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Difference between revisions of "v0.31:Skill"

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{{AV}}
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{{quality|Exceptional|22:45, 1 May 2011 (UTC)}}{{av}}
{{elven}}
 
  
==New skills==
+
Skills are used by dwarves to accomplish almost every task.  Higher skills allows dwarves to accomplish tasks more quickly, but also more effectively (for example mining and crafting).  Using a skill will grant '''[[experience]]''' in that skill, allowing the dwarf to reach higher skill levels.
 +
To determine what skills a dwarf has, press {{K|v}} and highlight the dwarf, then press {{K|g}} to ensure you are on the general information page. The skills will be grouped in to three toggleable types, {{K|c}}ombat, la{{K|b}}or and {{K|m}}iscellaneous skills. The list will include the level of each skill and a note if it is rusty or very rusty in parentheses if applicable.
  
Combat:
+
Skill levels are as follows:
:*[[Fighter]]
 
:*[[Archer]]
 
:*[[Striker]]
 
:*[[Kicker]]
 
:*[[Biter]]
 
:*[[Dodger]]
 
  
Healthcare:
+
:*Dabbling
:*[[Wound Dresser]]
+
:*Novice
:*[[Diagnostician]]
+
:*Adequate
:*[[Surgeon]]
+
:*Competent
:*[[Bone Comrade]]
+
:*Skilled
:*[[Suturer]] ''(stitching wounds)''
+
:*Proficient
:*[[Crutch Walker]] ''(this is for patients rather than doctors)''
+
:*Talented
 +
:*Adept
 +
:*Expert
 +
:*Professional
 +
:*Accomplished
 +
:*Great
 +
:*Master
 +
:*High Master
 +
:*Grand Master
 +
:*Legendary
  
Other:
+
==Skill penalties==
:*[[Miscellaneous Object User]]
+
Dwarves that are [[Status icon|hungry, tired, or thirsty]] will work slower and produce lower quality goods. For some tasks like wood cutting or furnace operating this is unimportant, but you may wish to halt construction of [[aluminum]] [[statue]]s, or remove the designation on those diamond or native aluminum clusters if your [[blacksmith]] or [[miner]] is famished and hollow-eyed from lack of sleep.
:*[[Student]]
+
 
:*[[Concentration]]
+
==Skills==
:*[[Observer]]
+
 
:*[[Leader]]
+
{| style="margin: 0 auto"
:*[[Teacher]]
+
|-
 +
| valign='top' |
 +
 
 +
{{Skill Box|Miner|7:0|7:0|
 +
* [[Miner]]
 +
}}
 +
 
 +
{{Skill Box|[[Woodworker]]|6:1|6:1|
 +
* [[Bowyer]]
 +
* [[Carpenter]]
 +
* [[Wood cutter]]
 +
}}
 +
 
 +
{{Skill Box|[[Stoneworker]]|7:1|7:1|
 +
* [[Engraver]]
 +
* [[Mason]]
 +
}}
 +
 
 +
{{Skill Box|[[Ranger]]|2:0|2:0|
 +
* [[Ambusher]]
 +
* [[Animal caretaker]]
 +
* [[Animal dissector]]
 +
* [[Animal trainer]]
 +
* [[Trapper]]
 +
}}
 +
 
 +
{{Skill Box|[[Doctor]]|5:0|5:0|
 +
* [[Bone doctor]]
 +
* [[Crutch-walker]]
 +
* [[Diagnostician]]
 +
* [[Surgeon]]
 +
* [[Suturer]]
 +
* [[Wound dresser]]
 +
}}
 +
 
 +
| valign='top' |
 +
 
 +
{{Skill Box|[[Farmer]]|6:0|6:0|
 +
* [[Beekeeper]]
 +
* [[Brewer]]
 +
* [[Butcher]]
 +
* [[Cheese maker]]
 +
* [[Cook]]
 +
* [[Dyer]]
 +
* [[Grower]]
 +
* [[Herbalist]]
 +
* [[Lye maker]]
 +
* [[Milker]]
 +
* [[Miller]]
 +
* [[Potash maker]]
 +
* [[Presser]]
 +
* [[Shearer]]
 +
* [[Soaper]]
 +
* [[Spinner]]
 +
* [[Tanner]]
 +
* [[Thresher]]
 +
* [[Wood burner]]
 +
}}
 +
 
