A Dawn of Heroes has a complete custom Henchmen system. Here are its main features:
- You can upgrade their gear (their initial gear is good, but can’t be sold) but they do not benefit from set bonuses
- They level with you to a maximum of Level 10 (they level up automatically, up to your level, or 10 if your level is higher).
- You can give them a stack of heal potions to “self-heal” or drag a potion over their avatar.
- You can buff them by casting spells on them or dragging a potion over their avatar.
- When they die, they always return after 30 seconds, or earlier if your resurrect them.
- Items carried and worn by your henchmen will persist, and the same items will be shared across all henchmen from your account, regardless of class or faction.
- Henchmen can’t carry many items. Regardless of their strength ability value, a henchmen will be able to carry up to 20 items on their inventory (not counting equipped items).
- If you give your henchmen more than 20 items, the henchmen will freeze on ground and won’t move or do anything until you remove some items from it
- Items given to your henchmen will be migrated/deleted/adjusted during mass migrations, like what happens for any other item on your characters/vaults.
Henchmen Commands #
You can command your henchmen to have them do several different actions (via conversation):
- Buff itself with spells, if available
- Buff its owner with spells, if available
- Attack nearest enemy, if available
- Attack target enemy
- Cleric henchmen will be able to resurrect corpses if you command them. They will use the best resurrection method available to them. If you give them a Balm, they’ll use it if they can.
Henchmen Types #
Fighter #
It is your safest bet for a henchmen, even if you’re a melee type character, due to be the easiest to manage and low levels compatibility.
Cleric #
Can cast healing spells and some buffs to help you out. These benefits can easily be replaced by potions or scrolls at low levels, but on higher levels it could come handy. Also, it can resurrect other players!
Rogue #
Able to open locks and disable traps, even though there might be few locks and traps to concern yourself with initially, therefore the rogue’s usefulness is more dependent upon their ability to do damage. If you allow them to gain aggro, they lose the benefit of sneak attacks. If you go this route, give them a bow and arrows and let him pick off foes from a distance.
Wizard #
As with any starting caster mages are difficult to keep alive at low levels. Setting their default action to “Guard” may help until they run out of spells, then you’ll have to rest. Their spells will grow in numbers and strength at higher levels.