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Henchman

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[The Astrolabe]

What is and is not a Henchman on Arelith can be somewhat unclear. Typically any follower that remains with your character after Resting are Henchmen, but is not always true. Additionally, Arelith allows a set limit of 2 Henchmen. You can find below what contributes to that limit and what does not.



Henchmen

It is possible to have two total henchmen at any given time. This number does not include Summons, Shadow Conjuration/Greater Shadow Conjuration/Shades, Animal Companion or Summon Familiar.

  • Example A: Shamans with three levels in Barbarian's Tribal Path and using the spell Elemental Swarm may have Four Elementals plus the two Tribal Barbarians that come as part of the path.
  • Example B: Warlocks with the Leadership skill may pick up 2 Hirelings and still be able to summon via Gate and Eldritch Summon.

If you have 2 Hirelings and attempt to use Animal Empathy, the animal will *Wander Off* instead of joining your party, and you will get no Experience for it. On the flip side, if you have 2 Animals from Animal Empathy in your party, any Hirelings you attempt to recruit will note that you already have too many in your party and will refuse to join you.


The following is a known list, likely not exhaustive list, of what grants Henchmen on Arelith.

Note: For Henchmen to receive the Leadership skill bonus, they must have a base (Hard) Intelligence greater than 9
  1. NPC Hirelings employed through Nobility status, coin, the Leadership skill or a combination of the three.
  2. Horses
  3. Animal Empathy
  4. Tribal Barbarian - Tribesman
  5. Certain lootable items
    • Ooze Tubes
    • Gelatinous Cube Tubes
  6. Palemaster - Deathless Master's Touch
  7. Golems
  8. Anything Commanded by Cleric's Turn Undead ability
  9. Shadowdancer's Shadow
  10. ESF Illusionist's Illusion and Shadow
  11. Dominate Animal, Dominate Person, Dominate Monster