 +
{{Skill Box|[[Fishery worker]]|1:0|1:0|
 +
* [[Fish cleaner]]
 +
* [[Fish dissector]]
 +
* [[Fisherdwarf]]
 +
}}
 +
 
 +
{{Skill Box|[[Metalsmithing|Metalsmith]]|0:1|0:1|
 +
* [[Armorsmith]]
 +
* [[Furnace operator]]
 +
* [[Metal crafter]]
 +
* [[Blacksmith|Metalsmith]]
 +
* [[Weaponsmith]]
 +
}}
 +
 
 +
| valign='top' |
 +
 
 +
{{Skill Box|[[Jeweler]]|2:1|2:1|
 +
* [[Gem cutter]]
 +
* [[Gem setter]]
 +
}}
 +
 
 +
{{Skill Box|[[Craftsdwarf]]|1:1|1:1|
 +
* [[Bone carver]]
 +
* [[Clothier]]
 +
* [[Glassmaker]]
 +
* [[Glazer]]
 +
* [[Leatherworker]]
 +
* [[Potter]]
 +
* [[Stone crafter]]
 +
* [[Strand extractor]]
 +
* [[Wax worker]]
 +
* [[Weaver]]
 +
* [[Wood crafter]]
 +
}}
 +
 
 +
{{Skill Box|[[Engineer]]|4:1|4:1|
 +
* [[Mechanic]]
 +
* [[Pump operator]]
 +
* [[Siege engineer]]
 +
* [[Siege operator]]
 +
}}
 +
 
 +
{{Skill Box|Other Jobs|3:0|3:0|
 +
* [[Alchemy|Alchemist]]
 +
* [[Knapper]]
 +
* [[Swimmer]]
 +
}}
 +
 
 +
{{Skill Box|[[Administrator]]|5:0|5:0|
 +
* [[Appraiser]]
 +
* [[Building designer]]
 +
* [[Organizer]]
 +
* [[Record keeper]]
 +
}}
 +
 
 +
| valign='top' |
 +
 
 +
{{Skill Box|[[Military]]|0:1|0:0|type=m|
 +
* [[Archer]]
 +
* [[Armor user]]
 +
* [[Axeman]]
 +
* [[Biter]]
 +
* [[Blowgunner]]
 +
* [[Bowman]]
 +
* [[Crossbowman]]
 +
* [[Dodger]]
 +
* [[Fighter]]
 +
* [[Hammerman]]
 +
* [[Kicker]]
 +
* [[Knife user]]
 +
* [[Lasher]]
 +
* [[Maceman]]
 +
* [[Misc. object user]]
 +
* [[Pikeman]]
 +
* [[Shield user]]
 +
* [[Spearman]]
 +
* [[Striker]]
 +
* [[Swordsman]]
 +
* [[Thrower]]
 +
* [[Wrestler]]
 +
}}
 +
 
 +
{{Skill Box|[[Broker]]|3:0|3:0|
 +
* [[Comedian]]
 +
* [[Conversationalist]]
 +
* [[Flatterer]]
 +
* [[Intimidator]]
 +
* [[Judge of intent]]
 +
* [[Liar]]
 +
* [[Negotiator]]
 +
* [[Persuader]]
 +
}}
 +
 
 +
| valign='top' |
 +
 
 +
{{Skill Box|Miscellaneous|3:0|3:0|
 +
* [[Concentration]]
 +
* [[Consoler]]
 +
* [[Leader]]
 +
* [[Observer]]
 +
* [[Pacifier]]
 +
* [[Student]]
 +
* [[Teacher]]
 +
}}
 +
 
 +
{{Skill Box|Unused|3:0|3:0|
 +
* [[Balance]]
 +
* [[Coordination]]
 +
* [[Discipline]]
 +
* [[Druid]]
 +
* [[Poet]]
 +
* [[Reader]]
 +
* [[Speaker]]
 +
* [[Tracker]]
 +
* [[Wordsmith]]
 +
* [[Writer]]
 +
}}
 +
|}
 +
 
