Difference between revisions of "Colonial Tradesmanship"

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| Cloak & Dagger=
 
| Cloak & Dagger=
 
| Faith & Wisdom=
 
| Faith & Wisdom=
| Frontier & Wilderness=400
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| Flora & Fauna=600
 
| Hammer & Nail=
 
| Hammer & Nail=
| Hunting & Gathering=
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| Herbs & Sprouts=
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| Hunting & Hideworking=
 
| Law & Lore=300
 
| Law & Lore=300
 
| Mines & Mountains=
 
| Mines & Mountains=
| Pots & Pans=
 
 
| 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, Labouring, Pottery, Patchwork & Rags
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| Skills unlocked=Literacy, Settling, Pottery, Folk Medicine, Bug Hunting, Patchwork & Rags, Essential Mineralogy, Whittling, Exploration, Simple Cooking, Coaling, Agriculture, Gardening
| Crafts unlocked=Strawman, Nine Men's Morris,Haybales, Clay Pot
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| Crafts unlocked=Autumn Delight, Birchbark Butterfly, Clay Pot, Froghetti, New World Survey‎, Nine Men's Morris, Razzle-Tazzle Lure, Strawman
| Builds unlocked=Woven Basket, Fireplace
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| 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==
The beginning colony requires a full plethora of tradesmen to help it grow and develop.
 

Revision as of 23:46, 25 April 2015

Colonial Tradesmanship icon.png Colonial Tradesmanship
"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."
Requirements:
Skill(s) required:
Proficiencies required:
600 Flora & Fauna icon.png Flora & Fauna
300 Law & Lore icon.png Law & Lore
200 Sparks & Embers icon.png Sparks & Embers
Skills Unlocked:
Crafts Unlocked:
Builds Unlocked:
Others Unlocked:


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.

About