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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*