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		<id>https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=286811</id>
		<title>Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=286811"/>
		<updated>2023-01-21T06:28:00Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: &lt;/p&gt;
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{{Creaturelookup/0&lt;br /&gt;
|image=Elf_sprite.png&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
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'''Elves''' (singular, '''Elf''') are &amp;lt;s&amp;gt;arrogant, [[tree]]-obsessed zealots&amp;lt;/s&amp;gt; intelligent [[Creature|humanoids]] dedicated to the protection of ''their'' concept of nature (centered around trees). They are one of the main [[civilization]]s of the game, featured in [[fortress mode]] and playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
By default, they are often allies of [[dwarves]] and [[humans]], however, elves' conflicting view on nature compared to other races can create tension between them and other races. Elves often prefer using wood (and sometimes glass) for their weapons and armor these do very little damage compared to metal. If you go to war with them, you'll find that their primary danger comes from their numbers, archers, and dangerous tamed animals that may [[Mount|accompany]] them.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, elven caravans arrive in late spring, bringing only [[plant]] and their own &amp;quot;grown&amp;quot; [[wood]]-related items, [[cage]]d tame animals, or various types of [[clay]] and [[sand]]. When trading with elves, unless the player seeks to intentionally antagonize them, they must be very careful to not offer any wooden objects wooden/animal derived goods, [[#Trading|see here for specifics]]. You may also steal from them, or even kill them, without fear of immediate repercussion, as elven caravans are unguarded, and merchants will not resist if you seize their goods, or competently fight back if attacked.  &lt;br /&gt;
&lt;br /&gt;
Offending elves by attempting to trade wooden items normally causes them to angrily refuse further trade that year and leave early. ''Repeatedly'' offending elves by attempting to trade wooden items may cause them to attack your fortress with an [[ambush]], which may later evolve into a full [[siege]].&lt;br /&gt;
&lt;br /&gt;
Elves appear as usually thin and/or frail humanoids similar to humans, but with pointy ears. They have no facial hair, but, rarely, they have at least stubble. Like [[goblin]]s, they are biologically [[immortal]] and will only die to violence and disease. Unlike other races, elves do not worship [[deities]], but rather [[force]]s which permeate the forests. Their life of harmony with the land and its wild beauty and creatures (due to elven civs possessing the {{token|AT_PEACE_WITH_WILDLIFE}} token) leads to them often settling in [[savage|high-savagery]] regions. Elves speak the [[Main:Elvish language|elvish language]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] &amp;lt;s&amp;gt;these dwarf eating zealots&amp;lt;/s&amp;gt; elves for their ''grace''.&lt;br /&gt;
&lt;br /&gt;
[[File:Lafo-sarasti.jpg|thumb|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
===Diplomats===&lt;br /&gt;
Once your fort has a [[baron]], elven civilizations in diplomatic contact send a [[Diplomat#Elven diplomats|diplomat]] to [[Meeting|meet]] with them approximately halfway through the first month in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
If this is their first visit to your fort and you aren't at war with their civilization, the diplomat will either congratulate you for your respect for the trees, or, in the more-likely event that you've cut even one down, chastise you for your disrespect. At some point, the diplomat may revisit your fortress to establish a treecutting quota, requesting that the dwarves keep the amount of trees cut down to a variable quota. It is possible to negotiate for a higher number, and the quota seems to be affected by your noble's [[Room#Quality|office quality]], [[stress]], and [[social skill]]s. If the player agrees to a treecutting quota, it will be visible after selecting the elves in [[Civilization and World Info|the Civilizations screen]], {{k|shift-Y}}. This quota lasts until the next year's meeting, and keeping to it will improve [[Diplomacy|diplomatic relations]], while violating it will worsen them and can lead to all-out [[war]]. If the player rejects any quota at all, this also damages relations.&lt;br /&gt;
&lt;br /&gt;
Note that the quota is measured in trees, not logs, so be sure to fell only the largest trees on your map to get the most out of your agreement. The elves also do not care if you damage saplings that haven't yet properly developed a trunk. Elves do, however, care about [[Tree#Underground trees|tree-like subterranean fungus]] like [[tower-cap]]s and [[tunnel tube]]s; cutting fungus &amp;quot;trees&amp;quot; down does count toward your quota.&lt;br /&gt;
&lt;br /&gt;
In addition to haggling over tree cutting quotas, these meetings work like any other diplomatic [[meeting]]. Your [[Civilization and World Info|the Civilization screen]] will be updated with new info from the world, and depending on relations the diplomat may come to declare [[war]] or sue for peace.&lt;br /&gt;
&lt;br /&gt;
=== Elven caravans  ===&lt;br /&gt;
Friendly elven civilizations send a [[caravan]] in late spring bringing a mix of natural trade goods, such as tamed animals, plant clothes, and various [[Wood#Grown_wood|grown wood]] objects.&lt;br /&gt;
&lt;br /&gt;
==== Trading ====&lt;br /&gt;
{{main|Trading#Unacceptable items|l1=Unacceptable items}}&lt;br /&gt;
Elven traders are very picky about what items they will accept, and consider most items made from wood or animal byproducts to be unethical, often rejecting items merely for requiring wood or ash in their preparation. Offering them even one of these items, either in a trade or as a gift, will cause their trader to insult you and leave in a huff, ending trading for that year and damaging your diplomatic relationship with their [[civilization]]. In general, items made from [[stone]], [[metal]], [[Gem|gemstone]], non-woody [[plant]]s, or [[silk]] are acceptable, as are live animals or &amp;quot;grown&amp;quot; wooden items (generally only available from elves), but even these items can be rendered taboo with inappropriate «[[decoration]]s» or by containing or being contained in an inappropriate item.&lt;br /&gt;
&lt;br /&gt;
The [[Trading]] article has specific info on [[Trading#Unacceptable items|taboo]] and [[Trading#Acceptable items|accepted]] items.&lt;br /&gt;
&lt;br /&gt;
==== Stock====&lt;br /&gt;
Elven caravans will never have stone, metal, or animal products. What you can expect in an average elven caravan:&lt;br /&gt;
* [[Wood]]en [[log]]s: Always useful, unless you are in a forest [[biome]] and already drowning in wooden logs. The quantity depends on how many logs you have already: lower means more. However, caravans with grown logs tend to be rare.&lt;br /&gt;
* [[Plant]]-based [[food]], both from [[crop]]s and picked from [[tree]]s. These can be handy for avoiding negative [[thought]]s from eating or drinking the same old thing, or satisfying a dwarf's unusual [[preference]]. They can also be a source of [[seed]]s for your own [[Tile attributes|above-ground]] [[Farming|farm]]s, if you live in a compatible [[biome]].&lt;br /&gt;
* Wooden containers: [[Container|chests]], [[cage]]s, [[bucket]]s, and [[barrel]]s. These are usually cheap if not decorated and useful in bulk, but even if you don't have access to wood and don't want to waste metal, there are stone, clay, and glass alternatives that you can easily make on your own.&lt;br /&gt;
* Soil types: [[sand]] in bags, various types of [[clay]]. They don't bring enough of either for large-scale production of either [[ceramic]] or [[glass]], and neither of these are very important to have in small quantities. A bit of sand can be used to make raw glass, which is occasionally demanded by dwarves in a [[strange mood]], but other races can sell you that cheaply without needing an intervening step.&lt;br /&gt;
* [[Bag]]s and [[rope]]s made from plant cloth. A few extra bags never hurt, but plant cloth bags are a bit expensive.&lt;br /&gt;
* A few above-ground tame animals in wooden cages. It may be [[opossum|a]] [[stoat|disappointingly]] [[fox|useless]] [[hoary marmot|animal]] or [[Giant badger|an]] [[Giant tiger|incredibly]] [[Giant elephant|awesome]] [[Giant eagle|one]]. Elves bring animals from the environment surrounding their settlements, so you may be able to guess what they will bring next. Elves who live in [[Surroundings|savage]] [[Biome|tropical]] lands bring the best ones. Exotic animals are considered fully tame and will never require [[Animal trainer|training]].&lt;br /&gt;
* Caged tame [[vermin]]. These are only even slightly useful for pleasing dwarves with a [[preference]] for that specific type of vermin, and they may even [[Hateable|annoy other dwarves]]. The vermin itself is probably worthless, but the possibly-useful cage comes included.&lt;br /&gt;
* [[Plant fiber]] [[thread]], [[cloth]], and [[clothing]]. These are mainly useful for jumpstarting or replacing a [[textile industry]]. Elves wear and sell the same-sized clothing as dwarves, and may sell cosmetically-different &amp;quot;foreign&amp;quot; clothes items like turbans, skirts, or sandals.&lt;br /&gt;
* Plant cloth [[quiver]]s. Dwarves can't make quivers out of plant cloth, but they can easily make them out of [[leather]]. &lt;br /&gt;
* Wooden [[crutch]]es and [[Health care#Splints|splint]]s. Easy to make, but just as easy to forget, and they're fairly cheap.&lt;br /&gt;
* Wooden [[armor]] and [[weapon]]s. This includes weapons and armor dwarves can't normally make out of wood, but wood melee weapons and armor are [[Material science#Material and item properties|basically useless in combat]]. You can use elven melee weapons to [[Training|train]] with before making proper weapons, but that's probably not worth bothering with.&lt;br /&gt;
* [[Bow]]s and [[arrow]]s, both made of wood. While dwarves can't make bows, it's very easy to make your own superior [[crossbow]]s and [[bolt]]s from wood, [[bone]], or [[metal]]. Bows are less dependent on material or quality than melee weapons, which makes them a bit more useful than most weapons bought from traders. Unfortunately, bows use a separate [[combat skill]] from crossbows, can't be used for [[hunting]], and leave you reliant on trade with or [[Goblinite|scavenging from]] non-dwarven civilizations for [[arrow]] ammunition. &lt;br /&gt;
* Miscellaneous other [[finished goods]] made from wood or plant fiber. These might include [[instrument]]s that dwarves cannot make or copies of new [[book]]s, but other items are only marginally useful at best. Note that instrument ''parts'' are useless, since your dwarves do not know how to assemble them into a completed instrument unless they already knew how to make that instrument in the first place.&lt;br /&gt;
&lt;br /&gt;
Unless you have a shortage of something, the main unique goods elves can bring are foreign plants (especially ones you can then grow yourself), foreign tame animals (especially large war-trainable carnivores), or possibly foreign instruments or new books. Everything else is relatively easy to produce on your own, and as with all traders, any dwarf with any amount of relevant crafting [[skill]] at all will make as-good- or better-[[quality]] items.&lt;br /&gt;
&lt;br /&gt;
All wooden products made by elves are called &amp;quot;grown&amp;quot;. Unlike regular wood, these may be traded back to the elves without repercussions; otherwise, they are identical to the wood items that you can produce.&lt;br /&gt;
&lt;br /&gt;
==Ethics==&lt;br /&gt;
[[File:Stasost-sarasti.jpg|thumb|right|300px|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
Elven [[civilization]]s' [[ethics]] often differ from those of other races. Their position on moral philosophy will likely put them at odds with [[human]]s, [[goblin]]s, [[dwarf|dwarves]], and sometimes [[kobold]]s and [[animal people]], although they favor war with goblins over other races. At any given point in time, elves and dwarves are likely to be at peace, but it is certainly possible for an elven civilization to be at war with a dwarven one at the end of worldgen. Use the tab button when selecting an [[embark]] site to view whether elves are at war with the currently selected dwarven culture, and cycle dwarven cultures to find out. &lt;br /&gt;
&lt;br /&gt;
Elves are the only race which wholeheartedly accepts the devouring of enemy combatants. Looking in legends mode shows that an elven combatant will sometimes devour the other person they were fighting when they win. In spite of this, elves refuse to butcher and consume intelligent beings under other conditions. Elves find torture as an example acceptable, but condemn other forms of torture and consider torturing for information misguided. To elves, keeping any trophy of any kind is an unthinkable act. Elves begrudgingly allow for killing animals when done in self-defense, and the killing of other elves by an elf is justified if there is an extremely good reason for doing so. For elves, the killing of plants, ''especially'' trees, is unthinkable, on the other hand, the killing of neutral beings and enemies is acceptable. Elven society seems to be regulated by shame from the community, rather than by threat of punishment; as such, elves never offer serious or capital punishment to criminals; instead, elves found to have committed vandalism, trespassing or theft are reprimanded, while those convicted of treason, lying, oath-breaking, assault or participating in slavery are forced into exile.&lt;br /&gt;
&lt;br /&gt;
Elves [[Personality_trait|value]] nature incredibly highly, and they also place a degree of value on family, eloquence, cunning, artwork, fairness, merriment, competition, and romance. Elves do not especially respect commerce and have a dislike for self-control.&lt;br /&gt;
&lt;br /&gt;
Note that these are merely the ethics of elven ''civilizations''. Elves may adopt the cultures of other races via wandering individuals joining civilizations, or when conquest absorbs elves into another civilization. Sentient creatures adopt the values and ethics of their culture, regardless of race. Elves living among, [[Main:Cacame Awemedinade|or even leading]], dwarves will have dwarven ethics and values, and vice versa.&lt;br /&gt;
&lt;br /&gt;
==In combat==&lt;br /&gt;
Elves are rarely considered a threat due to their insistence in using equipment purely made out of wood in battle, which is only marginally better than fighting unarmed and generally stands no chance against a half-competent, metal-clad dwarven militia [see [[Material_science|Material science]] for more info]. However, elves will also employ [[Mercenary|mercenaries]], often much better equipped than the elves themselves. &lt;br /&gt;
During [[Siege#Elven_sieges|sieges]] their archers and potential numbers can still be dangerous, and perhaps the greatest threat they pose is if they bring tamed animals along with them, which may range from easily dispatched creatures to [[Giant elephant|huge sources of fun]] depending upon what animals their civ has access to.&lt;br /&gt;
&lt;br /&gt;
==Community outlook==	&lt;br /&gt;
Due to ''Dwarf Fortress'' making ample use of the '&amp;quot;elves are stuck-up zealots who live amongst and worship the trees&amp;quot;' stereotype (which is ''especially'' noticeable when talking to their diplomats), the race as a whole tends to be widely [[Unfortunate accident|disliked]] by players, who aren't too happy about said zealots who gladly ambush &amp;lt;s&amp;gt;and likely eat&amp;lt;/s&amp;gt; dwarven children playing in the woods! All for those ''mindless'' trees that can only serve as [[bed|beds]] and fuel for dwarven industry... or maybe as an elven home; as if they didn't have ''plenty'' already!&lt;br /&gt;
&lt;br /&gt;
However, due to their wooden weaponry only being ''really'' effective on said children and unarmed dwarves, elves have a reputation among the community of being all-''bark''-and-no-bite wimps who serve as the perfect punching bags to be on the receiving end of whatever [[stupid dwarf trick]] the fortress is currently conducting, especially if it's a particularly [[Fun|violent]] one - many gruesome stories involve at least one elf as the victim. The elves' nigh-religious devotion to trees is also a point of note; many players will go as far as to raze their map clean of trees, for no reason but to spite the elves and provoke them into attacking, just for the chance to slaughter them all. &lt;br /&gt;
&lt;br /&gt;
Unlike many other fantasy settings, ''Dwarf Fortress'' elves don't really have many unique characteristics for fortress mode play beyond biological [[immortality]]. Many players will take on a Tolkien-esk dwarven spirit of hatred towards elves, slaughtering them for their actions against dwarven kind; or perhaps, compelled by some god of murder for the simple glee of the resulting elven blood rain. That's not to say that elves are universally disliked, however: some have earned the liking of the player base, typically due to them being part of a dwarven civilization (and as such not acting like elves), with [[Main:Cacame Awemedinade|Cacame Awemedinade]] being one of the community's most well-known and beloved characters.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}} &lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|FOREST}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=286810</id>
		<title>Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=286810"/>
		<updated>2023-01-21T06:27:04Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: radicals &amp;gt; zealots for accuracy+style and improved outlook section to hint at the genuine &amp;quot;fuel/material vs home/worship&amp;quot; (dwarf vs elf) conflict that's implied in game better.&lt;/p&gt;
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{{Quality|Unrated}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=Elf_sprite.png&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Elves''' (singular, '''Elf''') are &amp;lt;s&amp;gt;arrogant, [[tree]]-obsessed zealots&amp;lt;/s&amp;gt; intelligent [[Creature|humanoids]] dedicated to the protection of ''their'' concept of nature (centered around trees). They are one of the main [[civilization]]s of the game, featured in [[fortress mode]] and playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
By default, they are often allies of [[dwarves]] and [[humans]], however, elves' conflicting view on nature compared to other races can create tension between them and other races. Elves often prefer using wood (and sometimes glass) for their weapons and armor these do very little damage compared to metal. If you go to war with them, you'll find that their primary danger comes from their numbers, archers, and dangerous tamed animals that may [[Mount|accompany]] them.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, elven caravans arrive in late spring, bringing only [[plant]] and their own &amp;quot;grown&amp;quot; [[wood]]-related items, [[cage]]d tame animals, or various types of [[clay]] and [[sand]]. When trading with elves, unless the player seeks to intentionally antagonize them, they must be very careful to not offer any wooden objects wooden/animal derived goods, [[#Trading|see here for specifics]]. You may also steal from them, or even kill them, without fear of immediate repercussion, as elven caravans are unguarded, and merchants will not resist if you seize their goods, or competently fight back if attacked.  &lt;br /&gt;
&lt;br /&gt;
Offending elves by attempting to trade wooden items normally causes them to angrily refuse further trade that year and leave early. ''Repeatedly'' offending elves by attempting to trade wooden items may cause them to attack your fortress with an [[ambush]], which may later evolve into a full [[siege]].&lt;br /&gt;
&lt;br /&gt;
Elves appear as usually thin and/or frail humanoids similar to humans, but with pointy ears. They have no facial hair, but, rarely, they have at least stubble. Like [[goblin]]s, they are biologically [[immortal]] and will only die to violence and disease. Unlike other races, elves do not worship [[deities]], but rather [[force]]s which permeate the forests. Their life of harmony with the land and its wild beauty and creatures (due to elven civs possessing the {{token|AT_PEACE_WITH_WILDLIFE}} token) leads to them often settling in [[savage|high-savagery]] regions. Elves speak the [[Main:Elvish language|elvish language]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] &amp;lt;s&amp;gt;these dwarf eating zealots&amp;lt;/s&amp;gt; elves for their ''grace''.&lt;br /&gt;
&lt;br /&gt;
[[File:Lafo-sarasti.jpg|thumb|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
===Diplomats===&lt;br /&gt;
Once your fort has a [[baron]], elven civilizations in diplomatic contact send a [[Diplomat#Elven diplomats|diplomat]] to [[Meeting|meet]] with them approximately halfway through the first month in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
If this is their first visit to your fort and you aren't at war with their civilization, the diplomat will either congratulate you for your respect for the trees, or, in the more-likely event that you've cut even one down, chastise you for your disrespect. At some point, the diplomat may revisit your fortress to establish a treecutting quota, requesting that the dwarves keep the amount of trees cut down to a variable quota. It is possible to negotiate for a higher number, and the quota seems to be affected by your noble's [[Room#Quality|office quality]], [[stress]], and [[social skill]]s. If the player agrees to a treecutting quota, it will be visible after selecting the elves in [[Civilization and World Info|the Civilizations screen]], {{k|shift-Y}}. This quota lasts until the next year's meeting, and keeping to it will improve [[Diplomacy|diplomatic relations]], while violating it will worsen them and can lead to all-out [[war]]. If the player rejects any quota at all, this also damages relations.&lt;br /&gt;
&lt;br /&gt;
Note that the quota is measured in trees, not logs, so be sure to fell only the largest trees on your map to get the most out of your agreement. The elves also do not care if you damage saplings that haven't yet properly developed a trunk. Elves do, however, care about [[Tree#Underground trees|tree-like subterranean fungus]] like [[tower-cap]]s and [[tunnel tube]]s; cutting fungus &amp;quot;trees&amp;quot; down does count toward your quota.&lt;br /&gt;
&lt;br /&gt;
In addition to haggling over tree cutting quotas, these meetings work like any other diplomatic [[meeting]]. Your [[Civilization and World Info|the Civilization screen]] will be updated with new info from the world, and depending on relations the diplomat may come to declare [[war]] or sue for peace.&lt;br /&gt;
&lt;br /&gt;
=== Elven caravans  ===&lt;br /&gt;
Friendly elven civilizations send a [[caravan]] in late spring bringing a mix of natural trade goods, such as tamed animals, plant clothes, and various [[Wood#Grown_wood|grown wood]] objects.&lt;br /&gt;
&lt;br /&gt;
==== Trading ====&lt;br /&gt;
{{main|Trading#Unacceptable items|l1=Unacceptable items}}&lt;br /&gt;
Elven traders are very picky about what items they will accept, and consider most items made from wood or animal byproducts to be unethical, often rejecting items merely for requiring wood or ash in their preparation. Offering them even one of these items, either in a trade or as a gift, will cause their trader to insult you and leave in a huff, ending trading for that year and damaging your diplomatic relationship with their [[civilization]]. In general, items made from [[stone]], [[metal]], [[Gem|gemstone]], non-woody [[plant]]s, or [[silk]] are acceptable, as are live animals or &amp;quot;grown&amp;quot; wooden items (generally only available from elves), but even these items can be rendered taboo with inappropriate «[[decoration]]s» or by containing or being contained in an inappropriate item.&lt;br /&gt;
&lt;br /&gt;
The [[Trading]] article has specific info on [[Trading#Unacceptable items|taboo]] and [[Trading#Acceptable items|accepted]] items.&lt;br /&gt;
&lt;br /&gt;
==== Stock====&lt;br /&gt;
Elven caravans will never have stone, metal, or animal products. What you can expect in an average elven caravan:&lt;br /&gt;
* [[Wood]]en [[log]]s: Always useful, unless you are in a forest [[biome]] and already drowning in wooden logs. The quantity depends on how many logs you have already: lower means more. However, caravans with grown logs tend to be rare.&lt;br /&gt;
* [[Plant]]-based [[food]], both from [[crop]]s and picked from [[tree]]s. These can be handy for avoiding negative [[thought]]s from eating or drinking the same old thing, or satisfying a dwarf's unusual [[preference]]. They can also be a source of [[seed]]s for your own [[Tile attributes|above-ground]] [[Farming|farm]]s, if you live in a compatible [[biome]].&lt;br /&gt;
* Wooden containers: [[Container|chests]], [[cage]]s, [[bucket]]s, and [[barrel]]s. These are usually cheap if not decorated and useful in bulk, but even if you don't have access to wood and don't want to waste metal, there are stone, clay, and glass alternatives that you can easily make on your own.&lt;br /&gt;
* Soil types: [[sand]] in bags, various types of [[clay]]. They don't bring enough of either for large-scale production of either [[ceramic]] or [[glass]], and neither of these are very important to have in small quantities. A bit of sand can be used to make raw glass, which is occasionally demanded by dwarves in a [[strange mood]], but other races can sell you that cheaply without needing an intervening step.&lt;br /&gt;
* [[Bag]]s and [[rope]]s made from plant cloth. A few extra bags never hurt, but plant cloth bags are a bit expensive.&lt;br /&gt;
* A few above-ground tame animals in wooden cages. It may be [[opossum|a]] [[stoat|disappointingly]] [[fox|useless]] [[hoary marmot|animal]] or [[Giant badger|an]] [[Giant tiger|incredibly]] [[Giant elephant|awesome]] [[Giant eagle|one]]. Elves bring animals from the environment surrounding their settlements, so you may be able to guess what they will bring next. Elves who live in [[Surroundings|savage]] [[Biome|tropical]] lands bring the best ones. Exotic animals are considered fully tame and will never require [[Animal trainer|training]].&lt;br /&gt;
* Caged tame [[vermin]]. These are only even slightly useful for pleasing dwarves with a [[preference]] for that specific type of vermin, and they may even [[Hateable|annoy other dwarves]]. The vermin itself is probably worthless, but the possibly-useful cage comes included.&lt;br /&gt;
* [[Plant fiber]] [[thread]], [[cloth]], and [[clothing]]. These are mainly useful for jumpstarting or replacing a [[textile industry]]. Elves wear and sell the same-sized clothing as dwarves, and may sell cosmetically-different &amp;quot;foreign&amp;quot; clothes items like turbans, skirts, or sandals.&lt;br /&gt;
* Plant cloth [[quiver]]s. Dwarves can't make quivers out of plant cloth, but they can easily make them out of [[leather]]. &lt;br /&gt;
* Wooden [[crutch]]es and [[Health care#Splints|splint]]s. Easy to make, but just as easy to forget, and they're fairly cheap.&lt;br /&gt;
* Wooden [[armor]] and [[weapon]]s. This includes weapons and armor dwarves can't normally make out of wood, but wood melee weapons and armor are [[Material science#Material and item properties|basically useless in combat]]. You can use elven melee weapons to [[Training|train]] with before making proper weapons, but that's probably not worth bothering with.&lt;br /&gt;
* [[Bow]]s and [[arrow]]s, both made of wood. While dwarves can't make bows, it's very easy to make your own superior [[crossbow]]s and [[bolt]]s from wood, [[bone]], or [[metal]]. Bows are less dependent on material or quality than melee weapons, which makes them a bit more useful than most weapons bought from traders. Unfortunately, bows use a separate [[combat skill]] from crossbows, can't be used for [[hunting]], and leave you reliant on trade with or [[Goblinite|scavenging from]] non-dwarven civilizations for [[arrow]] ammunition. &lt;br /&gt;
* Miscellaneous other [[finished goods]] made from wood or plant fiber. These might include [[instrument]]s that dwarves cannot make or copies of new [[book]]s, but other items are only marginally useful at best. Note that instrument ''parts'' are useless, since your dwarves do not know how to assemble them into a completed instrument unless they already knew how to make that instrument in the first place.&lt;br /&gt;
&lt;br /&gt;
Unless you have a shortage of something, the main unique goods elves can bring are foreign plants (especially ones you can then grow yourself), foreign tame animals (especially large war-trainable carnivores), or possibly foreign instruments or new books. Everything else is relatively easy to produce on your own, and as with all traders, any dwarf with any amount of relevant crafting [[skill]] at all will make as-good- or better-[[quality]] items.&lt;br /&gt;
&lt;br /&gt;
All wooden products made by elves are called &amp;quot;grown&amp;quot;. Unlike regular wood, these may be traded back to the elves without repercussions; otherwise, they are identical to the wood items that you can produce.&lt;br /&gt;
&lt;br /&gt;
==Ethics==&lt;br /&gt;
[[File:Stasost-sarasti.jpg|thumb|right|300px|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
Elven [[civilization]]s' [[ethics]] often differ from those of other races. Their position on moral philosophy will likely put them at odds with [[human]]s, [[goblin]]s, [[dwarf|dwarves]], and sometimes [[kobold]]s and [[animal people]], although they favor war with goblins over other races. At any given point in time, elves and dwarves are likely to be at peace, but it is certainly possible for an elven civilization to be at war with a dwarven one at the end of worldgen. Use the tab button when selecting an [[embark]] site to view whether elves are at war with the currently selected dwarven culture, and cycle dwarven cultures to find out. &lt;br /&gt;
&lt;br /&gt;
Elves are the only race which wholeheartedly accepts the devouring of enemy combatants. Looking in legends mode shows that an elven combatant will sometimes devour the other person they were fighting when they win. In spite of this, elves refuse to butcher and consume intelligent beings under other conditions. Elves find torture as an example acceptable, but condemn other forms of torture and consider torturing for information misguided. To elves, keeping any trophy of any kind is an unthinkable act. Elves begrudgingly allow for killing animals when done in self-defense, and the killing of other elves by an elf is justified if there is an extremely good reason for doing so. For elves, the killing of plants, ''especially'' trees, is unthinkable, on the other hand, the killing of neutral beings and enemies is acceptable. Elven society seems to be regulated by shame from the community, rather than by threat of punishment; as such, elves never offer serious or capital punishment to criminals; instead, elves found to have committed vandalism, trespassing or theft are reprimanded, while those convicted of treason, lying, oath-breaking, assault or participating in slavery are forced into exile.&lt;br /&gt;
&lt;br /&gt;
Elves [[Personality_trait|value]] nature incredibly highly, and they also place a degree of value on family, eloquence, cunning, artwork, fairness, merriment, competition, and romance. Elves do not especially respect commerce and have a dislike for self-control.&lt;br /&gt;
&lt;br /&gt;
Note that these are merely the ethics of elven ''civilizations''. Elves may adopt the cultures of other races via wandering individuals joining civilizations, or when conquest absorbs elves into another civilization. Sentient creatures adopt the values and ethics of their culture, regardless of race. Elves living among, [[Main:Cacame Awemedinade|or even leading]], dwarves will have dwarven ethics and values, and vice versa.&lt;br /&gt;
&lt;br /&gt;
==In combat==&lt;br /&gt;
Elves are rarely considered a threat due to their insistence in using equipment purely made out of wood in battle, which is only marginally better than fighting unarmed and generally stands no chance against a half-competent, metal-clad dwarven militia [see [[Material_science|Material science]] for more info]. However, elves will also employ [[Mercenary|mercenaries]], often much better equipped than the elves themselves. &lt;br /&gt;
During [[Siege#Elven_sieges|sieges]] their archers and potential numbers can still be dangerous, and perhaps the greatest threat they pose is if they bring tamed animals along with them, which may range from easily dispatched creatures to [[Giant elephant|huge sources of fun]] depending upon what animals their civ has access to.&lt;br /&gt;
&lt;br /&gt;
==Community outlook==	&lt;br /&gt;
Due to ''Dwarf Fortress'' making ample use of the '&amp;quot;elves are stuck-up zealots who live in and worship trees&amp;quot;' stereotype (which is ''especially'' noticeable when talking to their diplomats), the race as a whole tends to be widely [[Unfortunate accident|disliked]] by players, who aren't too happy about said zealots who gladly ambush &amp;lt;s&amp;gt;and likely eat&amp;lt;/s&amp;gt; dwarven children playing in the woods! All for those ''mindless'' trees that can only serve as [[bed|beds]] and fuel for dwarven industry... or maybe as an elven home; as if they didn't have ''plenty'' already!&lt;br /&gt;
&lt;br /&gt;
However, due to their wooden weaponry only being ''really'' effective on said children and unarmed dwarves, elves have a reputation among the community of being all-''bark''-and-no-bite wimps who serve as the perfect punching bags to be on the receiving end of whatever [[stupid dwarf trick]] the fortress is currently conducting, especially if it's a particularly [[Fun|violent]] one - many gruesome stories involve at least one elf as the victim. The elves' nigh-religious devotion to trees is also a point of note; many players will go as far as to raze their map clean of trees, for no reason but to spite the elves and provoke them into attacking, just for the chance to slaughter them all. &lt;br /&gt;
&lt;br /&gt;
Unlike many other fantasy settings, ''Dwarf Fortress'' elves don't really have many unique characteristics for fortress mode play beyond biological [[immortality]]. Many players will take on a Tolkien-esk dwarven spirit of hatred towards elves, slaughtering them for their actions against dwarven kind; or perhaps, compelled by some god of murder for the simple glee of the resulting elven blood rain. That's not to say that elves are universally disliked, however: some have earned the liking of the player base, typically due to them being part of a dwarven civilization (and as such not acting like elves), with [[Main:Cacame Awemedinade|Cacame Awemedinade]] being one of the community's most well-known and beloved characters.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}} &lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|FOREST}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Elf&amp;diff=286809</id>
		<title>Talk:Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Elf&amp;diff=286809"/>
		<updated>2023-01-21T05:52:45Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: Fixed my mess of a commentary because it was bad&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;quot;Elf Racism&amp;quot; edits ==&lt;br /&gt;
&lt;br /&gt;
Is there an official Kitfox policy on how Elves should be represented, as suggested in the patch notes? If so, where is it accessible? As a long-time reader the &amp;quot;D for Dwarf&amp;quot; sections and humour really help this wiki, and the game's community in general, stand out. --{{Unsigned|87.198.240.206‎}}&lt;br /&gt;
&lt;br /&gt;
: it's pinned in the kitfox discord [#df-discussion] but i'll ask if it can be made more public. [[User:Su|Su]] ([[User talk:Su|talk]]) 14:08, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: All I see is a comment on what's allowed/not allowed in their Discord Server? What all are the terms of the recent Kitfox Sponsorship? Is this wiki still community run or was it actually aquired by Kitfox? Obviously racism that's even remotely mappable to real life is unnacceptable, but DF does run into the fantasy problem of &amp;quot;Inherently Evil&amp;quot; races, and the videogame problem of races=factions. Considering DF is already Medieval Warcrime Simulator, I think maybe a policy of rephrasing existing wiki content rather than removal might result in a better balance of content. Like, calling them cannibal hippies is just accurate, while calling them suck-up jerks or cowards might be going a bit far? More nuanced discussion of specific edits needed. --{{Unsigned|87.198.240.206‎}}&lt;br /&gt;
&lt;br /&gt;
: Side comment: I am unfamiliar with the 'Kitfox policy' either. If it is applicable here, it might be best to reference it in an appropriate place (Community Portal? just don't take the K rule please (even thought the game is not using 100% keyboard input anymore) to avoid unnecessary edit warring. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 14:28, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
Per Emi and Locriani, Kitfox does not control policy on this wiki ([http://www.bay12forums.com/smf/index.php?topic=180564.0]). The Discord policy is separate. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:30, 20 December 2022 (UTC)&lt;br /&gt;
:Additionally, the only pinned post on Discord that I was able to find reads:&lt;br /&gt;
::Yeah, the rampant elf racism masks very real racism way too often for us to allow it here when there's so many people to deal with.&lt;br /&gt;
:which I don't think applies to the wiki in either way (our editor traffic is not nearly so high or problematic). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:16, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Per @Lethosor, the admin, discord policies doesn't apply here. If there any further issue with content (I am also not a fan of such [https://dwarffortresswiki.org/index.php?title=Elf&amp;amp;curid=31262&amp;amp;diff=278603&amp;amp;oldid=276818 edits]) I encourage you to resolve these here on talk avoiding edit warring and [https://dwarffortresswiki.org/index.php?title=Talk%3AElf&amp;amp;type=revision&amp;amp;diff=278604&amp;amp;oldid=276058 counterproductive practices]. Also please sign your comments with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; at the end. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 09:09, 21 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
There did seem to be a number of people who agreed with [https://dwarffortresswiki.org/index.php?title=Elf&amp;amp;curid=31262&amp;amp;diff=278603&amp;amp;oldid=276818]. On the other hand, I don't want the article to gain too many new jokes ([https://dwarffortresswiki.org/index.php?title=Elf&amp;amp;diff=278763&amp;amp;oldid=278603]) so I have limited editing to only autoconfirmed users for now. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:06, 21 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've made edits recently adjacent to this topic: I cleaned up the article while keeping the classic tolkien-esk spirit of dwarven hatred towards elves that previous editors established and mostly contained it to the last section. All edits to the jokes are based on being more relevant to in game information about elves and the world: as previous versions had random baseless insults (smelly and &amp;quot;hippie&amp;quot; for example) I also removed a redundant section seemingly made only to glorify elven genocide based on an old version of the game. I saw many edits to do for usability and did some that relevant to this topic in a sweep of the article. I expect there are still issues but I think I made objective improvements to the article overall. --[[User:Yallendallis|Yallendallis]] ([[User talk:Yallendallis|talk]]) 04:26, 21 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Trade  ==&lt;br /&gt;
&lt;br /&gt;
FYI there is a lot of info concerning Trade at [[Trading#Elven]]. Not sure what should go where or how reliable the info in either location for v50. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 22:20, 21 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
Under [[Elf#Trading]] -&amp;gt; &amp;quot;They will generally accept:&amp;quot; Elves are incorrectly listed as accepting leather. They reject items made of leather in v50.04 and IIRC also tanned hides. This behavior is correct at present on [[Trading#Elven]] per Jan's comment. --[[Special:Contributions/65.131.81.105|65.131.81.105]] 23:26, 29 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
Done. [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 23:37, 29 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Genderless Attribute ==&lt;br /&gt;
&lt;br /&gt;
I'm a bit confused as to why the &amp;quot;genderless&amp;quot; attribute has been added to the elf page. This attribute denotes creatures without male and female castes declared in the raws, which elves still have. --[[User:Galach|Galach]] ([[User talk:Galach|talk]]) 06:55, 22 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: The raw files haven't been updated yet, so lacking cast info the infobox defaults to [[Genderless]]. Simply put amt all creatures are tagged as genderless, including the dwarves.--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 07:44, 22 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Ah, I should have looked at the other pages. Thanks for clearing that up --[[User:Galach|Galach]] ([[User talk:Galach|talk]]) 08:03, 22 December 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Elf&amp;diff=286808</id>
		<title>Talk:Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Elf&amp;diff=286808"/>
		<updated>2023-01-21T04:34:06Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;quot;Elf Racism&amp;quot; edits ==&lt;br /&gt;
&lt;br /&gt;
Is there an official Kitfox policy on how Elves should be represented, as suggested in the patch notes? If so, where is it accessible? As a long-time reader the &amp;quot;D for Dwarf&amp;quot; sections and humour really help this wiki, and the game's community in general, stand out. --{{Unsigned|87.198.240.206‎}}&lt;br /&gt;
&lt;br /&gt;
: it's pinned in the kitfox discord [#df-discussion] but i'll ask if it can be made more public. [[User:Su|Su]] ([[User talk:Su|talk]]) 14:08, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: All I see is a comment on what's allowed/not allowed in their Discord Server? What all are the terms of the recent Kitfox Sponsorship? Is this wiki still community run or was it actually aquired by Kitfox? Obviously racism that's even remotely mappable to real life is unnacceptable, but DF does run into the fantasy problem of &amp;quot;Inherently Evil&amp;quot; races, and the videogame problem of races=factions. Considering DF is already Medieval Warcrime Simulator, I think maybe a policy of rephrasing existing wiki content rather than removal might result in a better balance of content. Like, calling them cannibal hippies is just accurate, while calling them suck-up jerks or cowards might be going a bit far? More nuanced discussion of specific edits needed. --{{Unsigned|87.198.240.206‎}}&lt;br /&gt;
&lt;br /&gt;
: Side comment: I am unfamiliar with the 'Kitfox policy' either. If it is applicable here, it might be best to reference it in an appropriate place (Community Portal? just don't take the K rule please (even thought the game is not using 100% keyboard input anymore) to avoid unnecessary edit warring. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 14:28, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
