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40d:Elf
Template:CreatureInfo Elves are intelligent humanoid creatures who live in forest retreats. They are one of the races playable in Adventure Mode. Their retreats have no buildings, but the trees 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 bows. They may invade a fortress which violates their tree-cutting limit.
Elves in Fortress Mode
Elves are a trading race and send small caravans without wagons in spring. They usually bring Thread, cloth, rope, various plants and seeds, wooden items, and some wood. They may also bring some tame animals. Elves also bring a crapload of useless stuff: armor and clothes too large to wear, inferior wooden weapons, inferior booze, inferior redroot dye, bows and arrows (these can at least be used for weapon traps). 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 burning wood).
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 helmets, 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 barrels. 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.
Although tower-caps are giant mushrooms, they are considered trees by the elves and thus are not acceptable.
Living among them
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.
Elven society
The ethics of elven society are substantially divergent from other races; 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.
Elves in Adventure Mode
Elven forest retreats are represented by yellow symbols in forests on the world map. They do not have any shops, 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 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.
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 shields 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 snakemen and batmen) and even get the most excitement-seeking ones to join their party.