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Difference between revisions of "40d:Elf"

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bones=7|chunks=N/A|meat=N/A|fat=N/A|skulls=1|skin=N/A|
 
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biome=
 
biome=
* In their retreats, usually in [[40d:forest|forest]]s
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* In their retreats, usually in {{L|forest}}s
 
}}
 
}}
'''Elves''' are intelligent [[40d:humanoid|humanoid]] [[40d:creature|creature]]s who live in [[40d:Map_legend#Sites|forest retreat]]s. They are one of the races playable in [[40d:Adventure Mode|Adventure Mode]]. Their retreats have no buildings, but the [[40d:tree|tree]]s in the area were named, before 3-d happened. You can just make up names for the trees.  They love nature and are ready to defend it, typically with [[40d:bow|bow]]s. They may invade a fortress which violates their tree-cutting limit.
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'''Elves''' are intelligent {{L|humanoid}} {{L|creature}}s who live in {{L|Map_legend#Sites|forest retreat}}s. They are one of the races playable in {{L|Adventure Mode}}. Their retreats have no buildings, but the {{L|tree}}s in the area were named, before 3-d happened. You can just make up names for the trees.  They love nature and are ready to defend it, typically with {{L|bow}}s. They may invade a fortress which violates their tree-cutting limit.
  
 
== Elves in Fortress Mode ==
 
== Elves in Fortress Mode ==
  
Elves are a [[40d:trading|trading]] race and send small [[40d:caravan|caravan]]s without [[40d:wagon|wagon]]s in [[40d:Calendar|spring]]. They usually bring [[40d:Thread|Thread]], [[40d:cloth|cloth]], [[40d:Restraint|rope]], various [[40d:plants|plants]] and [[40d:seed|seed]]s, [[40d:wood|wood]]en items, and some [[40d:wood|wood]]. They may also bring some [[40d:tame|tame]] [[40d:animal|animal]]s, often even exotic ones like [[40d:giant eagle|giant eagle]]s or [[40d:jaguar|jaguar]]s, which are good to build up a [[40d:zoo|zoo]], [[40d:arena|arena]] or [[40d:defense|defense]]s.  Be aware that these animals may arrive with injuries (or possibly dead) if they were transported through an inhospitable biome.
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Elves are a {{L|trading}} race and send small {{L|caravan}}s without {{L|wagon}}s in {{L|Calendar|spring}}. They usually bring {{L|Thread}}, {{L|cloth}}, {{L|Restraint|rope}}, various {{L|plants}} and {{L|seed}}s, {{L|wood}}en items, and some {{L|wood}}. They may also bring some {{L|tame}} {{L|animal}}s, often even exotic ones like {{L|giant eagle}}s or {{L|jaguar}}s, which are good to build up a {{L|zoo}}, {{L|arena}} or {{L|defense}}s.  Be aware that these animals may arrive with injuries (or possibly dead) if they were transported through an inhospitable biome.
  
Elves also bring a lot of tradeables of questionable or no worth to dwarves: [[40d:armor|armor]] and clothes that are too large for dwarves to wear, inferior wooden [[40d:weapons|weapons]] (that could, admittedly, be used for [[40d:sparring|sparring]]), a spectrum of [[40d:alcohol|booze]] both [[40d:Prickle berry wine|inferior]] and [[40d:sun berry|superior]], inferior value redroot [[40d:dye|dye]], and [[40d:bow|bow]]s and [[40d:arrow|arrow]]s ''(which at least can be used for weapon traps, as long as the arrows last)''.
+
Elves also bring a lot of tradeables of questionable or no worth to dwarves: {{L|armor}} and clothes that are too large for dwarves to wear, inferior wooden {{L|weapons}} (that could, admittedly, be used for {{L|sparring}}), a spectrum of {{L|alcohol|booze}} both {{L|Prickle berry wine|inferior}} and {{L|sun berry|superior}}, inferior value redroot {{L|dye}}, and {{L|bow}}s and {{L|arrow}}s ''(which at least can be used for weapon traps, as long as the arrows last)''.
  
 
As their caravans do not include wagons, it is very common for them to bring nothing but bins of cloth, resulting from the way in which caravans load up their goods - they attempt to load all of their bins of cloth onto their pack animals before sending other useful goods, often running out of room entirely. This behavior can be prevented, to a degree, by limiting the profit they receive from your trades and by limiting the rate at which your own wealth increases; once this behavior starts, though, the best way to revert it is by making them unhappy, whether by seizing their goods or by outright slaughtering their merchants.
 