Per Emi and Locriani, Kitfox does not control policy on this wiki ([http://www.bay12forums.com/smf/index.php?topic=180564.0]). The Discord policy is separate. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:30, 20 December 2022 (UTC)&lt;br /&gt;
:Additionally, the only pinned post on Discord that I was able to find reads:&lt;br /&gt;
::Yeah, the rampant elf racism masks very real racism way too often for us to allow it here when there's so many people to deal with.&lt;br /&gt;
:which I don't think applies to the wiki in either way (our editor traffic is not nearly so high or problematic). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:16, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Per @Lethosor, the admin, discord policies doesn't apply here. If there any further issue with content (I am also not a fan of such [https://dwarffortresswiki.org/index.php?title=Elf&amp;amp;curid=31262&amp;amp;diff=278603&amp;amp;oldid=276818 edits]) I encourage you to resolve these here on talk avoiding edit warring and [https://dwarffortresswiki.org/index.php?title=Talk%3AElf&amp;amp;type=revision&amp;amp;diff=278604&amp;amp;oldid=276058 counterproductive practices]. Also please sign your comments with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; at the end. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 09:09, 21 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
There did seem to be a number of people who agreed with [https://dwarffortresswiki.org/index.php?title=Elf&amp;amp;curid=31262&amp;amp;diff=278603&amp;amp;oldid=276818]. On the other hand, I don't want the article to gain too many new jokes ([https://dwarffortresswiki.org/index.php?title=Elf&amp;amp;diff=278763&amp;amp;oldid=278603]) so I have limited editing to only autoconfirmed users for now. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:06, 21 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've made edits recently adjacent to this topic: All are based on being more relevant to in game information about elves: as previous versions has purely random baseless insults (smelly and &amp;quot;hippie&amp;quot; for example) and a redundant section seemingly made only to glorify elven genocide based on an old version of the game where they were weaker. I kept the classic tolkien-esk spirit of dwarven hatred towards elves but made it more logical and justifiable using in game information, and mostly contained in the last section along with other edits to enhance the useable of the article. Regardless, I am no final authority on this matter, I simply saw many critical edits that could improve the article and did it all in a sweep --[[User:Yallendallis|Yallendallis]] ([[User talk:Yallendallis|talk]]) 04:26, 21 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Trade  ==&lt;br /&gt;
&lt;br /&gt;
FYI there is a lot of info concerning Trade at [[Trading#Elven]]. Not sure what should go where or how reliable the info in either location for v50. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 22:20, 21 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
Under [[Elf#Trading]] -&amp;gt; &amp;quot;They will generally accept:&amp;quot; Elves are incorrectly listed as accepting leather. They reject items made of leather in v50.04 and IIRC also tanned hides. This behavior is correct at present on [[Trading#Elven]] per Jan's comment. --[[Special:Contributions/65.131.81.105|65.131.81.105]] 23:26, 29 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
Done. [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 23:37, 29 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Genderless Attribute ==&lt;br /&gt;
&lt;br /&gt;
I'm a bit confused as to why the &amp;quot;genderless&amp;quot; attribute has been added to the elf page. This attribute denotes creatures without male and female castes declared in the raws, which elves still have. --[[User:Galach|Galach]] ([[User talk:Galach|talk]]) 06:55, 22 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: The raw files haven't been updated yet, so lacking cast info the infobox defaults to [[Genderless]]. Simply put amt all creatures are tagged as genderless, including the dwarves.--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 07:44, 22 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Ah, I should have looked at the other pages. Thanks for clearing that up --[[User:Galach|Galach]] ([[User talk:Galach|talk]]) 08:03, 22 December 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Elf&amp;diff=286807</id>
		<title>Talk:Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Elf&amp;diff=286807"/>
		<updated>2023-01-21T04:28:44Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;quot;Elf Racism&amp;quot; edits ==&lt;br /&gt;
&lt;br /&gt;
Is there an official Kitfox policy on how Elves should be represented, as suggested in the patch notes? If so, where is it accessible? As a long-time reader the &amp;quot;D for Dwarf&amp;quot; sections and humour really help this wiki, and the game's community in general, stand out. --{{Unsigned|87.198.240.206‎}}&lt;br /&gt;
&lt;br /&gt;
: it's pinned in the kitfox discord [#df-discussion] but i'll ask if it can be made more public. [[User:Su|Su]] ([[User talk:Su|talk]]) 14:08, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: All I see is a comment on what's allowed/not allowed in their Discord Server? What all are the terms of the recent Kitfox Sponsorship? Is this wiki still community run or was it actually aquired by Kitfox? Obviously racism that's even remotely mappable to real life is unnacceptable, but DF does run into the fantasy problem of &amp;quot;Inherently Evil&amp;quot; races, and the videogame problem of races=factions. Considering DF is already Medieval Warcrime Simulator, I think maybe a policy of rephrasing existing wiki content rather than removal might result in a better balance of content. Like, calling them cannibal hippies is just accurate, while calling them suck-up jerks or cowards might be going a bit far? More nuanced discussion of specific edits needed. --{{Unsigned|87.198.240.206‎}}&lt;br /&gt;
&lt;br /&gt;
: Side comment: I am unfamiliar with the 'Kitfox policy' either. If it is applicable here, it might be best to reference it in an appropriate place (Community Portal? just don't take the K rule please (even thought the game is not using 100% keyboard input anymore) to avoid unnecessary edit warring. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 14:28, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
Per Emi and Locriani, Kitfox does not control policy on this wiki ([http://www.bay12forums.com/smf/index.php?topic=180564.0]). The Discord policy is separate. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:30, 20 December 2022 (UTC)&lt;br /&gt;
:Additionally, the only pinned post on Discord that I was able to find reads:&lt;br /&gt;
::Yeah, the rampant elf racism masks very real racism way too often for us to allow it here when there's so many people to deal with.&lt;br /&gt;
:which I don't think applies to the wiki in either way (our editor traffic is not nearly so high or problematic). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:16, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Per @Lethosor, the admin, discord policies doesn't apply here. If there any further issue with content (I am also not a fan of such [https://dwarffortresswiki.org/index.php?title=Elf&amp;amp;curid=31262&amp;amp;diff=278603&amp;amp;oldid=276818 edits]) I encourage you to resolve these here on talk avoiding edit warring and [https://dwarffortresswiki.org/index.php?title=Talk%3AElf&amp;amp;type=revision&amp;amp;diff=278604&amp;amp;oldid=276058 counterproductive practices]. Also please sign your comments with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; at the end. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 09:09, 21 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
There did seem to be a number of people who agreed with [https://dwarffortresswiki.org/index.php?title=Elf&amp;amp;curid=31262&amp;amp;diff=278603&amp;amp;oldid=276818]. On the other hand, I don't want the article to gain too many new jokes ([https://dwarffortresswiki.org/index.php?title=Elf&amp;amp;diff=278763&amp;amp;oldid=278603]) so I have limited editing to only autoconfirmed users for now. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:06, 21 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've made edits recently adjacent to this topic: All are based on being more relevant to in game information about elves: as previous versions has purely random baseless insults (smelly and &amp;quot;hippie&amp;quot; for example) and a redundant section seemingly made only to glorify elven genocide based on an old version of the game where they were weaker. I kept the classic spirit of dwarven hatred towards elves but made it more logical and justifiable with in game information, and mostly contained in the last section along with other edits to enhance the useable of the article. Regardless, I am no final authority on this matter, I simply saw many critical edits that could improve the article and did it all in a sweep --[[User:Yallendallis|Yallendallis]] ([[User talk:Yallendallis|talk]]) 04:26, 21 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Trade  ==&lt;br /&gt;
&lt;br /&gt;
FYI there is a lot of info concerning Trade at [[Trading#Elven]]. Not sure what should go where or how reliable the info in either location for v50. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 22:20, 21 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
Under [[Elf#Trading]] -&amp;gt; &amp;quot;They will generally accept:&amp;quot; Elves are incorrectly listed as accepting leather. They reject items made of leather in v50.04 and IIRC also tanned hides. This behavior is correct at present on [[Trading#Elven]] per Jan's comment. --[[Special:Contributions/65.131.81.105|65.131.81.105]] 23:26, 29 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
Done. [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 23:37, 29 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Genderless Attribute ==&lt;br /&gt;
&lt;br /&gt;
I'm a bit confused as to why the &amp;quot;genderless&amp;quot; attribute has been added to the elf page. This attribute denotes creatures without male and female castes declared in the raws, which elves still have. --[[User:Galach|Galach]] ([[User talk:Galach|talk]]) 06:55, 22 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: The raw files haven't been updated yet, so lacking cast info the infobox defaults to [[Genderless]]. Simply put amt all creatures are tagged as genderless, including the dwarves.--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 07:44, 22 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Ah, I should have looked at the other pages. Thanks for clearing that up --[[User:Galach|Galach]] ([[User talk:Galach|talk]]) 08:03, 22 December 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Elf&amp;diff=286806</id>
		<title>Talk:Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Elf&amp;diff=286806"/>
		<updated>2023-01-21T04:26:05Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: Commentary on my recent edits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;quot;Elf Racism&amp;quot; edits ==&lt;br /&gt;
&lt;br /&gt;
Is there an official Kitfox policy on how Elves should be represented, as suggested in the patch notes? If so, where is it accessible? As a long-time reader the &amp;quot;D for Dwarf&amp;quot; sections and humour really help this wiki, and the game's community in general, stand out. --{{Unsigned|87.198.240.206‎}}&lt;br /&gt;
&lt;br /&gt;
: it's pinned in the kitfox discord [#df-discussion] but i'll ask if it can be made more public. [[User:Su|Su]] ([[User talk:Su|talk]]) 14:08, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: All I see is a comment on what's allowed/not allowed in their Discord Server? What all are the terms of the recent Kitfox Sponsorship? Is this wiki still community run or was it actually aquired by Kitfox? Obviously racism that's even remotely mappable to real life is unnacceptable, but DF does run into the fantasy problem of &amp;quot;Inherently Evil&amp;quot; races, and the videogame problem of races=factions. Considering DF is already Medieval Warcrime Simulator, I think maybe a policy of rephrasing existing wiki content rather than removal might result in a better balance of content. Like, calling them cannibal hippies is just accurate, while calling them suck-up jerks or cowards might be going a bit far? More nuanced discussion of specific edits needed. --{{Unsigned|87.198.240.206‎}}&lt;br /&gt;
&lt;br /&gt;
: Side comment: I am unfamiliar with the 'Kitfox policy' either. If it is applicable here, it might be best to reference it in an appropriate place (Community Portal? just don't take the K rule please (even thought the game is not using 100% keyboard input anymore) to avoid unnecessary edit warring. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 14:28, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
Per Emi and Locriani, Kitfox does not control policy on this wiki ([http://www.bay12forums.com/smf/index.php?topic=180564.0]). The Discord policy is separate. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:30, 20 December 2022 (UTC)&lt;br /&gt;
:Additionally, the only pinned post on Discord that I was able to find reads:&lt;br /&gt;
::Yeah, the rampant elf racism masks very real racism way too often for us to allow it here when there's so many people to deal with.&lt;br /&gt;
:which I don't think applies to the wiki in either way (our editor traffic is not nearly so high or problematic). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:16, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Per @Lethosor, the admin, discord policies doesn't apply here. If there any further issue with content (I am also not a fan of such [https://dwarffortresswiki.org/index.php?title=Elf&amp;amp;curid=31262&amp;amp;diff=278603&amp;amp;oldid=276818 edits]) I encourage you to resolve these here on talk avoiding edit warring and [https://dwarffortresswiki.org/index.php?title=Talk%3AElf&amp;amp;type=revision&amp;amp;diff=278604&amp;amp;oldid=276058 counterproductive practices]. Also please sign your comments with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; at the end. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 09:09, 21 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
There did seem to be a number of people who agreed with [https://dwarffortresswiki.org/index.php?title=Elf&amp;amp;curid=31262&amp;amp;diff=278603&amp;amp;oldid=276818]. On the other hand, I don't want the article to gain too many new jokes ([https://dwarffortresswiki.org/index.php?title=Elf&amp;amp;diff=278763&amp;amp;oldid=278603]) so I have limited editing to only autoconfirmed users for now. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:06, 21 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've made edits recently adjacent to this topic: All are based on being more relevant to in game information about elves: as previous versions has purely random baseless insults (smelly and &amp;quot;hippie&amp;quot; for example) and a redundant section seemingly made only to glorify elven genocide based on an old version of the game where they were weaker. I kept the classic spirit of dwarven hatred towards elves but made it more logical and justifiable with in game information, and mostly contained in the last section along with other edits to enhance the useable of the article. Regardless, I am no final authority on this matter --[[User:Yallendallis|Yallendallis]] ([[User talk:Yallendallis|talk]]) 04:26, 21 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Trade  ==&lt;br /&gt;
&lt;br /&gt;
FYI there is a lot of info concerning Trade at [[Trading#Elven]]. Not sure what should go where or how reliable the info in either location for v50. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 22:20, 21 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
Under [[Elf#Trading]] -&amp;gt; &amp;quot;They will generally accept:&amp;quot; Elves are incorrectly listed as accepting leather. They reject items made of leather in v50.04 and IIRC also tanned hides. This behavior is correct at present on [[Trading#Elven]] per Jan's comment. --[[Special:Contributions/65.131.81.105|65.131.81.105]] 23:26, 29 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
Done. [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 23:37, 29 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Genderless Attribute ==&lt;br /&gt;
&lt;br /&gt;
I'm a bit confused as to why the &amp;quot;genderless&amp;quot; attribute has been added to the elf page. This attribute denotes creatures without male and female castes declared in the raws, which elves still have. --[[User:Galach|Galach]] ([[User talk:Galach|talk]]) 06:55, 22 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: The raw files haven't been updated yet, so lacking cast info the infobox defaults to [[Genderless]]. Simply put amt all creatures are tagged as genderless, including the dwarves.--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 07:44, 22 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Ah, I should have looked at the other pages. Thanks for clearing that up --[[User:Galach|Galach]] ([[User talk:Galach|talk]]) 08:03, 22 December 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=286805</id>
		<title>Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=286805"/>
		<updated>2023-01-21T04:14:25Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: End of a series of minor edits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=Elf_sprite.png&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Elves''' (singular, '''Elf''') are &amp;lt;s&amp;gt;arrogant, [[tree]]-obsessed zealots&amp;lt;/s&amp;gt; intelligent [[Creature|humanoids]] dedicated to the protection of ''their'' concept of nature (centered around trees). They are one of the main [[civilization]]s of the game, featured in [[fortress mode]] and playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
By default, they are often allies of [[dwarves]] and [[humans]], however, elves' conflicting view on nature compared to other races can create tension between them and other races. Elves often prefer using wood (and sometimes glass) for their weapons and armor these do very little damage compared to metal. If you go to war with them, you'll find that their primary danger comes from their numbers, archers, and dangerous tamed animals that may [[Mount|accompany]] them.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, elven caravans arrive in late spring, bringing only [[plant]] and their own &amp;quot;grown&amp;quot; [[wood]]-related items, [[cage]]d tame animals, or various types of [[clay]] and [[sand]]. When trading with elves, unless the player seeks to intentionally antagonize them, they must be very careful to not offer any wooden objects wooden/animal derived goods, [[#Trading|see here for specifics]]. You may also steal from them, or even kill them, without fear of immediate repercussion, as elven caravans are unguarded, and merchants will not resist if you seize their goods, or competently fight back if attacked.  &lt;br /&gt;
&lt;br /&gt;
Offending elves by attempting to trade wooden items normally causes them to angrily refuse further trade that year and leave early. ''Repeatedly'' offending elves by attempting to trade wooden items may cause them to attack your fortress with an [[ambush]], which may later evolve into a full [[siege]].&lt;br /&gt;
&lt;br /&gt;
Elves appear as usually thin and/or frail humanoids similar to humans, but with pointy ears. They have no facial hair, but, rarely, they have at least stubble. Like [[goblin]]s, they are biologically [[immortal]] and will only die to violence and disease. Unlike other races, elves do not worship [[deities]], but rather [[force]]s which permeate the forests. Their life of harmony with the land and its wild beauty and creatures (due to elven civs possessing the {{token|AT_PEACE_WITH_WILDLIFE}} token) leads to them often settling in [[savage|high-savagery]] regions. Elves speak the [[Main:Elvish language|elvish language]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] &amp;lt;s&amp;gt;these dwarf eating radicals&amp;lt;/s&amp;gt; elves for their ''grace''.&lt;br /&gt;
&lt;br /&gt;
[[File:Lafo-sarasti.jpg|thumb|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
===Diplomats===&lt;br /&gt;
Once your fort has a [[baron]], elven civilizations in diplomatic contact send a [[Diplomat#Elven diplomats|diplomat]] to [[Meeting|meet]] with them approximately halfway through the first month in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
If this is their first visit to your fort and you aren't at war with their civilization, the diplomat will either congratulate you for your respect for the trees, or, in the more-likely event that you've cut even one down, chastise you for your disrespect. At some point, the diplomat may revisit your fortress to establish a treecutting quota, requesting that the dwarves keep the amount of trees cut down to a variable quota. It is possible to negotiate for a higher number, and the quota seems to be affected by your noble's [[Room#Quality|office quality]], [[stress]], and [[social skill]]s. If the player agrees to a treecutting quota, it will be visible after selecting the elves in [[Civilization and World Info|the Civilizations screen]], {{k|shift-Y}}. This quota lasts until the next year's meeting, and keeping to it will improve [[Diplomacy|diplomatic relations]], while violating it will worsen them and can lead to all-out [[war]]. If the player rejects any quota at all, this also damages relations.&lt;br /&gt;
&lt;br /&gt;
Note that the quota is measured in trees, not logs, so be sure to fell only the largest trees on your map to get the most out of your agreement. The elves also do not care if you damage saplings that haven't yet properly developed a trunk. Elves do, however, care about [[Tree#Underground trees|tree-like subterranean fungus]] like [[tower-cap]]s and [[tunnel tube]]s; cutting fungus &amp;quot;trees&amp;quot; down does count toward your quota.&lt;br /&gt;
&lt;br /&gt;
In addition to haggling over tree cutting quotas, these meetings work like any other diplomatic [[meeting]]. Your [[Civilization and World Info|the Civilization screen]] will be updated with new info from the world, and depending on relations the diplomat may come to declare [[war]] or sue for peace.&lt;br /&gt;
&lt;br /&gt;
=== Elven caravans  ===&lt;br /&gt;
Friendly elven civilizations send a [[caravan]] in late spring bringing a mix of natural trade goods, such as tamed animals, plant clothes, and various [[Wood#Grown_wood|grown wood]] objects.&lt;br /&gt;
&lt;br /&gt;
==== Trading ====&lt;br /&gt;
{{main|Trading#Unacceptable items|l1=Unacceptable items}}&lt;br /&gt;
Elven traders are very picky about what items they will accept, and consider most items made from wood or animal byproducts to be unethical, often rejecting items merely for requiring wood or ash in their preparation. Offering them even one of these items, either in a trade or as a gift, will cause their trader to insult you and leave in a huff, ending trading for that year and damaging your diplomatic relationship with their [[civilization]]. In general, items made from [[stone]], [[metal]], [[Gem|gemstone]], non-woody [[plant]]s, or [[silk]] are acceptable, as are live animals or &amp;quot;grown&amp;quot; wooden items (generally only available from elves), but even these items can be rendered taboo with inappropriate «[[decoration]]s» or by containing or being contained in an inappropriate item.&lt;br /&gt;
&lt;br /&gt;
The [[Trading]] article has specific info on [[Trading#Unacceptable items|taboo]] and [[Trading#Acceptable items|accepted]] items.&lt;br /&gt;
&lt;br /&gt;
==== Stock====&lt;br /&gt;
Elven caravans will never have stone, metal, or animal products. What you can expect in an average elven caravan:&lt;br /&gt;
* [[Wood]]en [[log]]s: Always useful, unless you are in a forest [[biome]] and already drowning in wooden logs. The quantity depends on how many logs you have already: lower means more. However, caravans with grown logs tend to be rare.&lt;br /&gt;
* [[Plant]]-based [[food]], both from [[crop]]s and picked from [[tree]]s. These can be handy for avoiding negative [[thought]]s from eating or drinking the same old thing, or satisfying a dwarf's unusual [[preference]]. They can also be a source of [[seed]]s for your own [[Tile attributes|above-ground]] [[Farming|farm]]s, if you live in a compatible [[biome]].&lt;br /&gt;
* Wooden containers: [[Container|chests]], [[cage]]s, [[bucket]]s, and [[barrel]]s. These are usually cheap if not decorated and useful in bulk, but even if you don't have access to wood and don't want to waste metal, there are stone, clay, and glass alternatives that you can easily make on your own.&lt;br /&gt;
* Soil types: [[sand]] in bags, various types of [[clay]]. They don't bring enough of either for large-scale production of either [[ceramic]] or [[glass]], and neither of these are very important to have in small quantities. A bit of sand can be used to make raw glass, which is occasionally demanded by dwarves in a [[strange mood]], but other races can sell you that cheaply without needing an intervening step.&lt;br /&gt;
* [[Bag]]s and [[rope]]s made from plant cloth. A few extra bags never hurt, but plant cloth bags are a bit expensive.&lt;br /&gt;
* A few above-ground tame animals in wooden cages. It may be [[opossum|a]] [[stoat|disappointingly]] [[fox|useless]] [[hoary marmot|animal]] or [[Giant badger|an]] [[Giant tiger|incredibly]] [[Giant elephant|awesome]] [[Giant eagle|one]]. Elves bring animals from the environment surrounding their settlements, so you may be able to guess what they will bring next. Elves who live in [[Surroundings|savage]] [[Biome|tropical]] lands bring the best ones. Exotic animals are considered fully tame and will never require [[Animal trainer|training]].&lt;br /&gt;
* Caged tame [[vermin]]. These are only even slightly useful for pleasing dwarves with a [[preference]] for that specific type of vermin, and they may even [[Hateable|annoy other dwarves]]. The vermin itself is probably worthless, but the possibly-useful cage comes included.&lt;br /&gt;
* [[Plant fiber]] [[thread]], [[cloth]], and [[clothing]]. These are mainly useful for jumpstarting or replacing a [[textile industry]]. Elves wear and sell the same-sized clothing as dwarves, and may sell cosmetically-different &amp;quot;foreign&amp;quot; clothes items like turbans, skirts, or sandals.&lt;br /&gt;
* Plant cloth [[quiver]]s. Dwarves can't make quivers out of plant cloth, but they can easily make them out of [[leather]]. &lt;br /&gt;
* Wooden [[crutch]]es and [[Health care#Splints|splint]]s. Easy to make, but just as easy to forget, and they're fairly cheap.&lt;br /&gt;
* Wooden [[armor]] and [[weapon]]s. This includes weapons and armor dwarves can't normally make out of wood, but wood melee weapons and armor are [[Material science#Material and item properties|basically useless in combat]]. You can use elven melee weapons to [[Training|train]] with before making proper weapons, but that's probably not worth bothering with.&lt;br /&gt;
* [[Bow]]s and [[arrow]]s, both made of wood. While dwarves can't make bows, it's very easy to make your own superior [[crossbow]]s and [[bolt]]s from wood, [[bone]], or [[metal]]. Bows are less dependent on material or quality than melee weapons, which makes them a bit more useful than most weapons bought from traders. Unfortunately, bows use a separate [[combat skill]] from crossbows, can't be used for [[hunting]], and leave you reliant on trade with or [[Goblinite|scavenging from]] non-dwarven civilizations for [[arrow]] ammunition. &lt;br /&gt;
* Miscellaneous other [[finished goods]] made from wood or plant fiber. These might include [[instrument]]s that dwarves cannot make or copies of new [[book]]s, but other items are only marginally useful at best. Note that instrument ''parts'' are useless, since your dwarves do not know how to assemble them into a completed instrument unless they already knew how to make that instrument in the first place.&lt;br /&gt;
&lt;br /&gt;
Unless you have a shortage of something, the main unique goods elves can bring are foreign plants (especially ones you can then grow yourself), foreign tame animals (especially large war-trainable carnivores), or possibly foreign instruments or new books. Everything else is relatively easy to produce on your own, and as with all traders, any dwarf with any amount of relevant crafting [[skill]] at all will make as-good- or better-[[quality]] items.&lt;br /&gt;
&lt;br /&gt;
All wooden products made by elves are called &amp;quot;grown&amp;quot;. Unlike regular wood, these may be traded back to the elves without repercussions; otherwise, they are identical to the wood items that you can produce.&lt;br /&gt;
&lt;br /&gt;
==Ethics==&lt;br /&gt;
[[File:Stasost-sarasti.jpg|thumb|right|300px|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
Elven [[civilization]]s' [[ethics]] often differ from those of other races. Their position on moral philosophy will likely put them at odds with [[human]]s, [[goblin]]s, [[dwarf|dwarves]], and sometimes [[kobold]]s and [[animal people]], although they favor war with goblins over other races. At any given point in time, elves and dwarves are likely to be at peace, but it is certainly possible for an elven civilization to be at war with a dwarven one at the end of worldgen. Use the tab button when selecting an [[embark]] site to view whether elves are at war with the currently selected dwarven culture, and cycle dwarven cultures to find out. &lt;br /&gt;
&lt;br /&gt;
Elves are the only race which wholeheartedly accepts the devouring of enemy combatants. Looking in legends mode shows that an elven combatant will sometimes devour the other person they were fighting when they win. In spite of this, elves refuse to butcher and consume intelligent beings under other conditions. Elves find torture as an example acceptable, but condemn other forms of torture and consider torturing for information misguided. To elves, keeping any trophy of any kind is an unthinkable act. Elves begrudgingly allow for killing animals when done in self-defense, and the killing of other elves by an elf is justified if there is an extremely good reason for doing so. For elves, the killing of plants, ''especially'' trees, is unthinkable, on the other hand, the killing of neutral beings and enemies is acceptable. Elven society seems to be regulated by shame from the community, rather than by threat of punishment; as such, elves never offer serious or capital punishment to criminals; instead, elves found to have committed vandalism, trespassing or theft are reprimanded, while those convicted of treason, lying, oath-breaking, assault or participating in slavery are forced into exile.&lt;br /&gt;
&lt;br /&gt;
Elves [[Personality_trait|value]] nature incredibly highly, and they also place a degree of value on family, eloquence, cunning, artwork, fairness, merriment, competition, and romance. Elves do not especially respect commerce and have a dislike for self-control.&lt;br /&gt;
&lt;br /&gt;
Note that these are merely the ethics of elven ''civilizations''. Elves may adopt the cultures of other races via wandering individuals joining civilizations, or when conquest absorbs elves into another civilization. Sentient creatures adopt the values and ethics of their culture, regardless of race. Elves living among, [[Main:Cacame Awemedinade|or even leading]], dwarves will have dwarven ethics and values, and vice versa.&lt;br /&gt;
&lt;br /&gt;
==In combat==&lt;br /&gt;
Elves are rarely considered a threat due to their insistence in using equipment purely made out of wood in battle, which is only marginally better than fighting unarmed and generally stands no chance against a half-competent, metal-clad dwarven militia [see [[Material_science|Material science]] for more info]. However, elves will also employ [[Mercenary|mercenaries]], often much better equipped than the elves themselves. &lt;br /&gt;
During [[Siege#Elven_sieges|sieges]] their archers and potential numbers can still be dangerous, and perhaps the greatest threat they pose is if they bring tamed animals along with them, which may range from easily dispatched creatures to [[Giant elephant|huge sources of fun]] depending upon what animals their civ has access to.&lt;br /&gt;
&lt;br /&gt;
==Community outlook==	&lt;br /&gt;
Due to ''Dwarf Fortress'' making ample use of the '&amp;quot;elves are stuck-up radicals who live in and worship trees&amp;quot;' stereotype (which is ''especially'' noticeable when talking to their diplomats), the race as a whole tends to be widely [[Unfortunate accident|disliked]] by players, who aren't too happy about said stuck-up radicals who gladly ambush &amp;lt;s&amp;gt;and likely eat&amp;lt;/s&amp;gt; dwarven children playing in the woods, all for the &amp;quot;crime&amp;quot; of being neighbors that simply treat trees as they are: ''mindless creatures who only serve as beds and fuel for dwarven industry.''&lt;br /&gt;
&lt;br /&gt;
However, due to their wooden weaponry only being ''really'' effective on said children and unarmed dwarves, elves have a reputation among the community of being all-''bark''-and-no-bite wimps who serve as the perfect punching bags to be on the receiving end of whatever [[stupid dwarf trick]] the fortress is currently conducting, especially if it's a particularly [[Fun|violent]] one - many gruesome stories involve at least one elf as the victim. The elves' nigh-religious devotion to trees is also a point of note; many players will go as far as to raze their map clean of trees, for no reason but to spite the elves and provoke them into attacking, just for the chance to slaughter them all. &lt;br /&gt;
&lt;br /&gt;
Unlike many other fantasy settings, ''Dwarf Fortress'' elves don't really have many unique characteristics for fortress mode play beyond biological [[immortality]]. Many players will take on a Tolkien-esk dwarven spirit of hatred towards elves, slaughtering them for their actions against dwarven kind; or perhaps, compelled by some god of murder for the simple glee of the resulting elven blood rain. That's not to say that elves are universally disliked, however: some have earned the liking of the player base, typically due to them being part of a dwarven civilization (and as such not acting like elves), with [[Main:Cacame Awemedinade|Cacame Awemedinade]] being one of the community's most well-known and beloved characters.&lt;br /&gt;
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{{D for Dwarf}} &lt;br /&gt;
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{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|FOREST}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=286804</id>
		<title>Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=286804"/>
		<updated>2023-01-21T04:07:18Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: &lt;/p&gt;
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'''Elves''' (singular, '''Elf''') are &amp;lt;s&amp;gt;arrogant, [[tree]]-obsessed zealots&amp;lt;/s&amp;gt; intelligent [[Creature|humanoids]] dedicated to the protection of ''their'' concept of nature (centered around trees). They are one of the main [[civilization]]s of the game, featured in [[fortress mode]] and playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
By default, they are often allies of [[dwarves]] and [[humans]], however, elves' conflicting view on nature compared to other races can create tension between them and other races. Elves often prefer using wood (and sometimes glass) for their weapons and armor these do very little damage compared to metal. If you go to war with them, you'll find that their primary danger comes from their numbers, archers, and dangerous tamed animals that may [[Mount|accompany]] them.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, elven caravans arrive in late spring, bringing only [[plant]] and their own &amp;quot;grown&amp;quot; [[wood]]-related items, [[cage]]d tame animals, or various types of [[clay]] and [[sand]]. When trading with elves, unless the player seeks to intentionally antagonize them, they must be very careful to not offer any wooden objects wooden/animal derived goods, [[#Trading|see here for specifics]]. You may also steal from them, or even kill them, without fear of immediate repercussion, as elven caravans are unguarded, and merchants will not resist if you seize their goods, or competently fight back if attacked.  &lt;br /&gt;
&lt;br /&gt;
Offending elves by attempting to trade wooden items normally causes them to angrily refuse further trade that year and leave early. ''Repeatedly'' offending elves by attempting to trade wooden items may cause them to attack your fortress with an [[ambush]], which may later evolve into a full [[siege]].&lt;br /&gt;
&lt;br /&gt;
Elves appear as usually thin and/or frail humanoids similar to humans, but with pointy ears. They have no facial hair, but, rarely, they have at least stubble. Like [[goblin]]s, they are biologically [[immortal]] and will only die to violence and disease. Unlike other races, elves do not worship [[deities]], but rather [[force]]s which permeate the forests. Their life of harmony with the land and its wild beauty and creatures (due to elven civs possessing the {{token|AT_PEACE_WITH_WILDLIFE}} token) leads to them often settling in [[savage|high-savagery]] regions. Elves speak the [[Main:Elvish language|elvish language]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] &amp;lt;s&amp;gt;these dwarf eating radicals&amp;lt;/s&amp;gt; elves for their ''grace''.&lt;br /&gt;
&lt;br /&gt;
[[File:Lafo-sarasti.jpg|thumb|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
===Diplomats===&lt;br /&gt;
Once your fort has a [[baron]], elven civilizations in diplomatic contact send a [[Diplomat#Elven diplomats|diplomat]] to [[Meeting|meet]] with them approximately halfway through the first month in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
If this is their first visit to your fort and you aren't at war with their civilization, the diplomat will either congratulate you for your respect for the trees, or, in the more-likely event that you've cut even one down, chastise you for your disrespect. At some point, the diplomat may revisit your fortress to establish a treecutting quota, requesting that the dwarves keep the amount of trees cut down to a variable quota. It is possible to negotiate for a higher number, and the quota seems to be affected by your noble's [[Room#Quality|office quality]], [[stress]], and [[social skill]]s. If the player agrees to a treecutting quota, it will be visible after selecting the elves in [[Civilization and World Info|the Civilizations screen]], {{k|shift-Y}}. This quota lasts until the next year's meeting, and keeping to it will improve [[Diplomacy|diplomatic relations]], while violating it will worsen them and can lead to all-out [[war]]. If the player rejects any quota at all, this also damages relations.&lt;br /&gt;
&lt;br /&gt;
Note that the quota is measured in trees, not logs, so be sure to fell only the largest trees on your map to get the most out of your agreement. The elves also do not care if you damage saplings that haven't yet properly developed a trunk. Elves do, however, care about [[Tree#Underground trees|tree-like subterranean fungus]] like [[tower-cap]]s and [[tunnel tube]]s; cutting fungus &amp;quot;trees&amp;quot; down does count toward your quota.&lt;br /&gt;
&lt;br /&gt;
In addition to haggling over tree cutting quotas, these meetings work like any other diplomatic [[meeting]]. Your [[Civilization and World Info|the Civilization screen]] will be updated with new info from the world, and depending on relations the diplomat may come to declare [[war]] or sue for peace.&lt;br /&gt;
&lt;br /&gt;
=== Elven caravans  ===&lt;br /&gt;
Friendly elven civilizations send a [[caravan]] in late spring bringing a mix of natural trade goods, such as tamed animals, plant clothes, and various [[Wood#Grown_wood|grown wood]] objects.&lt;br /&gt;
&lt;br /&gt;
==== Trading ====&lt;br /&gt;
{{main|Trading#Unacceptable items|l1=Unacceptable items}}&lt;br /&gt;
Elven traders are very picky about what items they will accept, and consider most items made from wood or animal byproducts to be unethical, often rejecting items merely for requiring wood or ash in their preparation. Offering them even one of these items, either in a trade or as a gift, will cause their trader to insult you and leave in a huff, ending trading for that year and damaging your diplomatic relationship with their [[civilization]]. In general, items made from [[stone]], [[metal]], [[Gem|gemstone]], non-woody [[plant]]s, or [[silk]] are acceptable, as are live animals or &amp;quot;grown&amp;quot; wooden items (generally only available from elves), but even these items can be rendered taboo with inappropriate «[[decoration]]s» or by containing or being contained in an inappropriate item.&lt;br /&gt;
&lt;br /&gt;
The [[Trading]] article has specific info on [[Trading#Unacceptable items|taboo]] and [[Trading#Acceptable items|accepted]] items.&lt;br /&gt;
&lt;br /&gt;
==== Stock====&lt;br /&gt;
Elven caravans will never have stone, metal, or animal products. What you can expect in an average elven caravan:&lt;br /&gt;
* [[Wood]]en [[log]]s: Always useful, unless you are in a forest [[biome]] and already drowning in wooden logs. The quantity depends on how many logs you have already: lower means more. However, caravans with grown logs tend to be rare.&lt;br /&gt;
* [[Plant]]-based [[food]], both from [[crop]]s and picked from [[tree]]s. These can be handy for avoiding negative [[thought]]s from eating or drinking the same old thing, or satisfying a dwarf's unusual [[preference]]. They can also be a source of [[seed]]s for your own [[Tile attributes|above-ground]] [[Farming|farm]]s, if you live in a compatible [[biome]].&lt;br /&gt;
* Wooden containers: [[Container|chests]], [[cage]]s, [[bucket]]s, and [[barrel]]s. These are usually cheap if not decorated and useful in bulk, but even if you don't have access to wood and don't want to waste metal, there are stone, clay, and glass alternatives that you can easily make on your own.&lt;br /&gt;
* Soil types: [[sand]] in bags, various types of [[clay]]. They don't bring enough of either for large-scale production of either [[ceramic]] or [[glass]], and neither of these are very important to have in small quantities. A bit of sand can be used to make raw glass, which is occasionally demanded by dwarves in a [[strange mood]], but other races can sell you that cheaply without needing an intervening step.&lt;br /&gt;
* [[Bag]]s and [[rope]]s made from plant cloth. A few extra bags never hurt, but plant cloth bags are a bit expensive.&lt;br /&gt;
* A few above-ground tame animals in wooden cages. It may be [[opossum|a]] [[stoat|disappointingly]] [[fox|useless]] [[hoary marmot|animal]] or [[Giant badger|an]] [[Giant tiger|incredibly]] [[Giant elephant|awesome]] [[Giant eagle|one]]. Elves bring animals from the environment surrounding their settlements, so you may be able to guess what they will bring next. Elves who live in [[Surroundings|savage]] [[Biome|tropical]] lands bring the best ones. Exotic animals are considered fully tame and will never require [[Animal trainer|training]].&lt;br /&gt;
