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Wiki Systems Hired Help

Hired Help

Henchmen hired by the day at the Tidewarden Hall, the free help a new guild member is sent, and what a merchant's contract adds.

Henchmen are paid companions. They fight beside you, follow you, and come back when called, but they keep the kit they came with: you cannot give them gear, they never gain levels of their own, and they are slower than a hero to heal, use a skill or pick a new foe.

The Tidewarden Hall#

Help is hired at the Tidewarden Hall in Aurin, west off Sunward Avenue through the Tidewarden Passage. compass set henchman points you there. hire at the counter shows who is free and the day's price, and hire <name or role> signs the contract, for example hire hilde or hire tank.

Henchman Role What they are
Hilde tank A warrior with a heavy shield
Mirabel healer A cleric
Ignatius nuker A mage
Linnea ranger An elf archer
Bertram support A warrior who fights to help others

A contract runs for one day of real time, logged in or not, and the henchman is waiting for you at every login until it ends. You are told when less than an hour is left. The price is set by the guild's price book; at its default it is 5 gold. It comes from your purse first, and your bank account makes up the rest. Nobody signs a contract in the middle of a fight.

Terms#

Each henchman has a life beyond the contract. With them beside you, try ask <name> about background, work or beliefs.

Commands#

Command What it does
henchman Your hired help, where they are, and how long each contract has to run
call <name> Bring a henchman to you, wherever you are
henchman dismiss <name> Send a henchman off for a while; the contract stands
henchman release <name> confirm End a contract early, with no refund
hire At the hall: who is free, and the price
hire <name or role> At the hall: sign a day's contract

Help for New Players#

An explorer between levels 1 and 10 can take Fenwick, a fumbling sellsword, for nothing with henchman hire sellsword. He stays for the session and takes a tenth of your kill experience.

The first time you join a guild, the guild sends help at no cost. A new healer is sent Fenwick; everyone else is sent Hester, an anxious young healer who takes no share of your experience. They stay with you, through every logout, until you pass level 20, and then take their leave. Neither can be hired at the hall.

Merchants' Contracts#

A merchant can sell you a day's contract for the same five henchmen at a higher rank with sellhenchman. Hall help is Green. A merchant sells Seasoned, Veteran, Elite or Master help, depending on how far they have risen in their guild, and each rank fights better than the last: quicker to act, readier to interrupt a foe's casting or turn on whatever is attacking the party, and surer to heal the worst hurt first. The merchant must be standing with you, and you see the price and accept it before anything is paid. The usual terms and the limit of one henchman still apply, and the rank holds at every login and call.