As their caravans do not include wagons, it is very common for them to bring nothing but bins of cloth, resulting from the way in which caravans load up their goods - they attempt to load all of their bins of cloth onto their pack animals before sending other useful goods, often running out of room entirely. This behavior can be prevented, to a degree, by limiting the profit they receive from your trades and by limiting the rate at which your own wealth increases; once this behavior starts, though, the best way to revert it is by making them unhappy, whether by seizing their goods or by outright slaughtering their merchants.
  
They are very picky about what they will accept in return: Elves will accept anything except items made out of or decorated with any wood.  This includes clear and crystal [[40d:glass|glass]] items ''(due to the [[40d:pearlash|pearlash]] which comes from [[40d:ash|ash]] which comes from [[40d:Wood burner|burning wood]])''.  Even offering them something wood-related will make them unhappy, potentially causing them to immediately pack up and leave.
+
They are very picky about what they will accept in return: Elves will accept anything except items made out of or decorated with any wood.  This includes clear and crystal {{L|glass}} items ''(due to the {{L|pearlash}} which comes from {{L|ash}} which comes from {{L|Wood burner|burning wood}})''.  Even offering them something wood-related will make them unhappy, potentially causing them to immediately pack up and leave.
  
[[40d:Metal|Metal]] items are acceptable, even when [[40d:charcoal|charcoal]] is used in their production. Items made from [[40d:silk|silk]] are acceptable, as are all non-wooden plant-based products such as [[40d:plump helmet|plump helmet]]s, seeds, and ☼Dwarven syrup biscuits[45]☼. Dairy products, such as milk and cheese, are currently acceptable. You can also transport your goods to the [[40d:trade depot|trade depot]] in a wooden [[40d:bin|bin]], as long as you do not try to sell the bin. In order to sell food and booze, however, your [[40d:barrel|barrel]]s will need to be made of metal. Living [[40d:animals|animals]] are acceptable, as long as the [[40d:cage|cage]] or [[40d:trap|trap]] is not made of [[40d:wood|wood]]. They also no longer mind purchasing blood-soaked items.
+
{{L|Metal}} items are acceptable, even when {{L|charcoal}} is used in their production. Items made from {{L|silk}} are acceptable, as are all non-wooden plant-based products such as {{L|plump helmet}}s, seeds, and ☼Dwarven syrup biscuits[45]☼. Dairy products, such as milk and cheese, are currently acceptable. You can also transport your goods to the {{L|trade depot}} in a wooden {{L|bin}}, as long as you do not try to sell the bin. In order to sell food and booze, however, your {{L|barrel}}s will need to be made of metal. Living {{L|animals}} are acceptable, as long as the {{L|cage}} or {{L|trap}} is not made of {{L|wood}}. They also no longer mind purchasing blood-soaked items.
  
Although [[40d:tower-cap|tower-cap]]s are giant mushrooms, they are considered [[40d:trees|trees]] by the elves and thus are not acceptable.
+
Although {{L|tower-cap}}s are giant mushrooms, they are considered {{L|trees}} by the elves and thus are not acceptable.
  
Elves are also known to completely ignore "menaces with spikes" [[40d:decoration|decoration]]s when considering the value of your trade goods - such goods should be traded to other races instead.
+
Elves are also known to completely ignore "menaces with spikes" {{L|decoration}}s when considering the value of your trade goods - such goods should be traded to other races instead.
  
Elves may send [[40d:diplomat|diplomat]]s, independent of their [[40d:caravan|caravan]]s, to warn you when they feel you are cutting down too many trees. Typically, this diplomat will appear out of nowhere, tell you that you are cutting down too many trees, then waltz off. This diplomat may also attempt to negotiate with you and form an agreement on how many trees per year you can cut down.
+
Elves may send {{L|diplomat}}s, independent of their {{L|caravan}}s, to warn you when they feel you are cutting down too many trees. Typically, this diplomat will appear out of nowhere, tell you that you are cutting down too many trees, then waltz off. This diplomat may also attempt to negotiate with you and form an agreement on how many trees per year you can cut down.
 
   
 
   
 
=== Living among them ===
 
=== Living among them ===
Living with Elves is pretty much the same as living among [[40d:Humans|Humans]], but they don't build houses, [[40d:furniture|furniture]], or anything else that uses wood. So basically, it's just like living anywhere else, but with guards.
+
Living with Elves is pretty much the same as living among {{L|Humans}}, but they don't build houses, {{L|furniture}}, or anything else that uses wood. So basically, it's just like living anywhere else, but with guards.
  