* Caged tame [[vermin]]. These are only even slightly useful for pleasing dwarves with a [[preference]] for that specific type of vermin, and they may even [[Hateable|annoy other dwarves]]. The vermin itself is probably worthless, but the possibly-useful cage comes included.&lt;br /&gt;
* [[Plant fiber]] [[thread]], [[cloth]], and [[clothing]]. These are mainly useful for jumpstarting or replacing a [[textile industry]]. Elves wear and sell the same-sized clothing as dwarves, and may sell cosmetically-different &amp;quot;foreign&amp;quot; clothes items like turbans, skirts, or sandals.&lt;br /&gt;
* Plant cloth [[quiver]]s. Dwarves can't make quivers out of plant cloth, but they can easily make them out of [[leather]]. &lt;br /&gt;
* Wooden [[crutch]]es and [[Health care#Splints|splint]]s. Easy to make, but just as easy to forget, and they're fairly cheap.&lt;br /&gt;
* Wooden [[armor]] and [[weapon]]s. This includes weapons and armor dwarves can't normally make out of wood, but wood melee weapons and armor are [[Material science#Material and item properties|basically useless in combat]]. You can use elven melee weapons to [[Training|train]] with before making proper weapons, but that's probably not worth bothering with.&lt;br /&gt;
* [[Bow]]s and [[arrow]]s, both made of wood. While dwarves can't make bows, it's very easy to make your own superior [[crossbow]]s and [[bolt]]s from wood, [[bone]], or [[metal]]. Bows are less dependent on material or quality than melee weapons, which makes them a bit more useful than most weapons bought from traders. Unfortunately, bows use a separate [[combat skill]] from crossbows, can't be used for [[hunting]], and leave you reliant on trade with or [[Goblinite|scavenging from]] non-dwarven civilizations for [[arrow]] ammunition. &lt;br /&gt;
* Miscellaneous other [[finished goods]] made from wood or plant fiber. These might include [[instrument]]s that dwarves cannot make or copies of new [[book]]s, but other items are only marginally useful at best. Note that instrument ''parts'' are useless, since your dwarves do not know how to assemble them into a completed instrument unless they already knew how to make that instrument in the first place.&lt;br /&gt;
&lt;br /&gt;
Unless you have a shortage of something, the main unique goods elves can bring are foreign plants (especially ones you can then grow yourself), foreign tame animals (especially large war-trainable carnivores), or possibly foreign instruments or new books. Everything else is relatively easy to produce on your own, and as with all traders, any dwarf with any amount of relevant crafting [[skill]] at all will make as-good- or better-[[quality]] items.&lt;br /&gt;
&lt;br /&gt;
All wooden products made by elves are called &amp;quot;grown&amp;quot;. Unlike regular wood, these may be traded back to the elves without repercussions; otherwise, they are identical to the wood items that you can produce.&lt;br /&gt;
&lt;br /&gt;
==Ethics==&lt;br /&gt;
[[File:Stasost-sarasti.jpg|thumb|right|300px|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
Elven [[civilization]]s' [[ethics]] often differ from those of other races. Their position on moral philosophy will likely put them at odds with [[human]]s, [[goblin]]s, [[dwarf|dwarves]], and sometimes [[kobold]]s and [[animal people]], although they favor war with goblins over other races. At any given point in time, elves and dwarves are likely to be at peace, but it is certainly possible for an elven civilization to be at war with a dwarven one at the end of worldgen. Use the tab button when selecting an [[embark]] site to view whether elves are at war with the currently selected dwarven culture, and cycle dwarven cultures to find out. &lt;br /&gt;
&lt;br /&gt;
Elves are the only race which wholeheartedly accepts the devouring of enemy combatants. Looking in legends mode shows that an elven combatant will sometimes devour the other person they were fighting when they win. In spite of this, elves refuse to butcher and consume intelligent beings under other conditions. Elves find torture as an example acceptable, but condemn other forms of torture and consider torturing for information misguided. To elves, keeping any trophy of any kind is an unthinkable act. Elves begrudgingly allow for killing animals when done in self-defense, and the killing of other elves by an elf is justified if there is an extremely good reason for doing so. For elves, the killing of plants, ''especially'' trees, is unthinkable, on the other hand, the killing of neutral beings and enemies is acceptable. Elven society seems to be regulated by shame from the community, rather than by threat of punishment; as such, elves never offer serious or capital punishment to criminals; instead, elves found to have committed vandalism, trespassing or theft are reprimanded, while those convicted of treason, lying, oath-breaking, assault or participating in slavery are forced into exile.&lt;br /&gt;
&lt;br /&gt;
Elves [[Personality_trait|value]] nature incredibly highly, and they also place a degree of value on family, eloquence, cunning, artwork, fairness, merriment, competition, and romance. Elves do not especially respect commerce and have a dislike for self-control.&lt;br /&gt;
&lt;br /&gt;
Note that these are merely the ethics of elven ''civilizations''. Elves may adopt the cultures of other races via wandering individuals joining civilizations, or when conquest absorbs elves into another civilization. Sentient creatures adopt the values and ethics of their culture, regardless of race. Elves living among, [[Main:Cacame Awemedinade|or even leading]], dwarves will have dwarven ethics and values, and vice versa.&lt;br /&gt;
&lt;br /&gt;
==In combat==&lt;br /&gt;
Elves are rarely considered a threat due to their insistence in using equipment purely made out of wood in battle, which is only marginally better than fighting unarmed and generally stands no chance against a half-competent, metal-clad dwarven militia [see [[Material_science|Material science]] for more info]. However, elves will also employ [[Mercenary|mercenaries]], often much better equipped than the elves themselves. &lt;br /&gt;
During [[Siege#Elven_sieges|sieges]] their archers and potential numbers can still be dangerous, and perhaps the greatest threat they pose is if they bring tamed animals along with them, which may range from easily dispatched creatures to [[Giant elephant|huge sources of fun]] depending upon what animals their civ has access to.&lt;br /&gt;
&lt;br /&gt;
==Community outlook==	&lt;br /&gt;
Due to ''Dwarf Fortress'' making ample use of the '&amp;quot;elves are stuck-up radicals who live in and worship trees&amp;quot;' stereotype (which is ''especially'' noticeable when talking to their diplomats), the race as a whole tends to be widely [[Unfortunate accident|disliked]] by players, who aren't too happy about said stuck-up radicals who gladly ambush &amp;lt;s&amp;gt;and likely eat&amp;lt;/s&amp;gt; dwarven children playing in the woods, all for the &amp;quot;crime&amp;quot; of being neighbors that simply treat trees as they are: ''mindless creatures who only serve as beds and fuel for dwarven industry.''&lt;br /&gt;
&lt;br /&gt;
However, due to their wooden weaponry only being ''really'' effective on said children and unarmed dwarves, elves have a reputation among the community of being all-''bark''-and-no-bite wimps who serve as the perfect punching bags to be on the receiving end of whatever [[stupid dwarf trick]] the fortress is currently conducting, especially if it's a particularly [[Fun|violent]] one - many gruesome stories involve at least one elf as the victim. The elves' nigh-religious devotion to trees is also a point of note; many players will go as far as to raze their map clean of trees, for no reason but to spite the elves and provoke them into attacking, just for the chance to slaughter them all. &lt;br /&gt;
&lt;br /&gt;
Unlike many other fantasy settings, ''Dwarf Fortress'' elves don't really have many unique characteristics for fortress mode play beyond biological [[immortality]]). Many players will take on a Tolkien-esk dwarven spirit of hatred towards elves, slaughtering them for their actions against dwarven kind; or perhaps, compelled by some Dwarven god of murder for the simple glee of the resulting elven blood rain. That's not to say that elves are universally disliked, however: some have earned the liking of the player base, typically due to them being part of a dwarven civilization (and as such not acting like elves), with [[Main:Cacame Awemedinade|Cacame Awemedinade]] being one of the community's most well-known and beloved characters.&lt;br /&gt;
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{{D for Dwarf}} &lt;br /&gt;
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{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|FOREST}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=286803</id>
		<title>Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=286803"/>
		<updated>2023-01-21T04:00:26Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: &lt;/p&gt;
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'''Elves''' (singular, '''Elf''') are &amp;lt;s&amp;gt;arrogant, [[tree]]-obsessed zealots&amp;lt;/s&amp;gt; intelligent [[Creature|humanoids]] dedicated to the protection of ''their'' concept of nature (centered around trees). They are one of the main [[civilization]]s of the game, featured in [[fortress mode]] and playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
By default, they are often allies of [[dwarves]] and [[humans]], however, elves' conflicting view on nature compared to other races can create tension between them and other races. Elves often prefer using wood (and sometimes glass) for their weapons and armor these do very little damage compared to metal. If you go to war with them, you'll find that their primary danger comes from their numbers, archers, and dangerous tamed animals that may [[Mount|accompany]] them.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, elven caravans arrive in late spring, bringing only [[plant]] and their own &amp;quot;grown&amp;quot; [[wood]]-related items, [[cage]]d tame animals, or various types of [[clay]] and [[sand]]. When trading with elves, unless the player seeks to intentionally antagonize them, they must be very careful to not offer any wooden objects wooden/animal derived goods, [[#Trading|see here for specifics]]. You may also steal from them, or even kill them, without fear of immediate repercussion, as elven caravans are unguarded, and merchants will not resist if you seize their goods, or competently fight back if attacked.  &lt;br /&gt;
&lt;br /&gt;
Offending elves by attempting to trade wooden items normally causes them to angrily refuse further trade that year and leave early. ''Repeatedly'' offending elves by attempting to trade wooden items may cause them to attack your fortress with an [[ambush]], which may later evolve into a full [[siege]].&lt;br /&gt;
&lt;br /&gt;
Elves appear as usually thin and/or frail humanoids similar to humans, but with pointy ears. They have no facial hair, but, rarely, they have at least stubble. Like [[goblin]]s, they are biologically [[immortal]] and will only die to violence and disease. Unlike other races, elves do not worship [[deities]], but rather [[force]]s which permeate the forests. Their life of harmony with the land and its wild beauty and creatures (due to elven civs possessing the {{token|AT_PEACE_WITH_WILDLIFE}} token) leads to them often settling in [[savage|high-savagery]] regions. Elves speak the [[Main:Elvish language|elvish language]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] &amp;lt;s&amp;gt;these dwarf eating radicals&amp;lt;/s&amp;gt; elves for their ''grace''.&lt;br /&gt;
&lt;br /&gt;
[[File:Lafo-sarasti.jpg|thumb|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
===Diplomats===&lt;br /&gt;
Once your fort has a [[baron]], elven civilizations in diplomatic contact send a [[Diplomat#Elven diplomats|diplomat]] to [[Meeting|meet]] with them approximately halfway through the first month in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
If this is their first visit to your fort and you aren't at war with their civilization, the diplomat will either congratulate you for your respect for the trees, or, in the more-likely event that you've cut even one down, chastise you for your disrespect. At some point, the diplomat may revisit your fortress to establish a treecutting quota, requesting that the dwarves keep the amount of trees cut down to a variable quota. It is possible to negotiate for a higher number, and the quota seems to be affected by your noble's [[Room#Quality|office quality]], [[stress]], and [[social skill]]s. If the player agrees to a treecutting quota, it will be visible after selecting the elves in [[Civilization and World Info|the Civilizations screen]], {{k|shift-Y}}. This quota lasts until the next year's meeting, and keeping to it will improve [[Diplomacy|diplomatic relations]], while violating it will worsen them and can lead to all-out [[war]]. If the player rejects any quota at all, this also damages relations.&lt;br /&gt;
&lt;br /&gt;
Note that the quota is measured in trees, not logs, so be sure to fell only the largest trees on your map to get the most out of your agreement. The elves also do not care if you damage saplings that haven't yet properly developed a trunk. Elves do, however, care about [[Tree#Underground trees|tree-like subterranean fungus]] like [[tower-cap]]s and [[tunnel tube]]s; cutting fungus &amp;quot;trees&amp;quot; down does count toward your quota.&lt;br /&gt;
&lt;br /&gt;
In addition to haggling over tree cutting quotas, these meetings work like any other diplomatic [[meeting]]. Your [[Civilization and World Info|the Civilization screen]] will be updated with new info from the world, and depending on relations the diplomat may come to declare [[war]] or sue for peace.&lt;br /&gt;
&lt;br /&gt;
=== Elven caravans  ===&lt;br /&gt;
Friendly elven civilizations send a [[caravan]] in late spring bringing a mix of natural trade goods, such as tamed animals, plant clothes, and various [[Wood#Grown_wood|grown wood]] objects.&lt;br /&gt;
&lt;br /&gt;
==== Trading ====&lt;br /&gt;
{{main|Trading#Unacceptable items|l1=Unacceptable items}}&lt;br /&gt;
Elven traders are very picky about what items they will accept, and consider most items made from wood or animal byproducts to be unethical, often rejecting items merely for requiring wood or ash in their preparation. Offering them even one of these items, either in a trade or as a gift, will cause their trader to insult you and leave in a huff, ending trading for that year and damaging your diplomatic relationship with their [[civilization]]. In general, items made from [[stone]], [[metal]], [[Gem|gemstone]], non-woody [[plant]]s, or [[silk]] are acceptable, as are live animals or &amp;quot;grown&amp;quot; wooden items (generally only available from elves), but even these items can be rendered taboo with inappropriate «[[decoration]]s» or by containing or being contained in an inappropriate item.&lt;br /&gt;
&lt;br /&gt;
The [[Trading]] article has specific info on [[Trading#Unacceptable items|taboo]] and [[Trading#Acceptable items|accepted]] items.&lt;br /&gt;
&lt;br /&gt;
==== Stock====&lt;br /&gt;
Elven caravans will never have stone, metal, or animal products. What you can expect in an average elven caravan:&lt;br /&gt;
* [[Wood]]en [[log]]s: Always useful, unless you are in a forest [[biome]] and already drowning in wooden logs. The quantity depends on how many logs you have already: lower means more. However, caravans with grown logs tend to be rare.&lt;br /&gt;
* [[Plant]]-based [[food]], both from [[crop]]s and picked from [[tree]]s. These can be handy for avoiding negative [[thought]]s from eating or drinking the same old thing, or satisfying a dwarf's unusual [[preference]]. They can also be a source of [[seed]]s for your own [[Tile attributes|above-ground]] [[Farming|farm]]s, if you live in a compatible [[biome]].&lt;br /&gt;
* Wooden containers: [[Container|chests]], [[cage]]s, [[bucket]]s, and [[barrel]]s. These are usually cheap if not decorated and useful in bulk, but even if you don't have access to wood and don't want to waste metal, there are stone, clay, and glass alternatives that you can easily make on your own.&lt;br /&gt;
* Soil types: [[sand]] in bags, various types of [[clay]]. They don't bring enough of either for large-scale production of either [[ceramic]] or [[glass]], and neither of these are very important to have in small quantities. A bit of sand can be used to make raw glass, which is occasionally demanded by dwarves in a [[strange mood]], but other races can sell you that cheaply without needing an intervening step.&lt;br /&gt;
* [[Bag]]s and [[rope]]s made from plant cloth. A few extra bags never hurt, but plant cloth bags are a bit expensive.&lt;br /&gt;
* A few above-ground tame animals in wooden cages. It may be [[opossum|a]] [[stoat|disappointingly]] [[fox|useless]] [[hoary marmot|animal]] or [[Giant badger|an]] [[Giant tiger|incredibly]] [[Giant elephant|awesome]] [[Giant eagle|one]]. Elves bring animals from the environment surrounding their settlements, so you may be able to guess what they will bring next. Elves who live in [[Surroundings|savage]] [[Biome|tropical]] lands bring the best ones. Exotic animals are considered fully tame and will never require [[Animal trainer|training]].&lt;br /&gt;
* Caged tame [[vermin]]. These are only even slightly useful for pleasing dwarves with a [[preference]] for that specific type of vermin, and they may even [[Hateable|annoy other dwarves]]. The vermin itself is probably worthless, but the possibly-useful cage comes included.&lt;br /&gt;
* [[Plant fiber]] [[thread]], [[cloth]], and [[clothing]]. These are mainly useful for jumpstarting or replacing a [[textile industry]]. Elves wear and sell the same-sized clothing as dwarves, and may sell cosmetically-different &amp;quot;foreign&amp;quot; clothes items like turbans, skirts, or sandals.&lt;br /&gt;
* Plant cloth [[quiver]]s. Dwarves can't make quivers out of plant cloth, but they can easily make them out of [[leather]]. &lt;br /&gt;
* Wooden [[crutch]]es and [[Health care#Splints|splint]]s. Easy to make, but just as easy to forget, and they're fairly cheap.&lt;br /&gt;
* Wooden [[armor]] and [[weapon]]s. This includes weapons and armor dwarves can't normally make out of wood, but wood melee weapons and armor are [[Material science#Material and item properties|basically useless in combat]]. You can use elven melee weapons to [[Training|train]] with before making proper weapons, but that's probably not worth bothering with.&lt;br /&gt;
* [[Bow]]s and [[arrow]]s, both made of wood. While dwarves can't make bows, it's very easy to make your own superior [[crossbow]]s and [[bolt]]s from wood, [[bone]], or [[metal]]. Bows are less dependent on material or quality than melee weapons, which makes them a bit more useful than most weapons bought from traders. Unfortunately, bows use a separate [[combat skill]] from crossbows, can't be used for [[hunting]], and leave you reliant on trade with or [[Goblinite|scavenging from]] non-dwarven civilizations for [[arrow]] ammunition. &lt;br /&gt;
* Miscellaneous other [[finished goods]] made from wood or plant fiber. These might include [[instrument]]s that dwarves cannot make or copies of new [[book]]s, but other items are only marginally useful at best. Note that instrument ''parts'' are useless, since your dwarves do not know how to assemble them into a completed instrument unless they already knew how to make that instrument in the first place.&lt;br /&gt;
&lt;br /&gt;
Unless you have a shortage of something, the main unique goods elves can bring are foreign plants (especially ones you can then grow yourself), foreign tame animals (especially large war-trainable carnivores), or possibly foreign instruments or new books. Everything else is relatively easy to produce on your own, and as with all traders, any dwarf with any amount of relevant crafting [[skill]] at all will make as-good- or better-[[quality]] items.&lt;br /&gt;
&lt;br /&gt;
All wooden products made by elves are called &amp;quot;grown&amp;quot;. Unlike regular wood, these may be traded back to the elves without repercussions; otherwise, they are identical to the wood items that you can produce.&lt;br /&gt;
&lt;br /&gt;
==Ethics==&lt;br /&gt;
[[File:Stasost-sarasti.jpg|thumb|right|300px|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
Elven [[civilization]]s' [[ethics]] often differ from those of other races. Their position on moral philosophy will likely put them at odds with [[human]]s, [[goblin]]s, [[dwarf|dwarves]], and sometimes [[kobold]]s and [[animal people]], although they favor war with goblins over other races. At any given point in time, elves and dwarves are likely to be at peace, but it is certainly possible for an elven civilization to be at war with a dwarven one at the end of worldgen. Use the tab button when selecting an [[embark]] site to view whether elves are at war with the currently selected dwarven culture, and cycle dwarven cultures to find out. &lt;br /&gt;
&lt;br /&gt;
Elves are the only race which wholeheartedly accepts the devouring of enemy combatants. Looking in legends mode shows that an elven combatant will sometimes devour the other person they were fighting when they win. In spite of this, elves refuse to butcher and consume intelligent beings under other conditions. Elves find torture as an example acceptable, but condemn other forms of torture and consider torturing for information misguided. To elves, keeping any trophy of any kind is an unthinkable act. Elves begrudgingly allow for killing animals when done in self-defense, and the killing of other elves by an elf is justified if there is an extremely good reason for doing so. For elves, the killing of plants, ''especially'' trees, is unthinkable, on the other hand, the killing of neutral beings and enemies is acceptable. Elven society seems to be regulated by shame from the community, rather than by threat of punishment; as such, elves never offer serious or capital punishment to criminals; instead, elves found to have committed vandalism, trespassing or theft are reprimanded, while those convicted of treason, lying, oath-breaking, assault or participating in slavery are forced into exile.&lt;br /&gt;
&lt;br /&gt;
Elves [[Personality_trait|value]] nature incredibly highly, and they also place a degree of value on family, eloquence, cunning, artwork, fairness, merriment, competition, and romance. Elves do not especially respect commerce and have a dislike for self-control.&lt;br /&gt;
&lt;br /&gt;
Note that these are merely the ethics of elven ''civilizations''. Elves may adopt the cultures of other races via wandering individuals joining civilizations, or when conquest absorbs elves into another civilization. Sentient creatures adopt the values and ethics of their culture, regardless of race. Elves living among, [[Main:Cacame Awemedinade|or even leading]], dwarves will have dwarven ethics and values, and vice versa.&lt;br /&gt;
&lt;br /&gt;
==In combat==&lt;br /&gt;
Elves are rarely considered a threat due to their insistence in using equipment purely made out of wood in battle, which is only marginally better than fighting unarmed and generally stands no chance against a half-competent, metal-clad dwarven militia [see [[Material_science|Material science]] for more info]. However, elves will also employ [[Mercenary|mercenaries]], often much better equipped than the elves themselves. &lt;br /&gt;
During [[Siege#Elven_sieges|sieges]] their archers and potential numbers can still be dangerous, and perhaps the greatest threat they pose is if they bring tamed animals along with them, which may range from easily dispatched creatures to [[Giant elephant|huge sources of fun]] depending upon what animals their civ has access to.&lt;br /&gt;
&lt;br /&gt;
==Community outlook==	&lt;br /&gt;
Due to ''Dwarf Fortress'' making ample use of the '&amp;quot;elves are stuck-up radicals who live in and worship trees&amp;quot;' stereotype (which is ''especially'' noticeable when talking to their diplomats), the race as a whole tends to be widely [[Unfortunate accident|disliked]] by players, who aren't too happy about said stuck-up radicals who gladly ambush &amp;lt;s&amp;gt;and likely eat&amp;lt;/s&amp;gt; dwarven children playing in the woods, all for the &amp;quot;crime&amp;quot; of being neighbors that simply treat trees as they are: ''mindless creatures who only serve as beds and fuel for dwarven industry.''&lt;br /&gt;
&lt;br /&gt;
However, due to their wooden weaponry only being ''really'' effective on said children and unarmed dwarves, elves have a reputation among the community of being all-''bark''-and-no-bite wimps who serve as the perfect punching bags to be on the receiving end of whatever [[stupid dwarf trick]] the fortress is currently conducting, especially if it's a particularly [[Fun|violent]] one - many gruesome stories involve at least one elf as the victim. The elves' nigh-religious devotion to trees is also a point of note; many players will go as far as to raze their map clean of trees, for no reason but to spite the elves and provoke them into attacking, just for the chance to slaughter them all. &lt;br /&gt;
&lt;br /&gt;
Unlike many other fantasy settings, ''Dwarf Fortress'' elves don't really have many unique characteristics for fortress mode play beyond biological [[immortality]]). Many players will take on a Tolkien-esk dwarven spirit of hatred towards elves, slaughtering them for their actions against dwarven kind. (or perhaps compelled by the Dwarven gods of murder, for the simple glee of the resulting elven blood rain) That's not to say that elves are universally disliked, however: some have earned the liking of the player base, typically due to them being part of a dwarven civilization (and as such not acting like elves), with [[Main:Cacame Awemedinade|Cacame Awemedinade]] being one of the community's most well-known and beloved characters.&lt;br /&gt;
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{{D for Dwarf}} &lt;br /&gt;
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{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|FOREST}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=286802</id>
		<title>Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=286802"/>
		<updated>2023-01-21T03:59:19Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: &lt;/p&gt;
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'''Elves''' (singular, '''Elf''') are &amp;lt;s&amp;gt;arrogant, [[tree]]-obsessed zealots&amp;lt;/s&amp;gt; intelligent [[Creature|humanoids]] dedicated to the protection of ''their'' concept of nature (centered around trees). They are one of the main [[civilization]]s of the game, featured in [[fortress mode]] and playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
By default, they are often allies of [[dwarves]] and [[humans]], however, elves' conflicting view on nature compared to other races can create tension between them and other races. Elves often prefer using wood (and sometimes glass) for their weapons and armor these do very little damage compared to metal. If you go to war with them, you'll find that their primary danger comes from their numbers, archers, and dangerous tamed animals that may [[Mount|accompany]] them.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, elven caravans arrive in late spring, bringing only [[plant]] and their own &amp;quot;grown&amp;quot; [[wood]]-related items, [[cage]]d tame animals, or various types of [[clay]] and [[sand]]. When trading with elves, unless the player seeks to intentionally antagonize them, they must be very careful to not offer any wooden objects wooden/animal derived goods, [[#Trading|see here for specifics]]. You may also steal from them, or even kill them, without fear of immediate repercussion, as elven caravans are unguarded, and merchants will not resist if you seize their goods, or competently fight back if attacked.  &lt;br /&gt;
&lt;br /&gt;
Offending elves by attempting to trade wooden items normally causes them to angrily refuse further trade that year and leave early. ''Repeatedly'' offending elves by attempting to trade wooden items may cause them to attack your fortress with an [[ambush]], which may later evolve into a full [[siege]].&lt;br /&gt;
&lt;br /&gt;
Elves appear as usually thin and/or frail humanoids similar to humans, but with pointy ears. They have no facial hair, but, rarely, they have at least stubble. Like [[goblin]]s, they are biologically [[immortal]] and will only die to violence and disease. Unlike other races, elves do not worship [[deities]], but rather [[force]]s which permeate the forests. Their life of harmony with the land and its wild beauty and creatures (due to elven civs possessing the {{token|AT_PEACE_WITH_WILDLIFE}} token) leads to them often settling in [[savage|high-savagery]] regions. Elves speak the [[Main:Elvish language|elvish language]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] &amp;lt;s&amp;gt;these dwarf eating radicals&amp;lt;/s&amp;gt; elves for their ''grace''.&lt;br /&gt;
&lt;br /&gt;
[[File:Lafo-sarasti.jpg|thumb|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
===Diplomats===&lt;br /&gt;
Once your fort has a [[baron]], elven civilizations in diplomatic contact send a [[Diplomat#Elven diplomats|diplomat]] to [[Meeting|meet]] with them approximately halfway through the first month in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
If this is their first visit to your fort and you aren't at war with their civilization, the diplomat will either congratulate you for your respect for the trees, or, in the more-likely event that you've cut even one down, chastise you for your disrespect. At some point, the diplomat may revisit your fortress to establish a treecutting quota, requesting that the dwarves keep the amount of trees cut down to a variable quota. It is possible to negotiate for a higher number, and the quota seems to be affected by your noble's [[Room#Quality|office quality]], [[stress]], and [[social skill]]s. If the player agrees to a treecutting quota, it will be visible after selecting the elves in [[Civilization and World Info|the Civilizations screen]], {{k|shift-Y}}. This quota lasts until the next year's meeting, and keeping to it will improve [[Diplomacy|diplomatic relations]], while violating it will worsen them and can lead to all-out [[war]]. If the player rejects any quota at all, this also damages relations.&lt;br /&gt;
&lt;br /&gt;
Note that the quota is measured in trees, not logs, so be sure to fell only the largest trees on your map to get the most out of your agreement. The elves also do not care if you damage saplings that haven't yet properly developed a trunk. Elves do, however, care about [[Tree#Underground trees|tree-like subterranean fungus]] like [[tower-cap]]s and [[tunnel tube]]s; cutting fungus &amp;quot;trees&amp;quot; down does count toward your quota.&lt;br /&gt;
&lt;br /&gt;
In addition to haggling over tree cutting quotas, these meetings work like any other diplomatic [[meeting]]. Your [[Civilization and World Info|the Civilization screen]] will be updated with new info from the world, and depending on relations the diplomat may come to declare [[war]] or sue for peace.&lt;br /&gt;
&lt;br /&gt;
=== Elven caravans  ===&lt;br /&gt;
Friendly elven civilizations send a [[caravan]] in late spring bringing a mix of natural trade goods, such as tamed animals, plant clothes, and various [[Wood#Grown_wood|grown wood]] objects.&lt;br /&gt;
&lt;br /&gt;
==== Trading ====&lt;br /&gt;
{{main|Trading#Unacceptable items|l1=Unacceptable items}}&lt;br /&gt;
Elven traders are very picky about what items they will accept, and consider most items made from wood or animal byproducts to be unethical, often rejecting items merely for requiring wood or ash in their preparation. Offering them even one of these items, either in a trade or as a gift, will cause their trader to insult you and leave in a huff, ending trading for that year and damaging your diplomatic relationship with their [[civilization]]. In general, items made from [[stone]], [[metal]], [[Gem|gemstone]], non-woody [[plant]]s, or [[silk]] are acceptable, as are live animals or &amp;quot;grown&amp;quot; wooden items (generally only available from elves), but even these items can be rendered taboo with inappropriate «[[decoration]]s» or by containing or being contained in an inappropriate item.&lt;br /&gt;
&lt;br /&gt;
The [[Trading]] article has specific info on [[Trading#Unacceptable items|taboo]] and [[Trading#Acceptable items|accepted]] items.&lt;br /&gt;
&lt;br /&gt;
==== Stock====&lt;br /&gt;
Elven caravans will never have stone, metal, or animal products. What you can expect in an average elven caravan:&lt;br /&gt;
* [[Wood]]en [[log]]s: Always useful, unless you are in a forest [[biome]] and already drowning in wooden logs. The quantity depends on how many logs you have already: lower means more. However, caravans with grown logs tend to be rare.&lt;br /&gt;
* [[Plant]]-based [[food]], both from [[crop]]s and picked from [[tree]]s. These can be handy for avoiding negative [[thought]]s from eating or drinking the same old thing, or satisfying a dwarf's unusual [[preference]]. They can also be a source of [[seed]]s for your own [[Tile attributes|above-ground]] [[Farming|farm]]s, if you live in a compatible [[biome]].&lt;br /&gt;
* Wooden containers: [[Container|chests]], [[cage]]s, [[bucket]]s, and [[barrel]]s. These are usually cheap if not decorated and useful in bulk, but even if you don't have access to wood and don't want to waste metal, there are stone, clay, and glass alternatives that you can easily make on your own.&lt;br /&gt;
* Soil types: [[sand]] in bags, various types of [[clay]]. They don't bring enough of either for large-scale production of either [[ceramic]] or [[glass]], and neither of these are very important to have in small quantities. A bit of sand can be used to make raw glass, which is occasionally demanded by dwarves in a [[strange mood]], but other races can sell you that cheaply without needing an intervening step.&lt;br /&gt;
* [[Bag]]s and [[rope]]s made from plant cloth. A few extra bags never hurt, but plant cloth bags are a bit expensive.&lt;br /&gt;
* A few above-ground tame animals in wooden cages. It may be [[opossum|a]] [[stoat|disappointingly]] [[fox|useless]] [[hoary marmot|animal]] or [[Giant badger|an]] [[Giant tiger|incredibly]] [[Giant elephant|awesome]] [[Giant eagle|one]]. Elves bring animals from the environment surrounding their settlements, so you may be able to guess what they will bring next. Elves who live in [[Surroundings|savage]] [[Biome|tropical]] lands bring the best ones. Exotic animals are considered fully tame and will never require [[Animal trainer|training]].&lt;br /&gt;
* Caged tame [[vermin]]. These are only even slightly useful for pleasing dwarves with a [[preference]] for that specific type of vermin, and they may even [[Hateable|annoy other dwarves]]. The vermin itself is probably worthless, but the possibly-useful cage comes included.&lt;br /&gt;
* [[Plant fiber]] [[thread]], [[cloth]], and [[clothing]]. These are mainly useful for jumpstarting or replacing a [[textile industry]]. Elves wear and sell the same-sized clothing as dwarves, and may sell cosmetically-different &amp;quot;foreign&amp;quot; clothes items like turbans, skirts, or sandals.&lt;br /&gt;
* Plant cloth [[quiver]]s. Dwarves can't make quivers out of plant cloth, but they can easily make them out of [[leather]]. &lt;br /&gt;
* Wooden [[crutch]]es and [[Health care#Splints|splint]]s. Easy to make, but just as easy to forget, and they're fairly cheap.&lt;br /&gt;
* Wooden [[armor]] and [[weapon]]s. This includes weapons and armor dwarves can't normally make out of wood, but wood melee weapons and armor are [[Material science#Material and item properties|basically useless in combat]]. You can use elven melee weapons to [[Training|train]] with before making proper weapons, but that's probably not worth bothering with.&lt;br /&gt;
* [[Bow]]s and [[arrow]]s, both made of wood. While dwarves can't make bows, it's very easy to make your own superior [[crossbow]]s and [[bolt]]s from wood, [[bone]], or [[metal]]. Bows are less dependent on material or quality than melee weapons, which makes them a bit more useful than most weapons bought from traders. Unfortunately, bows use a separate [[combat skill]] from crossbows, can't be used for [[hunting]], and leave you reliant on trade with or [[Goblinite|scavenging from]] non-dwarven civilizations for [[arrow]] ammunition. &lt;br /&gt;
* Miscellaneous other [[finished goods]] made from wood or plant fiber. These might include [[instrument]]s that dwarves cannot make or copies of new [[book]]s, but other items are only marginally useful at best. Note that instrument ''parts'' are useless, since your dwarves do not know how to assemble them into a completed instrument unless they already knew how to make that instrument in the first place.&lt;br /&gt;
&lt;br /&gt;
Unless you have a shortage of something, the main unique goods elves can bring are foreign plants (especially ones you can then grow yourself), foreign tame animals (especially large war-trainable carnivores), or possibly foreign instruments or new books. Everything else is relatively easy to produce on your own, and as with all traders, any dwarf with any amount of relevant crafting [[skill]] at all will make as-good- or better-[[quality]] items.&lt;br /&gt;
&lt;br /&gt;
All wooden products made by elves are called &amp;quot;grown&amp;quot;. Unlike regular wood, these may be traded back to the elves without repercussions; otherwise, they are identical to the wood items that you can produce.&lt;br /&gt;
&lt;br /&gt;
==Ethics==&lt;br /&gt;
[[File:Stasost-sarasti.jpg|thumb|right|300px|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
Elven [[civilization]]s' [[ethics]] often differ from those of other races. Their position on moral philosophy will likely put them at odds with [[human]]s, [[goblin]]s, [[dwarf|dwarves]], and sometimes [[kobold]]s and [[animal people]], although they favor war with goblins over other races. At any given point in time, elves and dwarves are likely to be at peace, but it is certainly possible for an elven civilization to be at war with a dwarven one at the end of worldgen. Use the tab button when selecting an [[embark]] site to view whether elves are at war with the currently selected dwarven culture, and cycle dwarven cultures to find out. &lt;br /&gt;
&lt;br /&gt;
Elves are the only race which wholeheartedly accepts the devouring of enemy combatants. Looking in legends mode shows that an elven combatant will sometimes devour the other person they were fighting when they win. In spite of this, elves refuse to butcher and consume intelligent beings under other conditions. Elves find torture as an example acceptable, but condemn other forms of torture and consider torturing for information misguided. To elves, keeping any trophy of any kind is an unthinkable act. Elves begrudgingly allow for killing animals when done in self-defense, and the killing of other elves by an elf is justified if there is an extremely good reason for doing so. For elves, the killing of plants, ''especially'' trees, is unthinkable, on the other hand, the killing of neutral beings and enemies is acceptable. Elven society seems to be regulated by shame from the community, rather than by threat of punishment; as such, elves never offer serious or capital punishment to criminals; instead, elves found to have committed vandalism, trespassing or theft are reprimanded, while those convicted of treason, lying, oath-breaking, assault or participating in slavery are forced into exile.&lt;br /&gt;
&lt;br /&gt;
Elves [[Personality_trait|value]] nature incredibly highly, and they also place a degree of value on family, eloquence, cunning, artwork, fairness, merriment, competition, and romance. Elves do not especially respect commerce and have a dislike for self-control.&lt;br /&gt;
&lt;br /&gt;
Note that these are merely the ethics of elven ''civilizations''. Elves may adopt the cultures of other races via wandering individuals joining civilizations, or when conquest absorbs elves into another civilization. Sentient creatures adopt the values and ethics of their culture, regardless of race. Elves living among, [[Main:Cacame Awemedinade|or even leading]], dwarves will have dwarven ethics and values, and vice versa.&lt;br /&gt;
&lt;br /&gt;
==In combat==&lt;br /&gt;
Elves are rarely considered a threat due to their insistence in using equipment purely made out of wood in battle, which is only marginally better than fighting unarmed and generally stands no chance against a half-competent, metal-clad dwarven militia [see [[Material_science|Material science]] for more info]. However, elves will also employ [[Mercenary|mercenaries]], often much better equipped than the elves themselves. &lt;br /&gt;
During [[Siege#Elven_sieges|sieges]] their archers and potential numbers can still be dangerous, and perhaps the greatest threat they pose is if they bring tamed animals along with them, which may range from easily dispatched creatures to [[Giant elephant|huge sources of fun]] depending upon what animals their civ has access to.&lt;br /&gt;
&lt;br /&gt;
==Community outlook==	&lt;br /&gt;
Due to ''Dwarf Fortress'' making ample use of the '&amp;quot;elves are stuck-up radicals who live in and worship trees&amp;quot;' stereotype (which is ''especially'' noticeable when talking to their diplomats), the race as a whole tends to be widely [[Unfortunate accident|disliked]] by players, who aren't too happy about said stuck-up radicals who gladly ambush &amp;lt;s&amp;gt;and likely eat&amp;lt;/s&amp;gt; dwarven children playing in the woods for the &amp;quot;crime&amp;quot; of being neighbors that simply treat trees as they are: ''mindless creatures who only serve as beds and fuel for dwarven industry.''&lt;br /&gt;
&lt;br /&gt;
However, due to their wooden weaponry only being ''really'' effective on said children and unarmed dwarves, elves have a reputation among the community of being all-''bark''-and-no-bite wimps who serve as the perfect punching bags to be on the receiving end of whatever [[stupid dwarf trick]] the fortress is currently conducting, especially if it's a particularly [[Fun|violent]] one - many gruesome stories involve at least one elf as the victim. The elves' nigh-religious devotion to trees is also a point of note; many players will go as far as to raze their map clean of trees, for no reason but to spite the elves and provoke them into attacking, just for the chance to slaughter them all. &lt;br /&gt;
&lt;br /&gt;
Unlike many other fantasy settings, ''Dwarf Fortress'' elves don't really have many unique characteristics for fortress mode play beyond biological [[immortality]]). Many players will take on a Tolkien-esk dwarven spirit of hatred towards elves, slaughtering them for their actions against dwarven kind. (or perhaps compelled by the Dwarven gods of murder, for the simple glee of the resulting elven blood rain) That's not to say that elves are universally disliked, however: some have earned the liking of the player base, typically due to them being part of a dwarven civilization (and as such not acting like elves), with [[Main:Cacame Awemedinade|Cacame Awemedinade]] being one of the community's most well-known and beloved characters.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}} &lt;br /&gt;
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{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|FOREST}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=286801</id>
		<title>Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=286801"/>
