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40d:Elf

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Revision as of 07:20, 12 November 2009 by Count Dorku (talk | contribs)
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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, often even exotic ones like giant eagles or jaguars, which are good to build up a zoo, arena or defenses. Be aware that these animals often arrive with injuries. Note that 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, which might also explain the injuries, but this is impossible to prove.

Elves also bring a crapload of tradables of questionable or no worth to dwarves: armor and clothes that are too large for dwarves to wear, inferior wooden weapons (that could, admittedly, be used for sparring), a spectrum of booze both inferior and superior, inferior value redroot dye, and bows and arrows (which at least can be used for weapon traps, as long as the arrows last).

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 glass items (due to the pearlash which comes from ash which comes from burning wood). Even offering them something wood-related will cause them to immediately end the trading, pack up and leave.

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.

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

Elves may send diplomats, independent of their caravans, 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, and waltz off. please add details

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, 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 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.

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