All NPCs That Can Be Hired in Might and Magic VI: The Mandate of Heaven - Magic Game World

All NPCs That Can Be Hired in Might and Magic VI: The Mandate of Heaven

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Might and Magic VI: The Mandate of Heaven introduces a myriad of nonplayer characters (NPCs), each brimming with unique qualities that contribute to the thrilling complexity of the game. These NPCs, deeply interwoven in the game’s fabric, come in shades of both virtue and vice. Many are eager to join your party, providing valuable benefits in exchange for a share of your hard-earned loot.

 

This guide focuses on those NPCs that can be recruited into your party, supporting you in your journey through this fantastic world.

 

 

All Hirelings

1. Smith (200gp): The Smith is the perfect companion for any team that relies heavily on physical damage. For a meager 200gp, the Smith will offer unlimited weapon repair services, ensuring your weapons remain in top condition throughout your adventures.

 

2. Armorer (200gp): The Armorer, similar to the Smith, is a must-have if you’re expecting a lot of combat. They will provide unlimited armor repairs, keeping your defense strong against relentless enemy attacks.

 

3. Alchemist (400gp): Magic items are precious and, often, fragile. An Alchemist can repair these items an infinite number of times, justifying their slightly higher hiring cost of 400gp.

 

4. Scholar (500gp): Knowledge is power, and the Scholar certainly brings a lot of it to your team. Besides providing unlimited item identification (which can save you a lot of guesswork), the Scholar also offers a 5% bonus to experience gains.

 

5. Guide (100gp): If you’re keen on exploring every nook and cranny of the game world, the Guide is a valuable ally. For just 100gp, the Guide can make all your map crossings one day faster.

 

6. Tracker (200gp): A more skilled version of the Guide, the Tracker can get you through map crossings two days faster. This speed comes with an increased cost of 200gp.

 

7. Pathfinder (300gp): The most advanced in terms of navigating terrain, the Pathfinder reduces all map crossings by three days, for a hiring cost of 300gp.

 

8. Sailor (100gp): If your journey requires a lot of sailing, then hiring a Sailor would be a wise choice. They will make all boat travel two days faster for just 100gp.

 

9. Navigator (200gp): A more skilled version of the Sailor, the Navigator offers the same benefits but with a higher proficiency, at the cost of 200gp.

 

10. Healer (500gp): In a game fraught with danger, having a Healer can save your party from a premature end. They cure all party hit points once per day, making them an essential part of any team.

 

11. Expert Healer (2000gp): The Expert Healer comes with an added ability beyond regular healing. At the cost of 2000gp, they can cure both hit points and conditions, with the exception of dead, stoned or eradicated states, once per day. Their medical expertise can dramatically improve your party’s resilience.

 

12. Master Healer (5000gp): For a heftier sum of 5000gp, the Master Healer provides a higher level of medical assistance. They can cure hit points and conditions once per day, becoming a critical part of your team’s survival strategy.

 

13. Teacher (300gp): Investing 300gp in a Teacher can be a great way to boost your team’s growth. The Teacher provides a 10% bonus on experience points earned, which can help your party level up more rapidly.

 

14. Instructor (700gp): A more advanced version of the Teacher, the Instructor offers an even more significant 15% bonus on experience points at a cost of 700gp. Their guidance can accelerate your team’s advancement, letting you gain the upper hand against tougher enemies.

 

15. Arms Master (300gp): For 300gp, the Arms Master can provide your characters with a +2 boost to their weapon skills. This can increase your party’s overall damage output, leading to quicker and more efficient battles.

 

16. Weapons Master (400gp): At 5400gp, the Weapons Master improves on the Arms Master by granting a +3 boost to weapon skills for all characters. This significant increase can make a substantial difference in combat.

 

17. Apprentice (500gp): The Apprentice, for 500gp, enhances all your characters’ magic skills by +2 points. If your party relies on magic, the Apprentice can greatly improve your effectiveness.

 

18. Mystic (1000gp): The Mystic, for a more significant sum of 1000gp, gives a +3 point boost to magic skills for all characters. This higher increase can lead to stronger spells and magical abilities.

 

19. Spell Master (2000gp): The Spell Master provides the highest boost to magic skills at +4 points. This significant advantage, at a surprisingly affordable 2000gp, can drastically improve your party’s magical prowess.

 

20. Trader (100gp): For parties that engage in a lot of trading, the Trader, who costs 100gp, can boost all characters’ Merchant skills by +4 points. This can lead to better trade deals and more efficient use of resources.

 

21. Merchant (200gp): The Merchant is a more skilled version of the Trader, providing a +6 point boost to Merchant skills for all characters at a cost of 200gp. This can result in even more favorable trading outcomes.

 

22. Scout (300gp): The Scout, costing 300gp, offers a +4 boost to all characters’ Perception skills. A heightened Perception can help your party to avoid traps and find hidden objects, a vital skill in Enroth.

 

23. Counselor (200gp): With a 200gp hiring cost, the Counselor enhances all characters’ Diplomacy skills by +4 points. These enhanced diplomatic abilities can help you navigate tricky negotiations or avoid unnecessary fights.