		<updated>2023-01-21T03:56:56Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: Redundant &amp;quot;D for dwarf&amp;quot; removed&lt;/p&gt;
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{{Quality|Unrated}}&lt;br /&gt;
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|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
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'''Elves''' (singular, '''Elf''') are &amp;lt;s&amp;gt;arrogant, [[tree]]-obsessed zealots&amp;lt;/s&amp;gt; intelligent [[Creature|humanoids]] dedicated to the protection of ''their'' concept of nature (centered around trees). They are one of the main [[civilization]]s of the game, featured in [[fortress mode]] and playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
By default, they are often allies of [[dwarves]] and [[humans]], however, elves' conflicting view on nature compared to other races can create tension between them and other races. Elves often prefer using wood (and sometimes glass) for their weapons and armor these do very little damage compared to metal. If you go to war with them, you'll find that their primary danger comes from their numbers, archers, and dangerous tamed animals that may [[Mount|accompany]] them.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, elven caravans arrive in late spring, bringing only [[plant]] and their own &amp;quot;grown&amp;quot; [[wood]]-related items, [[cage]]d tame animals, or various types of [[clay]] and [[sand]]. When trading with elves, unless the player seeks to intentionally antagonize them, they must be very careful to not offer any wooden objects wooden/animal derived goods, [[#Trading|see here for specifics]]. You may also steal from them, or even kill them, without fear of immediate repercussion, as elven caravans are unguarded, and merchants will not resist if you seize their goods, or competently fight back if attacked.  &lt;br /&gt;
&lt;br /&gt;
Offending elves by attempting to trade wooden items normally causes them to angrily refuse further trade that year and leave early. ''Repeatedly'' offending elves by attempting to trade wooden items may cause them to attack your fortress with an [[ambush]], which may later evolve into a full [[siege]].&lt;br /&gt;
&lt;br /&gt;
Elves appear as usually thin and/or frail humanoids similar to humans, but with pointy ears. They have no facial hair, but, rarely, they have at least stubble. Like [[goblin]]s, they are biologically [[immortal]] and will only die to violence and disease. Unlike other races, elves do not worship [[deities]], but rather [[force]]s which permeate the forests. Their life of harmony with the land and its wild beauty and creatures (due to elven civs possessing the {{token|AT_PEACE_WITH_WILDLIFE}} token) leads to them often settling in [[savage|high-savagery]] regions. Elves speak the [[Main:Elvish language|elvish language]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] &amp;lt;s&amp;gt;these dwarf eating radicals&amp;lt;/s&amp;gt; elves for their ''grace''.&lt;br /&gt;
&lt;br /&gt;
[[File:Lafo-sarasti.jpg|thumb|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
===Diplomats===&lt;br /&gt;
Once your fort has a [[baron]], elven civilizations in diplomatic contact send a [[Diplomat#Elven diplomats|diplomat]] to [[Meeting|meet]] with them approximately halfway through the first month in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
If this is their first visit to your fort and you aren't at war with their civilization, the diplomat will either congratulate you for your respect for the trees, or, in the more-likely event that you've cut even one down, chastise you for your disrespect. At some point, the diplomat may revisit your fortress to establish a treecutting quota, requesting that the dwarves keep the amount of trees cut down to a variable quota. It is possible to negotiate for a higher number, and the quota seems to be affected by your noble's [[Room#Quality|office quality]], [[stress]], and [[social skill]]s. If the player agrees to a treecutting quota, it will be visible after selecting the elves in [[Civilization and World Info|the Civilizations screen]], {{k|shift-Y}}. This quota lasts until the next year's meeting, and keeping to it will improve [[Diplomacy|diplomatic relations]], while violating it will worsen them and can lead to all-out [[war]]. If the player rejects any quota at all, this also damages relations.&lt;br /&gt;
&lt;br /&gt;
Note that the quota is measured in trees, not logs, so be sure to fell only the largest trees on your map to get the most out of your agreement. The elves also do not care if you damage saplings that haven't yet properly developed a trunk. Elves do, however, care about [[Tree#Underground trees|tree-like subterranean fungus]] like [[tower-cap]]s and [[tunnel tube]]s; cutting fungus &amp;quot;trees&amp;quot; down does count toward your quota.&lt;br /&gt;
&lt;br /&gt;
In addition to haggling over tree cutting quotas, these meetings work like any other diplomatic [[meeting]]. Your [[Civilization and World Info|the Civilization screen]] will be updated with new info from the world, and depending on relations the diplomat may come to declare [[war]] or sue for peace.&lt;br /&gt;
&lt;br /&gt;
=== Elven caravans  ===&lt;br /&gt;
Friendly elven civilizations send a [[caravan]] in late spring bringing a mix of natural trade goods, such as tamed animals, plant clothes, and various [[Wood#Grown_wood|grown wood]] objects.&lt;br /&gt;
&lt;br /&gt;
==== Trading ====&lt;br /&gt;
{{main|Trading#Unacceptable items|l1=Unacceptable items}}&lt;br /&gt;
Elven traders are very picky about what items they will accept, and consider most items made from wood or animal byproducts to be unethical, often rejecting items merely for requiring wood or ash in their preparation. Offering them even one of these items, either in a trade or as a gift, will cause their trader to insult you and leave in a huff, ending trading for that year and damaging your diplomatic relationship with their [[civilization]]. In general, items made from [[stone]], [[metal]], [[Gem|gemstone]], non-woody [[plant]]s, or [[silk]] are acceptable, as are live animals or &amp;quot;grown&amp;quot; wooden items (generally only available from elves), but even these items can be rendered taboo with inappropriate «[[decoration]]s» or by containing or being contained in an inappropriate item.&lt;br /&gt;
&lt;br /&gt;
The [[Trading]] article has specific info on [[Trading#Unacceptable items|taboo]] and [[Trading#Acceptable items|accepted]] items.&lt;br /&gt;
&lt;br /&gt;
==== Stock====&lt;br /&gt;
Elven caravans will never have stone, metal, or animal products. What you can expect in an average elven caravan:&lt;br /&gt;
* [[Wood]]en [[log]]s: Always useful, unless you are in a forest [[biome]] and already drowning in wooden logs. The quantity depends on how many logs you have already: lower means more. However, caravans with grown logs tend to be rare.&lt;br /&gt;
* [[Plant]]-based [[food]], both from [[crop]]s and picked from [[tree]]s. These can be handy for avoiding negative [[thought]]s from eating or drinking the same old thing, or satisfying a dwarf's unusual [[preference]]. They can also be a source of [[seed]]s for your own [[Tile attributes|above-ground]] [[Farming|farm]]s, if you live in a compatible [[biome]].&lt;br /&gt;
* Wooden containers: [[Container|chests]], [[cage]]s, [[bucket]]s, and [[barrel]]s. These are usually cheap if not decorated and useful in bulk, but even if you don't have access to wood and don't want to waste metal, there are stone, clay, and glass alternatives that you can easily make on your own.&lt;br /&gt;
* Soil types: [[sand]] in bags, various types of [[clay]]. They don't bring enough of either for large-scale production of either [[ceramic]] or [[glass]], and neither of these are very important to have in small quantities. A bit of sand can be used to make raw glass, which is occasionally demanded by dwarves in a [[strange mood]], but other races can sell you that cheaply without needing an intervening step.&lt;br /&gt;
* [[Bag]]s and [[rope]]s made from plant cloth. A few extra bags never hurt, but plant cloth bags are a bit expensive.&lt;br /&gt;
* A few above-ground tame animals in wooden cages. It may be [[opossum|a]] [[stoat|disappointingly]] [[fox|useless]] [[hoary marmot|animal]] or [[Giant badger|an]] [[Giant tiger|incredibly]] [[Giant elephant|awesome]] [[Giant eagle|one]]. Elves bring animals from the environment surrounding their settlements, so you may be able to guess what they will bring next. Elves who live in [[Surroundings|savage]] [[Biome|tropical]] lands bring the best ones. Exotic animals are considered fully tame and will never require [[Animal trainer|training]].&lt;br /&gt;
* Caged tame [[vermin]]. These are only even slightly useful for pleasing dwarves with a [[preference]] for that specific type of vermin, and they may even [[Hateable|annoy other dwarves]]. The vermin itself is probably worthless, but the possibly-useful cage comes included.&lt;br /&gt;
* [[Plant fiber]] [[thread]], [[cloth]], and [[clothing]]. These are mainly useful for jumpstarting or replacing a [[textile industry]]. Elves wear and sell the same-sized clothing as dwarves, and may sell cosmetically-different &amp;quot;foreign&amp;quot; clothes items like turbans, skirts, or sandals.&lt;br /&gt;
* Plant cloth [[quiver]]s. Dwarves can't make quivers out of plant cloth, but they can easily make them out of [[leather]]. &lt;br /&gt;
* Wooden [[crutch]]es and [[Health care#Splints|splint]]s. Easy to make, but just as easy to forget, and they're fairly cheap.&lt;br /&gt;
* Wooden [[armor]] and [[weapon]]s. This includes weapons and armor dwarves can't normally make out of wood, but wood melee weapons and armor are [[Material science#Material and item properties|basically useless in combat]]. You can use elven melee weapons to [[Training|train]] with before making proper weapons, but that's probably not worth bothering with.&lt;br /&gt;
* [[Bow]]s and [[arrow]]s, both made of wood. While dwarves can't make bows, it's very easy to make your own superior [[crossbow]]s and [[bolt]]s from wood, [[bone]], or [[metal]]. Bows are less dependent on material or quality than melee weapons, which makes them a bit more useful than most weapons bought from traders. Unfortunately, bows use a separate [[combat skill]] from crossbows, can't be used for [[hunting]], and leave you reliant on trade with or [[Goblinite|scavenging from]] non-dwarven civilizations for [[arrow]] ammunition. &lt;br /&gt;
* Miscellaneous other [[finished goods]] made from wood or plant fiber. These might include [[instrument]]s that dwarves cannot make or copies of new [[book]]s, but other items are only marginally useful at best. Note that instrument ''parts'' are useless, since your dwarves do not know how to assemble them into a completed instrument unless they already knew how to make that instrument in the first place.&lt;br /&gt;
&lt;br /&gt;
Unless you have a shortage of something, the main unique goods elves can bring are foreign plants (especially ones you can then grow yourself), foreign tame animals (especially large war-trainable carnivores), or possibly foreign instruments or new books. Everything else is relatively easy to produce on your own, and as with all traders, any dwarf with any amount of relevant crafting [[skill]] at all will make as-good- or better-[[quality]] items.&lt;br /&gt;
&lt;br /&gt;
All wooden products made by elves are called &amp;quot;grown&amp;quot;. Unlike regular wood, these may be traded back to the elves without repercussions; otherwise, they are identical to the wood items that you can produce.&lt;br /&gt;
&lt;br /&gt;
==Ethics==&lt;br /&gt;
[[File:Stasost-sarasti.jpg|thumb|right|300px|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
Elven [[civilization]]s' [[ethics]] often differ from those of other races. Their position on moral philosophy will likely put them at odds with [[human]]s, [[goblin]]s, [[dwarf|dwarves]], and sometimes [[kobold]]s and [[animal people]], although they favor war with goblins over other races. At any given point in time, elves and dwarves are likely to be at peace, but it is certainly possible for an elven civilization to be at war with a dwarven one at the end of worldgen. Use the tab button when selecting an [[embark]] site to view whether elves are at war with the currently selected dwarven culture, and cycle dwarven cultures to find out. &lt;br /&gt;
&lt;br /&gt;
Elves are the only race which wholeheartedly accepts the devouring of enemy combatants. Looking in legends mode shows that an elven combatant will sometimes devour the other person they were fighting when they win. In spite of this, elves refuse to butcher and consume intelligent beings under other conditions. Elves find torture as an example acceptable, but condemn other forms of torture and consider torturing for information misguided. To elves, keeping any trophy of any kind is an unthinkable act. Elves begrudgingly allow for killing animals when done in self-defense, and the killing of other elves by an elf is justified if there is an extremely good reason for doing so. For elves, the killing of plants, ''especially'' trees, is unthinkable, on the other hand, the killing of neutral beings and enemies is acceptable. Elven society seems to be regulated by shame from the community, rather than by threat of punishment; as such, elves never offer serious or capital punishment to criminals; instead, elves found to have committed vandalism, trespassing or theft are reprimanded, while those convicted of treason, lying, oath-breaking, assault or participating in slavery are forced into exile.&lt;br /&gt;
&lt;br /&gt;
Elves [[Personality_trait|value]] nature incredibly highly, and they also place a degree of value on family, eloquence, cunning, artwork, fairness, merriment, competition, and romance. Elves do not especially respect commerce and have a dislike for self-control.&lt;br /&gt;
&lt;br /&gt;
Note that these are merely the ethics of elven ''civilizations''. Elves may adopt the cultures of other races via wandering individuals joining civilizations, or when conquest absorbs elves into another civilization. Sentient creatures adopt the values and ethics of their culture, regardless of race. Elves living among, [[Main:Cacame Awemedinade|or even leading]], dwarves will have dwarven ethics and values, and vice versa.&lt;br /&gt;
&lt;br /&gt;
==In combat==&lt;br /&gt;
Elves are rarely considered a threat due to their insistence in using equipment purely made out of wood in battle, which is only marginally better than fighting unarmed and generally stands no chance against a half-competent, metal-clad dwarven militia [see [[Material_science|Material science]] for more info]. However, elves will also employ [[Mercenary|mercenaries]], often much better equipped than the elves themselves. &lt;br /&gt;
During [[Siege#Elven_sieges|sieges]] their archers and potential numbers can still be dangerous, and perhaps the greatest threat they pose is if they bring tamed animals along with them, which may range from easily dispatched creatures to [[Giant elephant|huge sources of fun]] depending upon what animals their civ has access to.&lt;br /&gt;
&lt;br /&gt;
==Community outlook==	&lt;br /&gt;
Due to ''Dwarf Fortress'' making ample use of the '&amp;quot;elves are stuck-up radicals who live in and worship trees&amp;quot;' stereotype (which is ''especially'' noticeable when talking to their diplomats), the race as a whole tends to be widely [[Unfortunate accident|disliked]] by players, who aren't too happy about said stuck-up radicals who gladly ambush &amp;lt;s&amp;gt;and likely eat&amp;lt;/s&amp;gt; dwarven children playing in the woods for the &amp;quot;crime&amp;quot; of being neighbors that simply treat trees as they are: ''mindless creatures who only serve as beds and fuel for dwarven industry.''&lt;br /&gt;
&lt;br /&gt;
However, due to their wooden weaponry only being ''really'' effective on said children and unarmed dwarves, elves have a reputation among the community of being all-''bark''-and-no-bite wimps who serve as the perfect punching bags to be on the receiving end of whatever [[stupid dwarf trick]] the fortress is currently conducting, especially if it's a particularly [[Fun|violent]] one - many gruesome stories involve at least one elf as the victim. The elves' nigh-religious devotion to trees is also a point of note; many players will go as far as to raze their map clean of trees, for no reason but to spite the elves and provoke them into attacking, just for the chance to slaughter them all. &lt;br /&gt;
&lt;br /&gt;
Unlike many other fantasy settings, ''Dwarf Fortress'' elves don't really have many unique characteristics for fortress mode play beyond biological [[immortality]]). Many long-time players will take on a Tolkien-esk dwarven spirit of hatred towards elves, slaughtering them for their common actions against dwarven kind. (or perhaps compelled by the Dwarven gods of murder, for the simple glee of the resulting elven blood rain) That's not to say that elves are universally disliked, however: some have earned the liking of the player base, typically due to them being part of a dwarven civilization (and as such not acting like elves), with [[Main:Cacame Awemedinade|Cacame Awemedinade]] being one of the community's most well-known and beloved characters.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}} &lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|FOREST}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=286800</id>
		<title>Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=286800"/>
		<updated>2023-01-21T03:55:48Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: &lt;/p&gt;
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&lt;div&gt;{{migrated article}}&lt;br /&gt;
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{{Creaturelookup/0&lt;br /&gt;
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{{creaturedesc}}&lt;br /&gt;
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{{D for Dwarf}}&lt;br /&gt;
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'''Elves''' (singular, '''Elf''') are &amp;lt;s&amp;gt;arrogant, [[tree]]-obsessed zealots&amp;lt;/s&amp;gt; intelligent [[Creature|humanoids]] dedicated to the protection of ''their'' concept of nature (centered around trees). They are one of the main [[civilization]]s of the game, featured in [[fortress mode]] and playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
By default, they are often allies of [[dwarves]] and [[humans]], however, elves' conflicting view on nature compared to other races can create tension between them and other races. Elves often prefer using wood (and sometimes glass) for their weapons and armor these do very little damage compared to metal. If you go to war with them, you'll find that their primary danger comes from their numbers, archers, and dangerous tamed animals that may [[Mount|accompany]] them.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, elven caravans arrive in late spring, bringing only [[plant]] and their own &amp;quot;grown&amp;quot; [[wood]]-related items, [[cage]]d tame animals, or various types of [[clay]] and [[sand]]. When trading with elves, unless the player seeks to intentionally antagonize them, they must be very careful to not offer any wooden objects wooden/animal derived goods, [[#Trading|see here for specifics]]. You may also steal from them, or even kill them, without fear of immediate repercussion, as elven caravans are unguarded, and merchants will not resist if you seize their goods, or competently fight back if attacked.  &lt;br /&gt;
&lt;br /&gt;
Offending elves by attempting to trade wooden items normally causes them to angrily refuse further trade that year and leave early. ''Repeatedly'' offending elves by attempting to trade wooden items may cause them to attack your fortress with an [[ambush]], which may later evolve into a full [[siege]].&lt;br /&gt;
&lt;br /&gt;
Elves appear as usually thin and/or frail humanoids similar to humans, but with pointy ears. They have no facial hair, but, rarely, they have at least stubble. Like [[goblin]]s, they are biologically [[immortal]] and will only die to violence and disease. Unlike other races, elves do not worship [[deities]], but rather [[force]]s which permeate the forests. Their life of harmony with the land and its wild beauty and creatures (due to elven civs possessing the {{token|AT_PEACE_WITH_WILDLIFE}} token) leads to them often settling in [[savage|high-savagery]] regions. Elves speak the [[Main:Elvish language|elvish language]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] &amp;lt;s&amp;gt;these dwarf eating radicals&amp;lt;/s&amp;gt; elves for their ''grace''.&lt;br /&gt;
&lt;br /&gt;
[[File:Lafo-sarasti.jpg|thumb|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
===Diplomats===&lt;br /&gt;
Once your fort has a [[baron]], elven civilizations in diplomatic contact send a [[Diplomat#Elven diplomats|diplomat]] to [[Meeting|meet]] with them approximately halfway through the first month in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
If this is their first visit to your fort and you aren't at war with their civilization, the diplomat will either congratulate you for your respect for the trees, or, in the more-likely event that you've cut even one down, chastise you for your disrespect. At some point, the diplomat may revisit your fortress to establish a treecutting quota, requesting that the dwarves keep the amount of trees cut down to a variable quota. It is possible to negotiate for a higher number, and the quota seems to be affected by your noble's [[Room#Quality|office quality]], [[stress]], and [[social skill]]s. If the player agrees to a treecutting quota, it will be visible after selecting the elves in [[Civilization and World Info|the Civilizations screen]], {{k|shift-Y}}. This quota lasts until the next year's meeting, and keeping to it will improve [[Diplomacy|diplomatic relations]], while violating it will worsen them and can lead to all-out [[war]]. If the player rejects any quota at all, this also damages relations.&lt;br /&gt;
&lt;br /&gt;
Note that the quota is measured in trees, not logs, so be sure to fell only the largest trees on your map to get the most out of your agreement. The elves also do not care if you damage saplings that haven't yet properly developed a trunk. Elves do, however, care about [[Tree#Underground trees|tree-like subterranean fungus]] like [[tower-cap]]s and [[tunnel tube]]s; cutting fungus &amp;quot;trees&amp;quot; down does count toward your quota.&lt;br /&gt;
&lt;br /&gt;
In addition to haggling over tree cutting quotas, these meetings work like any other diplomatic [[meeting]]. Your [[Civilization and World Info|the Civilization screen]] will be updated with new info from the world, and depending on relations the diplomat may come to declare [[war]] or sue for peace.&lt;br /&gt;
&lt;br /&gt;
=== Elven caravans  ===&lt;br /&gt;
Friendly elven civilizations send a [[caravan]] in late spring bringing a mix of natural trade goods, such as tamed animals, plant clothes, and various [[Wood#Grown_wood|grown wood]] objects.&lt;br /&gt;
&lt;br /&gt;
==== Trading ====&lt;br /&gt;
{{main|Trading#Unacceptable items|l1=Unacceptable items}}&lt;br /&gt;
Elven traders are very picky about what items they will accept, and consider most items made from wood or animal byproducts to be unethical, often rejecting items merely for requiring wood or ash in their preparation. Offering them even one of these items, either in a trade or as a gift, will cause their trader to insult you and leave in a huff, ending trading for that year and damaging your diplomatic relationship with their [[civilization]]. In general, items made from [[stone]], [[metal]], [[Gem|gemstone]], non-woody [[plant]]s, or [[silk]] are acceptable, as are live animals or &amp;quot;grown&amp;quot; wooden items (generally only available from elves), but even these items can be rendered taboo with inappropriate «[[decoration]]s» or by containing or being contained in an inappropriate item.&lt;br /&gt;
&lt;br /&gt;
The [[Trading]] article has specific info on [[Trading#Unacceptable items|taboo]] and [[Trading#Acceptable items|accepted]] items.&lt;br /&gt;
&lt;br /&gt;
==== Stock====&lt;br /&gt;
Elven caravans will never have stone, metal, or animal products. What you can expect in an average elven caravan:&lt;br /&gt;
* [[Wood]]en [[log]]s: Always useful, unless you are in a forest [[biome]] and already drowning in wooden logs. The quantity depends on how many logs you have already: lower means more. However, caravans with grown logs tend to be rare.&lt;br /&gt;
* [[Plant]]-based [[food]], both from [[crop]]s and picked from [[tree]]s. These can be handy for avoiding negative [[thought]]s from eating or drinking the same old thing, or satisfying a dwarf's unusual [[preference]]. They can also be a source of [[seed]]s for your own [[Tile attributes|above-ground]] [[Farming|farm]]s, if you live in a compatible [[biome]].&lt;br /&gt;
* Wooden containers: [[Container|chests]], [[cage]]s, [[bucket]]s, and [[barrel]]s. These are usually cheap if not decorated and useful in bulk, but even if you don't have access to wood and don't want to waste metal, there are stone, clay, and glass alternatives that you can easily make on your own.&lt;br /&gt;
* Soil types: [[sand]] in bags, various types of [[clay]]. They don't bring enough of either for large-scale production of either [[ceramic]] or [[glass]], and neither of these are very important to have in small quantities. A bit of sand can be used to make raw glass, which is occasionally demanded by dwarves in a [[strange mood]], but other races can sell you that cheaply without needing an intervening step.&lt;br /&gt;
* [[Bag]]s and [[rope]]s made from plant cloth. A few extra bags never hurt, but plant cloth bags are a bit expensive.&lt;br /&gt;
* A few above-ground tame animals in wooden cages. It may be [[opossum|a]] [[stoat|disappointingly]] [[fox|useless]] [[hoary marmot|animal]] or [[Giant badger|an]] [[Giant tiger|incredibly]] [[Giant elephant|awesome]] [[Giant eagle|one]]. Elves bring animals from the environment surrounding their settlements, so you may be able to guess what they will bring next. Elves who live in [[Surroundings|savage]] [[Biome|tropical]] lands bring the best ones. Exotic animals are considered fully tame and will never require [[Animal trainer|training]].&lt;br /&gt;
* Caged tame [[vermin]]. These are only even slightly useful for pleasing dwarves with a [[preference]] for that specific type of vermin, and they may even [[Hateable|annoy other dwarves]]. The vermin itself is probably worthless, but the possibly-useful cage comes included.&lt;br /&gt;
* [[Plant fiber]] [[thread]], [[cloth]], and [[clothing]]. These are mainly useful for jumpstarting or replacing a [[textile industry]]. Elves wear and sell the same-sized clothing as dwarves, and may sell cosmetically-different &amp;quot;foreign&amp;quot; clothes items like turbans, skirts, or sandals.&lt;br /&gt;
* Plant cloth [[quiver]]s. Dwarves can't make quivers out of plant cloth, but they can easily make them out of [[leather]]. &lt;br /&gt;
* Wooden [[crutch]]es and [[Health care#Splints|splint]]s. Easy to make, but just as easy to forget, and they're fairly cheap.&lt;br /&gt;
* Wooden [[armor]] and [[weapon]]s. This includes weapons and armor dwarves can't normally make out of wood, but wood melee weapons and armor are [[Material science#Material and item properties|basically useless in combat]]. You can use elven melee weapons to [[Training|train]] with before making proper weapons, but that's probably not worth bothering with.&lt;br /&gt;
* [[Bow]]s and [[arrow]]s, both made of wood. While dwarves can't make bows, it's very easy to make your own superior [[crossbow]]s and [[bolt]]s from wood, [[bone]], or [[metal]]. Bows are less dependent on material or quality than melee weapons, which makes them a bit more useful than most weapons bought from traders. Unfortunately, bows use a separate [[combat skill]] from crossbows, can't be used for [[hunting]], and leave you reliant on trade with or [[Goblinite|scavenging from]] non-dwarven civilizations for [[arrow]] ammunition. &lt;br /&gt;
* Miscellaneous other [[finished goods]] made from wood or plant fiber. These might include [[instrument]]s that dwarves cannot make or copies of new [[book]]s, but other items are only marginally useful at best. Note that instrument ''parts'' are useless, since your dwarves do not know how to assemble them into a completed instrument unless they already knew how to make that instrument in the first place.&lt;br /&gt;
&lt;br /&gt;
Unless you have a shortage of something, the main unique goods elves can bring are foreign plants (especially ones you can then grow yourself), foreign tame animals (especially large war-trainable carnivores), or possibly foreign instruments or new books. Everything else is relatively easy to produce on your own, and as with all traders, any dwarf with any amount of relevant crafting [[skill]] at all will make as-good- or better-[[quality]] items.&lt;br /&gt;
&lt;br /&gt;
All wooden products made by elves are called &amp;quot;grown&amp;quot;. Unlike regular wood, these may be traded back to the elves without repercussions; otherwise, they are identical to the wood items that you can produce.&lt;br /&gt;
&lt;br /&gt;
==Ethics==&lt;br /&gt;
[[File:Stasost-sarasti.jpg|thumb|right|300px|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
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Elven [[civilization]]s' [[ethics]] often differ from those of other races. Their position on moral philosophy will likely put them at odds with [[human]]s, [[goblin]]s, [[dwarf|dwarves]], and sometimes [[kobold]]s and [[animal people]], although they favor war with goblins over other races. At any given point in time, elves and dwarves are likely to be at peace, but it is certainly possible for an elven civilization to be at war with a dwarven one at the end of worldgen. Use the tab button when selecting an [[embark]] site to view whether elves are at war with the currently selected dwarven culture, and cycle dwarven cultures to find out. &lt;br /&gt;
&lt;br /&gt;
Elves are the only race which wholeheartedly accepts the devouring of enemy combatants. Looking in legends mode shows that an elven combatant will sometimes devour the other person they were fighting when they win. In spite of this, elves refuse to butcher and consume intelligent beings under other conditions. Elves find torture as an example acceptable, but condemn other forms of torture and consider torturing for information misguided. To elves, keeping any trophy of any kind is an unthinkable act. Elves begrudgingly allow for killing animals when done in self-defense, and the killing of other elves by an elf is justified if there is an extremely good reason for doing so. For elves, the killing of plants, ''especially'' trees, is unthinkable, on the other hand, the killing of neutral beings and enemies is acceptable. Elven society seems to be regulated by shame from the community, rather than by threat of punishment; as such, elves never offer serious or capital punishment to criminals; instead, elves found to have committed vandalism, trespassing or theft are reprimanded, while those convicted of treason, lying, oath-breaking, assault or participating in slavery are forced into exile.&lt;br /&gt;
&lt;br /&gt;
Elves [[Personality_trait|value]] nature incredibly highly, and they also place a degree of value on family, eloquence, cunning, artwork, fairness, merriment, competition, and romance. Elves do not especially respect commerce and have a dislike for self-control.&lt;br /&gt;
&lt;br /&gt;
Note that these are merely the ethics of elven ''civilizations''. Elves may adopt the cultures of other races via wandering individuals joining civilizations, or when conquest absorbs elves into another civilization. Sentient creatures adopt the values and ethics of their culture, regardless of race. Elves living among, [[Main:Cacame Awemedinade|or even leading]], dwarves will have dwarven ethics and values, and vice versa.&lt;br /&gt;
&lt;br /&gt;
==In combat==&lt;br /&gt;
Elves are rarely considered a threat due to their insistence in using equipment purely made out of wood in battle, which is only marginally better than fighting unarmed and generally stands no chance against a half-competent, metal-clad dwarven militia [see [[Material_science|Material science]] for more info]. However, elves will also employ [[Mercenary|mercenaries]], often much better equipped than the elves themselves. &lt;br /&gt;
During [[Siege#Elven_sieges|sieges]] their archers and potential numbers can still be dangerous, and perhaps the greatest threat they pose is if they bring tamed animals along with them, which may range from easily dispatched creatures to [[Giant elephant|huge sources of fun]] depending upon what animals their civ has access to.&lt;br /&gt;
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==Community outlook==	&lt;br /&gt;
Due to ''Dwarf Fortress'' making ample use of the '&amp;quot;elves are stuck-up radicals who live in and worship trees&amp;quot;' stereotype (which is ''especially'' noticeable when talking to their diplomats), the race as a whole tends to be widely [[Unfortunate accident|disliked]] by players, who aren't too happy about said stuck-up radicals who gladly ambush &amp;lt;s&amp;gt;and likely eat&amp;lt;/s&amp;gt; dwarven children playing in the woods for the &amp;quot;crime&amp;quot; of being neighbors that simply treat trees as they are: ''mindless creatures who only serve as beds and fuel for dwarven industry.''&lt;br /&gt;
&lt;br /&gt;
However, due to their wooden weaponry only being ''really'' effective on said children and unarmed dwarves, elves have a reputation among the community of being all-''bark''-and-no-bite wimps who serve as the perfect punching bags to be on the receiving end of whatever [[stupid dwarf trick]] the fortress is currently conducting, especially if it's a particularly [[Fun|violent]] one - many gruesome stories involve at least one elf as the victim. The elves' nigh-religious devotion to trees is also a point of note; many players will go as far as to raze their map clean of trees, for no reason but to spite the elves and provoke them into attacking, just for the chance to slaughter them all. &lt;br /&gt;
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Unlike many other fantasy settings, ''Dwarf Fortress'' elves don't really have many unique characteristics for fortress mode play beyond biological [[immortality]]). Many long-time players will take on a Tolkien-esk dwarven spirit of hatred towards elves, slaughtering them for their common actions against dwarven kind. (or perhaps compelled by the Dwarven gods of murder, for the simple glee of the resulting elven blood rain) That's not to say that elves are universally disliked, however: some have earned the liking of the player base, typically due to them being part of a dwarven civilization (and as such not acting like elves), with [[Main:Cacame Awemedinade|Cacame Awemedinade]] being one of the community's most well-known and beloved characters.&lt;br /&gt;
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{{D for Dwarf}} &lt;br /&gt;
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{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|FOREST}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=286799</id>
		<title>Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=286799"/>
		<updated>2023-01-21T03:55:06Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: /* Community outlook */ more proper style edits to specified and D for dwarf&lt;/p&gt;
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{{D for Dwarf}}&lt;br /&gt;
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'''Elves''' (singular, '''Elf''') are &amp;lt;s&amp;gt;arrogant, [[tree]]-obsessed zealots&amp;lt;/s&amp;gt; intelligent [[Creature|humanoids]] dedicated to the protection of ''their'' concept of nature (centered around trees). They are one of the main [[civilization]]s of the game, featured in [[fortress mode]] and playable in [[adventurer mode]].&lt;br /&gt;
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By default, they are often allies of [[dwarves]] and [[humans]], however, elves' conflicting view on nature compared to other races can create tension between them and other races. Elves often prefer using wood (and sometimes glass) for their weapons and armor these do very little damage compared to metal. If you go to war with them, you'll find that their primary danger comes from their numbers, archers, and dangerous tamed animals that may [[Mount|accompany]] them.&lt;br /&gt;
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In fortress mode, elven caravans arrive in late spring, bringing only [[plant]] and their own &amp;quot;grown&amp;quot; [[wood]]-related items, [[cage]]d tame animals, or various types of [[clay]] and [[sand]]. When trading with elves, unless the player seeks to intentionally antagonize them, they must be very careful to not offer any wooden objects wooden/animal derived goods, [[#Trading|see here for specifics]]. You may also steal from them, or even kill them, without fear of immediate repercussion, as elven caravans are unguarded, and merchants will not resist if you seize their goods, or competently fight back if attacked.  &lt;br /&gt;
&lt;br /&gt;
Offending elves by attempting to trade wooden items normally causes them to angrily refuse further trade that year and leave early. ''Repeatedly'' offending elves by attempting to trade wooden items may cause them to attack your fortress with an [[ambush]], which may later evolve into a full [[siege]].&lt;br /&gt;
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Elves appear as usually thin and/or frail humanoids similar to humans, but with pointy ears. They have no facial hair, but, rarely, they have at least stubble. Like [[goblin]]s, they are biologically [[immortal]] and will only die to violence and disease. Unlike other races, elves do not worship [[deities]], but rather [[force]]s which permeate the forests. Their life of harmony with the land and its wild beauty and creatures (due to elven civs possessing the {{token|AT_PEACE_WITH_WILDLIFE}} token) leads to them often settling in [[savage|high-savagery]] regions. Elves speak the [[Main:Elvish language|elvish language]].&lt;br /&gt;
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Some dwarves [[Preferences|like]] &amp;lt;s&amp;gt;these dwarf eating radicals&amp;lt;/s&amp;gt; elves for their ''grace''.&lt;br /&gt;
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[[File:Lafo-sarasti.jpg|thumb|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
===Diplomats===&lt;br /&gt;
Once your fort has a [[baron]], elven civilizations in diplomatic contact send a [[Diplomat#Elven diplomats|diplomat]] to [[Meeting|meet]] with them approximately halfway through the first month in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
If this is their first visit to your fort and you aren't at war with their civilization, the diplomat will either congratulate you for your respect for the trees, or, in the more-likely event that you've cut even one down, chastise you for your disrespect. At some point, the diplomat may revisit your fortress to establish a treecutting quota, requesting that the dwarves keep the amount of trees cut down to a variable quota. It is possible to negotiate for a higher number, and the quota seems to be affected by your noble's [[Room#Quality|office quality]], [[stress]], and [[social skill]]s. If the player agrees to a treecutting quota, it will be visible after selecting the elves in [[Civilization and World Info|the Civilizations screen]], {{k|shift-Y}}. This quota lasts until the next year's meeting, and keeping to it will improve [[Diplomacy|diplomatic relations]], while violating it will worsen them and can lead to all-out [[war]]. If the player rejects any quota at all, this also damages relations.&lt;br /&gt;
&lt;br /&gt;
Note that the quota is measured in trees, not logs, so be sure to fell only the largest trees on your map to get the most out of your agreement. The elves also do not care if you damage saplings that haven't yet properly developed a trunk. Elves do, however, care about [[Tree#Underground trees|tree-like subterranean fungus]] like [[tower-cap]]s and [[tunnel tube]]s; cutting fungus &amp;quot;trees&amp;quot; down does count toward your quota.&lt;br /&gt;
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In addition to haggling over tree cutting quotas, these meetings work like any other diplomatic [[meeting]]. Your [[Civilization and World Info|the Civilization screen]] will be updated with new info from the world, and depending on relations the diplomat may come to declare [[war]] or sue for peace.&lt;br /&gt;
&lt;br /&gt;
=== Elven caravans  ===&lt;br /&gt;
Friendly elven civilizations send a [[caravan]] in late spring bringing a mix of natural trade goods, such as tamed animals, plant clothes, and various [[Wood#Grown_wood|grown wood]] objects.&lt;br /&gt;
&lt;br /&gt;
==== Trading ====&lt;br /&gt;
{{main|Trading#Unacceptable items|l1=Unacceptable items}}&lt;br /&gt;
Elven traders are very picky about what items they will accept, and consider most items made from wood or animal byproducts to be unethical, often rejecting items merely for requiring wood or ash in their preparation. Offering them even one of these items, either in a trade or as a gift, will cause their trader to insult you and leave in a huff, ending trading for that year and damaging your diplomatic relationship with their [[civilization]]. In general, items made from [[stone]], [[metal]], [[Gem|gemstone]], non-woody [[plant]]s, or [[silk]] are acceptable, as are live animals or &amp;quot;grown&amp;quot; wooden items (generally only available from elves), but even these items can be rendered taboo with inappropriate «[[decoration]]s» or by containing or being contained in an inappropriate item.&lt;br /&gt;
&lt;br /&gt;
The [[Trading]] article has specific info on [[Trading#Unacceptable items|taboo]] and [[Trading#Acceptable items|accepted]] items.&lt;br /&gt;
&lt;br /&gt;
==== Stock====&lt;br /&gt;
Elven caravans will never have stone, metal, or animal products. What you can expect in an average elven caravan:&lt;br /&gt;
* [[Wood]]en [[log]]s: Always useful, unless you are in a forest [[biome]] and already drowning in wooden logs. The quantity depends on how many logs you have already: lower means more. However, caravans with grown logs tend to be rare.&lt;br /&gt;
* [[Plant]]-based [[food]], both from [[crop]]s and picked from [[tree]]s. These can be handy for avoiding negative [[thought]]s from eating or drinking the same old thing, or satisfying a dwarf's unusual [[preference]]. They can also be a source of [[seed]]s for your own [[Tile attributes|above-ground]] [[Farming|farm]]s, if you live in a compatible [[biome]].&lt;br /&gt;
* Wooden containers: [[Container|chests]], [[cage]]s, [[bucket]]s, and [[barrel]]s. These are usually cheap if not decorated and useful in bulk, but even if you don't have access to wood and don't want to waste metal, there are stone, clay, and glass alternatives that you can easily make on your own.&lt;br /&gt;
* Soil types: [[sand]] in bags, various types of [[clay]]. They don't bring enough of either for large-scale production of either [[ceramic]] or [[glass]], and neither of these are very important to have in small quantities. A bit of sand can be used to make raw glass, which is occasionally demanded by dwarves in a [[strange mood]], but other races can sell you that cheaply without needing an intervening step.&lt;br /&gt;