 +
==Skills, Attributes and Traits==
 +
*'''Skills''':  
 +
**are trained by being used in some activity.
 +
**train '''[[attribute]]s'''.
 +
**the same [[attribute]] can be trained by various skills.
 +
**it's assumed that the skills also use some of the [[attribute]]s that they train.
 +
**certain skills are required or important for certain [[noble]], [[military]] and civilian professions.
 +
**certain professions require several skills.
 +
**the same skill can be used by various professions.
 +
**are increased by [[Preferences]], but capped, so the dwarf will make items beyond its skill level but won't affect the chances of making more high value items at the highest skill level.
 +
 
 +
*'''[[Personality trait|Traits]]''':
 +
**cannot be modified in-game.{{verify}}
 +
**affect which [[social skill]]s gain experience ''(if the dwarf has X trait it will not gain experience in X skill)'' at all.
 +
**have other in-game effects that can be useful for certain professions.
 +
**give [[thought]]s when performing certain activities.
 +
 
 +
To summarize it goes like this:
 +
Trait --> Skill <--> Attribute
 +
  |        ^
 +
  v        |
 +
effect      |
 +
  |        v
 +
  '-->  Profession
 +
 
 +
Since the same skills can be used by various professions, and the same [[attribute]]s are trained by various skills, this allows for [[cross-training]].
 +
 
 +
Being [[Personality trait|traits]] the unmodifiable{{verify}}, limiting factor on which skills can be learned or having useful effects, and certain professions requiring various skills, the need arises to:
 +
*avoid appointing a dwarf that will never learn a certain skill to a profession that uses it:
 +
**''appointing a [[Personality trait|straightforward]] dwarf as a [[broker]] will result in a [[consoler]], non-[[flatterer]], non-[[liar]] [[broker]]''.
 +
*appoint a dwarf with an useful effect given by a [[Personality trait|trait]] to a profession that benefits from it:
 +
**''appointing an [[Personality trait|undisciplined]] dwarf to an important job will result in [[fun|fun]]''.
 +
**''appointing an [[Personality trait|angry]] dwarf to [[soldier]] will result in more [[Status_icon|enraged]] bonuses.
 +
 
 +
The solution comes in the form of a nice sortable reference table:
 +
 
 +
coming soon! work in progress... please don't delete hidden comments... ;)
 +
<!--
 +
 
 +
There is a certain set of [[Social Skills]] that are relevant for a Broker, there are also certain [[Personality Traits]] that influence if experience is gained in the skill whatsoever, furthermore there are [[Soul Attributes]] that affect the Skills and other Skills that affect the same Attributes [[Cross Training]], the ones relevant for a Broker are as follow:
 +
 
 +
The better match with the table Skills, Traits and Attributes the better Broker the Dwarf will be, try to avoid Traits that halt experience gain for a relevant Skill, otherwise time will be lost training a Dwarf that will never get better a that Skill.
 +
 
 +
Token Trait
 +
ACHIEVEMENT_STRIVING  - Excellence / Mediocrity  - quality levels?
 +
ACTIVITY_LEVEL        - Activeness / Relaxedness - slack, sleep, party?
 +
ADVENTUROUSNESS        - Adventure      - rusting skills-attr, adv. mode?
 +
ALTRUISM              - Helpfulness    - help wounded/? >healthcare
 +
ANGER                  - Rage          - enraged/? >military
 +
ANXIETY                - Nervousness    - military?
 +
ARTISTIC_INTEREST      - Artistic      - noticing furniture, statues?
 +
ASSERTIVENESS          - Leadership    - persuader/? >manager, military, leader?
 +
CAUTIOUSNESS          - Cautiousness  - leader, manager, military?
 +
CHEERFULNESS          - Optimism      - ??
 +
COOPERATION            - Compromising  - pacifier/intimidator
 +
DEPRESSION            - Depression    - ??
 +
DUTIFULNESS            - Lawfulness    - justice??
 +
EMOTIONALITY          - Emotion        - ??
 +
EXCITEMENT_SEEKING    - Thrillseeking  - adv. mode, military?/
 +
FRIENDLINESS          - Company        - party?, social?/working?
 +
GREGARIOUSNESS        - Friendly      - Conversationalist/??
 +
IMAGINATION            - Imagination    - ?
 +
IMMODERATION          - Urge          - stops work??
 +
INTELLECTUAL_CURIOSITY - Thinking      - ??
 +
LIBERALISM            - Rebelliousness - ?
 +
MODESTY                - Modesty        -
 +
ORDERLINESS            - Organization  - bookkeeper? military?
 +
SELF_CONSCIOUSNESS    - Neurosis      - ?/comedian
 +
SELF_DISCIPLINE        - Perseverance  - on_break
 +
SELF_EFFICACY          - Confidence    - ?
 +
STRAIGHTFORWARDNESS    - Honesty        - consoler/flatterer-liar
 +
SYMPATHY              - Compassion    - healthcare?/?
 +
TRUST                  - Trusting      - ?
 +
VULNERABILITY          - Stress        - ?/military??
 +
 