 

24. Barrister (300gp): For 300gp, you can hire a Barrister who further boosts Diplomacy skills by +8 points. The enhanced diplomatic abilities can prove pivotal in crucial dialogue options and interactions.

 

25. Tinker (200gp): The Tinker, available for 200gp, provides a +4 boost to all characters’ Disarm Traps skills. The ability to disarm traps can save your party from sudden harm and open up new paths in your journey.

 

26. Locksmith (300gp): At 300gp, the Locksmith offers a superior +6 boost to Disarm Traps skills. Their expertise can help you bypass even the most challenging traps and keep your party safe.

 

27. Fool (100gp): The Fool, costing 100gp, provides a unique benefit: a +5 boost to all characters’ Luck stat. This can lead to better loot, improved chance-based outcomes, and overall better fortune.

 

28. Chimney Sweep (200gp): The Chimney Sweep, despite the humble title, offers an impressive +20 boost to your characters’ Luck stat. For 200gp, this significant luck boost can dramatically alter the odds in your favor.

 

29. Porter (100gp): A Porter can reduce your food consumption when camping by one day. For 100gp, they can make your resources last longer and extend your travels.

 

30. Quarter Master (200gp): For a modest 200gp, the Quarter Master can reduce your food consumption when camping by two days, further extending your provisions.

 

31. Factor (500gp): The Factor offers a valuable service for those who seek wealth. For a 500gp hiring fee, they provide a 10% bonus on all gold found, increasing your party’s financial resources.

 

32. Banker (1000gp): A more advanced version of the Factor, the Banker provides a substantial 20% bonus on all gold found for a higher cost of 1000gp. This significant gold increase can quickly pay for itself.

 

33. Cook (300gp): The Cook, at 300gp, can produce one day of food per day, helping to maintain your party’s provisions during long travels.

 

34. Chef (400gp): At a slightly higher cost of 400gp, the Chef can make two days of food per day. This enhanced food production can keep your party well-fed and ready for adventure.

 

35. Horseman (100gp): The Horseman, for a modest 100gp, reduces travel time from stables by two days. This can expedite your journey and allow for quicker progress.

 

36. Bard (1000gp): For 1000gp, the Bard can increase your party’s reputation by one level. In a world where reputation can mean everything, the Bard’s skills can open new doors and opportunities.

 

37. Enchanter (1000gp): The Enchanter provides a valuable defensive boost, increasing the party’s elemental protection by 20% for 1000gp. This can be a crucial defense in battles against elemental foes.

 

38. Cartographer (200gp): For 200gp, a Cartographer maintains an expert-level Wizard Eye spell active at all times. This constant visual aid can be indispensable while navigating unknown terrains.

 

39. Wind Master (2000gp): The Wind Master, a significant investment at 2000gp, grants the ability to cast a 2-hour-long Fly spell once per day. This ability can be a game-changer, offering strategic advantages and facilitating easier navigation.

 

40. Water Master (1000gp): At a cost of 1000gp, the Water Master can cast a 3-hour-long Water Walk spell once per day. This enables your party to cross bodies of water with ease, opening up new paths and possibilities.

 

41. Gate Master (2000gp): For 2000gp, the Gate Master can cast a master-level Town Portal spell once per day, facilitating fast travel between visited locations. This can save significant travel time and allow for swift relocation when needed.

 

42. Acolyte (200gp): An Acolyte, for 200gp, casts a 2-hour long master-level Bless spell once per day. The Bless spell can give your party a significant boost in combat situations, making it a worthy investment.

 

43. Piper (300gp): For 300gp, the Piper casts a 2-hour long master-level Heroism spell once per day. This spell can dramatically increase your party’s damage output in battle, potentially turning the tide in your favor.

 

44. Explorer (100gp): The Explorer, costing only 100gp, reduces all travel times by 1 day. This can quicken your progress through the game, saving precious time.

 

45. Pirate (500gp): At a cost of 500gp, the Pirate provides several benefits but also lowers your reputation by one full category. They reduce all boat travel by 2 days, and increase the amount of gold found by 10%.

 

46. Squire (600gp): The Squire, costing 600gp, enhances all characters’ armor and weapon skills by +2 points. This broad skill increase can help to strengthen your party’s combat capabilities.

 

47. Psychic (400gp): For 400gp, a Psychic will boost all characters’ Perception skill by +5 and Luck stat by +10. This can enhance your party’s overall performance and luck in various encounters.

 

48. Gypsy (100gp): The Gypsy, available for 100gp, offers various benefits but also decreases your reputation by one full category. They reduce food usage by one day when resting, and also provide a +3 boost to all characters’ Merchant skill.

 

49. Negotiator (500gp): The Negotiator, costing 500gp, enhances both Merchant and Diplomacy skills of all characters by +4 points. This can prove extremely beneficial during bartering and negotiations.

 

50. Duper (200gp): Available for 200gp, the Duper offers a significant +8 boost to the Merchant skill for all characters, but also decreases your reputation by one full category.

 

51. Burglar (Nothing): The Burglar promises to join your party for free but beware, they will secretly skim off 20% of your gold when you acquire it. It’s a reminder that not all that glitters is gold in Might and Magic VI.

 

  • Fernando

    Fernando is doing what he always did, sharing his honest opinions about games whenever he can. The difference is now he is writing and not talking about it.

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