* [[Bag]]s and [[rope]]s made from plant cloth. A few extra bags never hurt, but plant cloth bags are a bit expensive.&lt;br /&gt;
* A few above-ground tame animals in wooden cages. It may be [[opossum|a]] [[stoat|disappointingly]] [[fox|useless]] [[hoary marmot|animal]] or [[Giant badger|an]] [[Giant tiger|incredibly]] [[Giant elephant|awesome]] [[Giant eagle|one]]. Elves bring animals from the environment surrounding their settlements, so you may be able to guess what they will bring next. Elves who live in [[Surroundings|savage]] [[Biome|tropical]] lands bring the best ones. Exotic animals are considered fully tame and will never require [[Animal trainer|training]].&lt;br /&gt;
* Caged tame [[vermin]]. These are only even slightly useful for pleasing dwarves with a [[preference]] for that specific type of vermin, and they may even [[Hateable|annoy other dwarves]]. The vermin itself is probably worthless, but the possibly-useful cage comes included.&lt;br /&gt;
* [[Plant fiber]] [[thread]], [[cloth]], and [[clothing]]. These are mainly useful for jumpstarting or replacing a [[textile industry]]. Elves wear and sell the same-sized clothing as dwarves, and may sell cosmetically-different &amp;quot;foreign&amp;quot; clothes items like turbans, skirts, or sandals.&lt;br /&gt;
* Plant cloth [[quiver]]s. Dwarves can't make quivers out of plant cloth, but they can easily make them out of [[leather]]. &lt;br /&gt;
* Wooden [[crutch]]es and [[Health care#Splints|splint]]s. Easy to make, but just as easy to forget, and they're fairly cheap.&lt;br /&gt;
* Wooden [[armor]] and [[weapon]]s. This includes weapons and armor dwarves can't normally make out of wood, but wood melee weapons and armor are [[Material science#Material and item properties|basically useless in combat]]. You can use elven melee weapons to [[Training|train]] with before making proper weapons, but that's probably not worth bothering with.&lt;br /&gt;
* [[Bow]]s and [[arrow]]s, both made of wood. While dwarves can't make bows, it's very easy to make your own superior [[crossbow]]s and [[bolt]]s from wood, [[bone]], or [[metal]]. Bows are less dependent on material or quality than melee weapons, which makes them a bit more useful than most weapons bought from traders. Unfortunately, bows use a separate [[combat skill]] from crossbows, can't be used for [[hunting]], and leave you reliant on trade with or [[Goblinite|scavenging from]] non-dwarven civilizations for [[arrow]] ammunition. &lt;br /&gt;
* Miscellaneous other [[finished goods]] made from wood or plant fiber. These might include [[instrument]]s that dwarves cannot make or copies of new [[book]]s, but other items are only marginally useful at best. Note that instrument ''parts'' are useless, since your dwarves do not know how to assemble them into a completed instrument unless they already knew how to make that instrument in the first place.&lt;br /&gt;
&lt;br /&gt;
Unless you have a shortage of something, the main unique goods elves can bring are foreign plants (especially ones you can then grow yourself), foreign tame animals (especially large war-trainable carnivores), or possibly foreign instruments or new books. Everything else is relatively easy to produce on your own, and as with all traders, any dwarf with any amount of relevant crafting [[skill]] at all will make as-good- or better-[[quality]] items.&lt;br /&gt;
&lt;br /&gt;
All wooden products made by elves are called &amp;quot;grown&amp;quot;. Unlike regular wood, these may be traded back to the elves without repercussions; otherwise, they are identical to the wood items that you can produce.&lt;br /&gt;
&lt;br /&gt;
==Ethics==&lt;br /&gt;
[[File:Stasost-sarasti.jpg|thumb|right|300px|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
Elven [[civilization]]s' [[ethics]] often differ from those of other races. Their position on moral philosophy will likely put them at odds with [[human]]s, [[goblin]]s, [[dwarf|dwarves]], and sometimes [[kobold]]s and [[animal people]], although they favor war with goblins over other races. At any given point in time, elves and dwarves are likely to be at peace, but it is certainly possible for an elven civilization to be at war with a dwarven one at the end of worldgen. Use the tab button when selecting an [[embark]] site to view whether elves are at war with the currently selected dwarven culture, and cycle dwarven cultures to find out. &lt;br /&gt;
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Elves are the only race which wholeheartedly accepts the devouring of enemy combatants. Looking in legends mode shows that an elven combatant will sometimes devour the other person they were fighting when they win. In spite of this, elves refuse to butcher and consume intelligent beings under other conditions. Elves find torture as an example acceptable, but condemn other forms of torture and consider torturing for information misguided. To elves, keeping any trophy of any kind is an unthinkable act. Elves begrudgingly allow for killing animals when done in self-defense, and the killing of other elves by an elf is justified if there is an extremely good reason for doing so. For elves, the killing of plants, ''especially'' trees, is unthinkable, on the other hand, the killing of neutral beings and enemies is acceptable. Elven society seems to be regulated by shame from the community, rather than by threat of punishment; as such, elves never offer serious or capital punishment to criminals; instead, elves found to have committed vandalism, trespassing or theft are reprimanded, while those convicted of treason, lying, oath-breaking, assault or participating in slavery are forced into exile.&lt;br /&gt;
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Elves [[Personality_trait|value]] nature incredibly highly, and they also place a degree of value on family, eloquence, cunning, artwork, fairness, merriment, competition, and romance. Elves do not especially respect commerce and have a dislike for self-control.&lt;br /&gt;
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Note that these are merely the ethics of elven ''civilizations''. Elves may adopt the cultures of other races via wandering individuals joining civilizations, or when conquest absorbs elves into another civilization. Sentient creatures adopt the values and ethics of their culture, regardless of race. Elves living among, [[Main:Cacame Awemedinade|or even leading]], dwarves will have dwarven ethics and values, and vice versa.&lt;br /&gt;
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==In combat==&lt;br /&gt;
Elves are rarely considered a threat due to their insistence in using equipment purely made out of wood in battle, which is only marginally better than fighting unarmed and generally stands no chance against a half-competent, metal-clad dwarven militia [see [[Material_science|Material science]] for more info]. However, elves will also employ [[Mercenary|mercenaries]], often much better equipped than the elves themselves. &lt;br /&gt;
During [[Siege#Elven_sieges|sieges]] their archers and potential numbers can still be dangerous, and perhaps the greatest threat they pose is if they bring tamed animals along with them, which may range from easily dispatched creatures to [[Giant elephant|huge sources of fun]] depending upon what animals their civ has access to.&lt;br /&gt;
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{{D for Dwarf}}&lt;br /&gt;
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==Community outlook==	&lt;br /&gt;
Due to ''Dwarf Fortress'' making ample use of the '&amp;quot;elves are stuck-up radicals who live in and worship trees&amp;quot;' stereotype (which is ''especially'' noticeable when talking to their diplomats), the race as a whole tends to be widely [[Unfortunate accident|disliked]] by players, who aren't too happy about said stuck-up radicals who gladly ambush &amp;lt;s&amp;gt;and likely eat&amp;lt;/s&amp;gt; dwarven children playing in the woods for the &amp;quot;crime&amp;quot; of being neighbors that simply treat trees as they are: ''mindless creatures who only serve as beds and fuel for dwarven industry.''&lt;br /&gt;
&lt;br /&gt;
However, due to their wooden weaponry only being ''really'' effective on said children and unarmed dwarves, elves have a reputation among the community of being all-''bark''-and-no-bite wimps who serve as the perfect punching bags to be on the receiving end of whatever [[stupid dwarf trick]] the fortress is currently conducting, especially if it's a particularly [[Fun|violent]] one - many gruesome stories involve at least one elf as the victim. The elves' nigh-religious devotion to trees is also a point of note; many players will go as far as to raze their map clean of trees, for no reason but to spite the elves and provoke them into attacking, just for the chance to slaughter them all. &lt;br /&gt;
&lt;br /&gt;
Unlike many other fantasy settings, ''Dwarf Fortress'' elves don't really have many unique characteristics for fortress mode play beyond biological [[immortality]]). Many long-time players will take on a Tolkien-esk dwarven spirit of hatred towards elves, slaughtering them for their common actions against dwarven kind. (or perhaps compelled by the Dwarven gods of murder, for the simple glee of the resulting elven blood rain) That's not to say that elves are universally disliked, however: some have earned the liking of the player base, typically due to them being part of a dwarven civilization (and as such not acting like elves), with [[Main:Cacame Awemedinade|Cacame Awemedinade]] being one of the community's most well-known and beloved characters.&lt;br /&gt;
 &lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|FOREST}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=286797</id>
		<title>Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=286797"/>
		<updated>2023-01-21T03:29:06Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: trading information edited to appear before stock; as knowing what you can't trade with elves is more critical than knowing what you can get from them.&lt;/p&gt;
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{{Quality|Unrated}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
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|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
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{{D for Dwarf}}&lt;br /&gt;
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'''Elves''' (singular, '''Elf''') are &amp;lt;s&amp;gt;arrogant, [[tree]]-obsessed zealots&amp;lt;/s&amp;gt; intelligent [[Creature|humanoids]] dedicated to the protection of ''their'' concept of nature (centered around trees). They are one of the main [[civilization]]s of the game, featured in [[fortress mode]] and playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
By default, they are often allies of [[dwarves]] and [[humans]], however, elves' conflicting view on nature compared to other races can create tension between them and other races. Elves often prefer using wood (and sometimes glass) for their weapons and armor these do very little damage compared to metal. If you go to war with them, you'll find that their primary danger comes from their numbers, archers, and dangerous tamed animals that may [[Mount|accompany]] them.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, elven caravans arrive in late spring, bringing only [[plant]] and their own &amp;quot;grown&amp;quot; [[wood]]-related items, [[cage]]d tame animals, or various types of [[clay]] and [[sand]]. When trading with elves, unless the player seeks to intentionally antagonize them, they must be very careful to not offer any wooden objects wooden/animal derived goods, [[#Trading|see here for specifics]]. You may also steal from them, or even kill them, without fear of immediate repercussion, as elven caravans are unguarded, and merchants will not resist if you seize their goods, or competently fight back if attacked.  &lt;br /&gt;
&lt;br /&gt;
Offending elves by attempting to trade wooden items normally causes them to angrily refuse further trade that year and leave early. ''Repeatedly'' offending elves by attempting to trade wooden items may cause them to attack your fortress with an [[ambush]], which may later evolve into a full [[siege]].&lt;br /&gt;
&lt;br /&gt;
Elves appear as usually thin and/or frail humanoids similar to humans, but with pointy ears. They have no facial hair, but, rarely, they have at least stubble. Like [[goblin]]s, they are biologically [[immortal]] and will only die to violence and disease. Unlike other races, elves do not worship [[deities]], but rather [[force]]s which permeate the forests. Their life of harmony with the land and its wild beauty and creatures (due to elven civs possessing the {{token|AT_PEACE_WITH_WILDLIFE}} token) leads to them often settling in [[savage|high-savagery]] regions. Elves speak the [[Main:Elvish language|elvish language]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] &amp;lt;s&amp;gt;these dwarf eating radicals&amp;lt;/s&amp;gt; elves for their ''grace''.&lt;br /&gt;
&lt;br /&gt;
[[File:Lafo-sarasti.jpg|thumb|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
===Diplomats===&lt;br /&gt;
Once your fort has a [[baron]], elven civilizations in diplomatic contact send a [[Diplomat#Elven diplomats|diplomat]] to [[Meeting|meet]] with them approximately halfway through the first month in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
If this is their first visit to your fort and you aren't at war with their civilization, the diplomat will either congratulate you for your respect for the trees, or, in the more-likely event that you've cut even one down, chastise you for your disrespect. At some point, the diplomat may revisit your fortress to establish a treecutting quota, requesting that the dwarves keep the amount of trees cut down to a variable quota. It is possible to negotiate for a higher number, and the quota seems to be affected by your noble's [[Room#Quality|office quality]], [[stress]], and [[social skill]]s. If the player agrees to a treecutting quota, it will be visible after selecting the elves in [[Civilization and World Info|the Civilizations screen]], {{k|shift-Y}}. This quota lasts until the next year's meeting, and keeping to it will improve [[Diplomacy|diplomatic relations]], while violating it will worsen them and can lead to all-out [[war]]. If the player rejects any quota at all, this also damages relations.&lt;br /&gt;
&lt;br /&gt;
Note that the quota is measured in trees, not logs, so be sure to fell only the largest trees on your map to get the most out of your agreement. The elves also do not care if you damage saplings that haven't yet properly developed a trunk. Elves do, however, care about [[Tree#Underground trees|tree-like subterranean fungus]] like [[tower-cap]]s and [[tunnel tube]]s; cutting fungus &amp;quot;trees&amp;quot; down does count toward your quota.&lt;br /&gt;
&lt;br /&gt;
In addition to haggling over tree cutting quotas, these meetings work like any other diplomatic [[meeting]]. Your [[Civilization and World Info|the Civilization screen]] will be updated with new info from the world, and depending on relations the diplomat may come to declare [[war]] or sue for peace.&lt;br /&gt;
&lt;br /&gt;
=== Elven caravans  ===&lt;br /&gt;
Friendly elven civilizations send a [[caravan]] in late spring bringing a mix of natural trade goods, such as tamed animals, plant clothes, and various [[Wood#Grown_wood|grown wood]] objects.&lt;br /&gt;
&lt;br /&gt;
==== Trading ====&lt;br /&gt;
{{main|Trading#Unacceptable items|l1=Unacceptable items}}&lt;br /&gt;
Elven traders are very picky about what items they will accept, and consider most items made from wood or animal byproducts to be unethical, often rejecting items merely for requiring wood or ash in their preparation. Offering them even one of these items, either in a trade or as a gift, will cause their trader to insult you and leave in a huff, ending trading for that year and damaging your diplomatic relationship with their [[civilization]]. In general, items made from [[stone]], [[metal]], [[Gem|gemstone]], non-woody [[plant]]s, or [[silk]] are acceptable, as are live animals or &amp;quot;grown&amp;quot; wooden items (generally only available from elves), but even these items can be rendered taboo with inappropriate «[[decoration]]s» or by containing or being contained in an inappropriate item.&lt;br /&gt;
&lt;br /&gt;
The [[Trading]] article has specific info on [[Trading#Unacceptable items|taboo]] and [[Trading#Acceptable items|accepted]] items.&lt;br /&gt;
&lt;br /&gt;
==== Stock====&lt;br /&gt;
Elven caravans will never have stone, metal, or animal products. What you can expect in an average elven caravan:&lt;br /&gt;
* [[Wood]]en [[log]]s: Always useful, unless you are in a forest [[biome]] and already drowning in wooden logs. The quantity depends on how many logs you have already: lower means more. However, caravans with grown logs tend to be rare.&lt;br /&gt;
* [[Plant]]-based [[food]], both from [[crop]]s and picked from [[tree]]s. These can be handy for avoiding negative [[thought]]s from eating or drinking the same old thing, or satisfying a dwarf's unusual [[preference]]. They can also be a source of [[seed]]s for your own [[Tile attributes|above-ground]] [[Farming|farm]]s, if you live in a compatible [[biome]].&lt;br /&gt;
* Wooden containers: [[Container|chests]], [[cage]]s, [[bucket]]s, and [[barrel]]s. These are usually cheap if not decorated and useful in bulk, but even if you don't have access to wood and don't want to waste metal, there are stone, clay, and glass alternatives that you can easily make on your own.&lt;br /&gt;
* Soil types: [[sand]] in bags, various types of [[clay]]. They don't bring enough of either for large-scale production of either [[ceramic]] or [[glass]], and neither of these are very important to have in small quantities. A bit of sand can be used to make raw glass, which is occasionally demanded by dwarves in a [[strange mood]], but other races can sell you that cheaply without needing an intervening step.&lt;br /&gt;
* [[Bag]]s and [[rope]]s made from plant cloth. A few extra bags never hurt, but plant cloth bags are a bit expensive.&lt;br /&gt;
* A few above-ground tame animals in wooden cages. It may be [[opossum|a]] [[stoat|disappointingly]] [[fox|useless]] [[hoary marmot|animal]] or [[Giant badger|an]] [[Giant tiger|incredibly]] [[Giant elephant|awesome]] [[Giant eagle|one]]. Elves bring animals from the environment surrounding their settlements, so you may be able to guess what they will bring next. Elves who live in [[Surroundings|savage]] [[Biome|tropical]] lands bring the best ones. Exotic animals are considered fully tame and will never require [[Animal trainer|training]].&lt;br /&gt;
* Caged tame [[vermin]]. These are only even slightly useful for pleasing dwarves with a [[preference]] for that specific type of vermin, and they may even [[Hateable|annoy other dwarves]]. The vermin itself is probably worthless, but the possibly-useful cage comes included.&lt;br /&gt;
* [[Plant fiber]] [[thread]], [[cloth]], and [[clothing]]. These are mainly useful for jumpstarting or replacing a [[textile industry]]. Elves wear and sell the same-sized clothing as dwarves, and may sell cosmetically-different &amp;quot;foreign&amp;quot; clothes items like turbans, skirts, or sandals.&lt;br /&gt;
* Plant cloth [[quiver]]s. Dwarves can't make quivers out of plant cloth, but they can easily make them out of [[leather]]. &lt;br /&gt;
* Wooden [[crutch]]es and [[Health care#Splints|splint]]s. Easy to make, but just as easy to forget, and they're fairly cheap.&lt;br /&gt;
* Wooden [[armor]] and [[weapon]]s. This includes weapons and armor dwarves can't normally make out of wood, but wood melee weapons and armor are [[Material science#Material and item properties|basically useless in combat]]. You can use elven melee weapons to [[Training|train]] with before making proper weapons, but that's probably not worth bothering with.&lt;br /&gt;
* [[Bow]]s and [[arrow]]s, both made of wood. While dwarves can't make bows, it's very easy to make your own superior [[crossbow]]s and [[bolt]]s from wood, [[bone]], or [[metal]]. Bows are less dependent on material or quality than melee weapons, which makes them a bit more useful than most weapons bought from traders. Unfortunately, bows use a separate [[combat skill]] from crossbows, can't be used for [[hunting]], and leave you reliant on trade with or [[Goblinite|scavenging from]] non-dwarven civilizations for [[arrow]] ammunition. &lt;br /&gt;
* Miscellaneous other [[finished goods]] made from wood or plant fiber. These might include [[instrument]]s that dwarves cannot make or copies of new [[book]]s, but other items are only marginally useful at best. Note that instrument ''parts'' are useless, since your dwarves do not know how to assemble them into a completed instrument unless they already knew how to make that instrument in the first place.&lt;br /&gt;
&lt;br /&gt;
Unless you have a shortage of something, the main unique goods elves can bring are foreign plants (especially ones you can then grow yourself), foreign tame animals (especially large war-trainable carnivores), or possibly foreign instruments or new books. Everything else is relatively easy to produce on your own, and as with all traders, any dwarf with any amount of relevant crafting [[skill]] at all will make as-good- or better-[[quality]] items.&lt;br /&gt;
&lt;br /&gt;
All wooden products made by elves are called &amp;quot;grown&amp;quot;. Unlike regular wood, these may be traded back to the elves without repercussions; otherwise, they are identical to the wood items that you can produce.&lt;br /&gt;
&lt;br /&gt;
==Ethics==&lt;br /&gt;
[[File:Stasost-sarasti.jpg|thumb|right|300px|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
Elven [[civilization]]s' [[ethics]] often differ from those of other races. Their position on moral philosophy will likely put them at odds with [[human]]s, [[goblin]]s, [[dwarf|dwarves]], and sometimes [[kobold]]s and [[animal people]], although they favor war with goblins over other races. At any given point in time, elves and dwarves are likely to be at peace, but it is certainly possible for an elven civilization to be at war with a dwarven one at the end of worldgen. Use the tab button when selecting an [[embark]] site to view whether elves are at war with the currently selected dwarven culture, and cycle dwarven cultures to find out. &lt;br /&gt;
&lt;br /&gt;
Elves are the only race which wholeheartedly accepts the devouring of enemy combatants. Looking in legends mode shows that an elven combatant will sometimes devour the other person they were fighting when they win. In spite of this, elves refuse to butcher and consume intelligent beings under other conditions. Elves find torture as an example acceptable, but condemn other forms of torture and consider torturing for information misguided. To elves, keeping any trophy of any kind is an unthinkable act. Elves begrudgingly allow for killing animals when done in self-defense, and the killing of other elves by an elf is justified if there is an extremely good reason for doing so. For elves, the killing of plants, ''especially'' trees, is unthinkable, on the other hand, the killing of neutral beings and enemies is acceptable. Elven society seems to be regulated by shame from the community, rather than by threat of punishment; as such, elves never offer serious or capital punishment to criminals; instead, elves found to have committed vandalism, trespassing or theft are reprimanded, while those convicted of treason, lying, oath-breaking, assault or participating in slavery are forced into exile.&lt;br /&gt;
&lt;br /&gt;
Elves [[Personality_trait|value]] nature incredibly highly, and they also place a degree of value on family, eloquence, cunning, artwork, fairness, merriment, competition, and romance. Elves do not especially respect commerce and have a dislike for self-control.&lt;br /&gt;
&lt;br /&gt;
Note that these are merely the ethics of elven ''civilizations''. Elves may adopt the cultures of other races via wandering individuals joining civilizations, or when conquest absorbs elves into another civilization. Sentient creatures adopt the values and ethics of their culture, regardless of race. Elves living among, [[Main:Cacame Awemedinade|or even leading]], dwarves will have dwarven ethics and values, and vice versa.&lt;br /&gt;
&lt;br /&gt;
==In combat==&lt;br /&gt;
Elves are rarely considered a threat due to their insistence in using equipment purely made out of wood in battle, which is only marginally better than fighting unarmed and generally stands no chance against a half-competent, metal-clad dwarven militia [see [[Material_science|Material science]] for more info]. However, elves will also employ [[Mercenary|mercenaries]], often much better equipped than the elves themselves. &lt;br /&gt;
During [[Siege#Elven_sieges|sieges]] their archers and potential numbers can still be dangerous, and perhaps the greatest threat they pose is if they bring tamed animals along with them, which may range from easily dispatched creatures to [[Giant elephant|huge sources of fun]] depending upon what animals their civ has access to.&lt;br /&gt;
&lt;br /&gt;
==Community outlook==	&lt;br /&gt;
Due to ''Dwarf Fortress'' making ample use of the ''wood-elven'', or &amp;quot;elves as stuck-up jerks who live in trees&amp;quot; stereotype (which is ''especially'' noticeable when talking to their diplomats), the race as a whole tends to be widely [[Unfortunate accident|disliked]] by players, who aren't too happy about said stuck-up jerks trying to tell their dwarves how to live their lives. &lt;br /&gt;
Because of this, elves have a reputation among the community of being all-''bark''-and-no-bite wimps who serve as the perfect punching bags to be on the receiving end of whatever [[stupid dwarf trick]] the fortress is currently conducting, especially if it's a particularly [[Fun|violent]] one - if a player is telling a story about a gruesome incident of sorts, there's a high chance it'll involve at least one elf as the victim.  The elves' nigh-religious devotion to trees is also a point of note; many players will go as far as to raze their map clean of trees, for no reason but to spite the elves and provoke them into attacking, just for the chance to slaughter them all. &lt;br /&gt;
&lt;br /&gt;
Unlike many other fantasy settings, ''Dwarf Fortress'' elves don't really have many redeeming characteristics for fortress mode play. They aren't good smiths, and don't have any superhuman abilities beyond biological [[immortality]]). Many long-time players will take on a Tolkien-esk dwarven spirit of hatred towards elves, slaughtering them for their actions against dwarven kind. (or just for the fun of it, perhaps compelled by the often Dwarven gods of murder) That's not to say that elves are universally disliked, however: some have earned the liking of the player base, typically due to them being part of a dwarven civilization (and as such not acting like elves), with [[Main:Cacame Awemedinade|Cacame Awemedinade]] being one of the community's most well-known and beloved characters.&lt;br /&gt;
 &lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|FOREST}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=286796</id>
		<title>Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=286796"/>
		<updated>2023-01-21T03:14:00Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: Redid parts to be a more dwarven style of hatred towards elves that better reflects in game knowledge about them rather than player opinions, and removed a redundant section lacking unique information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=Elf_sprite.png&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
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{{D for Dwarf}}&lt;br /&gt;
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'''Elves''' (singular, '''Elf''') are &amp;lt;s&amp;gt;arrogant, [[tree]]-obsessed zealots&amp;lt;/s&amp;gt; intelligent [[Creature|humanoids]] dedicated to the protection of ''their'' concept of nature (centered around trees). They are one of the main [[civilization]]s of the game, featured in [[fortress mode]] and playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
By default, they are often allies of [[dwarves]] and [[humans]], however, elves' conflicting view on nature compared to other races can create tension between them and other races. Elves often prefer using wood (and sometimes glass) for their weapons and armor these do very little damage compared to metal. If you go to war with them, you'll find that their primary danger comes from their numbers, archers, and dangerous tamed animals that may [[Mount|accompany]] them.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, elven caravans arrive in late spring, bringing only [[plant]] and their own &amp;quot;grown&amp;quot; [[wood]]-related items, [[cage]]d tame animals, or various types of [[clay]] and [[sand]]. When trading with elves, unless the player seeks to intentionally antagonize them, they must be very careful to not offer any wooden objects wooden/animal derived goods, [[#Trading|see here for specifics]]. You may also steal from them, or even kill them, without fear of immediate repercussion, as elven caravans are unguarded, and merchants will not resist if you seize their goods, or competently fight back if attacked.  &lt;br /&gt;
&lt;br /&gt;
Offending elves by attempting to trade wooden items normally causes them to angrily refuse further trade that year and leave early. ''Repeatedly'' offending elves by attempting to trade wooden items may cause them to attack your fortress with an [[ambush]], which may later evolve into a full [[siege]].&lt;br /&gt;
&lt;br /&gt;
Elves appear as usually thin and/or frail humanoids similar to humans, but with pointy ears. They have no facial hair, but, rarely, they have at least stubble. Like [[goblin]]s, they are biologically [[immortal]] and will only die to violence and disease. Unlike other races, elves do not worship [[deities]], but rather [[force]]s which permeate the forests. Their life of harmony with the land and its wild beauty and creatures (due to elven civs possessing the {{token|AT_PEACE_WITH_WILDLIFE}} token) leads to them often settling in [[savage|high-savagery]] regions. Elves speak the [[Main:Elvish language|elvish language]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] &amp;lt;s&amp;gt;these dwarf eating radicals&amp;lt;/s&amp;gt; elves for their ''grace''.&lt;br /&gt;
&lt;br /&gt;
[[File:Lafo-sarasti.jpg|thumb|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
===Diplomats===&lt;br /&gt;
Once your fort has a [[baron]], elven civilizations in diplomatic contact send a [[Diplomat#Elven diplomats|diplomat]] to [[Meeting|meet]] with them approximately halfway through the first month in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
If this is their first visit to your fort and you aren't at war with their civilization, the diplomat will either congratulate you for your respect for the trees, or, in the more-likely event that you've cut even one down, chastise you for your disrespect. At some point, the diplomat may revisit your fortress to establish a treecutting quota, requesting that the dwarves keep the amount of trees cut down to a variable quota. It is possible to negotiate for a higher number, and the quota seems to be affected by your noble's [[Room#Quality|office quality]], [[stress]], and [[social skill]]s. If the player agrees to a treecutting quota, it will be visible after selecting the elves in [[Civilization and World Info|the Civilizations screen]], {{k|shift-Y}}. This quota lasts until the next year's meeting, and keeping to it will improve [[Diplomacy|diplomatic relations]], while violating it will worsen them and can lead to all-out [[war]]. If the player rejects any quota at all, this also damages relations.&lt;br /&gt;
&lt;br /&gt;
Note that the quota is measured in trees, not logs, so be sure to fell only the largest trees on your map to get the most out of your agreement. The elves also do not care if you damage saplings that haven't yet properly developed a trunk. Elves do, however, care about [[Tree#Underground trees|tree-like subterranean fungus]] like [[tower-cap]]s and [[tunnel tube]]s; cutting fungus &amp;quot;trees&amp;quot; down does count toward your quota.&lt;br /&gt;
&lt;br /&gt;
In addition to haggling over tree cutting quotas, these meetings work like any other diplomatic [[meeting]]. Your [[Civilization and World Info|the Civilization screen]] will be updated with new info from the world, and depending on relations the diplomat may come to declare [[war]] or sue for peace.&lt;br /&gt;
&lt;br /&gt;
=== Elven caravans  ===&lt;br /&gt;
Friendly elven civilizations send a [[caravan]] in late spring.&lt;br /&gt;
&lt;br /&gt;
==== Stock====&lt;br /&gt;
Elven caravans will never have stone, metal, or animal products. What you can expect in an average elven caravan:&lt;br /&gt;
* [[Wood]]en [[log]]s: Always useful, unless you are in a forest [[biome]] and already drowning in wooden logs. The quantity depends on how many logs you have already: lower means more. However, caravans with grown logs tend to be rare.&lt;br /&gt;
* [[Plant]]-based [[food]], both from [[crop]]s and picked from [[tree]]s. These can be handy for avoiding negative [[thought]]s from eating or drinking the same old thing, or satisfying a dwarf's unusual [[preference]]. They can also be a source of [[seed]]s for your own [[Tile attributes|above-ground]] [[Farming|farm]]s, if you live in a compatible [[biome]].&lt;br /&gt;
* Wooden containers: [[Container|chests]], [[cage]]s, [[bucket]]s, and [[barrel]]s. These are usually cheap if not decorated and useful in bulk, but even if you don't have access to wood and don't want to waste metal, there are stone, clay, and glass alternatives that you can easily make on your own.&lt;br /&gt;
* Soil types: [[sand]] in bags, various types of [[clay]]. They don't bring enough of either for large-scale production of either [[ceramic]] or [[glass]], and neither of these are very important to have in small quantities. A bit of sand can be used to make raw glass, which is occasionally demanded by dwarves in a [[strange mood]], but other races can sell you that cheaply without needing an intervening step.&lt;br /&gt;
* [[Bag]]s and [[rope]]s made from plant cloth. A few extra bags never hurt, but plant cloth bags are a bit expensive.&lt;br /&gt;
* A few above-ground tame animals in wooden cages. It may be [[opossum|a]] [[stoat|disappointingly]] [[fox|useless]] [[hoary marmot|animal]] or [[Giant badger|an]] [[Giant tiger|incredibly]] [[Giant elephant|awesome]] [[Giant eagle|one]]. Elves bring animals from the environment surrounding their settlements, so you may be able to guess what they will bring next. Elves who live in [[Surroundings|savage]] [[Biome|tropical]] lands bring the best ones. Exotic animals are considered fully tame and will never require [[Animal trainer|training]].&lt;br /&gt;
* Caged tame [[vermin]]. These are only even slightly useful for pleasing dwarves with a [[preference]] for that specific type of vermin, and they may even [[Hateable|annoy other dwarves]]. The vermin itself is probably worthless, but the possibly-useful cage comes included.&lt;br /&gt;
* [[Plant fiber]] [[thread]], [[cloth]], and [[clothing]]. These are mainly useful for jumpstarting or replacing a [[textile industry]]. Elves wear and sell the same-sized clothing as dwarves, and may sell cosmetically-different &amp;quot;foreign&amp;quot; clothes items like turbans, skirts, or sandals.&lt;br /&gt;
* Plant cloth [[quiver]]s. Dwarves can't make quivers out of plant cloth, but they can easily make them out of [[leather]]. &lt;br /&gt;
* Wooden [[crutch]]es and [[Health care#Splints|splint]]s. Easy to make, but just as easy to forget, and they're fairly cheap.&lt;br /&gt;
* Wooden [[armor]] and [[weapon]]s. This includes weapons and armor dwarves can't normally make out of wood, but wood melee weapons and armor are [[Material science#Material and item properties|basically useless in combat]]. You can use elven melee weapons to [[Training|train]] with before making proper weapons, but that's probably not worth bothering with.&lt;br /&gt;
* [[Bow]]s and [[arrow]]s, both made of wood. While dwarves can't make bows, it's very easy to make your own superior [[crossbow]]s and [[bolt]]s from wood, [[bone]], or [[metal]]. Bows are less dependent on material or quality than melee weapons, which makes them a bit more useful than most weapons bought from traders. Unfortunately, bows use a separate [[combat skill]] from crossbows, can't be used for [[hunting]], and leave you reliant on trade with or [[Goblinite|scavenging from]] non-dwarven civilizations for [[arrow]] ammunition. &lt;br /&gt;
* Miscellaneous other [[finished goods]] made from wood or plant fiber. These might include [[instrument]]s that dwarves cannot make or copies of new [[book]]s, but other items are only marginally useful at best. Note that instrument ''parts'' are useless, since your dwarves do not know how to assemble them into a completed instrument unless they already knew how to make that instrument in the first place.&lt;br /&gt;
&lt;br /&gt;
Unless you have a shortage of something, the main unique goods elves can bring are foreign plants (especially ones you can then grow yourself), foreign tame animals (especially large war-trainable carnivores), or possibly foreign instruments or new books. Everything else is relatively easy to produce on your own, and as with all traders, any dwarf with any amount of relevant crafting [[skill]] at all will make as-good- or better-[[quality]] items.&lt;br /&gt;
&lt;br /&gt;
All wooden products made by elves are called &amp;quot;grown&amp;quot;. Unlike regular wood, these may be traded back to the elves without repercussions; otherwise, they are identical to the wood items that you can produce.&lt;br /&gt;
&lt;br /&gt;
==== Trading ====&lt;br /&gt;
{{main|Trading#Unacceptable items|l1=Unacceptable items}}&lt;br /&gt;
Elven traders are very picky about what items they will accept, and consider most items made from wood or animal byproducts to be unethical, often rejecting items merely for requiring wood or ash in their preparation. Offering them even one of these items, either in a trade or as a gift, will cause their trader to insult you and leave in a huff, ending trading for that year and damaging your diplomatic relationship with their [[civilization]]. In general, items made from [[stone]], [[metal]], [[Gem|gemstone]], non-woody [[plant]]s, or [[silk]] are acceptable, as are live animals or &amp;quot;grown&amp;quot; wooden items (generally only available from elves), but even these items can be rendered taboo with inappropriate «[[decoration]]s» or by containing or being contained in an inappropriate item.&lt;br /&gt;
&lt;br /&gt;
The [[Trading]] article has specific info on [[Trading#Unacceptable items|taboo]] and [[Trading#Acceptable items|accepted]] items.&lt;br /&gt;
&lt;br /&gt;
==Ethics==&lt;br /&gt;
[[File:Stasost-sarasti.jpg|thumb|right|300px|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
Elven [[civilization]]s' [[ethics]] often differ from those of other races. Their position on moral philosophy will likely put them at odds with [[human]]s, [[goblin]]s, [[dwarf|dwarves]], and sometimes [[kobold]]s and [[animal people]], although they favor war with goblins over other races. At any given point in time, elves and dwarves are likely to be at peace, but it is certainly possible for an elven civilization to be at war with a dwarven one at the end of worldgen. Use the tab button when selecting an [[embark]] site to view whether elves are at war with the currently selected dwarven culture, and cycle dwarven cultures to find out. &lt;br /&gt;
&lt;br /&gt;
Elves are the only race which wholeheartedly accepts the devouring of enemy combatants. Looking in legends mode shows that an elven combatant will sometimes devour the other person they were fighting when they win. In spite of this, elves refuse to butcher and consume intelligent beings under other conditions. Elves find torture as an example acceptable, but condemn other forms of torture and consider torturing for information misguided. To elves, keeping any trophy of any kind is an unthinkable act. Elves begrudgingly allow for killing animals when done in self-defense, and the killing of other elves by an elf is justified if there is an extremely good reason for doing so. For elves, the killing of plants, ''especially'' trees, is unthinkable, on the other hand, the killing of neutral beings and enemies is acceptable. Elven society seems to be regulated by shame from the community, rather than by threat of punishment; as such, elves never offer serious or capital punishment to criminals; instead, elves found to have committed vandalism, trespassing or theft are reprimanded, while those convicted of treason, lying, oath-breaking, assault or participating in slavery are forced into exile.&lt;br /&gt;
&lt;br /&gt;
Elves [[Personality_trait|value]] nature incredibly highly, and they also place a degree of value on family, eloquence, cunning, artwork, fairness, merriment, competition, and romance. Elves do not especially respect commerce and have a dislike for self-control.&lt;br /&gt;
&lt;br /&gt;
Note that these are merely the ethics of elven ''civilizations''. Elves may adopt the cultures of other races via wandering individuals joining civilizations, or when conquest absorbs elves into another civilization. Sentient creatures adopt the values and ethics of their culture, regardless of race. Elves living among, [[Main:Cacame Awemedinade|or even leading]], dwarves will have dwarven ethics and values, and vice versa.&lt;br /&gt;
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==In combat==&lt;br /&gt;
Elves are rarely considered a threat due to their insistence in using equipment purely made out of wood in battle, which is only marginally better than fighting unarmed and generally stands no chance against a half-competent, metal-clad dwarven militia [see [[Material_science|Material science]] for more info]. However, elves will also employ [[Mercenary|mercenaries]], often much better equipped than the elves themselves. &lt;br /&gt;
During [[Siege#Elven_sieges|sieges]] their archers and potential numbers can still be dangerous, and perhaps the greatest threat they pose is if they bring tamed animals along with them, which may range from easily dispatched creatures to [[Giant elephant|huge sources of fun]] depending upon what animals their civ has access to.&lt;br /&gt;
&lt;br /&gt;
==Community outlook==	&lt;br /&gt;
Due to ''Dwarf Fortress'' making ample use of the ''wood-elven'', or &amp;quot;elves as stuck-up jerks who live in trees&amp;quot; stereotype (which is ''especially'' noticeable when talking to their diplomats), the race as a whole tends to be widely [[Unfortunate accident|disliked]] by players, who aren't too happy about said stuck-up jerks trying to tell their dwarves how to live their lives. &lt;br /&gt;
Because of this, elves have a reputation among the community of being all-''bark''-and-no-bite wimps who serve as the perfect punching bags to be on the receiving end of whatever [[stupid dwarf trick]] the fortress is currently conducting, especially if it's a particularly [[Fun|violent]] one - if a player is telling a story about a gruesome incident of sorts, there's a high chance it'll involve at least one elf as the victim.  The elves' nigh-religious devotion to trees is also a point of note; many players will go as far as to raze their map clean of trees, for no reason but to spite the elves and provoke them into attacking, just for the chance to slaughter them all. &lt;br /&gt;
