Subject: MM7: hireling list
From: nsmith@kosh.micro.ti.com (Neal Smith)
Date: 8 Jul 1999 15:49:51 GMT
Newsgroups: comp.sys.ibm.pc.games.rpg

I'm frequently looking for one hireling or another in Might and
Magic 7, and I got tired of having to talk to each one to remind
myself exactly what they charge and what stat or skill they increase.
Also, every time you come back to a city (or reload) the people change
somewhat - one time you will find Tim the Enchanter and Ralph the
Chef, and another time you find Tim is a Porter, and Ralph is a
Burglar.  To save myself time and grief, I made the following list.
Having made it anyway, I'm posting it here in case it is useful to
someone else as well.

I may well have missed a few.  Feel free to follow up with the ones
I've missed.  Also, feel free to include this in any FAQ if you find
it useful.  (Obvious note: if you are not using a fixed width font,
this table is not going to line up.)

Hirelings by name:

Hireling  Retainer Fee  Skill

Alchemist      400  4%  Repair magic items (Unlimited)
Apothecary     600  6%  Alchemy +8
Arms Master    300  3%  Armsmaster +2
Burglar          0 20%  Disarm Trap +8, Steal +8, Reputation -1 [2]
Cartographer   200  2%  Casts Wizard Eye (Expert) constantly
Chimney Sweep  200  2%  Luck +20
Cook           300  3%  Food +1 per day
Duper          200  2%  Merchant +8, Reputation -1
Enchanter     1000 10%  Resistance to all elementals, body, mind, +20
Expert Healer 2000 20%  Heals all HP and conditions once per day
Explorer       100  1%  Travel time -1 day [1]
Factor         500  5%  Gold +10% (net +4.5%)
Gate Master   2000 20%  Casts Town Portal (Master) once per day
Guide          100  1%  Travel time -1 day [1]
Gypsy          100  1%  Merchant +3, Food -1 camping, Reputation -1 [3]
Healer         500  5%  Heals all HP (no conditions) once per day
Herbalist      400  4%  Alchemy +4
Horseman       100  1%  Travel time -2 days (stables) [1]
Hunter         500  5%  ID Monster +4
Instructor     700  7%  Experience +15%
Locksmith      300  3%  Disarm Trap +6
Mystic        1000 10%  Elemental spell skills +3
Navigation     200  2%  Travel time -3 days (boats) [1]
Pathfinder     300  3%  Travel time -3 days [1]
Pirate         500  5%  Travel time -2 days (boats), Gold +10% (net +4.5%),
				Reputation -1 [1] 
Porter         100  1%  Food -1 camping [3]
Psychic        400  4%  Perception +5, Luck +10
Quartermaster  200  2%  Food -2 camping [3]
Sage           750  7%  ID Item +6, ID Monster +6
Scholar        500  5%  ID Item (unlimited), Experience +5%
Smith          200  2%  Repair Weapon (Unlimited)
Spell Master  2000 20%  Elemental spell skills +4
Squire         600  6%  Armour and Weapon skills +2
Teacher        300  3%  Experience +10%
Tinker         200  2%  Disarm Trap +4
Tracker        200  2%  Travel time -2 days [1]
Trader         100  1%  Merchant +4
Water Master  1000 10%  Casts Water Walk once per day
Wind Master   2000 20%  Casts Fly once per day

[1] Minimum travel time is always 1 day
[2] Yes, I know he says for free.  He lies.  It's 20%.
[3] Minimum food used is always 1

Hirelings by skill (some duplication, intentionally):

Hireling  Retainer Fee  Skill

Herbalist      400  4%  Alchemy +4
Apothecary     600  6%  Alchemy +8
Squire         600  6%  Armour and Weapon skills +2
Arms Master    300  3%  Armsmaster +2
Wind Master   2000 20%  Casts Fly once per day
Gate Master   2000 20%  Casts Town Portal (Master) once per day
Water Master  1000 10%  Casts Water Walk once per day
Cartographer   200  2%  Casts Wizard Eye (Expert) constantly
Tinker         200  2%  Disarm Trap +4
Locksmith      300  3%  Disarm Trap +6
Burglar          0 20%  Disarm Trap +8, Steal +8, Reputation -1 [2]
Mystic        1000 10%  Elemental spell skills +3
Spell Master  2000 20%  Elemental spell skills +4
Teacher        300  3%  Experience +10%
Instructor     700  7%  Experience +15%
Scholar        500  5%  Experience +5%, ID Item (unlimited)
Cook           300  3%  Food +1 per day
Porter         100  1%  Food -1 camping [3]
Gypsy          100  1%  Food -1 camping, Merchant +3, Reputation -1 [3]
Quartermaster  200  2%  Food -2 camping [3]
Factor         500  5%  Gold +10% (net +4.5%)
Pirate         500  5%  Gold +10% (net +4.5%), Travel time -2 days (boats), 
                                Reputation -1 [1]
Healer         500  5%  Heals all HP (no conditions) once per day
Expert Healer 2000 20%  Heals all HP and conditions once per day
Scholar        500  5%  ID Item (unlimited), Experience +5%
Sage           750  7%  ID Item +6, ID Monster +6
Hunter         500  5%  ID Monster +4
Sage           750  7%  ID Monster +6, ID Item +6
Psychic        400  4%  Luck +10, Perception +5
Chimney Sweep  200  2%  Luck +20
Gypsy          100  1%  Merchant +3, Food -1 camping, Reputation -1 [3]
Trader         100  1%  Merchant +4
Duper          200  2%  Merchant +8, Reputation -1
Psychic        400  4%  Perception +5, Luck +10
Smith          200  2%  Repair Weapon (Unlimited)
Alchemist      400  4%  Repair magic items (Unlimited)
Enchanter     1000 10%  Resistance to all elementals, body, mind, +20
Burglar          0 20%  Steal +8, Disarm Trap +8, Reputation -1 [2]
Explorer       100  1%  Travel time -1 day [1]
Guide          100  1%  Travel time -1 day [1]
Pirate         500  5%  Travel time -2 days (boats), Gold +10% (net +4.5%), 
                                Reputation -1 [1]
Horseman       100  1%  Travel time -2 days (stables) [1]
Tracker        200  2%  Travel time -2 days [1]
Navigation     200  2%  Travel time -3 days (boats) [1]
Pathfinder     300  3%  Travel time -3 days [1]
Squire         600  6%  Weapon and Armour skills +2

[1] Minimum travel time is always 1 day
[2] Yes, I know he says for free.  He lies.  It's 20%.
[3] Minimum food used is always 1


-Neal Smith