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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Gibmeister</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-08T10:08:27Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Elf&amp;diff=17996</id>
		<title>40d:Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Elf&amp;diff=17996"/>
		<updated>2009-09-04T01:44:44Z</updated>

		<summary type="html">&lt;p&gt;Gibmeister: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Elf|symbol=E|color={{COLOR:3:0:0}}|butcher=no|&lt;br /&gt;
bones=7|chunks=N/A|meat=N/A|fat=N/A|skulls=1|skin=N/A|&lt;br /&gt;
biome=&lt;br /&gt;
* In their retreats, usually in [[forest]]s&lt;br /&gt;
}}&lt;br /&gt;
'''Elves''' are intelligent [[humanoid]] [[creature]]s who live in [[Map_legend#Sites|forest retreat]]s. They are one of the races playable in [[Adventure Mode]]. Their retreats have no buildings, but the [[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 [[bow]]s. They may invade a fortress which violates their tree-cutting limit.&lt;br /&gt;
&lt;br /&gt;
== Elves in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
Elves are a [[trading]] race and send small [[caravan]]s without [[wagon]]s in [[Calendar|spring]]. They usually bring [[Thread]], [[cloth]], [[Restraint|rope]], various [[plants]] and [[seed]]s, [[wood]]en items, and some [[wood]]. They may also bring some [[tame]] [[animal]]s, often even exotic, which are good to build up a [[zoo]], [[arena]] or [[defense]]s. If your fort is set in a freezing biome, the animals will most likely arrive dead. Possibly, the animals will also be dead if the elves had to cross a freezing biome traveling to you, but this is impossible to prove.  Elves also bring a crapload of useless stuff: [[armor]] and clothes too large to wear, inferior wooden [[weapons]], inferior [[alcohol|booze]], inferior redroot [[dye]], [[bow]]s and [[arrow]]s ''(these can at least be used for weapon traps)''.&lt;br /&gt;
&lt;br /&gt;
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 glass items ''(due to the [[potash]] which comes from [[ash]] which comes from [[Wood burner|burning wood]])''.&lt;br /&gt;
&lt;br /&gt;
[[Metal]] items are acceptable, even when [[charcoal]] is used in their production. Items made from [[silk]] are acceptable, as are all non-wooden plant-based products such as [[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 [[trade depot]] in a wooden [[bin]], as long as you do not try to sell the bin. This also applies to goods in [[barrel]]s. Living [[animals]] are acceptable, as long as the [[cage]] or [[trap]] is not made of [[wood]]. They also no longer mind purchasing blood-soaked items.&lt;br /&gt;
&lt;br /&gt;
Although [[tower-cap]]s are giant mushrooms, they are considered [[trees]] by the elves and thus are not acceptable.&lt;br /&gt;
&lt;br /&gt;
Elves may send [[diplomat]]s, independent of their [[caravan]]s, to warn you when they feel you are cutting down too many trees. &amp;lt;small&amp;gt;please add details&amp;lt;/small&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
=== Living among them ===&lt;br /&gt;
Living with Elves is pretty much the same as living among [[Humans]], but they don't build houses, [[furniture]], or anything else that uses wood. So basically, it's just like living anywhere else, but with guards.&lt;br /&gt;
&lt;br /&gt;
== Elven society ==&lt;br /&gt;
The ethics of elven society are substantially divergent from other races; [[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. The elven leaders are referred to as druids, not kings.&lt;br /&gt;
&lt;br /&gt;
== Elves in Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Elven forest retreats are represented by yellow symbols in [[forest]]s on the world map. They do not have any [[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 &amp;quot;druid&amp;quot;, who can be found wandering the forest floor with the other elves.&lt;br /&gt;
&lt;br /&gt;
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 [[size]] larger than [[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.&lt;br /&gt;
&lt;br /&gt;
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 [[shield]]s they come across, just like any other.&lt;br /&gt;
&lt;br /&gt;
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 [[snakeman|snakemen]] and [[batman|batmen]]) and even get the most excitement-seeking ones to join their party.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:ELF]&lt;br /&gt;
	[NAME:elf:elves:elven]&lt;br /&gt;
	[TILE:'E'][COLOR:3:0:0]&lt;br /&gt;
	[SPEED:700][GRASSTRAMPLE:0]&lt;br /&gt;
	[GENPOWER:3]&lt;br /&gt;
	[INTELLIGENT]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:grace]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
	[NARROW]&lt;br /&gt;
	[DAMBLOCK:-1]&lt;br /&gt;
	[SIZE:7]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[SPEECH:elf.txt]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
	[PERSONALITY:IMAGINATION:0:55:100]&lt;br /&gt;
	[PERSONALITY:ARTISTIC_INTEREST:0:60:100]&lt;br /&gt;
	[PERSONALITY:INTELLECTUAL_CURIOSITY:0:55:100]&lt;br /&gt;
	[PERSONALITY:SELF_DISCIPLINE:0:45:100]&lt;br /&gt;
	[PERSONALITY:ACTIVITY_LEVEL:0:40:100]&lt;br /&gt;
}}&lt;br /&gt;
{{creatures}}&lt;br /&gt;
[[Category:Races]]&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Gibmeister</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wear&amp;diff=37412</id>
		<title>40d:Wear</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wear&amp;diff=37412"/>
		<updated>2009-07-13T00:54:52Z</updated>