&lt;br /&gt;
Unlike many other fantasy settings, ''Dwarf Fortress'' elves don't really have many redeeming characteristics for fortress mode play. They aren't good smiths, and don't have any superhuman abilities beyond biological [[immortality]]). Many long-time players will take on a Tolkien-esk dwarven spirit of hatred towards elves, slaughtering them for their actions against dwarven kind. (or just for the fun of it, perhaps compelled by the often Dwarven gods of murder) That's not to say that elves are universally disliked, however: some have earned the liking of the player base, typically due to them being part of a dwarven civilization (and as such not acting like elves), with [[Main:Cacame Awemedinade|Cacame Awemedinade]] being one of the community's most well-known and beloved characters.&lt;br /&gt;
 &lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|FOREST}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=286494</id>
		<title>Mission</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=286494"/>
		<updated>2023-01-19T01:41:03Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: Verified personally babies do gain ambusher skill when going on raids with their mothers in 50.5&lt;/p&gt;
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{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{old}}&lt;br /&gt;
[[File:dwarf_mission_preview.jpg|thumb|240px|right|Dwarves counting their raided spoils.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by steamingcore''&amp;lt;/small&amp;gt;]]'''Missions''' are commands in [[fortress mode]] that send dwarves in military [[squad]]s to visit [[site]]s off your fortress map. Missions are created in the [[Civilization/World Info|World Screen]] (accessed by pressing {{k|Y}} or clicking it's icon in the bottom right main fortress view). There are multiple types of missions, such as raids, explorations, and artifact/citizen recovery.&lt;br /&gt;
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Note: This is all done &amp;quot;off screen&amp;quot; - you have no control of the dwarves' actions once they leave your map, not until (with luck) they return.&lt;br /&gt;
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== Overview ==&lt;br /&gt;
Sites will either let you &amp;quot;click to '''raid'''&amp;quot; or &amp;quot;click to explore&amp;quot; The sites you can &amp;quot;click to raid&amp;quot; are any and only occupied foreign sites, with missions there possibly involving stealing artifacts, animals, things, life from the living and more using various [[#Mission types|mission types]]. (Raid is also misleading term, as it's also a term for a specific mission type and the game will only refer to it as being a raid if you're actually raiding). &lt;br /&gt;
&lt;br /&gt;
An '''exploration''' is essentially a raid on any ''unoccupied'' site. There's fewer options compared to sites you can raid, and all in regards to what to loot from the site and how to free potential prisoners. It's impossible to have combat at unoccupied sites, so don't worry about arming squads sent to explore.&lt;br /&gt;
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Both raids and explorations are created by opening the civilization/world info map with {{k|Y}}, then by using the mouse, hover over a site to view and/or select it. If the site you are viewing holds or is rumored to hold artifacts or prisoners, these will be listed, along with the distance in time to the site (&amp;quot;a short trip&amp;quot;, &amp;quot;a day's travel&amp;quot;, etc.), the race, population, and your current political state (peace, neutral, allied, etc.). &lt;br /&gt;
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After selecting a valid site, there will be a top right prompt giving you the mission types and options to select, all detailed further below. After setting your preferred mission type and it's options, you can then select [[squads]] (to the left of the prompt) to send on the mission. Unpausing the game with any amount of squads assigned effectively begins the mission, and they will set off as soon as they gather all their equipment. Once they leave through the edge of the local fortress map, the mission cannot be altered. You can also choose to send no squads on a mission, which will not start it and useful for if you want to do it later.&lt;br /&gt;
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Squads on missions that are across a body of water (though not totally cut off by it such as with an isthmus) will sometimes route ''through the water''.&lt;br /&gt;
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If a site is unable to be visited, then the prompt's text will explain why you cannot create the mission. Missions cannot be sent to occupied sites that are members of your civilization, or locations that are impossible for your squads to reach. (i.e. across oceans/glaciers.) &lt;br /&gt;
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=== Mission types ===&lt;br /&gt;
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:* '''Raid''' (default: squads will try to avoid detection)&lt;br /&gt;
:* '''Pillage''' (openly attack)&lt;br /&gt;
:* '''Raze''' (openly attack and destroy site)&lt;br /&gt;
:* '''Demand''' one-time tribute&lt;br /&gt;
:* '''Demand''' ongoing tribute&lt;br /&gt;
:* '''Conquer''' and occupy&lt;br /&gt;
:* '''Demand''' surrender and occupy&lt;br /&gt;
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Along with additional mission options for raiding, pillaging, and razing:&lt;br /&gt;
&lt;br /&gt;
:* '''Free''' captives belong to your civilization&lt;br /&gt;
:* '''Release''' other prisoners&lt;br /&gt;
:* '''Take''' important treasures (referring to artifacts)&lt;br /&gt;
:* '''Loot''' other items&lt;br /&gt;
:* '''Steal''' livestock&lt;br /&gt;
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All of which are toggled via clicking, green being the &amp;quot;toggled on&amp;quot; color. &lt;br /&gt;
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'''Neighboring Civilizations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Now, before you launch your first squad to crush your enemies and see them driven before you, take a look at your target by hovering over them and check their civilization. Sending a mission against a civilization's site is likely a declaration of war with them (if you get caught and they care enough). So, if you go to war with that tiny, isolated hamlet with a population &amp;lt;10 next to you, you're also going to war with the ''entire'' civilization that site is a part of, near and far. And the map is not static - all those other, larger civilizations are looking to gobble up the smaller ones, just like you might be. Therefore, act fast, but act wisely, and consider your options! If no civilization is listed, then they are simply a local site government with no connected wider civilization, often this is the case with necromancer towers. They can still be at war with you if they declare it or decide to be after surviving your mission against them.&lt;br /&gt;
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=== Raid ===&lt;br /&gt;
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In a raid, your dwarves will attempt to sneak in and steal items from the site according to the mission's options. The raiders' [[ambusher]] [[skill]] will affect their chances of success; if they are spotted, then they go into battle as if they were on a [[#Pillage|Pillage]] mission. Each dwarf on the mission will gain experience in ambusher skill, regardless of the outcome, so it may be useful if you want to raise that particular skill quickly. If you send someone to raid a site while they have a baby, the baby will go with them and also gain Ambusher skill.&lt;br /&gt;
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'''Note:''' &lt;br /&gt;
* Raiding a site of a civilization you are at peace with, for any reason, could cause them to declare [[war]] on your civilization. Act with care when choosing sites to pillage.&lt;br /&gt;
* A Raid uses the Ambusher skill, probably checking the average of all dwarves on the mission{{verify}} against the defenders site leader's Observer skill.[http://www.bay12forums.com/smf/index.php?topic=177137.msg8183427#msg8183427]&lt;br /&gt;
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=== Pillage ===&lt;br /&gt;
&lt;br /&gt;
On a pillaging mission, your dwarves will openly attack the site, and if successful will result in your dwarves stealing loot according to what's available at the site and your mission options. Pillaging uses the [[military tactics]] skill of each army's highest-leveled tactician, giving the side with a better one major advantages in the battle. &lt;br /&gt;
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=== Raze ===&lt;br /&gt;
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When razing a site, your dwarves will both openly attack and attempt to destroy the site, resulting in a more prolonged attack. If you are sure that your army will win against the opposing one, and you want that site gone, a razing mission is probably what you want to perform. Your dwarves will still bring home loot according mission options and site loot, and it also uses the military tactics skill in the same way as pillaging.&lt;br /&gt;
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=== Tribute ===&lt;br /&gt;
&lt;br /&gt;
Demanding [[Tribute|tribute]] (one-time or ongoing) may result in the site providing goods to your fortress (if successful). They will do so in the form of a caravan that will drop off the goods at your depot and leave. Tribute caravans tend to be relatively small, but they are guarded. You don't have any control on the content of the tribute. What they bring depends on the civilization's available materials, the site's size and tracked items and so forth, and may range from excessively mundane (like a bunch of average quality clothing) to extremely useful (like exotic animals). Notably, tributes are one of the few ways to obtain evil animals tamed by goblins, such as [[beak dog]]s, for instance. Yearly tributes usually happen at the beginning of a season and may be arranged in any season, including winter. Demanding tribute is one of the few ways to &amp;quot;contact&amp;quot; another civilization without triggering an outright war, and therefore ensure that it will send out regular trading caravans afterwards. {{verify}}&lt;br /&gt;
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=== Conquer ===&lt;br /&gt;
&lt;br /&gt;
Conquering a site relies on military force, while demanding surrender relies on negotiation under the threat of military force. If your demand of surrender isn't successful, your dwarves will then attempt to openly attack the site. There is no visible drawback to not always demanding surrender beforehand, and taking over sites with minimal bloodshed can be surprisingly easy, especially for the low-population ones.&lt;br /&gt;
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If successful, occupying a site will make it one of your fortress's [[holding]]s. Note that your forces will remain on-site as occupiers. One of them will then claim the title of administrator of the place, &amp;quot;after a polite discussion with rivals&amp;quot;. (This will be announced in a lovely purple message.) The previous administrator of the place will also likely be killed by your dwarves, as is standard in the conquering mechanics of ''Dwarf Fortress'' (in worldgen and afterwards).&lt;br /&gt;
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You may request (through a [[messenger]]) that your occupying dwarves come back to your fortress, but the administrator will remain there regardless. Dwarves that you request this way will still have the labor preferences you've enabled for them prior to sending them out, but won't be part of a squad, so you will have to re-enlist them after they come back. There is also no guarantee that they will wear the same equipment as they had when you sent them out, so you may not be that keen on strapping them with very valuable gear after all. Note that [[insurrection]]s are explicitly disabled for your holdings, so at the moment there is no drawback to not requesting every single occupying dwarf to come back to your fortress (apart from FPS concerns).&lt;br /&gt;
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== Artifact/Citizen recovery == &lt;br /&gt;
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An '''artifact recovery''' mission sets a specific artifact as the objective of a mission. This usually involves traveling to the last known or rumored location of said artifact. Particularly hard to find artifacts may take upwards of 3 years to find. If your squad manages to encounter a bit of [[fun]] on any form of mission, members of those parties can be captured as prisoners by the inhabitants of the site you attempted to raid. When this happens, you can create a '''citizen recovery''' mission, whereupon the assigned squads will attempt to rescue the prisoner from whatever site they are held at. Captive citizens can join civilizations that captured them, so your next raid to the same site can be met with your own armor-clad legendary warriors as defenders, leading to unexpected '''fun'''.&lt;br /&gt;
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You can also instruct your squad to free members of other civilizations you find at your destination. These other prisoners you rescue will come back with your squad and seek sanctuary at your fortress. Sometimes, even uninhabited [[tombs]] can contain &amp;quot;prisoners&amp;quot; that you can rescue. If you accept their request, these prisoners will become partial citizens. These units will have all basic labors enabled (such as hauling, construction, and the like), and will have any labors they are skilled in set to active with no way to deactivate them. {{verify}} Consider setting your workshop profiles a little more aggressively than normal if you don't want them filling orders reserved for more capable hands.&lt;br /&gt;
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Artifact recovery and citizen recovery missions are created by selecting the desired recoverable from either the missing citizens menu or the artifact menu accessible from the world screen via clicking on them in the bottom right. Once you've selected something, it will create a new mission, and allow you to select squads to assign. Although you can technically select recoverables that belong to sites of your civilization, squads on these missions will almost instantaneously return, and will deliver no report data.&lt;br /&gt;
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==Loot variation ==&lt;br /&gt;
Depending on the civilization you are raiding/razing, the loot may change. For example, when you are raiding elves, you won't get metal items; you will mostly get grown wood items instead. This also applies to livestock: Raiding [[elves]] may result in the looting of many different types of animals (all tame). When raiding [[goblin]]s, you will, interestingly, be able to obtain [[tame]] [[beak dog]]s, which are only trainable by dwarves, never tamable.&lt;br /&gt;
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== Mission uses ==&lt;br /&gt;
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Missions can be put to various uses. Demanding tribute from civilized sites succeeds more often than not and ensures you receive plenty of caravans from that site's parent civilization, on top of the tribute. As there is no functional limit to the number of civilizations you may be in contact with, you may find your trade depot becoming very busy all year round. Your fortress can potentially specialize and rely exclusively on imports for self-sustainability, which was impossible or at least very fragile to do in previous versions. The tributes themselves, while fairly random, often aren't too bad and can easily kickstart animal [[breeding]] programs that your fortress wouldn't have access to otherwise.&lt;br /&gt;
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Occupying missions are also an indirect way of population control (that nicely contrasts with the previously messy ways one had to resort to in older versions), which is always good for FPS. They also act as a way to get rid of potential troublesome dwarves – often night creatures, necromancers, and unhappy dwarves, since they will either stay at the conquered holding or die in the attempt – out of sight, out of mind. Acquiring a bunch of holdings this way is also relatively quick and easy and lets you fulfill the requirements for a [[baron]]y, [[count]]y, etc. faster.&lt;br /&gt;
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Artifact looting is also fairly random but is a convenient way to accrue [[wealth]] and fill your [[library]]. Books containing useful [[knowledge]] (currently engineering and medicine) can be used to (slowly) accrue experience and some books have very special effects indeed – see [[secret]]s for a guide on how to determine which books contain the secrets of life and death and thus will turn your dwarves into [[necromancer]]s.&lt;br /&gt;
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Missions also give you a greater degree of control on how much invasion-related [[fun]] you want – if a civilization gives you too much trouble, you can take the fight to them and attempt to raze their sites. Conversely, if you're getting bored, pillaging a bunch of sites is likely to provoke ''some'' kind of retaliation.&lt;br /&gt;
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== Other notes ==&lt;br /&gt;
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* On the Civilization/World Info screen there is a button titled &amp;quot;missions&amp;quot;. You can reassign squads and delete missions on this screen.&lt;br /&gt;
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* When a squad returns from a mission, an announcement to the effect of &amp;quot;&amp;lt;squad name&amp;gt; has returned&amp;quot; will be generated, and a mission [[report]] will be visible in the report menu accessible from the world screen. In the report, the path the squad took is traced on the map, and the events that took place along the way are revealed.&lt;br /&gt;
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* Pets and other animals on missions can be killed or injured.&lt;br /&gt;
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* The mission will NOT start until all dwarves assigned to the mission exit the fortress. This includes military dwarves that are imprisoned, hospitalized, or otherwise [[stress|unfit for duty]]. This can be fixed by removing the problem dwarves from the assigned squads. The mission will also NOT start if any assigned war animals have not left the fortress. Ensure no assigned animals are caged, chained, or roosting if your squad is gone for a long time.&lt;br /&gt;
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* Sending a token dwarf to demand the surrender of a site can initiate contact with a distant civilization, providing an additional yearly trade [[caravan]].   &lt;br /&gt;
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* Receiving [[tribute]] from a site can establish peace with that civilization, at least temporarily. &lt;br /&gt;
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* [[Noble]]s on missions still expect their existing [[mandate]]s to be fulfilled, but are unable to issue any new requests.&lt;br /&gt;
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* [[Noble]]s returning from missions will be unassigned from their rooms.&lt;br /&gt;
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* Missions to a site will still be carried out if the site has changed ownership. This can lead to [[fun]] when you end up accidentally raiding your ally. {{verify}}&lt;br /&gt;
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* Missions against your parent civilization or your current holdings cannot be created, but any existing missions against those sites can be modified and dispatched. Raiding your parent civilization may start a civil war. {{verify}}&lt;br /&gt;
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* Sieges against your fortress take from a hostile site's population, which will leave that site woefully undefended should you decide to retaliate.&lt;br /&gt;
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* Some Recover Artifact missions, in which the artifact to be recovered is held by a creature instead of placed at a site, produce no mission report. The [https://www.bay12games.com/dwarves/mantisbt/view.php?id=10367 bug] has been noted on the DF issue tracker&lt;br /&gt;
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* There is an uncommon bug where squads sent on missions will never return and be forever listed as 'traveling'. To fix this, go to your world screen and cancel the mission the squad was originally sent out to do. Then, cancel their orders in the {{k|q}} military sidebar. The former members of the squad will eventually return to the fortress after a few days (thankfully still carrying their equipment) and it will announce 'XYZ squad has returned' when they do.&lt;br /&gt;
&lt;br /&gt;
* Dwarves who lose their limbs offsite won't actually realize they don't have their limb anymore until they get home, at which point everything they were wearing or holding on it will fall to the ground. {{verify}}&lt;br /&gt;
&lt;br /&gt;
* Conquering a site makes its population's race playable in Adventure mode. This includes [[vault]]s and their [[angel]]s.&lt;br /&gt;
&lt;br /&gt;
== Mission reports ==&lt;br /&gt;
[[DF2014:Reports|Mission reports]] have an animated map on the left side of the screen. A path is traced out from your fortress to the destination and events are &amp;quot;revealed&amp;quot; on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Mission report example.png|center|700px]]&lt;br /&gt;
&lt;br /&gt;
== Mission events ==&lt;br /&gt;
:''This list is incomplete and might contain errors, please feel free to contribute''&lt;br /&gt;
* Found nothing&lt;br /&gt;
* Slipped into (settlement) undetected&lt;br /&gt;
* Searched (settlement)&lt;br /&gt;
* Stole (artifact)&lt;br /&gt;
* Asked about (artifact)&lt;br /&gt;
* Caroused in (site)&lt;br /&gt;
* Looted treasure from (site)&lt;br /&gt;
* Seized livestock from (site)&lt;br /&gt;
* Freed the (species and name of prisoner)&lt;br /&gt;
* Confronted the (species and name of opponent)&lt;br /&gt;
* The (species and name of combatant) fought with...&lt;br /&gt;
* (Name)'s (body part) was torn out/ripped off/crushed&lt;br /&gt;
* (Name) was struck down&lt;br /&gt;
* (Item/Artifact) was looted from (former person holding it)&lt;br /&gt;
* (Name) spotted (your forces) slipping out of (site) &lt;br /&gt;
* (Your forces) attacked (site government) at (site)&lt;br /&gt;
* (Squad), led by (leader), clashed with (forces)&lt;br /&gt;
* (Your forces) rampaged throughout (site)&lt;br /&gt;
* (Your forces) defeated (site government) and took over (site)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Quest]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Missions may cause military equipment list corruption, frequently leading to crashes. {{bug|11014}}&lt;br /&gt;
*Dwarves sent on artifact retrieval missions sometimes don't return. {{bug|10545}} {{bug|10426}}&lt;br /&gt;
*Dead civilizations' missions never complete. {{bug|10891}}&lt;br /&gt;
 &lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Mission]]&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=286491</id>
		<title>Mission</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=286491"/>
		<updated>2023-01-19T00:56:35Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: Verify :P&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{old}}&lt;br /&gt;
[[File:dwarf_mission_preview.jpg|thumb|240px|right|Dwarves counting their raided spoils.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by steamingcore''&amp;lt;/small&amp;gt;]]'''Missions''' are commands in [[fortress mode]] that send dwarves in military [[squad]]s to visit [[site]]s off your fortress map. Missions are created in the [[Civilization/World Info|World Screen]] (accessed by pressing {{k|Y}} or clicking it's icon in the bottom right main fortress view). There are multiple types of missions, such as raids, explorations, and artifact/citizen recovery.&lt;br /&gt;
&lt;br /&gt;
Note: This is all done &amp;quot;off screen&amp;quot; - you have no control of the dwarves' actions once they leave your map, not until (with luck) they return.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Sites will either let you &amp;quot;click to '''raid'''&amp;quot; or &amp;quot;click to explore&amp;quot; The sites you can &amp;quot;click to raid&amp;quot; are any and only occupied foreign sites, with missions there possibly involving stealing artifacts, animals, things, life from the living and more using various [[#Mission types|mission types]]. (Raid is also misleading term, as it's also a term for a specific mission type and the game will only refer to it as being a raid if you're actually raiding). &lt;br /&gt;
&lt;br /&gt;
An '''exploration''' is essentially a raid on any ''unoccupied'' site. There's fewer options compared to sites you can raid, and all in regards to what to loot from the site and how to free potential prisoners. It's impossible to have combat at unoccupied sites, so don't worry about arming squads sent to explore.&lt;br /&gt;
&lt;br /&gt;
Both raids and explorations are created by opening the civilization/world info map with {{k|Y}}, then by using the mouse, hover over a site to view and/or select it. If the site you are viewing holds or is rumored to hold artifacts or prisoners, these will be listed, along with the distance in time to the site (&amp;quot;a short trip&amp;quot;, &amp;quot;a day's travel&amp;quot;, etc.), the race, population, and your current political state (peace, neutral, allied, etc.). &lt;br /&gt;
&lt;br /&gt;
After selecting a valid site, there will be a top right prompt giving you the mission types and options to select, all detailed further below. After setting your preferred mission type and it's options, you can then select [[squads]] (to the left of the prompt) to send on the mission. Unpausing the game with any amount of squads assigned effectively begins the mission, and they will set off as soon as they gather all their equipment. Once they leave through the edge of the local fortress map, the mission cannot be altered. You can also choose to send no squads on a mission, which will not start it and useful for if you want to do it later.&lt;br /&gt;
&lt;br /&gt;
Squads on missions that are across a body of water (though not totally cut off by it such as with an isthmus) will sometimes route ''through the water''.&lt;br /&gt;
&lt;br /&gt;
If a site is unable to be visited, then the prompt's text will explain why you cannot create the mission. Missions cannot be sent to occupied sites that are members of your civilization, or locations that are impossible for your squads to reach. (i.e. across oceans/glaciers.) &lt;br /&gt;
&lt;br /&gt;
=== Mission types ===&lt;br /&gt;
&lt;br /&gt;
:* '''Raid''' (default: squads will try to avoid detection)&lt;br /&gt;
:* '''Pillage''' (openly attack)&lt;br /&gt;
:* '''Raze''' (openly attack and destroy site)&lt;br /&gt;
:* '''Demand''' one-time tribute&lt;br /&gt;
:* '''Demand''' ongoing tribute&lt;br /&gt;
:* '''Conquer''' and occupy&lt;br /&gt;
:* '''Demand''' surrender and occupy&lt;br /&gt;
&lt;br /&gt;
Along with additional mission options for raiding, pillaging, and razing:&lt;br /&gt;
&lt;br /&gt;
:* '''Free''' captives belong to your civilization&lt;br /&gt;
:* '''Release''' other prisoners&lt;br /&gt;
:* '''Take''' important treasures (referring to artifacts)&lt;br /&gt;
:* '''Loot''' other items&lt;br /&gt;
:* '''Steal''' livestock&lt;br /&gt;
&lt;br /&gt;
All of which are toggled via clicking, green being the &amp;quot;toggled on&amp;quot; color. &lt;br /&gt;
&lt;br /&gt;
'''Neighboring Civilizations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Now, before you launch your first squad to crush your enemies and see them driven before you, take a look at your target by hovering over them and check their civilization. Sending a mission against a civilization's site is likely a declaration of war with them (if you get caught and they care enough). So, if you go to war with that tiny, isolated hamlet with a population &amp;lt;10 next to you, you're also going to war with the ''entire'' civilization that site is a part of, near and far. And the map is not static - all those other, larger civilizations are looking to gobble up the smaller ones, just like you might be. Therefore, act fast, but act wisely, and consider your options! If no civilization is listed, then they are simply a local site government with no connected wider civilization, often this is the case with necromancer towers. They can still be at war with you if they declare it or decide to be after surviving your mission against them.&lt;br /&gt;
&lt;br /&gt;
=== Raid ===&lt;br /&gt;
&lt;br /&gt;
In a raid, your dwarves will attempt to sneak in and steal items from the site according to the mission's options. The raiders' [[ambusher]] [[skill]] will affect their chances of success; if they are spotted, then they go into battle as if they were on a [[#Pillage|Pillage]] mission. Each dwarf on the mission will gain experience in ambusher skill, regardless of the outcome, so it may be useful if you want to raise that particular skill quickly. If you send someone to raid a site while they have a baby, the baby will go with them and also gain Ambusher skill. {{verify}}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' &lt;br /&gt;
* Raiding a site of a civilization you are at peace with, for any reason, could cause them to declare [[war]] on your civilization. Act with care when choosing sites to pillage.&lt;br /&gt;
* A Raid uses the Ambusher skill, probably checking the average of all dwarves on the mission{{verify}} against the defenders site leader's Observer skill.[http://www.bay12forums.com/smf/index.php?topic=177137.msg8183427#msg8183427]&lt;br /&gt;
&lt;br /&gt;
=== Pillage ===&lt;br /&gt;
&lt;br /&gt;
On a pillaging mission, your dwarves will openly attack the site, and if successful will result in your dwarves stealing loot according to what's available at the site and your mission options. Pillaging uses the [[military tactics]] skill of each army's highest-leveled tactician, giving the side with a better one major advantages in the battle. &lt;br /&gt;
&lt;br /&gt;
=== Raze ===&lt;br /&gt;
&lt;br /&gt;
When razing a site, your dwarves will both openly attack and attempt to destroy the site, resulting in a more prolonged attack. If you are sure that your army will win against the opposing one, and you want that site gone, a razing mission is probably what you want to perform. Your dwarves will still bring home loot according mission options and site loot, and it also uses the military tactics skill in the same way as pillaging.&lt;br /&gt;
&lt;br /&gt;
=== Tribute ===&lt;br /&gt;
&lt;br /&gt;
Demanding [[Tribute|tribute]] (one-time or ongoing) may result in the site providing goods to your fortress (if successful). They will do so in the form of a caravan that will drop off the goods at your depot and leave. Tribute caravans tend to be relatively small, but they are guarded. You don't have any control on the content of the tribute. What they bring depends on the civilization's available materials, the site's size and tracked items and so forth, and may range from excessively mundane (like a bunch of average quality clothing) to extremely useful (like exotic animals). Notably, tributes are one of the few ways to obtain evil animals tamed by goblins, such as [[beak dog]]s, for instance. Yearly tributes usually happen at the beginning of a season and may be arranged in any season, including winter. Demanding tribute is one of the few ways to &amp;quot;contact&amp;quot; another civilization without triggering an outright war, and therefore ensure that it will send out regular trading caravans afterwards. {{verify}}&lt;br /&gt;
&lt;br /&gt;
=== Conquer ===&lt;br /&gt;
&lt;br /&gt;
Conquering a site relies on military force, while demanding surrender relies on negotiation under the threat of military force. If your demand of surrender isn't successful, your dwarves will then attempt to openly attack the site. There is no visible drawback to not always demanding surrender beforehand, and taking over sites with minimal bloodshed can be surprisingly easy, especially for the low-population ones.&lt;br /&gt;
&lt;br /&gt;
If successful, occupying a site will make it one of your fortress's [[holding]]s. Note that your forces will remain on-site as occupiers. One of them will then claim the title of administrator of the place, &amp;quot;after a polite discussion with rivals&amp;quot;. (This will be announced in a lovely purple message.) The previous administrator of the place will also likely be killed by your dwarves, as is standard in the conquering mechanics of ''Dwarf Fortress'' (in worldgen and afterwards).&lt;br /&gt;
&lt;br /&gt;
You may request (through a [[messenger]]) that your occupying dwarves come back to your fortress, but the administrator will remain there regardless. Dwarves that you request this way will still have the labor preferences you've enabled for them prior to sending them out, but won't be part of a squad, so you will have to re-enlist them after they come back. There is also no guarantee that they will wear the same equipment as they had when you sent them out, so you may not be that keen on strapping them with very valuable gear after all. Note that [[insurrection]]s are explicitly disabled for your holdings, so at the moment there is no drawback to not requesting every single occupying dwarf to come back to your fortress (apart from FPS concerns).&lt;br /&gt;
&lt;br /&gt;
== Artifact/Citizen recovery == &lt;br /&gt;
&lt;br /&gt;
An '''artifact recovery''' mission sets a specific artifact as the objective of a mission. This usually involves traveling to the last known or rumored location of said artifact. Particularly hard to find artifacts may take upwards of 3 years to find. If your squad manages to encounter a bit of [[fun]] on any form of mission, members of those parties can be captured as prisoners by the inhabitants of the site you attempted to raid. When this happens, you can create a '''citizen recovery''' mission, whereupon the assigned squads will attempt to rescue the prisoner from whatever site they are held at. Captive citizens can join civilizations that captured them, so your next raid to the same site can be met with your own armor-clad legendary warriors as defenders, leading to unexpected '''fun'''.&lt;br /&gt;
&lt;br /&gt;
You can also instruct your squad to free members of other civilizations you find at your destination. These other prisoners you rescue will come back with your squad and seek sanctuary at your fortress. Sometimes, even uninhabited [[tombs]] can contain &amp;quot;prisoners&amp;quot; that you can rescue. If you accept their request, these prisoners will become partial citizens. These units will have all basic labors enabled (such as hauling, construction, and the like), and will have any labors they are skilled in set to active with no way to deactivate them. {{verify}} Consider setting your workshop profiles a little more aggressively than normal if you don't want them filling orders reserved for more capable hands.&lt;br /&gt;
&lt;br /&gt;
Artifact recovery and citizen recovery missions are created by selecting the desired recoverable from either the missing citizens menu or the artifact menu accessible from the world screen via clicking on them in the bottom right. Once you've selected something, it will create a new mission, and allow you to select squads to assign. Although you can technically select recoverables that belong to sites of your civilization, squads on these missions will almost instantaneously return, and will deliver no report data.&lt;br /&gt;
&lt;br /&gt;
==Loot variation ==&lt;br /&gt;
Depending on the civilization you are raiding/razing, the loot may change. For example, when you are raiding elves, you won't get metal items; you will mostly get grown wood items instead. This also applies to livestock: Raiding [[elves]] may result in the looting of many different types of animals (all tame). When raiding [[goblin]]s, you will, interestingly, be able to obtain [[tame]] [[beak dog]]s, which are only trainable by dwarves, never tamable.&lt;br /&gt;
&lt;br /&gt;
== Mission uses ==&lt;br /&gt;
&lt;br /&gt;
Missions can be put to various uses. Demanding tribute from civilized sites succeeds more often than not and ensures you receive plenty of caravans from that site's parent civilization, on top of the tribute. As there is no functional limit to the number of civilizations you may be in contact with, you may find your trade depot becoming very busy all year round. Your fortress can potentially specialize and rely exclusively on imports for self-sustainability, which was impossible or at least very fragile to do in previous versions. The tributes themselves, while fairly random, often aren't too bad and can easily kickstart animal [[breeding]] programs that your fortress wouldn't have access to otherwise.&lt;br /&gt;
&lt;br /&gt;
Occupying missions are also an indirect way of population control (that nicely contrasts with the previously messy ways one had to resort to in older versions), which is always good for FPS. They also act as a way to get rid of potential troublesome dwarves – often night creatures, necromancers, and unhappy dwarves, since they will either stay at the conquered holding or die in the attempt – out of sight, out of mind. Acquiring a bunch of holdings this way is also relatively quick and easy and lets you fulfill the requirements for a [[baron]]y, [[count]]y, etc. faster.&lt;br /&gt;
&lt;br /&gt;
Artifact looting is also fairly random but is a convenient way to accrue [[wealth]] and fill your [[library]]. Books containing useful [[knowledge]] (currently engineering and medicine) can be used to (slowly) accrue experience and some books have very special effects indeed – see [[secret]]s for a guide on how to determine which books contain the secrets of life and death and thus will turn your dwarves into [[necromancer]]s.&lt;br /&gt;
&lt;br /&gt;
Missions also give you a greater degree of control on how much invasion-related [[fun]] you want – if a civilization gives you too much trouble, you can take the fight to them and attempt to raze their sites. Conversely, if you're getting bored, pillaging a bunch of sites is likely to provoke ''some'' kind of retaliation.&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
&lt;br /&gt;
* On the Civilization/World Info screen there is a button titled &amp;quot;missions&amp;quot;. You can reassign squads and delete missions on this screen.&lt;br /&gt;
&lt;br /&gt;
* When a squad returns from a mission, an announcement to the effect of &amp;quot;&amp;lt;squad name&amp;gt; has returned&amp;quot; will be generated, and a mission [[report]] will be visible in the report menu accessible from the world screen. In the report, the path the squad took is traced on the map, and the events that took place along the way are revealed.&lt;br /&gt;
&lt;br /&gt;
* Pets and other animals on missions can be killed or injured.&lt;br /&gt;
&lt;br /&gt;
* The mission will NOT start until all dwarves assigned to the mission exit the fortress. This includes military dwarves that are imprisoned, hospitalized, or otherwise [[stress|unfit for duty]]. This can be fixed by removing the problem dwarves from the assigned squads. The mission will also NOT start if any assigned war animals have not left the fortress. Ensure no assigned animals are caged, chained, or roosting if your squad is gone for a long time.&lt;br /&gt;
&lt;br /&gt;
* Sending a token dwarf to demand the surrender of a site can initiate contact with a distant civilization, providing an additional yearly trade [[caravan]].   &lt;br /&gt;
&lt;br /&gt;
* Receiving [[tribute]] from a site can establish peace with that civilization, at least temporarily. &lt;br /&gt;
&lt;br /&gt;
* [[Noble]]s on missions still expect their existing [[mandate]]s to be fulfilled, but are unable to issue any new requests.&lt;br /&gt;
&lt;br /&gt;
* [[Noble]]s returning from missions will be unassigned from their rooms.&lt;br /&gt;
&lt;br /&gt;
* Missions to a site will still be carried out if the site has changed ownership. This can lead to [[fun]] when you end up accidentally raiding your ally. {{verify}}&lt;br /&gt;
&lt;br /&gt;
* Missions against your parent civilization or your current holdings cannot be created, but any existing missions against those sites can be modified and dispatched. Raiding your parent civilization may start a civil war. {{verify}}&lt;br /&gt;
&lt;br /&gt;
* Sieges against your fortress take from a hostile site's population, which will leave that site woefully undefended should you decide to retaliate.&lt;br /&gt;
&lt;br /&gt;
* Some Recover Artifact missions, in which the artifact to be recovered is held by a creature instead of placed at a site, produce no mission report. The [https://www.bay12games.com/dwarves/mantisbt/view.php?id=10367 bug] has been noted on the DF issue tracker&lt;br /&gt;
&lt;br /&gt;
* There is an uncommon bug where squads sent on missions will never return and be forever listed as 'traveling'. To fix this, go to your world screen and cancel the mission the squad was originally sent out to do. Then, cancel their orders in the {{k|q}} military sidebar. The former members of the squad will eventually return to the fortress after a few days (thankfully still carrying their equipment) and it will announce 'XYZ squad has returned' when they do.&lt;br /&gt;
&lt;br /&gt;
* Dwarves who lose their limbs offsite won't actually realize they don't have their limb anymore until they get home, at which point everything they were wearing or holding on it will fall to the ground. {{verify}}&lt;br /&gt;
&lt;br /&gt;
* Conquering a site makes its population's race playable in Adventure mode. This includes [[vault]]s and their [[angel]]s.&lt;br /&gt;
&lt;br /&gt;
== Mission reports ==&lt;br /&gt;
[[DF2014:Reports|Mission reports]] have an animated map on the left side of the screen. A path is traced out from your fortress to the destination and events are &amp;quot;revealed&amp;quot; on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Mission report example.png|center|700px]]&lt;br /&gt;
&lt;br /&gt;
== Mission events ==&lt;br /&gt;
:''This list is incomplete and might contain errors, please feel free to contribute''&lt;br /&gt;
* Found nothing&lt;br /&gt;
* Slipped into (settlement) undetected&lt;br /&gt;
* Searched (settlement)&lt;br /&gt;
* Stole (artifact)&lt;br /&gt;
* Asked about (artifact)&lt;br /&gt;
* Caroused in (site)&lt;br /&gt;
* Looted treasure from (site)&lt;br /&gt;
* Seized livestock from (site)&lt;br /&gt;
* Freed the (species and name of prisoner)&lt;br /&gt;
* Confronted the (species and name of opponent)&lt;br /&gt;
* The (species and name of combatant) fought with...&lt;br /&gt;
* (Name)'s (body part) was torn out/ripped off/crushed&lt;br /&gt;
* (Name) was struck down&lt;br /&gt;
* (Item/Artifact) was looted from (former person holding it)&lt;br /&gt;
* (Name) spotted (your forces) slipping out of (site) &lt;br /&gt;
* (Your forces) attacked (site government) at (site)&lt;br /&gt;
* (Squad), led by (leader), clashed with (forces)&lt;br /&gt;
* (Your forces) rampaged throughout (site)&lt;br /&gt;
