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Henchmen

A henchman follows you, levels with you, and can be equipped. You may have two at a time.

How far they level

A henchman levels itself to your level, up to a ceiling:

Ceiling
To begin with10
After the first part of the main quest20
After the third part30
Every level you have is Fighter, or every level is Rogue+10 on top of the ceiling above, up to 40

Looking after them

  • Their gear can be replaced.
  • They get item set bonuses like anyone else.
  • A henchman given a stack of healing potions drinks one when it is hurt.
  • They can be healed or buffed by casting on them, or by dragging a potion onto them or onto their portrait.

When they die

They come back after 30 seconds, or at once if you raise them. Inside a dungeon the wait is 5 minutes instead, unless you raise them yourself.

Associates Control

One ability on your quickbar commands everything travelling with you at once - hired henchmen, spell summons, an animal companion or familiar, a dominated creature, the epic summons (the Mummy Dust warrior and the Dragon Knight), and any sub-summon one of them called up.

Use it and a targeting cursor appears. What you click decides the order:

You clickThey do
an enemyall of them converge on it, and the order clears when it dies
yourselfthey gather and guard you - anyone far away or in another area teleports to you first
a friendly or neutral creaturethey move to protect it
the groundthat associate goes there and holds
Escapenothing; the order is cancelled

Commanding associates

It sets the target and the place, not the tactics. A spellcaster still opens with spells, an archer still shoots from range, a fighter still closes to melee, and all their healing and self-preservation behaviour carries on. Each associate still chooses its own actions every round, against the target you gave it.

The party-bar voice commands (Follow Me, Attack Nearest, Guard Me, Stand Ground) all still work. Any of them clears the order, and your associates go back to choosing their own targets.

See also