 
== Elven society ==
 
== Elven society ==
The ethics of elven society are substantially divergent from other races; [[40d:liar|Lying]] is punishable by exile, the killing of plants is an unthinkable crime, and eating the corpse of one's opponent in battle is socially acceptable, even if the opponent was also an elf (and would otherwise be considered cannibalism). The elven leaders are referred to as druids, not kings.
+
The ethics of elven society are substantially divergent from other races; {{L|liar|Lying}} is punishable by exile, the killing of plants is an unthinkable crime, and eating the corpse of one's opponent in battle is socially acceptable, even if the opponent was also an elf (and would otherwise be considered cannibalism). The elven leaders are referred to as druids, not kings.
  
 
Elves currently never settle outside their initial elven retreat's forest.  If not for this limitation, the world would quickly overflow with elves because they are immortal.
 
Elves currently never settle outside their initial elven retreat's forest.  If not for this limitation, the world would quickly overflow with elves because they are immortal.
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== Elves in Adventure Mode ==
 
== Elves in Adventure Mode ==
  
Elven forest retreats are represented by yellow symbols in [[40d:forest|forest]]s on the world map. They do not have any [[40d:shop|shop]]s, but they seem to have a great amount of elite marksmen to recruit. The leader and quest giver of a retreat is called the "druid", who can be found wandering the forest floor with the other elves.
+
Elven forest retreats are represented by yellow symbols in {{L|forest}}s on the world map. They do not have any {{L|shop}}s, but they seem to have a great amount of elite marksmen to recruit. The leader and quest giver of a retreat is called the "druid", who can be found wandering the forest floor with the other elves.
  
Elven characters start with a wooden [[weapon]] and a set of basic wooden [[armor]] that lacks protection for the torso. This limitation often leads to a quick death. They do have some advantages, however: they're one [[40d:size|size]] larger than [[40d:dwarves|dwarves]], which makes them hit harder and absorb more damage, though they also have a natural armor penalty which causes them to take slightly more damage than normal. Their main redeeming quality is their speed, being roughly 20% faster than the other playable races.
+
Elven characters start with a wooden [[weapon]] and a set of basic wooden [[armor]] that lacks protection for the torso. This limitation often leads to a quick death. They do have some advantages, however: they're one {{L|size}} larger than {{L|dwarves}}, which makes them hit harder and absorb more damage, though they also have a natural armor penalty which causes them to take slightly more damage than normal. Their main redeeming quality is their speed, being roughly 20% faster than the other playable races.
  
Those that live among other races may have metal or leather armor fitted for a narrow frame, though elven shopkeepers in human towns will still only sell human equipment. These Elven shopkeepers will also not accept coins, you must trade actual goods with them. Elven adventurers may equip any metal weapons or [[40d:shield|shield]]s they come across, just like any other.
+
Those that live among other races may have metal or leather armor fitted for a narrow frame, though elven shopkeepers in human towns will still only sell human equipment. These Elven shopkeepers will also not accept coins, you must trade actual goods with them. Elven adventurers may equip any metal weapons or {{L|shield}}s they come across, just like any other.
  
Elves are at peace with wildlife, which means they won't be attacked by most animals (verify if most or all). In addition, they can talk to the animal-man races (such as [[40d:snakeman|snakemen]] and [[40d:batman|batmen]]) and even get the most excitement-seeking ones to join their party.
+
Elves are at peace with wildlife, which means they won't be attacked by most animals (verify if most or all). In addition, they can talk to the animal-man races (such as {{L|snakeman|snakemen}} and {{L|batman|batmen}}) and even get the most excitement-seeking ones to join their party.
  
 
{{Game_Data|[CREATURE:ELF]
 
{{Game_Data|[CREATURE:ELF]

Revision as of 16:39, 12 April 2010

This article is about an older version of DF.

Template:CreatureInfo Elves are intelligent Template:L Template:Ls who live in Template:Ls. They are one of the races playable in Template:L. Their retreats have no buildings, but the Template:Ls in the area were named, before 3-d happened. You can just make up names for the trees. They love nature and are ready to defend it, typically with Template:Ls. They may invade a fortress which violates their tree-cutting limit.

Elves in Fortress Mode

Elves are a Template:L race and send small Template:Ls without Template:Ls in Template:L. They usually bring Template:L, Template:L, Template:L, various Template:L and Template:Ls, Template:Len items, and some Template:L. They may also bring some Template:L Template:Ls, often even exotic ones like Template:Ls or Template:Ls, which are good to build up a Template:L, Template:L or Template:Ls. Be aware that these animals may arrive with injuries (or possibly dead) if they were transported through an inhospitable biome.

Elves also bring a lot of tradeables of questionable or no worth to dwarves: Template:L and clothes that are too large for dwarves to wear, inferior wooden Template:L (that could, admittedly, be used for Template:L), a spectrum of Template:L both Template:L and Template:L, inferior value redroot Template:L, and Template:Ls and Template:Ls (which at least can be used for weapon traps, as long as the arrows last).