* (Your forces) defeated (site government) and took over (site)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Quest]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Missions may cause military equipment list corruption, frequently leading to crashes. {{bug|11014}}&lt;br /&gt;
*Dwarves sent on artifact retrieval missions sometimes don't return. {{bug|10545}} {{bug|10426}}&lt;br /&gt;
*Dead civilizations' missions never complete. {{bug|10891}}&lt;br /&gt;
 &lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Mission]]&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=286488</id>
		<title>Mission</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=286488"/>
		<updated>2023-01-19T00:55:28Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: /* Tribute */ Verifty&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{old}}&lt;br /&gt;
[[File:dwarf_mission_preview.jpg|thumb|240px|right|Dwarves counting their raided spoils.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by steamingcore''&amp;lt;/small&amp;gt;]]'''Missions''' are commands in [[fortress mode]] that send dwarves in military [[squad]]s to visit [[site]]s off your fortress map. Missions are created in the [[Civilization/World Info|World Screen]] (accessed by pressing {{k|Y}} or clicking it's icon in the bottom right main fortress view). There are multiple types of missions, such as raids, explorations, and artifact/citizen recovery.&lt;br /&gt;
&lt;br /&gt;
Note: This is all done &amp;quot;off screen&amp;quot; - you have no control of the dwarves' actions once they leave your map, not until (with luck) they return.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Sites will either let you &amp;quot;click to '''raid'''&amp;quot; or &amp;quot;click to explore&amp;quot; The sites you can &amp;quot;click to raid&amp;quot; are any and only occupied foreign sites, with missions there possibly involving stealing artifacts, animals, things, life from the living and more using various [[#Mission types|mission types]]. (Raid is also misleading term, as it's also a term for a specific mission type and the game will only refer to it as being a raid if you're actually raiding). &lt;br /&gt;
&lt;br /&gt;
An '''exploration''' is essentially a raid on any ''unoccupied'' site. There's fewer options compared to sites you can raid, and all in regards to what to loot from the site and how to free potential prisoners. It's impossible to have combat at unoccupied sites, so don't worry about arming squads sent to explore.&lt;br /&gt;
&lt;br /&gt;
Both raids and explorations are created by opening the civilization/world info map with {{k|Y}}, then by using the mouse, hover over a site to view and/or select it. If the site you are viewing holds or is rumored to hold artifacts or prisoners, these will be listed, along with the distance in time to the site (&amp;quot;a short trip&amp;quot;, &amp;quot;a day's travel&amp;quot;, etc.), the race, population, and your current political state (peace, neutral, allied, etc.). &lt;br /&gt;
&lt;br /&gt;
After selecting a valid site, there will be a top right prompt giving you the mission types and options to select, all detailed further below. After setting your preferred mission type and it's options, you can then select [[squads]] (to the left of the prompt) to send on the mission. Unpausing the game with any amount of squads assigned effectively begins the mission, and they will set off as soon as they gather all their equipment. Once they leave through the edge of the local fortress map, the mission cannot be altered. You can also choose to send no squads on a mission, which will not start it and useful for if you want to do it later.&lt;br /&gt;
&lt;br /&gt;
Squads on missions that are across a body of water (though not totally cut off by it such as with an isthmus) will sometimes route ''through the water''.&lt;br /&gt;
&lt;br /&gt;
If a site is unable to be visited, then the prompt's text will explain why you cannot create the mission. Missions cannot be sent to occupied sites that are members of your civilization, or locations that are impossible for your squads to reach. (i.e. across oceans/glaciers.) &lt;br /&gt;
&lt;br /&gt;
=== Mission types ===&lt;br /&gt;
&lt;br /&gt;
:* '''Raid''' (default: squads will try to avoid detection)&lt;br /&gt;
:* '''Pillage''' (openly attack)&lt;br /&gt;
:* '''Raze''' (openly attack and destroy site)&lt;br /&gt;
:* '''Demand''' one-time tribute&lt;br /&gt;
:* '''Demand''' ongoing tribute&lt;br /&gt;
:* '''Conquer''' and occupy&lt;br /&gt;
:* '''Demand''' surrender and occupy&lt;br /&gt;
&lt;br /&gt;
Along with additional mission options for raiding, pillaging, and razing:&lt;br /&gt;
&lt;br /&gt;
:* '''Free''' captives belong to your civilization&lt;br /&gt;
:* '''Release''' other prisoners&lt;br /&gt;
:* '''Take''' important treasures (referring to artifacts)&lt;br /&gt;
:* '''Loot''' other items&lt;br /&gt;
:* '''Steal''' livestock&lt;br /&gt;
&lt;br /&gt;
All of which are toggled via clicking, green being the &amp;quot;toggled on&amp;quot; color. &lt;br /&gt;
&lt;br /&gt;
'''Neighboring Civilizations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Now, before you launch your first squad to crush your enemies and see them driven before you, take a look at your target by hovering over them and check their civilization. Sending a mission against a civilization's site is likely a declaration of war with them (if you get caught and they care enough). So, if you go to war with that tiny, isolated hamlet with a population &amp;lt;10 next to you, you're also going to war with the ''entire'' civilization that site is a part of, near and far. And the map is not static - all those other, larger civilizations are looking to gobble up the smaller ones, just like you might be. Therefore, act fast, but act wisely, and consider your options! If no civilization is listed, then they are simply a local site government with no connected wider civilization, often this is the case with necromancer towers. They can still be at war with you if they declare it or decide to be after surviving your mission against them.&lt;br /&gt;
&lt;br /&gt;
=== Raid ===&lt;br /&gt;
&lt;br /&gt;
In a raid, your dwarves will attempt to sneak in and steal items from the site according to the mission's options. The raiders' [[ambusher]] [[skill]] will affect their chances of success; if they are spotted, then they go into battle as if they were on a [[#Pillage|Pillage]] mission. Each dwarf on the mission will gain experience in ambusher skill, regardless of the outcome, so it may be useful if you want to raise that particular skill quickly. If you send someone to raid a site while they have a baby, the baby will go with them and also gain Ambusher skill. {{verify}}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' &lt;br /&gt;
* Raiding a site of a civilization you are at peace with, for any reason, could cause them to declare [[war]] on your civilization. Act with care when choosing sites to pillage.&lt;br /&gt;
* A Raid uses the Ambusher skill, probably checking the average of all dwarves on the mission{{verify}} against the defenders site leader's Observer skill.[http://www.bay12forums.com/smf/index.php?topic=177137.msg8183427#msg8183427]&lt;br /&gt;
&lt;br /&gt;
=== Pillage ===&lt;br /&gt;
&lt;br /&gt;
On a pillaging mission, your dwarves will openly attack the site, and if successful will result in your dwarves stealing loot according to what's available at the site and your mission options. Pillaging uses the [[military tactics]] skill of each army's highest-leveled tactician, giving the side with a better one major advantages in the battle. &lt;br /&gt;
&lt;br /&gt;
=== Raze ===&lt;br /&gt;
&lt;br /&gt;
When razing a site, your dwarves will both openly attack and attempt to destroy the site, resulting in a more prolonged attack. If you are sure that your army will win against the opposing one, and you want that site gone, a razing mission is probably what you want to perform. Your dwarves will still bring home loot according mission options and site loot, and it also uses the military tactics skill in the same way as pillaging.&lt;br /&gt;
&lt;br /&gt;
=== Tribute ===&lt;br /&gt;
&lt;br /&gt;
Demanding [[Tribute|tribute]] (one-time or ongoing) may result in the site providing goods to your fortress (if successful). They will do so in the form of a caravan that will drop off the goods at your depot and leave. Tribute caravans tend to be relatively small, but they are guarded. You don't have any control on the content of the tribute. What they bring depends on the civilization's available materials, the site's size and tracked items and so forth, and may range from excessively mundane (like a bunch of average quality clothing) to extremely useful (like exotic animals). Notably, tributes are one of the few ways to obtain evil animals tamed by goblins, such as [[beak dog]]s, for instance. Yearly tributes usually happen at the beginning of a season and may be arranged in any season, including winter. Demanding tribute is one of the few ways to &amp;quot;contact&amp;quot; another civilization without triggering an outright war, and therefore ensure that it will send out regular trading caravans afterwards. [Verify]&lt;br /&gt;
&lt;br /&gt;
=== Conquer ===&lt;br /&gt;
&lt;br /&gt;
Conquering a site relies on military force, while demanding surrender relies on negotiation under the threat of military force. If your demand of surrender isn't successful, your dwarves will then attempt to openly attack the site. There is no visible drawback to not always demanding surrender beforehand, and taking over sites with minimal bloodshed can be surprisingly easy, especially for the low-population ones.&lt;br /&gt;
&lt;br /&gt;
If successful, occupying a site will make it one of your fortress's [[holding]]s. Note that your forces will remain on-site as occupiers. One of them will then claim the title of administrator of the place, &amp;quot;after a polite discussion with rivals&amp;quot;. (This will be announced in a lovely purple message.) The previous administrator of the place will also likely be killed by your dwarves, as is standard in the conquering mechanics of ''Dwarf Fortress'' (in worldgen and afterwards).&lt;br /&gt;
&lt;br /&gt;
You may request (through a [[messenger]]) that your occupying dwarves come back to your fortress, but the administrator will remain there regardless. Dwarves that you request this way will still have the labor preferences you've enabled for them prior to sending them out, but won't be part of a squad, so you will have to re-enlist them after they come back. There is also no guarantee that they will wear the same equipment as they had when you sent them out, so you may not be that keen on strapping them with very valuable gear after all. Note that [[insurrection]]s are explicitly disabled for your holdings, so at the moment there is no drawback to not requesting every single occupying dwarf to come back to your fortress (apart from FPS concerns).&lt;br /&gt;
&lt;br /&gt;
== Artifact/Citizen recovery == &lt;br /&gt;
&lt;br /&gt;
An '''artifact recovery''' mission sets a specific artifact as the objective of a mission. This usually involves traveling to the last known or rumored location of said artifact. Particularly hard to find artifacts may take upwards of 3 years to find. If your squad manages to encounter a bit of [[fun]] on any form of mission, members of those parties can be captured as prisoners by the inhabitants of the site you attempted to raid. When this happens, you can create a '''citizen recovery''' mission, whereupon the assigned squads will attempt to rescue the prisoner from whatever site they are held at. Captive citizens can join civilizations that captured them, so your next raid to the same site can be met with your own armor-clad legendary warriors as defenders, leading to unexpected '''fun'''.&lt;br /&gt;
&lt;br /&gt;
You can also instruct your squad to free members of other civilizations you find at your destination. These other prisoners you rescue will come back with your squad and seek sanctuary at your fortress. Sometimes, even uninhabited [[tombs]] can contain &amp;quot;prisoners&amp;quot; that you can rescue. If you accept their request, these prisoners will become partial citizens. These units will have all basic labors enabled (such as hauling, construction, and the like), and will have any labors they are skilled in set to active with no way to deactivate them. {{verify}} Consider setting your workshop profiles a little more aggressively than normal if you don't want them filling orders reserved for more capable hands.&lt;br /&gt;
&lt;br /&gt;
Artifact recovery and citizen recovery missions are created by selecting the desired recoverable from either the missing citizens menu or the artifact menu accessible from the world screen via clicking on them in the bottom right. Once you've selected something, it will create a new mission, and allow you to select squads to assign. Although you can technically select recoverables that belong to sites of your civilization, squads on these missions will almost instantaneously return, and will deliver no report data.&lt;br /&gt;
&lt;br /&gt;
==Loot variation ==&lt;br /&gt;
Depending on the civilization you are raiding/razing, the loot may change. For example, when you are raiding elves, you won't get metal items; you will mostly get grown wood items instead. This also applies to livestock: Raiding [[elves]] may result in the looting of many different types of animals (all tame). When raiding [[goblin]]s, you will, interestingly, be able to obtain [[tame]] [[beak dog]]s, which are only trainable by dwarves, never tamable.&lt;br /&gt;
&lt;br /&gt;
== Mission uses ==&lt;br /&gt;
&lt;br /&gt;
Missions can be put to various uses. Demanding tribute from civilized sites succeeds more often than not and ensures you receive plenty of caravans from that site's parent civilization, on top of the tribute. As there is no functional limit to the number of civilizations you may be in contact with, you may find your trade depot becoming very busy all year round. Your fortress can potentially specialize and rely exclusively on imports for self-sustainability, which was impossible or at least very fragile to do in previous versions. The tributes themselves, while fairly random, often aren't too bad and can easily kickstart animal [[breeding]] programs that your fortress wouldn't have access to otherwise.&lt;br /&gt;
&lt;br /&gt;
Occupying missions are also an indirect way of population control (that nicely contrasts with the previously messy ways one had to resort to in older versions), which is always good for FPS. They also act as a way to get rid of potential troublesome dwarves – often night creatures, necromancers, and unhappy dwarves, since they will either stay at the conquered holding or die in the attempt – out of sight, out of mind. Acquiring a bunch of holdings this way is also relatively quick and easy and lets you fulfill the requirements for a [[baron]]y, [[count]]y, etc. faster.&lt;br /&gt;
&lt;br /&gt;
Artifact looting is also fairly random but is a convenient way to accrue [[wealth]] and fill your [[library]]. Books containing useful [[knowledge]] (currently engineering and medicine) can be used to (slowly) accrue experience and some books have very special effects indeed – see [[secret]]s for a guide on how to determine which books contain the secrets of life and death and thus will turn your dwarves into [[necromancer]]s.&lt;br /&gt;
&lt;br /&gt;
Missions also give you a greater degree of control on how much invasion-related [[fun]] you want – if a civilization gives you too much trouble, you can take the fight to them and attempt to raze their sites. Conversely, if you're getting bored, pillaging a bunch of sites is likely to provoke ''some'' kind of retaliation.&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
&lt;br /&gt;
* On the Civilization/World Info screen there is a button titled &amp;quot;missions&amp;quot;. You can reassign squads and delete missions on this screen.&lt;br /&gt;
&lt;br /&gt;
* When a squad returns from a mission, an announcement to the effect of &amp;quot;&amp;lt;squad name&amp;gt; has returned&amp;quot; will be generated, and a mission [[report]] will be visible in the report menu accessible from the world screen. In the report, the path the squad took is traced on the map, and the events that took place along the way are revealed.&lt;br /&gt;
&lt;br /&gt;
* Pets and other animals on missions can be killed or injured.&lt;br /&gt;
&lt;br /&gt;
* The mission will NOT start until all dwarves assigned to the mission exit the fortress. This includes military dwarves that are imprisoned, hospitalized, or otherwise [[stress|unfit for duty]]. This can be fixed by removing the problem dwarves from the assigned squads. The mission will also NOT start if any assigned war animals have not left the fortress. Ensure no assigned animals are caged, chained, or roosting if your squad is gone for a long time.&lt;br /&gt;
&lt;br /&gt;
* Sending a token dwarf to demand the surrender of a site can initiate contact with a distant civilization, providing an additional yearly trade [[caravan]].   &lt;br /&gt;
&lt;br /&gt;
* Receiving [[tribute]] from a site can establish peace with that civilization, at least temporarily. &lt;br /&gt;
&lt;br /&gt;
* [[Noble]]s on missions still expect their existing [[mandate]]s to be fulfilled, but are unable to issue any new requests.&lt;br /&gt;
&lt;br /&gt;
* [[Noble]]s returning from missions will be unassigned from their rooms.&lt;br /&gt;
&lt;br /&gt;
* Missions to a site will still be carried out if the site has changed ownership. This can lead to [[fun]] when you end up accidentally raiding your ally. {{verify}}&lt;br /&gt;
&lt;br /&gt;
* Missions against your parent civilization or your current holdings cannot be created, but any existing missions against those sites can be modified and dispatched. Raiding your parent civilization may start a civil war. {{verify}}&lt;br /&gt;
&lt;br /&gt;
* Sieges against your fortress take from a hostile site's population, which will leave that site woefully undefended should you decide to retaliate.&lt;br /&gt;
&lt;br /&gt;
* Some Recover Artifact missions, in which the artifact to be recovered is held by a creature instead of placed at a site, produce no mission report. The [https://www.bay12games.com/dwarves/mantisbt/view.php?id=10367 bug] has been noted on the DF issue tracker&lt;br /&gt;
&lt;br /&gt;
* There is an uncommon bug where squads sent on missions will never return and be forever listed as 'traveling'. To fix this, go to your world screen and cancel the mission the squad was originally sent out to do. Then, cancel their orders in the {{k|q}} military sidebar. The former members of the squad will eventually return to the fortress after a few days (thankfully still carrying their equipment) and it will announce 'XYZ squad has returned' when they do.&lt;br /&gt;
&lt;br /&gt;
* Dwarves who lose their limbs offsite won't actually realize they don't have their limb anymore until they get home, at which point everything they were wearing or holding on it will fall to the ground. {{verify}}&lt;br /&gt;
&lt;br /&gt;
* Conquering a site makes its population's race playable in Adventure mode. This includes [[vault]]s and their [[angel]]s.&lt;br /&gt;
&lt;br /&gt;
== Mission reports ==&lt;br /&gt;
[[DF2014:Reports|Mission reports]] have an animated map on the left side of the screen. A path is traced out from your fortress to the destination and events are &amp;quot;revealed&amp;quot; on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Mission report example.png|center|700px]]&lt;br /&gt;
&lt;br /&gt;
== Mission events ==&lt;br /&gt;
:''This list is incomplete and might contain errors, please feel free to contribute''&lt;br /&gt;
* Found nothing&lt;br /&gt;
* Slipped into (settlement) undetected&lt;br /&gt;
* Searched (settlement)&lt;br /&gt;
* Stole (artifact)&lt;br /&gt;
* Asked about (artifact)&lt;br /&gt;
* Caroused in (site)&lt;br /&gt;
* Looted treasure from (site)&lt;br /&gt;
* Seized livestock from (site)&lt;br /&gt;
* Freed the (species and name of prisoner)&lt;br /&gt;
* Confronted the (species and name of opponent)&lt;br /&gt;
* The (species and name of combatant) fought with...&lt;br /&gt;
* (Name)'s (body part) was torn out/ripped off/crushed&lt;br /&gt;
* (Name) was struck down&lt;br /&gt;
* (Item/Artifact) was looted from (former person holding it)&lt;br /&gt;
* (Name) spotted (your forces) slipping out of (site) &lt;br /&gt;
* (Your forces) attacked (site government) at (site)&lt;br /&gt;
* (Squad), led by (leader), clashed with (forces)&lt;br /&gt;
* (Your forces) rampaged throughout (site)&lt;br /&gt;
* (Your forces) defeated (site government) and took over (site)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Quest]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Missions may cause military equipment list corruption, frequently leading to crashes. {{bug|11014}}&lt;br /&gt;
*Dwarves sent on artifact retrieval missions sometimes don't return. {{bug|10545}} {{bug|10426}}&lt;br /&gt;
*Dead civilizations' missions never complete. {{bug|10891}}&lt;br /&gt;
 &lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Mission]]&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=286485</id>
		<title>Mission</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=286485"/>
		<updated>2023-01-19T00:54:19Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{old}}&lt;br /&gt;
[[File:dwarf_mission_preview.jpg|thumb|240px|right|Dwarves counting their raided spoils.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by steamingcore''&amp;lt;/small&amp;gt;]]'''Missions''' are commands in [[fortress mode]] that send dwarves in military [[squad]]s to visit [[site]]s off your fortress map. Missions are created in the [[Civilization/World Info|World Screen]] (accessed by pressing {{k|Y}} or clicking it's icon in the bottom right main fortress view). There are multiple types of missions, such as raids, explorations, and artifact/citizen recovery.&lt;br /&gt;
&lt;br /&gt;
Note: This is all done &amp;quot;off screen&amp;quot; - you have no control of the dwarves' actions once they leave your map, not until (with luck) they return.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Sites will either let you &amp;quot;click to '''raid'''&amp;quot; or &amp;quot;click to explore&amp;quot; The sites you can &amp;quot;click to raid&amp;quot; are any and only occupied foreign sites, with missions there possibly involving stealing artifacts, animals, things, life from the living and more using various [[#Mission types|mission types]]. (Raid is also misleading term, as it's also a term for a specific mission type and the game will only refer to it as being a raid if you're actually raiding). &lt;br /&gt;
&lt;br /&gt;
An '''exploration''' is essentially a raid on any ''unoccupied'' site. There's fewer options compared to sites you can raid, and all in regards to what to loot from the site and how to free potential prisoners. It's impossible to have combat at unoccupied sites, so don't worry about arming squads sent to explore.&lt;br /&gt;
&lt;br /&gt;
Both raids and explorations are created by opening the civilization/world info map with {{k|Y}}, then by using the mouse, hover over a site to view and/or select it. If the site you are viewing holds or is rumored to hold artifacts or prisoners, these will be listed, along with the distance in time to the site (&amp;quot;a short trip&amp;quot;, &amp;quot;a day's travel&amp;quot;, etc.), the race, population, and your current political state (peace, neutral, allied, etc.). &lt;br /&gt;
&lt;br /&gt;
After selecting a valid site, there will be a top right prompt giving you the mission types and options to select, all detailed further below. After setting your preferred mission type and it's options, you can then select [[squads]] (to the left of the prompt) to send on the mission. Unpausing the game with any amount of squads assigned effectively begins the mission, and they will set off as soon as they gather all their equipment. Once they leave through the edge of the local fortress map, the mission cannot be altered. You can also choose to send no squads on a mission, which will not start it and useful for if you want to do it later.&lt;br /&gt;
&lt;br /&gt;
Squads on missions that are across a body of water (though not totally cut off by it such as with an isthmus) will sometimes route ''through the water''.&lt;br /&gt;
&lt;br /&gt;
If a site is unable to be visited, then the prompt's text will explain why you cannot create the mission. Missions cannot be sent to occupied sites that are members of your civilization, or locations that are impossible for your squads to reach. (i.e. across oceans/glaciers.) &lt;br /&gt;
&lt;br /&gt;
=== Mission types ===&lt;br /&gt;
&lt;br /&gt;
:* '''Raid''' (default: squads will try to avoid detection)&lt;br /&gt;
:* '''Pillage''' (openly attack)&lt;br /&gt;
:* '''Raze''' (openly attack and destroy site)&lt;br /&gt;
:* '''Demand''' one-time tribute&lt;br /&gt;
:* '''Demand''' ongoing tribute&lt;br /&gt;
:* '''Conquer''' and occupy&lt;br /&gt;
:* '''Demand''' surrender and occupy&lt;br /&gt;
&lt;br /&gt;
Along with additional mission options for raiding, pillaging, and razing:&lt;br /&gt;
&lt;br /&gt;
:* '''Free''' captives belong to your civilization&lt;br /&gt;
:* '''Release''' other prisoners&lt;br /&gt;
:* '''Take''' important treasures (referring to artifacts)&lt;br /&gt;
:* '''Loot''' other items&lt;br /&gt;
:* '''Steal''' livestock&lt;br /&gt;
&lt;br /&gt;
All of which are toggled via clicking, green being the &amp;quot;toggled on&amp;quot; color. &lt;br /&gt;
&lt;br /&gt;
'''Neighboring Civilizations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Now, before you launch your first squad to crush your enemies and see them driven before you, take a look at your target by hovering over them and check their civilization. Sending a mission against a civilization's site is likely a declaration of war with them (if you get caught and they care enough). So, if you go to war with that tiny, isolated hamlet with a population &amp;lt;10 next to you, you're also going to war with the ''entire'' civilization that site is a part of, near and far. And the map is not static - all those other, larger civilizations are looking to gobble up the smaller ones, just like you might be. Therefore, act fast, but act wisely, and consider your options! If no civilization is listed, then they are simply a local site government with no connected wider civilization, often this is the case with necromancer towers. They can still be at war with you if they declare it or decide to be after surviving your mission against them.&lt;br /&gt;
&lt;br /&gt;
=== Raid ===&lt;br /&gt;
&lt;br /&gt;
In a raid, your dwarves will attempt to sneak in and steal items from the site according to the mission's options. The raiders' [[ambusher]] [[skill]] will affect their chances of success; if they are spotted, then they go into battle as if they were on a [[#Pillage|Pillage]] mission. Each dwarf on the mission will gain experience in ambusher skill, regardless of the outcome, so it may be useful if you want to raise that particular skill quickly. If you send someone to raid a site while they have a baby, the baby will go with them and also gain Ambusher skill. {{verify}}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' &lt;br /&gt;
* Raiding a site of a civilization you are at peace with, for any reason, could cause them to declare [[war]] on your civilization. Act with care when choosing sites to pillage.&lt;br /&gt;
* A Raid uses the Ambusher skill, probably checking the average of all dwarves on the mission{{verify}} against the defenders site leader's Observer skill.[http://www.bay12forums.com/smf/index.php?topic=177137.msg8183427#msg8183427]&lt;br /&gt;
&lt;br /&gt;
=== Pillage ===&lt;br /&gt;
&lt;br /&gt;
On a pillaging mission, your dwarves will openly attack the site, and if successful will result in your dwarves stealing loot according to what's available at the site and your mission options. Pillaging uses the [[military tactics]] skill of each army's highest-leveled tactician, giving the side with a better one major advantages in the battle. &lt;br /&gt;
&lt;br /&gt;
=== Raze ===&lt;br /&gt;
&lt;br /&gt;
When razing a site, your dwarves will both openly attack and attempt to destroy the site, resulting in a more prolonged attack. If you are sure that your army will win against the opposing one, and you want that site gone, a razing mission is probably what you want to perform. Your dwarves will still bring home loot according mission options and site loot, and it also uses the military tactics skill in the same way as pillaging.&lt;br /&gt;
&lt;br /&gt;
=== Tribute ===&lt;br /&gt;
&lt;br /&gt;
Demanding [[Tribute|tribute]] (one-time or ongoing) may result in the site providing goods to your fortress (if successful). They will do so in the form of a caravan that will drop off the goods at your depot and leave. Tribute caravans tend to be relatively small, but they are guarded. You don't have any control on the content of the tribute. What they bring depends on the civilization's available materials, the site's size and tracked items and so forth, and may range from excessively mundane (like a bunch of average quality clothing) to extremely useful (like exotic animals). Notably, tributes are one of the few ways to obtain evil animals tamed by goblins, such as [[beak dog]]s, for instance. Yearly tributes usually happen at the beginning of a season and may be arranged in any season, including winter. Demanding tribute is one of the few ways to &amp;quot;contact&amp;quot; another civilization without triggering an outright war, and therefore ensure that it will send out regular trading caravans afterwards.&lt;br /&gt;
&lt;br /&gt;
=== Conquer ===&lt;br /&gt;
&lt;br /&gt;
Conquering a site relies on military force, while demanding surrender relies on negotiation under the threat of military force. If your demand of surrender isn't successful, your dwarves will then attempt to openly attack the site. There is no visible drawback to not always demanding surrender beforehand, and taking over sites with minimal bloodshed can be surprisingly easy, especially for the low-population ones.&lt;br /&gt;
&lt;br /&gt;
If successful, occupying a site will make it one of your fortress's [[holding]]s. Note that your forces will remain on-site as occupiers. One of them will then claim the title of administrator of the place, &amp;quot;after a polite discussion with rivals&amp;quot;. (This will be announced in a lovely purple message.) The previous administrator of the place will also likely be killed by your dwarves, as is standard in the conquering mechanics of ''Dwarf Fortress'' (in worldgen and afterwards).&lt;br /&gt;
&lt;br /&gt;
You may request (through a [[messenger]]) that your occupying dwarves come back to your fortress, but the administrator will remain there regardless. Dwarves that you request this way will still have the labor preferences you've enabled for them prior to sending them out, but won't be part of a squad, so you will have to re-enlist them after they come back. There is also no guarantee that they will wear the same equipment as they had when you sent them out, so you may not be that keen on strapping them with very valuable gear after all. Note that [[insurrection]]s are explicitly disabled for your holdings, so at the moment there is no drawback to not requesting every single occupying dwarf to come back to your fortress (apart from FPS concerns).&lt;br /&gt;
&lt;br /&gt;
== Artifact/Citizen recovery == &lt;br /&gt;
&lt;br /&gt;
An '''artifact recovery''' mission sets a specific artifact as the objective of a mission. This usually involves traveling to the last known or rumored location of said artifact. Particularly hard to find artifacts may take upwards of 3 years to find. If your squad manages to encounter a bit of [[fun]] on any form of mission, members of those parties can be captured as prisoners by the inhabitants of the site you attempted to raid. When this happens, you can create a '''citizen recovery''' mission, whereupon the assigned squads will attempt to rescue the prisoner from whatever site they are held at. Captive citizens can join civilizations that captured them, so your next raid to the same site can be met with your own armor-clad legendary warriors as defenders, leading to unexpected '''fun'''.&lt;br /&gt;
&lt;br /&gt;
You can also instruct your squad to free members of other civilizations you find at your destination. These other prisoners you rescue will come back with your squad and seek sanctuary at your fortress. Sometimes, even uninhabited [[tombs]] can contain &amp;quot;prisoners&amp;quot; that you can rescue. If you accept their request, these prisoners will become partial citizens. These units will have all basic labors enabled (such as hauling, construction, and the like), and will have any labors they are skilled in set to active with no way to deactivate them. {{verify}} Consider setting your workshop profiles a little more aggressively than normal if you don't want them filling orders reserved for more capable hands.&lt;br /&gt;
&lt;br /&gt;
Artifact recovery and citizen recovery missions are created by selecting the desired recoverable from either the missing citizens menu or the artifact menu accessible from the world screen via clicking on them in the bottom right. Once you've selected something, it will create a new mission, and allow you to select squads to assign. Although you can technically select recoverables that belong to sites of your civilization, squads on these missions will almost instantaneously return, and will deliver no report data.&lt;br /&gt;
&lt;br /&gt;
==Loot variation ==&lt;br /&gt;
Depending on the civilization you are raiding/razing, the loot may change. For example, when you are raiding elves, you won't get metal items; you will mostly get grown wood items instead. This also applies to livestock: Raiding [[elves]] may result in the looting of many different types of animals (all tame). When raiding [[goblin]]s, you will, interestingly, be able to obtain [[tame]] [[beak dog]]s, which are only trainable by dwarves, never tamable.&lt;br /&gt;
&lt;br /&gt;
== Mission uses ==&lt;br /&gt;
&lt;br /&gt;
Missions can be put to various uses. Demanding tribute from civilized sites succeeds more often than not and ensures you receive plenty of caravans from that site's parent civilization, on top of the tribute. As there is no functional limit to the number of civilizations you may be in contact with, you may find your trade depot becoming very busy all year round. Your fortress can potentially specialize and rely exclusively on imports for self-sustainability, which was impossible or at least very fragile to do in previous versions. The tributes themselves, while fairly random, often aren't too bad and can easily kickstart animal [[breeding]] programs that your fortress wouldn't have access to otherwise.&lt;br /&gt;
&lt;br /&gt;
Occupying missions are also an indirect way of population control (that nicely contrasts with the previously messy ways one had to resort to in older versions), which is always good for FPS. They also act as a way to get rid of potential troublesome dwarves – often night creatures, necromancers, and unhappy dwarves, since they will either stay at the conquered holding or die in the attempt – out of sight, out of mind. Acquiring a bunch of holdings this way is also relatively quick and easy and lets you fulfill the requirements for a [[baron]]y, [[count]]y, etc. faster.&lt;br /&gt;
&lt;br /&gt;
Artifact looting is also fairly random but is a convenient way to accrue [[wealth]] and fill your [[library]]. Books containing useful [[knowledge]] (currently engineering and medicine) can be used to (slowly) accrue experience and some books have very special effects indeed – see [[secret]]s for a guide on how to determine which books contain the secrets of life and death and thus will turn your dwarves into [[necromancer]]s.&lt;br /&gt;
&lt;br /&gt;
Missions also give you a greater degree of control on how much invasion-related [[fun]] you want – if a civilization gives you too much trouble, you can take the fight to them and attempt to raze their sites. Conversely, if you're getting bored, pillaging a bunch of sites is likely to provoke ''some'' kind of retaliation.&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
&lt;br /&gt;
* On the Civilization/World Info screen there is a button titled &amp;quot;missions&amp;quot;. You can reassign squads and delete missions on this screen.&lt;br /&gt;
&lt;br /&gt;
* When a squad returns from a mission, an announcement to the effect of &amp;quot;&amp;lt;squad name&amp;gt; has returned&amp;quot; will be generated, and a mission [[report]] will be visible in the report menu accessible from the world screen. In the report, the path the squad took is traced on the map, and the events that took place along the way are revealed.&lt;br /&gt;
&lt;br /&gt;
* Pets and other animals on missions can be killed or injured.&lt;br /&gt;
&lt;br /&gt;
* The mission will NOT start until all dwarves assigned to the mission exit the fortress. This includes military dwarves that are imprisoned, hospitalized, or otherwise [[stress|unfit for duty]]. This can be fixed by removing the problem dwarves from the assigned squads. The mission will also NOT start if any assigned war animals have not left the fortress. Ensure no assigned animals are caged, chained, or roosting if your squad is gone for a long time.&lt;br /&gt;
&lt;br /&gt;
* Sending a token dwarf to demand the surrender of a site can initiate contact with a distant civilization, providing an additional yearly trade [[caravan]].   &lt;br /&gt;
&lt;br /&gt;
* Receiving [[tribute]] from a site can establish peace with that civilization, at least temporarily. &lt;br /&gt;
&lt;br /&gt;
* [[Noble]]s on missions still expect their existing [[mandate]]s to be fulfilled, but are unable to issue any new requests.&lt;br /&gt;
&lt;br /&gt;
* [[Noble]]s returning from missions will be unassigned from their rooms.&lt;br /&gt;
&lt;br /&gt;
* Missions to a site will still be carried out if the site has changed ownership. This can lead to [[fun]] when you end up accidentally raiding your ally. {{verify}}&lt;br /&gt;
&lt;br /&gt;
* Missions against your parent civilization or your current holdings cannot be created, but any existing missions against those sites can be modified and dispatched. Raiding your parent civilization may start a civil war. {{verify}}&lt;br /&gt;
&lt;br /&gt;
* Sieges against your fortress take from a hostile site's population, which will leave that site woefully undefended should you decide to retaliate.&lt;br /&gt;
&lt;br /&gt;
* Some Recover Artifact missions, in which the artifact to be recovered is held by a creature instead of placed at a site, produce no mission report. The [https://www.bay12games.com/dwarves/mantisbt/view.php?id=10367 bug] has been noted on the DF issue tracker&lt;br /&gt;
&lt;br /&gt;
* There is an uncommon bug where squads sent on missions will never return and be forever listed as 'traveling'. To fix this, go to your world screen and cancel the mission the squad was originally sent out to do. Then, cancel their orders in the {{k|q}} military sidebar. The former members of the squad will eventually return to the fortress after a few days (thankfully still carrying their equipment) and it will announce 'XYZ squad has returned' when they do.&lt;br /&gt;
&lt;br /&gt;
* Dwarves who lose their limbs offsite won't actually realize they don't have their limb anymore until they get home, at which point everything they were wearing or holding on it will fall to the ground. {{verify}}&lt;br /&gt;
&lt;br /&gt;
* Conquering a site makes its population's race playable in Adventure mode. This includes [[vault]]s and their [[angel]]s.&lt;br /&gt;
&lt;br /&gt;
== Mission reports ==&lt;br /&gt;
[[DF2014:Reports|Mission reports]] have an animated map on the left side of the screen. A path is traced out from your fortress to the destination and events are &amp;quot;revealed&amp;quot; on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Mission report example.png|center|700px]]&lt;br /&gt;
&lt;br /&gt;
== Mission events ==&lt;br /&gt;
:''This list is incomplete and might contain errors, please feel free to contribute''&lt;br /&gt;
* Found nothing&lt;br /&gt;
* Slipped into (settlement) undetected&lt;br /&gt;
* Searched (settlement)&lt;br /&gt;
* Stole (artifact)&lt;br /&gt;
* Asked about (artifact)&lt;br /&gt;
* Caroused in (site)&lt;br /&gt;
* Looted treasure from (site)&lt;br /&gt;
* Seized livestock from (site)&lt;br /&gt;
* Freed the (species and name of prisoner)&lt;br /&gt;
* Confronted the (species and name of opponent)&lt;br /&gt;
* The (species and name of combatant) fought with...&lt;br /&gt;
* (Name)'s (body part) was torn out/ripped off/crushed&lt;br /&gt;
* (Name) was struck down&lt;br /&gt;
* (Item/Artifact) was looted from (former person holding it)&lt;br /&gt;
* (Name) spotted (your forces) slipping out of (site) &lt;br /&gt;
* (Your forces) attacked (site government) at (site)&lt;br /&gt;
* (Squad), led by (leader), clashed with (forces)&lt;br /&gt;
* (Your forces) rampaged throughout (site)&lt;br /&gt;
* (Your forces) defeated (site government) and took over (site)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Quest]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Missions may cause military equipment list corruption, frequently leading to crashes. {{bug|11014}}&lt;br /&gt;
*Dwarves sent on artifact retrieval missions sometimes don't return. {{bug|10545}} {{bug|10426}}&lt;br /&gt;
*Dead civilizations' missions never complete. {{bug|10891}}&lt;br /&gt;
 &lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Mission]]&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Knowledge&amp;diff=286480</id>
		<title>Knowledge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Knowledge&amp;diff=286480"/>
		<updated>2023-01-19T00:50:38Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: Added relevant hyperlink to books secrets section.&lt;/p&gt;
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&lt;br /&gt;
'''Knowledge''' is a feature in ''Dwarf Fortress'' which is at the heart of decision-making by [[historical figure]]s. Historical figures can know about [[site]]s, events, [[regions]], other historical figures, [[creature]]s, and art forms, but also a number of academic topics as well as [[secret]]s.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
There's several types of knowledge in ''Dwarf Fortress''. Each historical figure will keep a list of these and whether they personally know them.&lt;br /&gt;
&lt;br /&gt;
Knowledge can be spread through different methods, including books, observation, rumors, and apprenticeship.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, the knowledge that dwarves and other intelligent creatures possess can be seen after clicking them to open their overview screen and then in the &amp;quot;[[Skills]]&amp;quot; menu under &amp;quot;Knowledge.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Historical knowledge ==&lt;br /&gt;
&lt;br /&gt;
Knowledge of other historical features of your world, such as sites, people, regions and [[artifact]]s can be obtained by a historical figure through seeing those things and hearing [[rumor]]s about them. In fortress mode, this knowledge is of limited use. In adventure mode, knowledge is reflected in the [[Adventurer_mode#Quests|questlog]], and necessary for historical figures for them to be able to tell you the location of a place or to form [[reputation]]-awarding opinions on you.&lt;br /&gt;