		<summary type="html">&lt;p&gt;Gibmeister: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many items are subject to '''wear/rotting/withering''' if left '''outside'''. &lt;br /&gt;
&lt;br /&gt;
There are three levels of wear, which are signified by, in order of increasing wear, x, X and XX bracketing the item. Viewing will give an account of how badly worn(with some wear...mangled) the item is. Item [[value]] is significantly affected by the level of wear.&lt;br /&gt;
&lt;br /&gt;
Most items are ''not'' subject to wear when stored in [[stockpile]]s, or inside, notably prepared meals, [[Alcohol|drinks]] and [[plants]]. Some items, in particular plants and cooked meals, will still rot when lying around inside, outside of stockpiles, in [[workshop]]s, or, worse, in [[water]].&lt;br /&gt;
&lt;br /&gt;
Storage in [[barrel]]s will delay wear both in and out of stockpiles.&lt;br /&gt;
&lt;br /&gt;
Some [[food]], specifically uncooked [[meat]] and [[fish]], is still subject to '''wear''' when stored in stockpiles. Wear of barrelled meat or fish will set in roughly 2 seasons after [[butcher]]ing or arriving at the area with [[trade]]rs, increasing by roughly one level per season. Raw fish will rot instead.&lt;br /&gt;
&lt;br /&gt;
Plants will not '''wither''' on inside stockpiles, but will wither on fields if not harvested in time.&lt;br /&gt;
&lt;br /&gt;
'''Mangled''' food can still be cooked, seemingly without quality loss, although the value of the prepared food will be calculated using the reduced value of the ingredients.&lt;br /&gt;
&lt;br /&gt;
The remains of [[vermin]], as well as [[corpse]]s and [[chunks]], will rot both inside and outside, more importantly they will cause [[miasma]] inside. It is therefore necessary to keep an eye on tidying up and either have refuse stockpiles outside or separated by doors from the rest of your fortress if inside.&lt;br /&gt;
&lt;br /&gt;
Clothing will show wear over a period of years when it is being worn by a creature. Currently{{v|0.28.181.40d}} no unhappy thoughts result from this wear.&lt;/div&gt;</summary>
		<author><name>Gibmeister</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wear&amp;diff=37411</id>
		<title>40d:Wear</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wear&amp;diff=37411"/>
		<updated>2009-07-13T00:54:08Z</updated>

		<summary type="html">&lt;p&gt;Gibmeister: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many items are subject to '''wear/rotting/withering''' if left '''outside'''. &lt;br /&gt;
&lt;br /&gt;
There are three levels of wear, which are signified by, in order of increasing wear, x, X and XX bracketing the item. Viewing will give an account of how badly worn(with some wear...mangled) the item is. Item [[value]] is significantly affected by the level of wear.&lt;br /&gt;
&lt;br /&gt;
Most items are ''not'' subject to wear when stored in [[stockpile]]s, or inside, notably prepared meals, [[Alcohol|drinks]] and [[plants]]. Some items, in particular plants and cooked meals, will still rot when lying around inside, outside of stockpiles, in [[workshop]]s, or, worse, in [[water]].&lt;br /&gt;
&lt;br /&gt;
Storage in [[barrel]]s will delay wear both in and out of stockpiles.&lt;br /&gt;
&lt;br /&gt;
Some [[food]], specifically uncooked [[meat]] and [[fish]], is still subject to '''wear''' when stored in stockpiles. Wear of barrelled meat or fish will set in roughly 2 seasons after [[butcher]]ing or arriving at the area with [[trade]]rs, increasing by roughly one level per season. Raw fish will instead rot.&lt;br /&gt;
&lt;br /&gt;
Plants will not '''wither''' on inside stockpiles, but will wither on fields if not harvested in time.&lt;br /&gt;
&lt;br /&gt;
'''Mangled''' food can still be cooked, seemingly without quality loss, although the value of the prepared food will be calculated using the reduced value of the ingredients.&lt;br /&gt;
&lt;br /&gt;
The remains of [[vermin]], as well as [[corpse]]s and [[chunks]], will rot both inside and outside, more importantly they will cause [[miasma]] inside. It is therefore necessary to keep an eye on tidying up and either have refuse stockpiles outside or separated by doors from the rest of your fortress if inside.&lt;br /&gt;
&lt;br /&gt;
Clothing will show wear over a period of years when it is being worn by a creature. Currently{{v|0.28.181.40d}} no unhappy thoughts result from this wear.&lt;/div&gt;</summary>
		<author><name>Gibmeister</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Gibmeister&amp;diff=49976</id>
		<title>User:Gibmeister</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Gibmeister&amp;diff=49976"/>
		<updated>2009-07-13T00:52:48Z</updated>

