
them to spar against. Only one henchmen can use each 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 virtue and virtue titles
(rude, honorable, and so on.) The title they earn is on theirs does not
reflect your title. Should your henchman die, they will loose 10% of the
virtue they have gained upon resurrection.
General Commands
Command |
Description |
| 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 |
Your henchman will guard a location.
They'll stay there, unhidden, even when you're logged off, killing
any monsters that wander by (basically, they become town guards,
except that they won't attack criminals). To get them to
follow you again, say "(name) follow me" and they'll go back to
normal. When in guarding 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 orders your
hireling to attack a specific creature. The hireling will
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'. 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. |
| Stop |
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. |
| Rearm |
The rearm command makes the hireling drop
what he's holding and try to equip the first weapon/shield 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. Holdable items include 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. |
| 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. |
| Undress |
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 equipped by the
hireling. Hirelings can wear your .owned 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. |
| Dismount |
The dismount command will allow you to
tell your hireling to get off the creature he is mounted on.
|
| Come |
This tells your hireling to come to
you. This will not stop him from attacking, following, chasing or
any other commands. |
| Drop |
The drop command will cause your
hireling to drop all items in their back pack to the ground. |
| Status |
This will display a gump showing your
henchman's skills and stats. Only skills that henchmen
actually use are displayed (weapon skill, tactics, healing, etc)
while skills that henchmen can't use anyway are not (e.g.
tailoring, lock picking etc). The status menu does not give
exact numbers, instead giving a description of their skill level
using the same ones used to describe player skill levels. At
the bottom of the status screen is your henchman's stats. The
first number is the 'real' value of that stat. The number in
parenthesis is the base value (without buffs, stat enhancing items
etc). |
Guard Commands
|
Command |
Action |
| Attention |
turns to look at you |
| Right face |
turn right |
| Left face |
turn left |
| About face |
turn around |
| Present arms |
salute |
| Forward march |
march forward |
| Halt |
stop marching |
|