Mandatory Skills


1: Plants: Medicinal Plants, Crops, Miscellaneous Plants, Plant Anatomy, Plant reproduction
2: Planting: Plant Grafting, Transplanting, Harvest, Planting, Environmental Affects
3: Pests: Insects, Weeds, Diseases, Fungi and other pathogens
4: Mechanics: Plant Anatomy and Reproduction, Soil-type/function, Soil Irrigation, Hydrophonics, land types
5: Misc: Runner Care, Farm Equipment, Weather, How to Teach(if done icly), Writing help files/books/lessons
6: OOCMisc: Programming, lessons in hell, any sort of OOC lesson, ie desc'ing, rules, how to rp, etc.. (This skill is important, if not as abundant lesson-wise as the others.)
7: Descs: Creating, describing, and selling plants. *NOTE: this is the exception to the rule in promotion requirements as you need a 5 in this skill in order to be promoted to Sr. Apprentice from Apprentice*


Non-Mandatory Skills


8: Cross-Crafting: classes taken with any other craft.

Skills are based on a 9-Point system, making them somewhat related to one's IC knowledge. For example, a skill level between 1 and 2 indicates the knowledge of an apprentice while a skill level between 3 and 4 is that of a journeyman and between 5 and 6 is Sr. Journeyman. A master level would be above a 6. An apprentice -could- have a level 7 in a skill, but that would be highly unlikely unless they devoted all their time to it. It is more likely that any high skills, above 3, would be in the journeyman range. On the same token, journeymen could have skills that are lower or higher than their 3-6, depending on IC knowledge. However, a master should have at least a 7 in nearly all his or her skills, showing mastery of all the craft covers.

 

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