		<summary type="html">&lt;p&gt;Gibmeister: Created page with 'Hiya, I came across DF while on a rogue-alike kick.  Now I even ignore my Sims!  Maybe I'd go back if they were shorter, fatter, and had HUGE beards.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hiya, I came across DF while on a rogue-alike kick.  Now I even ignore my Sims!  Maybe I'd go back if they were shorter, fatter, and had HUGE beards.&lt;/div&gt;</summary>
		<author><name>Gibmeister</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Forbid&amp;diff=31849</id>
		<title>40d Talk:Forbid</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Forbid&amp;diff=31849"/>
		<updated>2009-07-13T00:50:43Z</updated>

		<summary type="html">&lt;p&gt;Gibmeister: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Items are automatically marked &amp;quot;Forbidden&amp;quot; when&lt;br /&gt;
* a crossbow bolt is fired and drops on the ground intact.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Would it not be better to only forbid it if there was a siege/ambush going on? I'm sure people would want to re-use ammo as much as possible. --[[User:AlexFili|AlexFili]] 07:32, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
No it really isn't because then you get marksdwarves running around with one bolt which is quickly used up. They then decide to rush at the enemy and try to batter them to death with their crossbow. The bolt is also marked forbidden whilst it is in the air, I just don't know how to word it. You can check by pausing and looking at a bolt in flight --[[User:Makuus|Makuus]] 08:00, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== forbid item ==&lt;br /&gt;
&lt;br /&gt;
i forbid an adamantine shoe, and it no longer added to my fortress value!(its hard to miss 950,000 when i have only 850,000 to begin with.)&lt;br /&gt;
&lt;br /&gt;
== auto forbid shells? ==&lt;br /&gt;
&lt;br /&gt;
For some reason all the shells in my fortress are auto-forbid.  And when I go into stocks to un-forbid them, within 30-60 seconds, they are all forbidden again.&lt;br /&gt;
&lt;br /&gt;
Quite frustrating.&lt;br /&gt;
&lt;br /&gt;
No skulls or bones have this happen that I can see and they have been treated equally by me [ie. the places I have marked out for useable refuse allow only skulls, bones, and shells].&lt;br /&gt;
&lt;br /&gt;
Any clues/thoughts on how to fix this?&lt;br /&gt;
&lt;br /&gt;
Thanks--&lt;br /&gt;
karen&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
EDIT: nm, I found that somehow the refuse orders had been set to dump shells automatically.&lt;br /&gt;
Fixed =)&lt;br /&gt;
&lt;br /&gt;
== forbidden bins ==&lt;br /&gt;
&lt;br /&gt;
What happens if I forbid a bin but not the stuff in it?&lt;br /&gt;
Will dwarves simply not move the bin?  Or will they also ignore the items inside?  This might be a convenient way to block weapons and armor of lower quality...--[[User:Jpwrunyan|Jpwrunyan]] 12:11, 2 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:My experience says they ignore the items in the bin as well.  Try it and find out! I find weapon traps the best way to get rid of lower quality weapons that are not meltable. I melt down the others to reclaim the metal.--[[User:Kwieland|Kwieland]] 14:42, 2 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== force dwarves to make shells ==&lt;br /&gt;
&lt;br /&gt;
Yesterday I had a dwarf trying to create an artifact, and he of course required a shell for it's construction.  I immediately sent multiple newly-assigned fisherdwarves to try to randomly catch a turtle.  Amazingly, it happened (many months later), so i eagerly followed the lucky dwarf until he crammed the raw turtle into a barrel.  I then forbade ALL food other than the turtle.  Now, I understood when those who already had food still went and ate it, but other dwarves were still getting various berries etc. from other barrels, paying no heed to the forbidding.  I even tried forbidding all BARRELS (except the turtle's), and it was still ignored.  Comments/explanations?  (PS: My unfortunate artifact-attempter is now a babbling idiot)  [[User:Gibmeister|Gibmeister]] 00:50, 13 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Gibmeister</name></author>
	</entry>
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