Difference between revisions of "Firearms"

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(Moved At the Ready and Shoot to others instead of skills unlocked)
(Moved At the Ready and Shoot to others instead of skills unlocked)
(No difference)

Revision as of 23:37, 11 March 2013

Firearms icon.png Firearms
description unknown
Requirements:
Skill(s) required:
Proficiencies required:
2500 Cloak & Dagger icon.png Cloak & Dagger
{{{Flora & Fauna}}}"{{{Flora & Fauna}}}" is not a number. Flora & Fauna icon.png Flora & Fauna
{{{Herbs & Sprouts}}}"{{{Herbs & Sprouts}}}" is not a number. Herbs & Sprouts icon.png Herbs & Sprouts
{{{Hunting & Hideworking}}}"{{{Hunting & Hideworking}}}" is not a number. Hunting & Hideworking icon.png Hunting & Hideworking
2500 Sparks & Embers icon.png Sparks & Embers
Skills Unlocked:
None
Crafts Unlocked:
None
Builds Unlocked:
None
Others Unlocked:


About

Me: Moo, are you going to increase the damage of rifles or introduce new gunpowder objects?
PDX|TotalyMoo: Rifles have changes incoming.
Jord 08:33, 18 July 2012 (CDT)


update, 6 March 2013: http://forum.salemthegame.com/viewtopic.php?f=2&t=4841


We've been developing, and here's what's new.

Muskets now require gunpowder and musket balls -- and also deal actual damage -- and there is also an early slingshot available. The wilderness guides now sell powder and other related goods.

Animals are now on their guard.

Enjoy!