Difference between revisions of "Colonial Tradesmanship"
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| Cloak & Dagger= | | Cloak & Dagger= | ||
| Faith & Wisdom= | | Faith & Wisdom= | ||
− | | | + | | Flora & Fauna=600 |
| Hammer & Nail= | | Hammer & Nail= | ||
− | | Hunting & | + | | Herbs & Sprouts= |
+ | | Hunting & Hideworking= | ||
| Law & Lore=300 | | Law & Lore=300 | ||
| Mines & Mountains= | | Mines & Mountains= | ||
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| Sparks & Embers=200 | | Sparks & Embers=200 | ||
| Stocks & Cultivars= | | Stocks & Cultivars= | ||
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| Natural Philosophy= | | Natural Philosophy= | ||
| Perennial Philosophy= | | Perennial Philosophy= | ||
− | | Skills unlocked=Literacy, Settling, | + | | Skills unlocked=Literacy, Settling, Pottery, Folk Medicine, Bug Hunting, Patchwork & Rags, Essential Mineralogy, Whittling, Exploration, Simple Cooking, Coaling, Agriculture, Gardening |
− | | Crafts unlocked= | + | | Crafts unlocked=Autumn Delight, Birchbark Butterfly, Clay Pot, Froghetti, New World Survey, Nine Men's Morris, Razzle-Tazzle Lure, Strawman |
− | | Builds unlocked=Woven Basket | + | | Builds unlocked=Woven Basket |
| Others unlocked=Pave, Wave | | Others unlocked=Pave, Wave | ||
}} | }} | ||
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+ | ==In-Game Text== | ||
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+ | ''"For all the rest were poore Gentlemen, Tradsmen, Serving-men, libertines, and such like, ten times more fit to spoyle a Common-weath, then either begin one, or but helpe to maintain one." | ||
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+ | ''-John Smith, The Generall Historie of Virginia, New-England and The Summer Isles | ||
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+ | The beginning colony requires a full plethora of tradesmen to help it grow and develop. Colonial Tradesmanship allows you to craft some simple tools and is the first step on your way to becoming a useful and productive tradesman in the New World. | ||
==About== | ==About== | ||
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Revision as of 23:46, 25 April 2015
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In-Game Text
"For all the rest were poore Gentlemen, Tradsmen, Serving-men, libertines, and such like, ten times more fit to spoyle a Common-weath, then either begin one, or but helpe to maintain one."
-John Smith, The Generall Historie of Virginia, New-England and The Summer Isles
The beginning colony requires a full plethora of tradesmen to help it grow and develop. Colonial Tradesmanship allows you to craft some simple tools and is the first step on your way to becoming a useful and productive tradesman in the New World.