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Might And Magic 7: For Blood And Honor cheats / Might And Magic 7: For Blood And Honor hints / Might And Magic 7: For Blood And Honor faqs / Might And Magic 7: For Blood And Honor solutions



Might And Magic 7: For Blood And Honor hints

hireling list

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




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