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Hireling List

Hirelings are special NPCs which you can hire into your party... for a fee. They provide some sort of benefit either continuous or activated. Any activated abilities are listed in parenteses, and can be found by clicking on the hireling. You may only have two hirelings at a time (Although you CAN have others in the slots. These are usally quest-based followers), and every hireling has a one time hiring fee, and a cut of any gold you find equal to (Cost / 100)%. Thus the Acolyte costs 500 gold to hire and takes 5% of any gold you find.

Professions Cost Party Benefit
Acolyte 500 +2 Body, Mind and Spirit Magic.
Alchemist 400 Unlimited magic item repair.
Apothecary 600 +8 Alchemy
Apprentice 500 +2 Air, Earth, Fire and Water Magic
Armorer 200 Unlimited armor repair.
Arms Master 300 +2 Armsmaster
Banker 1000 +20% Gold found
Bard 1000 +1 Reputation
Burglar 2000 +8 Disarm Trap and Stealing, -1 Reputation.
Cartographer 200 Constant Expert Wizard Eye.
Chaplain 200 Casts Master Bless spell for two hours once per day. (Bless Party)
Chef 400 Makes two days of food on command, once per day. (Prepare Meal)
Chimney Sweep 200 +20 Luck
Cook 300 Makes one day of food on command, once per day. (Prepare Meal)
Diplomat 500 Your party is considered to have the most beneficial arrangement of races in any social situation.
Duper 200 +8 Merchant, -1 Reputation.
Enchanter 1000 +20 All Resistances
Expert Healer 2000 Heals party HP and conditions (Except Stone, Dead and Eradicated) completely once a day on command. (Heal Party)
Explorer 100 -1 day Travel Time, Minimum 1 day.
Factor 500 +10% Gold found
Fallen Wizard 2500 Casts Hour of Power for six hours on command once per day. (Hour of Power)
Fool 100 +5 Luck
Gate Master 2000 Casts Master Town Portal once per day. (Gate to Town)
Gypsy 100 -1 Food use while camping, Minimum 1, +3 Merchant, -1 Reputation.
Guide 100 -1 day Land Travel, Minimum 1 day.
Healer 500 Heals party HP completely once a day on command. (Heal Party)
Herbalist 400 +4 Alchemy
Horseman 100 -2 day Stable Travel, Minimum 1 day.
Hunter 500 +4 Identify Monster
Initiate 1000 +3 Body, Mind and Spirit Magic.
Instructor 700 +15% Exp
Locksmith 300 +6 Disarm Trap
Master Healer 5000 Heals party HP and conditions completely once a day on command. (Heal Party)
Merchant 200 +6 Merchant
Monk 500 +2 Dodging and Unarmed
Mystic 1000 +3 Air, Earth, Fire and Water Magic
Navigator 200 -3 day Sea Travel, Minimum 1 day.
Pathfinder 300 -3 day Land Travel, Minimum 1 day.
Piper 300 Casts Master Heroism for two hours once per day. (Play Tune)
Pirate 500 -2 day Sea Travel, Minimum 1 day, +10% Gold, -1 Reputation.
Porter 100 -1 Food use while camping, Minimum 1.
Prelate 2000 +4 Body, Mind and Spirit Magic.
Psychic 400 + 5 Perception skill, +10 Luck.
Quarter Master 200 -1 Food use while camping, Minimum 1.
Sage 750 +6 Identify Item and Identify Monster
Sailor 100 -2 day Sea Travel, Minimum 1 day.
Scholar 500 Unlimited item Identification, +5% Exp.
Scout 300 +6 Perception.
Smith 200 Unlimited weapon repair.
Spell Master 2000 +4 Air, Earth, Fire and Water Magic
Squire 600 +2 all Armor and Weapon skills
Teacher 300 +10% Exp
Tinker 200 +4 Disarm Trap
Tracker 200 -2 day Land Travel, Minimum 1 day.
Trader 100 +4 Merchant
Wind Master 2000 Casts Fly for two hours once a day on command. (Wind Walk)
Water Master 1000 Casts Water Walk for three hours once a day on command. (Cross Water)
Weapons Master 400 +3 Armsmaster



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