Follow important game updates on Twitter @Pirate101 and @KI_Alerts, and Facebook!

Jump requirement of Gunnery (Commodore)?

AuthorMessage
Commodore
Apr 28, 2012
962
Recently, my 14th level Witchdoctor went to the Commodore to use his Practice Point. While he was there, I noticed that he could either learn Gunnery or Calm the Troops. Is this because he has Houngan's Headress (a hat) which gives the power of Gunnery?

Personally, I like this because it means I don't have to use a Practice Point on Gunnery. My other question is what happens when I remove the hat? Do I need to go back and learn Gunnery before I can use Calm the Troops and other powers that depend on Gunnery as a requirement or, since I already know them, I can go ahead and use them?

Administrator
Sounds like a bug. I'll see what I can find out, thanks!

*One-Eyed Jack, Your Pirate101 Community Manager*