 +
{| {{prettytable}}
 +
|- style="background:#ddd"
 +
!                                          | Profession
 +
! rowspan="2" colspan="2"                  | Skill (relevant for Broker)
 +
! rowspan="2" colspan="2"                  | Personality Trait (needed to gain Social Skill)
 +
!            colspan="2"                  | Attribute (affected by Social Skill)
 +
|-
 +
!                        style="width:1em" | Body
 +
!                        style="width:1em" | Soul
 +
|-
 +
|
 +
|
 +
|
 +
|
 +
|
 +
|-
 +
| rowspan="3"            style="width:5em" | Administrator
 +
| rowspan="3"            style="width:5em" | Appraiser
 +
| rowspan="3" colspan="2"                  |
 +
| rowspan="3"            style="width:1em" |
 +
|                                            Analytical Ability
 +
|-
 +
|                                            Intuition
 +
|-
 +
|                                            Memory
 +
|-
 +
| rowspan="6" | Social - Other
 +
| rowspan="3" | Consoler
 +
| rowspan="3" | Straightforwardess
 +
| rowspan="3" | < 39
 +
| rowspan="3" |
 +
|              Linguistic Ability
 +
|-
 +
|              Empathy
 +
|-
 +
|              Social Awareness
 +
|-
 +
| rowspan="3" | Pacifier
 +
| rowspan="3" | Cooperation
 +
| rowspan="3" | > 39
 +
| rowspan="3" |
 +
|              Linguistic Ability
 +
|-
 +
|              Empathy
 +
|-
 +
|              Social Awareness
 +
|-
 +
| rowspan="23"                  | Social - Broker
 +
| rowspan= "3"                  | Comedian
 +
| rowspan= "3" style="width:5em" | Self-consciousness
 +
| rowspan= "3" style="width:1em" | < 76
 +
| rowspan= "3"                  | Agility
 +
|                Creativity
 +
|-
 +
|                Kinesthetic Sense
 +
|-
 +
|                Linguistic Ability
 +
|-
 +
| rowspan="3" | Conversationalist
 +
| rowspan="3" | Gregariousness (Reserved)
 +
| rowspan="3" | > 39
 +
| rowspan="3" |
 +
|              Linguistic Ability
 +
|-
 +
|              Empathy
 +
|-
 +
|              Social Awareness
 +
|-
 +
| rowspan="3" | Flatterer
 +
| rowspan="6" | Straightforwardess
 +
| rowspan="3" | < 61
 +
| rowspan="3" |
 +
|              Linguistic Ability
 +
|-
 +
| Empathy
 +
|-
 +
| Social Awareness
 +
|-
 +
| rowspan="3" | Liar
 +
| rowspan="3" | < 40
 +
| rowspan="3" |
 +
|              Creativity
 +
|-
 +
|              Linguistic Ability
 +
|-
 +
|              Social Awareness
 +
|-
 +
| rowspan="2" | Intimidator
 +
| rowspan="2" | Cooperation
 +
| rowspan="2" | < 61
 +
| rowspan="2" | Agility
 +
|              Kinesthetic Sense
 +
|-
 +
|              Linguistic Ability
 +
|-
 +
| rowspan="3"            | Judge of intent
 +
| rowspan="3" colspan="2" |
 +
| rowspan="3"            |
 +
|                          Intuition
 +
|-
 +
|                          Empathy
 +
|-
 +
|                          Social Awareness
 +
|-
 +
| rowspan="3"            | Negotiator
 +
| rowspan="3" colspan="2" |
 +
| rowspan="3"            |
 +
|                          Linguistic Ability
 +
|-
 +
|                          Empathy
 +
|-
 +
|                          Social Awareness
 +
|-
 +
| rowspan="3" | Persuader
 +
| rowspan="3" | Assertiveness
 +
| rowspan="3" | > 39
 +
| rowspan="3" |
 +
| Linguistic Ability
 +
|-
 +
| Empathy
 +
|-
 +
| Social Awareness
 +
|}
 +
-->
 +
 
