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Oooh so you can explore the city if you leave someone in there?! Didnt know that, that changes A LOT.
The only one i can assign is my merc and that's all. No Thief profession shows up in staffing to recruit nor any of the hire-able professions can be made a Thief
Thanks
Thieves has to come from your Mercenary company, so basically just get a prisoner or recruit somebody with higher thief profession skill from tavern.
Then dump it in the tavern as thief.
The chests quests are great to level up thiefs by failing on purpose. and keep picklocking them again and again :P
Thanks for the info.
I did try and assign my bouncer wolf to the role for a giggle.
"Go get the secrets, Boy. No, not the stick... Not the ball... No... You don't need another tummy rub... Go get the secrets...."
Didn't work. 0% success chance.
(I started a new run for this DLC and since I had been away from the game for a few months forgot that you need to try and steal something to unlock the Thief profession. So spent the first 8 hours of the game wondering why I couldn't hire in a Thief as a new party member... My bad...)
Once you hit a certain prestige cap that you cannot go over (600 for Tiltren I think) you get a quest to buy a tavern in the next town (Marheim is next afair) that will cost a bit more gold to buy.
The new tavern replaces your old tavern and you move all deco objects/staff over. The newer tavern will have more room for deco/tables and more slots for staff. I assume this will go on until you hit max prestige.
Leaving people behind is indeed a bit questionable especially in adaptive mode because they don't gain XP meaning they will not be able to keep up after a certain level difference and you can't go to an area where they could safely level up with lower level enemies. Hiring a new mercenary seems much simpler at that point.
"Benching" someone in the tavern at least keeps them useful and you can have them earn profession XP there.
And what's with "Gratuity: 5 copper coins" trait? Will the person gain them by the end of the shift for free?
Thorin
1. knowledge points. As your own crew learn different pastimes (cooking, brewing, etc.) you level up those, and you gain knowledge points.
2. leveling up in things like cooking can give you special bonuses when you camp (aside from the huge constitution bonus that comes with master cooking)
3. Your own guys can fill in for unavailable professions when you open a new tavern.
4. You can actually learn spontaneous "spins" to your profession (producing special food, faster brewing, more food for less, etc), which will apply both at the tavern, and on the road.
So yeah, it's worth spending some time training your own guys up.