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