 +
==Skill Rust==
 +
Every skill has the following set of improvement and decay counters, which are caste specific:
 +
 
 +
{{token|SKILL_RATE|c}} (Default is {{token|SKILL_RATE|cr|100:8:16:16}})
 +
* % of improvement points you get (Default 100)
 +
* unused counter cap (Default 8)
 +
* rust counter cap (Default 16)
 +
* demotion counter cap (Default 16)
 +
 
 +
Once per day, each skill's "unused" counter increments by 1, and if it reaches the cap (without the skill ever being used), it resets to zero and increments the rust counter. Once the rust counter reaches its cap, it resets to zero, adds a "layer" of rust to the skill (to a maximum of 6), and increments the demotion counter. When the demotion counter reaches its cap, it resets to zero and the skill level is ''permanently'' reduced by 1 (and must be re-earned). With the default numbers, it takes about 4 and a half months before rust sets in, 2 years and 3 months before rust maxes out, and 6 years before actual skill levels begin to decay.
 +
 
 +
The {{DFtext|Rusty}} and {{DFtext|V.Rusty}} descriptions which are appended to a skill within ''Dwarf Fortress'' are determined by the following conditions:
 +
*Rusty: A skill level greater than 0, and the number of rust layers is at least 50% of the original skill level.
 +
*Very Rusty: A skill level greater than or equal to 4, and the number of rust layers is at least 75% of the original skill level.
 +
 
 +
Since a skill can never gain more than 6 levels of rust, only skills between "Skilled" and "Expert" can ever show as "V. Rusty", and only skills at "Master" or lower can ever show as "Rusty" - higher level skills will silently accumulate rust until they are eventually demoted below "High Master", then the rust will become visible.
 +
 
 +
Whenever experience is gained, the skill's "unused" counter is reset to zero, its "rust" and "demotion" counters are ''decremented'' by 1, and one or more levels of rust are removed depending on the amount of experience gained:
 +
* 50% of the gained experience (rounded down, plus 1) is lost
 +
* 10% of the lost experience (rounded down, plus 1) is spent toward removing rust
 +
* If it was enough to remove ''more'' rust than was accumulated, then the XP penalty is set to 10 points per remaining rust level, minus 10
 +
 
 +
Since most crafting jobs give 30 points of experience, this means it would take 3 jobs to work away 6 levels of rust, each giving only 14 points of experience; if the skill only has 1 level of rust, a single job would work it away without losing any experience.
  
 
{{Skills}}
 
{{Skills}}
[[Category:Skills]]
+
{{Category|Skills}}
[[Category:Jobs]]
 

Latest revision as of 02:27, 15 September 2024

This article is about an older version of DF.

Skills are used by dwarves to accomplish almost every task. Higher skills allows dwarves to accomplish tasks more quickly, but also more effectively (for example mining and crafting). Using a skill will grant experience in that skill, allowing the dwarf to reach higher skill levels. To determine what skills a dwarf has, press v and highlight the dwarf, then press g to ensure you are on the general information page. The skills will be grouped in to three toggleable types, combat, labor and miscellaneous skills. The list will include the level of each skill and a note if it is rusty or very rusty in parentheses if applicable.

Skill levels are as follows:

  • Dabbling
  • Novice
  • Adequate
  • Competent
  • Skilled
  • Proficient
  • Talented
  • Adept
  • Expert
  • Professional
  • Accomplished
  • Great
  • Master
  • High Master
  • Grand Master
  • Legendary

Skill penalties[edit]

Dwarves that are hungry, tired, or thirsty will work slower and produce lower quality goods. For some tasks like wood cutting or furnace operating this is unimportant, but you may wish to halt construction of aluminum statues, or remove the designation on those diamond or native aluminum clusters if your blacksmith or miner is famished and hollow-eyed from lack of sleep.