As their caravans do not include wagons, it is very common for them to bring nothing but bins of cloth, resulting from the way in which caravans load up their goods - they attempt to load all of their bins of cloth onto their pack animals before sending other useful goods, often running out of room entirely. This behavior can be prevented, to a degree, by limiting the profit they receive from your trades and by limiting the rate at which your own wealth increases; once this behavior starts, though, the best way to revert it is by making them unhappy, whether by seizing their goods or by outright slaughtering their merchants.

They are very picky about what they will accept in return: Elves will accept anything except items made out of or decorated with any wood. This includes clear and crystal Template:L items (due to the Template:L which comes from Template:L which comes from Template:L). Even offering them something wood-related will make them unhappy, potentially causing them to immediately pack up and leave.

Template:L items are acceptable, even when Template:L is used in their production. Items made from Template:L are acceptable, as are all non-wooden plant-based products such as Template:Ls, seeds, and ☼Dwarven syrup biscuits[45]☼. Dairy products, such as milk and cheese, are currently acceptable. You can also transport your goods to the Template:L in a wooden Template:L, as long as you do not try to sell the bin. In order to sell food and booze, however, your Template:Ls will need to be made of metal. Living Template:L are acceptable, as long as the Template:L or Template:L is not made of Template:L. They also no longer mind purchasing blood-soaked items.

Although Template:Ls are giant mushrooms, they are considered Template:L by the elves and thus are not acceptable.

Elves are also known to completely ignore "menaces with spikes" Template:Ls when considering the value of your trade goods - such goods should be traded to other races instead.

Elves may send Template:Ls, independent of their Template:Ls, to warn you when they feel you are cutting down too many trees. Typically, this diplomat will appear out of nowhere, tell you that you are cutting down too many trees, then waltz off. This diplomat may also attempt to negotiate with you and form an agreement on how many trees per year you can cut down.

Living among them

Living with Elves is pretty much the same as living among Template:L, but they don't build houses, Template:L, or anything else that uses wood. So basically, it's just like living anywhere else, but with guards.

Elven society

The ethics of elven society are substantially divergent from other races; Template:L is punishable by exile, the killing of plants is an unthinkable crime, and eating the corpse of one's opponent in battle is socially acceptable, even if the opponent was also an elf (and would otherwise be considered cannibalism). The elven leaders are referred to as druids, not kings.

Elves currently never settle outside their initial elven retreat's forest. If not for this limitation, the world would quickly overflow with elves because they are immortal.

Elves in Adventure Mode

Elven forest retreats are represented by yellow symbols in Template:Ls on the world map. They do not have any Template:Ls, but they seem to have a great amount of elite marksmen to recruit. The leader and quest giver of a retreat is called the "druid", who can be found wandering the forest floor with the other elves.

Elven characters start with a wooden weapon and a set of basic wooden armor that lacks protection for the torso. This limitation often leads to a quick death. They do have some advantages, however: they're one Template:L larger than Template:L, which makes them hit harder and absorb more damage, though they also have a natural armor penalty which causes them to take slightly more damage than normal. Their main redeeming quality is their speed, being roughly 20% faster than the other playable races.

Those that live among other races may have metal or leather armor fitted for a narrow frame, though elven shopkeepers in human towns will still only sell human equipment. These Elven shopkeepers will also not accept coins, you must trade actual goods with them. Elven adventurers may equip any metal weapons or Template:Ls they come across, just like any other.

Elves are at peace with wildlife, which means they won't be attacked by most animals (verify if most or all). In addition, they can talk to the animal-man races (such as Template:L and Template:L) and even get the most excitement-seeking ones to join their party.

Template:Game Data

Races
DwarfElfGoblinHumanKobold
Animals
AlligatorBeak dogBilouBlack-crested gibbonBlack-handed gibbonBlack bearBonoboCatCave crocodileCheetahChimpanzeeCougarCowDeerDogDonkeyElephantElkFoxGazelleGiant batGiant cave spiderGiant cave swallowGiant cheetahGiant desert scorpionGiant eagleGiant jaguarGiant leopardGiant lionGiant moleGiant olmGiant ratGiant tigerGiant toadGorillaGray gibbonGrimelingGrizzly bearGroundhogHarpyHippoHoary marmotHorseIce wolfJaguarLarge ratLeopardLionMandrillMountain goatMuleMuskoxNaked mole dogOne-humped camelOrangutanPileated gibbonPolar bearRaccoonRhesus macaqueSaltwater crocodileSasquatchSiamangSilvery gibbonTigerTwo-humped camelUnicornWarthogWhite-browed gibbonWhite-handed gibbonWolf
Aquatic
Humanoids
Semi-Megabeasts
Megabeasts
Nonexistent