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    Hireling List by NSmith

    Updated: 07/08/99 | Printable Version | Search This Guide

    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