Skills[edit]

Miner
 
Woodworker
 
Stoneworker
 
Ranger
 
Doctor
 
Farmer
 
Fishery worker
 
Metalsmith
 
Jeweler
 
Craftsdwarf
 
Engineer
 
Other Jobs
 
Administrator
 
Military
 
Broker
 
Miscellaneous
 
Unused
 

Skills, Attributes and Traits[edit]

  • Skills:
    • are trained by being used in some activity.
    • train attributes.
    • the same attribute can be trained by various skills.
    • it's assumed that the skills also use some of the attributes that they train.
    • certain skills are required or important for certain noble, military and civilian professions.
    • certain professions require several skills.
    • the same skill can be used by various professions.
    • are increased by Preferences, but capped, so the dwarf will make items beyond its skill level but won't affect the chances of making more high value items at the highest skill level.
  • Traits:
    • cannot be modified in-game.[Verify]
    • affect which social skills gain experience (if the dwarf has X trait it will not gain experience in X skill) at all.
    • have other in-game effects that can be useful for certain professions.
    • give thoughts when performing certain activities.

To summarize it goes like this:

Trait --> Skill <--> Attribute
  |         ^
  v         |
effect      |
  |         v
  '-->  Profession

Since the same skills can be used by various professions, and the same attributes are trained by various skills, this allows for cross-training.

Being traits the unmodifiable[Verify], limiting factor on which skills can be learned or having useful effects, and certain professions requiring various skills, the need arises to:

  • avoid appointing a dwarf that will never learn a certain skill to a profession that uses it:
  • appoint a dwarf with an useful effect given by a trait to a profession that benefits from it:

The solution comes in the form of a nice sortable reference table:

coming soon! work in progress... please don't delete hidden comments... ;)

Skill Rust[edit]

Every skill has the following set of improvement and decay counters, which are caste specific:

[SKILL_RATE] (Default is [SKILL_RATE:100:8:16:16])

* % of improvement points you get (Default 100)
* unused counter cap (Default 8)
* rust counter cap (Default 16)
* demotion counter cap (Default 16)

Once per day, each skill's "unused" counter increments by 1, and if it reaches the cap (without the skill ever being used), it resets to zero and increments the rust counter. Once the rust counter reaches its cap, it resets to zero, adds a "layer" of rust to the skill (to a maximum of 6), and increments the demotion counter. When the demotion counter reaches its cap, it resets to zero and the skill level is permanently reduced by 1 (and must be re-earned). With the default numbers, it takes about 4 and a half months before rust sets in, 2 years and 3 months before rust maxes out, and 6 years before actual skill levels begin to decay.

The Rusty and V.Rusty descriptions which are appended to a skill within Dwarf Fortress are determined by the following conditions:

  • Rusty: A skill level greater than 0, and the number of rust layers is at least 50% of the original skill level.
  • Very Rusty: A skill level greater than or equal to 4, and the number of rust layers is at least 75% of the original skill level.

Since a skill can never gain more than 6 levels of rust, only skills between "Skilled" and "Expert" can ever show as "V. Rusty", and only skills at "Master" or lower can ever show as "Rusty" - higher level skills will silently accumulate rust until they are eventually demoted below "High Master", then the rust will become visible.

Whenever experience is gained, the skill's "unused" counter is reset to zero, its "rust" and "demotion" counters are decremented by 1, and one or more levels of rust are removed depending on the amount of experience gained:

  • 50% of the gained experience (rounded down, plus 1) is lost
  • 10% of the lost experience (rounded down, plus 1) is spent toward removing rust
  • If it was enough to remove more rust than was accumulated, then the XP penalty is set to 10 points per remaining rust level, minus 10

Since most crafting jobs give 30 points of experience, this means it would take 3 jobs to work away 6 levels of rust, each giving only 14 points of experience; if the skill only has 1 level of rust, a single job would work it away without losing any experience.

Miner
Woodworker
Stoneworker
Ranger
Doctor
Farmer
Fishery worker
Metalsmith
Jeweler
Craftsdwarf
Engineer

Administrator
Military
General
Weapon
Other
Social
Broker
Other

Other/Peasant
Unused