&lt;br /&gt;
== Topics ==&lt;br /&gt;
{{main|Topic}}&lt;br /&gt;
&lt;br /&gt;
Academic knowledge is handled through [[libraries]], where [[scholars]] ponder, discuss, and research [[topics]]. They may make discoveries and [[writer|write]] [[scroll]]s or [[quire]]s. Topics can be learned through reading about them, as well as through apprenticeship, where a teacher will teach the topics directly to their apprentice. Research itself is an extremely slow process, and it is recommended to use books or apprenticeship to further knowledge development. Academic knowledge currently has limited application, the prime effect being the unlocking of [[Book#Literary_Forms|literary forms]].&lt;br /&gt;
&lt;br /&gt;
The nine main branches of knowledge are: mathematics, philosophy, history, geography, medical science, natural science, astronomy, engineering, and chemistry. These all have their own sub-categories, which usually require the base branch to discover.&lt;br /&gt;
&lt;br /&gt;
== Art forms ==&lt;br /&gt;
{{main|Performer}}&lt;br /&gt;
&lt;br /&gt;
Knowledge of [[Performer|art forms]] can be obtained by historical figures through observation of the performance, reading about them, and apprenticeship under a different performer.&lt;br /&gt;
&lt;br /&gt;
== Secrets == &lt;br /&gt;
{{main|Necromancer}}&lt;br /&gt;
&lt;br /&gt;
Knowledge of secrets can be obtained though reading [[Book#Secrets|books and slabs]], or under the apprenticeship of a necromancer. Only [[Necromancer|the secrets of life and death]] are implemented; which give their purple practitioners a selection of different necromantic powers, and always the ability to [[Necromancer#Raise corpse/intelligent undead|raise undead]]. &lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = misttar | elvish = ipeÿa | goblin = amos | human = fedem}}&lt;br /&gt;
&lt;br /&gt;
{{Category|World}} {{Category|Stubs}}&lt;br /&gt;
[[ru:Knowledge]]&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Book&amp;diff=286479</id>
		<title>Book</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Book&amp;diff=286479"/>
		<updated>2023-01-19T00:48:47Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: Clarified which books do and don't contain secrets.&lt;/p&gt;
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[[File:book_preview.png|190px|right]]A '''book''' is an item that can be written on, storing historical events, [[knowledge]], and art. Books use [[sheet]]s made from [[plant fiber]] (paper), [[parchment]], or papyrus. They are created by [[historical figure]]s in [[world generation]], [[adventurer mode|adventurer]]s, and by [[scholar]]s and visitors in [[fortress mode]], or can be copied by [[scribe]]s. Travelers and [[trading|traders]] carry books to different sites and [[library|libraries]], spreading information as a result. There are two forms of books: '''codices''' {{Tile|◘|7:1}} (sing. ''codex'') and '''scrolls''' {{Tile|∞|7:1}}. Both forms have different methods of creation, but they are identical in function. Codices are known as '''quires''' {{Tile|≡|7:1}} prior to being bound. Written books are treated as [[artifact]]s, with the exception of copies. Original written works are recorded in [[legends mode]] and appear in the {{k|L}} Artifacts screen in fortress mode. Books are titled based on their subject matter, with copies identified by &amp;quot;(copy)&amp;quot; at the end of their title.&lt;br /&gt;
&lt;br /&gt;
Quires and scrolls are found under &amp;quot;tools&amp;quot; in the {{k|z}} Stocks screen, and codices can be found under &amp;quot;codices&amp;quot;. Written and unwritten books are stored in [[stockpile]]s with Finished Goods enabled. Original written works can be separated from copied and unwritten books in stockpiles by toggling the stockpile's settings to accept only artifact-level [[core quality|core or total quality]] items. Rollers and bookbindings can be separated from scrolls and books in stockpiles by toggling the stockpile's settings to accept only the corresponding materials: when a scroll/book is created, its core material is the material of the former sheet/quire, while the rollers/bookbinding becomes a decoration and is ignored for material checks.&amp;lt;br&amp;gt; If a [[library]] with available book-space is present, written books will instead be stored in [[bookcase]]s, and unwritten books will instead be stored in [[container]]s.&lt;br /&gt;
&lt;br /&gt;
== Physical Forms ==&lt;br /&gt;
&lt;br /&gt;
=== Scroll ===&lt;br /&gt;
&lt;br /&gt;
Scrolls are made from [[sheet]]s and [[scroll rollers]]. Scrolls can be written on and stored right after being made.&lt;br /&gt;
&lt;br /&gt;
=== Quire and codex ===&lt;br /&gt;
&lt;br /&gt;
Unlike scrolls, codices require a two-step process to be made. The initial form of a codex is known as a quire. Quires can be written on, read, and used as copies, similar to scrolls. Once written on, quires can be combined with a [[book binding]] and a [[thread]] to create a codex.&lt;br /&gt;
&lt;br /&gt;
Binding a quire into a codex should increase the overall [[value]], however, the transformation currently discards some of the quire's properties (text length, material value, etc.).{{bug|9409}} This makes codices a terrible way to generate wealth, since they tend to actually be worth much less than the combined value of the constituent parts. If trying to increase [[wealth]], it is recommended to leave your scholars' works in quire form.&lt;br /&gt;
&lt;br /&gt;
== Production ==&lt;br /&gt;
&lt;br /&gt;
:''See also: [[Paper industry]]''&lt;br /&gt;
&lt;br /&gt;
Quires are made from [[sheet]]s at a [[craftsdwarf's workshop]] by a dwarf with the [[bookbinding]] labor. Only a single sheet is needed per quire. Codices are then created from one thread, one book binding, and a written-on quire at a craftsdwarf's workshop by a bookbinder (perhaps even the original quire crafter).&lt;br /&gt;
&lt;br /&gt;
A scroll is made from a single sheet and a scroll roller at a craftsdwarf's workshop by a bookbinder. Both book bindings and scroll rollers can be made out of wood, stone, metal, or glass. Components made of wood and stone are produced at a craftsdwarf's workshop, metal at a [[metalsmith's forge]], and glass at a [[glass furnace]].&lt;br /&gt;
&lt;br /&gt;
[[Decoration]]s such as gems and ivory can be added on unwritten scrolls. Codices cannot be normally decorated, with the exception of untitled codices. Book bindings or scroll rollers cannot be decorated.&lt;br /&gt;
&lt;br /&gt;
==== Missions ====&lt;br /&gt;
It's also possible to raid another culture, hoping to steal their books for yourself. When using the Raid menu, any books, codices and scrolls currently in possession of the target culture are listed along with any [[artifact]]s, and so can be specifically selected. See the [[Mission]] article for more information.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
=== Reading ===&lt;br /&gt;
&lt;br /&gt;
Written books can be read. Readers will gain information on the subject they read about in a book. Contents of a book cannot impact specific [[ethics]], although personal values are a different matter, and one [[Necromancy| particular subject]] can have profound ''physical'' effects on the reader. Reading a book will satisfy the reader's [[need]] to self-examine and think abstractly.&lt;br /&gt;
&lt;br /&gt;
Adventurers can read books in their possession by pressing {{k|I}} then selecting them from their inventory. Characters must possess a [[reader]] skill of at least novice level in order to read a book. This skill can only be leveled up in-game by reading books, which is impossible to do without any reader skill to begin with. Raising the reader skill in advance during character creation (or simply adding some amount of NATURAL_SKILL to one's chosen race in the raws) is therefore crucial.&lt;br /&gt;
&lt;br /&gt;
Fortress citizens and visitors will read available books in a library at their leisure. [[Bookkeeper]]s do not require a book to update stockpile records, oddly enough.&lt;br /&gt;
&lt;br /&gt;
=== Writing ===&lt;br /&gt;
&lt;br /&gt;
Unwritten quires and scrolls stocked in a library as writing material will be used periodically by scholars and scribes to write original works and copy existing works, respectively.&lt;br /&gt;
&lt;br /&gt;
Adventurers can write their own books:  First, have an unwritten scroll or quire wielded in hand, or on the tile where you stand. Press {{k|x}}, select {{k|w}}rite, and choose the object you want to write on. You will be given a list of memorized content and prose to write about, which includes guides, essays, manuals, chronicles, letters, short stories, novels, plays, poems, choreographs, and musical compositions. For prose options, a random known subject will be used. Writing a book will take up several in-game hours. If you are interrupted by enemies, writing will stop and the writing material will be unused.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&lt;br /&gt;
Although hardly ideal for the purpose, creatures carrying books have been known to use them in combat, with varying results. The combat effectiveness of the written word is determined in large part by the materials used in the book or scroll's construction. Books are blunt weapons, so heavy metal books will be dramatically more effective than light wooden ones. Fighting with a book trains the [[Macedwarf]] skill.&lt;br /&gt;
&lt;br /&gt;
== Subjects == &lt;br /&gt;
&lt;br /&gt;
=== Art ===&lt;br /&gt;
&lt;br /&gt;
Art books describe poems, choreographs, and musical compositions. Art books are titled after their art piece's name. In [[adventure mode]], reading a book about an art form is one of the few ways to learn it. Presumably dwarves reading art books will be able to perform what they've read at a [[tavern]] as well.&lt;br /&gt;
&lt;br /&gt;
=== Knowledge ===&lt;br /&gt;
&lt;br /&gt;
[[Knowledge]] books include [[topic]]s on mathematics, philosophy, history, geography, medical science, natural science, astronomy, engineering, and chemistry. They are referred to as ''manuals''.&lt;br /&gt;
&lt;br /&gt;
Civilizations practice different forms of scholarship. Dwarves practice all forms of scholarship (while still preferring craftsdwarfship to books), elves do elven stuff, and for humans it is randomized for each instance of their civilization (scholar types are based on the civilization's values and jobs).&lt;br /&gt;
&lt;br /&gt;
=== Secrets ===&lt;br /&gt;
&lt;br /&gt;
Books containing &amp;quot;secrets of life and death&amp;quot; are occasionally written during world generation by [[necromancer]]s and various [[demon]]ic rulers. Any mortal creature who reads one will immediately learn the secrets to [[immortality]] and the ability to raise the [[undead|dead]]. Necromancy books can be found in a necromancer's [[tower (necromancy)|tower]] among other types of books, including the original [[slab]] which the secrets originated from. A book will state it &amp;quot;concerns the secrets of life and death&amp;quot; if it does, note that books with descriptions like &amp;quot;Concerns the learning of the secrets of life and death&amp;quot; do ''not'' contain the secret and as such cannot train necromancers.&lt;br /&gt;
&lt;br /&gt;
Necromancers [[siege|invading]] the fortress may bring their books along, which could be necromancy books. Looting a necromancy book and storing it in a library will cause all of the fortress population to gradually become immortal masters of death every time one of them reads the book, and this process can be accelerated by creating copies of the book. Adventurers who have learned the secrets of life and death have a chance to create a new necromancy book when writing a manual.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
Books may be autobiographies, or about other historical characters or locations the author has had contact with. Presumably the relevant &amp;quot;Form&amp;quot; topics must have been discovered by an individual's civilization for biographies, autobiographies, etc. to be written. [[Topic#History|Autobiographical adventure]], for example, unlocks autobiographies. Most forms are part of the [[Topic#history|history]] branch, but creation of [[Topic#Geography|atlases]], [[Topic#Philosophy|dictionaries]] and [[Topic#Astronomy|star charts]] require other disciplines.  Books may also be commentaries on other books.&lt;br /&gt;
&lt;br /&gt;
== Literary Forms ==&lt;br /&gt;
The content of a book is written as one of many literary forms. The literary form decides the purpose of the text, with different literary forms allowing for certain subjects. Some literary forms need to be &amp;quot;unlocked&amp;quot; by scholars discovering a certain [[topic]], and cannot be written before such a discovery.&lt;br /&gt;
&lt;br /&gt;
In terms of availability of literary forms in fortress mode, manuals will be most commonly written by scholars as the culmination of research. Other forms may be written by scholars or any other figure, but this is a rare event. Adventurers are the most reliable way to get non-manual books inside your fortress. The second best way is to simply trade for them from caravans.&lt;br /&gt;
&lt;br /&gt;
All forms have been found, but currently the precise mechanics behind learning knowledge or receiving a change in values from them is still unclear.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Literary form name !! Purpose !! How to unlock&lt;br /&gt;
|-&lt;br /&gt;
| Manual || This will write down a randomly-selected form of knowledge the adventurer is aware of, to be learned by future readers. Most commonly this will be musical, poetic, and dance forms the adventurer knows or composed, including also scientific research the adventurer has learned - necromancer adventurers can spread the secrets of life and death by writing manuals about them. || Does not require unlocking.&lt;br /&gt;
|-&lt;br /&gt;
| Guide || General writing about a specific site, generally described as &amp;quot;concerning&amp;quot; that town, dark pit, etc. without going into detail. || Does not require unlocking.&lt;br /&gt;
|-&lt;br /&gt;
| Chronicle || In-depth writing about a particular site, group, or civilization. This will be presented as multiple chapters, each chapter relating to a historical event related to the writing's subject. It teaches histfigs about the group. || Does not require unlocking.&lt;br /&gt;
|-&lt;br /&gt;
| Short Story || Generic prose, typically described as having no particular subject. || Does not require unlocking.&lt;br /&gt;
|-&lt;br /&gt;
| Novel || Generic prose, typically described as having no particular subject. || Does not require unlocking.&lt;br /&gt;
|-&lt;br /&gt;
| Biography || Teaches about a person and several events happening to that person, each of which is represented as a separate chapter. || Requires Historian's ''biography'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Autobiography || Teaches about the author and several events happening to the author, each of which is represented as a separate chapter. || Requires Historian's ''autobiography'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Poem || Writes a new poem, like the Musical Composition writes a musical composition. || Requires knowing any poetry forms.&lt;br /&gt;
|-&lt;br /&gt;
| Play || Generic prose, typically described as having no particular subject.|| Does not require unlocking.&lt;br /&gt;
|-&lt;br /&gt;
| Letter || Generic prose, typically described as having no particular subject. These often have no title. || Does not require unlocking.&lt;br /&gt;
|-&lt;br /&gt;
| Essay || Might be writing about events, people, places or values. || Does not require unlocking.&lt;br /&gt;
|-&lt;br /&gt;
| Dialog || Concerns and teaches a value. || Requires the Philosopher's ''dialectic reasoning'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Musical Composition ||  Writes new songs. This functions similarly to composing new songs, with the added benefit of writing it down for others to learn. However, unlike normal composition, you do not get to select which musical form to base the song on. || Requires knowing any musical forms.&lt;br /&gt;
|-&lt;br /&gt;
| Choreography || Writes a new dance, like the Musical Composition. || Requires knowing any dance forms.&lt;br /&gt;
|-&lt;br /&gt;
| Comparative Biography || Concerns (and teaches about) two historical figures, may emphasize a value too. || Requires Historian's ''comparative biography'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Biographic Dictionary || Concerns a list of historical figures. || Requires Historian's ''biographic dictionary'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Genealogy || Concerns the lineage of a specific historical figure. Does not mention anyone besides the main figure.  || Requires Historian's ''genealogy'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Encyclopedia || Teaches about several notable historical objects in a world, so artifacts, sites, people.  || Requires Historian's ''encyclopedia'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Cultural History || Teaches about a culture, and several events happening to that entity. || Requires Historian's ''cultural history'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Cultural Comparison || Teaches about two cultures/groups and may emphasize a value too.  || Requires Historian's ''cultural comparison'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Alternate History || Teaches an event. Description suggests the work in question is an exploration of what would have happened had this event not played out as it did. May emphasize a value. || Requires Historian's ''alternate history'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Treatise on Technological Advancement || Concerns the history of an engineering topic, teaches the topic in question.  || Requires Historian's ''treatise on technological advancement'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Dictionary || Concerns and teaches about a language. || Requires Philosopher's ''dictionary'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Star Chart || Nothing at the moment, but can be a 'good resource of information' or 'badly compiled'.  || Requires Astronomer's ''star chart'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Star Catalogue || Nothing at the moment, but can be a 'good resource of information' or 'badly compiled'.  || Requires one of the Astronomer's ''star catalogue'' topics.&lt;br /&gt;
|-&lt;br /&gt;
| Atlas || This is regarding, and teaches about, a region. || Requires Geographer's ''atlas'' topic.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Right now, adventurers can only learn new art forms and academic knowledge from books. If an adventurer reads a book of a given literary genre that requires an academic topic to unlock, this will teach the academic topic, so if an adventurer without academic knowledge reads an autobiography, they'll learn the autobiography topic. For some of the advanced forms, such as Genealogy and the Treatise on Technological Advancement, adventurers may sometimes end up writing an essay. This was asked about in the forum's Future of the Fortress, and the reply indicated this was because books are slightly half-implemented &amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=169696.msg8071983#msg8071983 1]&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Title ==&lt;br /&gt;
&lt;br /&gt;
Books are named from the two text files found in /raw/objects/text. Those files are 'book_art.txt' and 'book_instruction.txt'&lt;br /&gt;
book_art.txt will be used when a poem or song is created both in worldgen and by adventurers.&lt;br /&gt;
book_instruction.txt will be used when a book is written both in worldgen and by adventurers/fort scholars.&lt;br /&gt;
Note: book_art.txt is also fair game for book titles, because it is always possible to just name a book after a poem/song, as long as the content is (a transcription of) that song or poem.&lt;br /&gt;
&lt;br /&gt;
These files are called upon book creation - so you can modify the files in an existing save - altering the names of all future books. It would be possible to directly name your book in adventure mode this way.&lt;br /&gt;
&lt;br /&gt;
There are 7 tokens which can be used in book titling. Poem/song names are ALWAYS available to be book titles, even if your book_instruction.txt only contains the instruction, &amp;quot;[ANY_PRONOUN]&amp;quot;. It is possible to get a poem with no name at all - which could be a vanilla bug, or the game will accept a misplaced space as a title. &lt;br /&gt;
&lt;br /&gt;
You only get one roll per name per title. So &amp;quot;[NAME] Is Not [NAME]&amp;quot; will say something like &amp;quot;The Tower Is Not The Tower&amp;quot;.&lt;br /&gt;
[NAME] and [NO_ART_NAME] are not handled separately in this case. '[NO_ART_NAME] Inside [NAME]' will result in &amp;quot;Tower Inside The Tower&amp;quot;&lt;br /&gt;
Rarely, this won't happen. All other tokens are rolled each instance, so [ADJ] [ADJ] [ADJ] [NOUN] will result in some nonsense like &amp;quot;Good Hungry Flaxen Obsession&amp;quot;. Works for all of them, but keep in mind that it is a random roll. So several [ANY_PRONOUN]s is almost certain to have some repeats. &lt;br /&gt;
&lt;br /&gt;
These are the 7 tokens for these two txt files:&lt;br /&gt;
[NAME]&lt;br /&gt;
Examples: The Tower, The Tree, Bronzemurdered, Likot Ubendeb, Animal Behaviours&lt;br /&gt;
&lt;br /&gt;
Notably, these may or may not be plural and/or have an article.&lt;br /&gt;
Name is directly related to the content of the book.&lt;br /&gt;
&lt;br /&gt;
[NO_ART_NAME] (no article name)&lt;br /&gt;
Examples: Tower, Tree, Bronzemurdered, Likot Ubendeb, Animal Behaviours&lt;br /&gt;
&lt;br /&gt;
Notice that the inserted text may still be plural - limiting its usage.&lt;br /&gt;
These likewise are related to the content of the book.&lt;br /&gt;
&lt;br /&gt;
[NOUN]&lt;br /&gt;
Examples: Despair, Roots, Scrolls, Wheel-and-axels&lt;br /&gt;
&lt;br /&gt;
Again, may or may not be plural. These seem to have very little correlation to the book's topic. If it has any relationship to the content of the book, it could be words within the author's entity's vocabulary.&lt;br /&gt;
&lt;br /&gt;
[ADJ]&lt;br /&gt;
Examples: Boyish, Inky, Angry, Bronzed&lt;br /&gt;
&lt;br /&gt;
Also seem to have little correlation to the book's topic. They are currently guessed to be from the civ, if not purely random.&lt;br /&gt;
&lt;br /&gt;
[ANY_AGE]&lt;br /&gt;
Examples: The Age Of Legends, The Age Of Hill Titan and Dragon&lt;br /&gt;
&lt;br /&gt;
Will only pull ages from the world's history, not from all possibilities.&lt;br /&gt;
&lt;br /&gt;
[ANY_PRONOUN]&lt;br /&gt;
Examples: He, She, We, They&lt;br /&gt;
&lt;br /&gt;
It is believed it only generates subject pronouns (not &amp;quot;Us&amp;quot; or &amp;quot;Them&amp;quot;). Past tense makes this easy to use.&lt;br /&gt;
&lt;br /&gt;
[PHRASE]&lt;br /&gt;
Examples: The Fool Laughs, The Day Can Say It In The End, It Foretells Afterwards, The Day Mourns&lt;br /&gt;
&lt;br /&gt;
Due to the wide variety, this is pretty hard to use. &lt;br /&gt;
&lt;br /&gt;
-=-=-=-=-=-=-&lt;br /&gt;
&lt;br /&gt;
So, you can let the game do a lot of the work for you and generate more of this style:&lt;br /&gt;
The [ADJ] [NO_ART_NAME]&lt;br /&gt;
[NAME], [ADJ] [NOUN]&lt;br /&gt;
[PHRASE], [ADJ] [NO_ART_NAME]&lt;br /&gt;
&lt;br /&gt;
Or you can be as specific as you'd like:&lt;br /&gt;
&lt;br /&gt;
My Mother Always Said, [PHRASE].&lt;br /&gt;
&lt;br /&gt;
[NAME], And Its Utmost Importance.&lt;br /&gt;
&lt;br /&gt;
[NO_ART_NAME], Do You Love Me?&lt;br /&gt;
&lt;br /&gt;
I Once Saw [ADJ] [NOUN], And So I Said, [PHRASE].&lt;br /&gt;
&lt;br /&gt;
Poetic forms are generated in the same manner as Taverns/Locations.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* Scrolls made by the player always have two sets of rollers, one set supplied during construction and the other set randomly generated from nothing by the DEFAULT_IMPROVEMENT tag working in the wrong place.{{bug|9249}}&lt;br /&gt;
* Quires targeted by any active jobs (e.g. being read) are unavailable for binding.{{bug|9269}}&lt;br /&gt;
* Binding a quire into a codex destroys the material definition and value.{{bug|9409}} This loss of information also results in the book being a single page long. Written works can be left in their quire form to retain their properties.&lt;br /&gt;
* In adventure mode, placing and removing books from a bookcase can duplicate them, resulting in &amp;quot;phantom&amp;quot; books.{{bug|10245}}&lt;br /&gt;
* Codices will sometimes appear without a title. These codices are not considered as artifacts; they do not appear in the Artifacts list menu and are not stored in artifact-specified stockpiles. Since all codices must be derived from a written-on quire, all codices (except copies) should in theory be an artifact and possess a title.&lt;br /&gt;
* Codex/Codices/Scroll can be stuck on the map, and not be interacted with (from raid or visitor), which can be fixed with [[DFHack]].{{bug|10288}}&lt;br /&gt;
&lt;br /&gt;
{{Gamedata|{{raw|DF2014:item_tool.txt|ITEM_TOOL|ITEM_TOOL_QUIRE}}}}&lt;br /&gt;
{{Gamedata|{{raw|DF2014:item_tool.txt|ITEM_TOOL|ITEM_TOOL_SCROLL}}}}&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = thîkut&lt;br /&gt;
| elvish  = soya&lt;br /&gt;
| goblin  = zosto&lt;br /&gt;
| human   = thothil&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
[[Ru:Book]]&lt;br /&gt;
[[Fr:Livres (books)]]&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Knowledge&amp;diff=286463</id>
		<title>Knowledge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Knowledge&amp;diff=286463"/>
		<updated>2023-01-19T00:40:18Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: Redid section to give a better overview of the current state and purpose of secrets in 50.5&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Tattered}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
'''Knowledge''' is a feature in ''Dwarf Fortress'' which is at the heart of decision-making by [[historical figure]]s. Historical figures can know about [[site]]s, events, [[regions]], other historical figures, [[creature]]s, and art forms, but also a number of academic topics as well as [[secret]]s.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
There's several types of knowledge in ''Dwarf Fortress''. Each historical figure will keep a list of these and whether they personally know them.&lt;br /&gt;
&lt;br /&gt;
Knowledge can be spread through different methods, including books, observation, rumors, and apprenticeship.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, the knowledge that dwarves and other intelligent creatures possess can be seen after clicking them to open their overview screen and then in the &amp;quot;[[Skills]]&amp;quot; menu under &amp;quot;Knowledge.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Historical knowledge ==&lt;br /&gt;
&lt;br /&gt;
Knowledge of other historical features of your world, such as sites, people, regions and [[artifact]]s can be obtained by a historical figure through seeing those things and hearing [[rumor]]s about them. In fortress mode, this knowledge is of limited use. In adventure mode, knowledge is reflected in the [[Adventurer_mode#Quests|questlog]], and necessary for historical figures for them to be able to tell you the location of a place or to form [[reputation]]-awarding opinions on you.&lt;br /&gt;
&lt;br /&gt;
== Topics ==&lt;br /&gt;
{{main|Topic}}&lt;br /&gt;
&lt;br /&gt;
Academic knowledge is handled through [[libraries]], where [[scholars]] ponder, discuss, and research [[topics]]. They may make discoveries and [[writer|write]] [[scroll]]s or [[quire]]s. Topics can be learned through reading about them, as well as through apprenticeship, where a teacher will teach the topics directly to their apprentice. Research itself is an extremely slow process, and it is recommended to use books or apprenticeship to further knowledge development. Academic knowledge currently has limited application, the prime effect being the unlocking of [[Book#Literary_Forms|literary forms]].&lt;br /&gt;
&lt;br /&gt;
The nine main branches of knowledge are: mathematics, philosophy, history, geography, medical science, natural science, astronomy, engineering, and chemistry. These all have their own sub-categories, which usually require the base branch to discover.&lt;br /&gt;
&lt;br /&gt;
== Art forms ==&lt;br /&gt;
{{main|Performer}}&lt;br /&gt;
&lt;br /&gt;
Knowledge of [[Performer|art forms]] can be obtained by historical figures through observation of the performance, reading about them, and apprenticeship under a different performer.&lt;br /&gt;
&lt;br /&gt;
== Secrets == &lt;br /&gt;
{{main|Necromancer}}&lt;br /&gt;
&lt;br /&gt;
Knowledge of secrets can be obtained though reading slabs, books, or under the apprenticeship of a necromancer. Only [[Necromancer|the secrets of life and death]] are implemented; which give their purple practitioners a selection of different necromantic powers, and always the ability to [[Necromancer#Raise corpse/intelligent undead|raise undead]].&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = misttar | elvish = ipeÿa | goblin = amos | human = fedem}}&lt;br /&gt;
&lt;br /&gt;
{{Category|World}} {{Category|Stubs}}&lt;br /&gt;
[[ru:Knowledge]]&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Secret&amp;diff=286458</id>
		<title>Secret</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Secret&amp;diff=286458"/>
		<updated>2023-01-19T00:14:17Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: Rated fine&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''secret''' is a piece of [[knowledge]] that originates [[Deity|from the gods]] and can then be passed onto others.  Currently, the only secret implemented is [[necromancy]] - further secrets can be defined with [[Interaction token]]s.&lt;br /&gt;
&lt;br /&gt;
{{disambig}}&lt;br /&gt;
[[ru:Secret]]&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Grate&amp;diff=284120</id>
		<title>Grate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Grate&amp;diff=284120"/>
		<updated>2023-01-05T23:55:06Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: added information for placing items onto grates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Grate&lt;br /&gt;
|tile=#&lt;br /&gt;
|wood=y&lt;br /&gt;
|stonecarve=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
}}&lt;br /&gt;
A '''grate''' is a [[furniture]]-type item. It is used as a construction material for wall grates and floor grates. Grates can be constructed from [[stone]] or [[ore]] (with the [[masonry]] [[labor]] at a [[mason's workshop]]), wood (with the [[carpentry]] labor in a [[carpenter's workshop]]), [[Metal|metal bar]]s (with the [[blacksmithing]] labor at a [[forge]]), or [[glass]] (with the [[glassmaking]] labor at a [[glass furnace]]).&lt;br /&gt;
&lt;br /&gt;
== Wall grate ==&lt;br /&gt;
A '''wall grate''' is basically a [[fortification]], but with two differences:&lt;br /&gt;
* It is a [[building]] instead of a [[construction]]. It doesn't overwrite the tile below it, and it can be smashed by [[building destroyer]]s.&lt;br /&gt;
* It can be linked to a [[lever]] or [[pressure plate]]. Once linked, it works like a linked [[door]] which doesn't stop fluids, [[arrow]]s or [[Miasma]] when closed.&lt;br /&gt;
&lt;br /&gt;
Wall grates act as boundaries for rooms being resized, but they do not provide support for doors.  &lt;br /&gt;
&lt;br /&gt;
Unlike a constructed wall, grates have quality levels and can be decorated.&lt;br /&gt;
&lt;br /&gt;
== Floor grate ==&lt;br /&gt;
[[File:grate_preview.png|thumb|210px|right|Where the unwanted liquids go.]]A '''floor grate''' is similar to a floor or a closed [[floor hatch]] in that it can be walked upon and blocks [[creature]] and item movement between Z-levels. However, it lets [[water]] and [[magma]] through like an open tile. Floor grates block projectiles, unlike wall grates. They do not block line of sight. Floor grates can be linked to a [[lever]] or a [[pressure plate]]. When triggered, a floor grate opens like a hatch, but with a 100-tick delay.&lt;br /&gt;
&lt;br /&gt;
Floor grates must be attached [[orthogonal]]ly (i.e. not diagonally) to firm ground or some solid construction (a [[wall]], [[floor]], etc.), not (just) other grates.  Floor grates placed directly on top of a floor or [[stairs|staircase]] still require orthogonal support, even though their own tile should be able to provide support. Attempting to construct a floor grate supported only by its own tile will display the message &amp;quot;Surrounded by empty space&amp;quot;. Removing the orthogonal support from a constructed floor grate will cause it to harmlessly deconstruct.&lt;br /&gt;
&lt;br /&gt;
A floor grate does NOT count as solid construction. It will not support any buildings or constructions. However, you can designate a construction to be built orthogonally to it with no other supports. This will cause the construction to [[cave-in]] immediately after being completed. This can be useful for controlled cave-ins.&lt;br /&gt;
&lt;br /&gt;
[[Stockpile]]s cannot be placed over floor grates. However, you can use a [[Garbage_dump|dump zone]] or a minecart which will create a [[Quantum_stockpile|quantum stockpile]] to place items on top of them instead. Items will fall when the grate is opened.&lt;br /&gt;
&lt;br /&gt;
Like [[bridge]]s and [[floor hatch]]es, floor grates will mark areas beneath them as being &amp;quot;inside&amp;quot;, even if they are retracted.&lt;br /&gt;
&lt;br /&gt;
If a floor grate is placed right on top of a [[soil]] floor or [[mud]]dy floor it will prevent [[grass]], [[shrub]]s and [[tree|saplings]] from growing.&lt;br /&gt;
&lt;br /&gt;
Floor grates do not block [[fishing]] or taking water directly from a [[activity zone#Water_Source|water source]], nor do they block collecting [[sand]] or [[clay]], though they do prevent [[well]]s from working if between the well and the water.&lt;br /&gt;
&lt;br /&gt;
Floor grates over empty space block [[miasma]] and [[mist]] from rising through them (miasma will normally flow upward through empty space).&lt;br /&gt;
&lt;br /&gt;
== Bars vs. grates ==&lt;br /&gt;
Vertical/horizontal [[bars]] are largely identical to wall/floor grates. There are just a few notable differences between them:&lt;br /&gt;
&lt;br /&gt;
* Grates are finished goods (which must be produced from raw materials) and have [[quality]] levels (and thus boost your fortress's architecture value significantly), while bars are simply raw materials that can be thrown into place at a moment's notice and then deconstructed later should they be needed later for other jobs.&lt;br /&gt;
&lt;br /&gt;
* Building destroyers will topple bars, destroying them in seconds compared to minutes with grates.&lt;br /&gt;
&lt;br /&gt;
* Grates can be made from wood and stone, both of which are generally much more plentiful than the materials for bars.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Floor grates can be very useful in preventing fortress floods. This is done by [[channel|channeling]] out holes in multiple layers of a fortress and covering them with floor grates, which will just keep the liquid flowing down each level through the grates instead of building up on a Z-level. This is assuming there is a reservoir of some sort that the water can flow into and not dangerously build up.&lt;br /&gt;
* If you wish to remove a floor piece that is linked to a grate, make sure that the dwarf that carries out the job does not stand on the grate, or remove all grates first. The grate will not be supported, and fall (with your non-careful dwarf on it), and you will experience the famous idiom: &amp;quot;It's not the fall that kills you, it's the sudden stop at the end.&amp;quot;&lt;br /&gt;
* This can also happen vice versa when building multiple floor tiles at a time with floor grates directly beside them. Dwarves will attempt to build the floor supported by just the floor grate regardless of how the game treats it. This can be very unfortunate if Urist McNotPhysicist builds a floor under these circumstances over a lake, experiencing a cave-in resulting in them most likely getting knocked over from the dust, drowning and you ending up with a hard-to-reach corpse.&lt;br /&gt;
* On a similar note, be cautious when removing a large number of grates next to each other, as a dwarf trying to remove a grate ''will'' stand on one his neighbor is about to yank out from under his feet. This can be largely avoided by removing them in batches of alternating grates (IE: Grates 1, 3, 5 then 2, 4, 6, etc...)&lt;br /&gt;
* Floor grates can be used in watchtowers: place a locked-in animal on top of them, and let them observe possible intruders from above. Since no alternative route to the watcher exists, building destroyers cannot destroy the grate. Getting the animal in place can be tricky, if the floor is all grates - pitting is an option. Bonus points for combining this with an automated magma release valve.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* Creatures and dwarves pushed by water flow can be pushed through wall grates.  {{Bug|5458}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Yallendallis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Skill&amp;diff=283816</id>
		<title>Skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Skill&amp;diff=283816"/>
		<updated>2023-01-04T16:08:24Z</updated>

		<summary type="html">&lt;p&gt;Yallendallis: Readded not catagory of skill, as it can be seen when assigning in squads menu&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
''See also: [[Combat skill]]''&lt;br /&gt;
&lt;br /&gt;
[[File:skill_icon.png|120px|right]]'''Skills''' are used by [[dwarves]] and other [[creature]]s to accomplish almost every task in the game. Higher levels of a skill allow a dwarf to accomplish the respective task more quickly and/or more effectively. Whenever a skill is used, [[experience]] is gained for that skill, allowing the dwarf to progress to higher skill levels. [[Creatures]] aside from dwarves may also possess skills that match what species they are (e.g. [[cat]]s and [[monkey]]s having legendary skill in climbing).&lt;br /&gt;
&lt;br /&gt;
If a dwarf does not use a skill for a prolonged period of time, the skill will be labeled &amp;quot;rusty.&amp;quot; If the rusty skill continues to remain unused, it will eventually be labeled &amp;quot;very rusty,&amp;quot; or &amp;quot;V rusty&amp;quot; in-game. Skills remaining at 'very rusty' for prolonged periods of time will gradually suffer permanent experience loss. It is not possible to know in-game whether a given skill has suffered level loss, but any utility capable of reading exact XP levels will show a skill with a lost level as being at 100% of the XP required to take it to the next skill level. See [[#Skill rust|Rust]] below for more details.&lt;br /&gt;
&lt;br /&gt;
To determine what skills a dwarf has, hover over and click them, that will bring you to their &amp;quot;Overview&amp;quot; menu. From there you can see and access the &amp;quot;Skills&amp;quot; tab; &amp;quot;Labor,&amp;quot; &amp;quot;Combat,&amp;quot; and &amp;quot;Social&amp;quot; being the main three types of skills used by Dwarves. &amp;quot;Other Skills&amp;quot; regards all skills outside the main types, skills like swimming and instrument use. Finally, &amp;quot;Knowledge&amp;quot; is used in the [[knowledge|knowledge system.]]&lt;br /&gt;
&lt;br /&gt;
== Skill level names ==&lt;br /&gt;
&lt;br /&gt;
The names of skill levels are as follows, in order of the experience required to achieve them:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Rank&lt;br /&gt;
! Skill Name&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Not&amp;lt;/small&amp;gt;|7:0:1}}&lt;br /&gt;
| (No skill)&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Dabbling&amp;lt;/small&amp;gt;|6:0:0}}&lt;br /&gt;
| This level isn't displayed on the &amp;quot;prepare for journey carefully&amp;quot; screen.&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Novice&amp;lt;/small&amp;gt;|7:0:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Adequate&amp;lt;/small&amp;gt;|7:0:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Competent&amp;lt;/small&amp;gt;|3:0:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Skilled&amp;lt;/small&amp;gt;|3:0:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Proficient&amp;lt;/small&amp;gt;|3:0:0}}&lt;br /&gt;
| Maximum possible skill level for dwarves while &amp;quot;preparing for journey carefully&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Talented&amp;lt;/small&amp;gt;|3:0:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Adept&amp;lt;/small&amp;gt;|3:0:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Expert&amp;lt;/small&amp;gt;|3:0:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Professional&amp;lt;/small&amp;gt;|2:0:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Accomplished&amp;lt;/small&amp;gt;|2:0:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Great&amp;lt;/small&amp;gt;|2:0:1}}&lt;br /&gt;
| Characters with this level of a specified [[weapons|weapon]] mastery (including [[wrestling]]) or higher are [[elite]].  &lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Master&amp;lt;/small&amp;gt;|2:0:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;High Master&amp;lt;/small&amp;gt;|2:0:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Grand Master&amp;lt;/small&amp;gt;|2:0:1}}&lt;br /&gt;
| Maximum possible skill for any creature in the [[object testing arena]].&lt;br /&gt;
|-&lt;br /&gt;
| 15+&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Legendary&amp;lt;/small&amp;gt;|5:0:1}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Skills in use ==&lt;br /&gt;
[[File:blink_preview.gif|thumb|208px|right|Blinking legendary dwarves.]] Skills are never referred to in-game by &amp;quot;level number&amp;quot;, but for all practical purposes, that is how they are treated by the game. &amp;quot;Dabbling&amp;quot; is not functionally a level, with &amp;quot;Novice&amp;quot; being level 1, and &amp;quot;Legendary&amp;quot; being any level 15 and up. &lt;br /&gt;
&lt;br /&gt;
All skills take (400 + 100 * the new level) experience points to gain a level, meaning Novice takes 500 experience points, and reaching Legendary from Grand Master takes 1900 experience points, or 18000 total experience.&lt;br /&gt;
&lt;br /&gt;
Many skills can gain practical levels beyond level 15, or &amp;quot;Legendary&amp;quot;. [[Farming]], [[plant gathering]], and [[fishing]] use an older formula for calculating yields which effectively caps the skill level at &amp;quot;Legendary+5&amp;quot;, but most other crafting skills use the following formula to determine the [[quality]] of the resulting item:&lt;br /&gt;
# Find the effective skill level (i.e. Novice=1, Legendary=15), ''uncapped'', with status penalties applied (see below)&lt;br /&gt;
# Roll for item quality &amp;quot;points&amp;quot;: &amp;lt;code&amp;gt;rand(0..10) + rand(0..(level * 5) / 2) + rand(0..(level * 5) / 2)&amp;lt;/code&amp;gt; (where &amp;lt;code&amp;gt;rand(0..N)&amp;lt;/code&amp;gt; returns a number from 0 to N, inclusive)&lt;br /&gt;
# Add points for physical attributes: &amp;lt;code&amp;gt;(rand(0..phys_attr1) / 100) + (rand(0..phys_attr2) / 250) + (rand(0..phys_attr3) / 250)&amp;lt;/code&amp;gt; (for whichever attributes are actually associated with the skill)&lt;br /&gt;
# Add points for mental attributes: &amp;lt;code&amp;gt;(rand(0..ment_attr1) / 100) + (rand(0..ment_attr2) / 250) + (rand(0..ment_attr3) / 250)&amp;lt;/code&amp;gt; (see above)&lt;br /&gt;
# Adjust points based on focus (or lack thereof): &amp;lt;code&amp;gt;points = (points * current_focus) / undistracted_focus&amp;lt;/code&amp;gt;&lt;br /&gt;
# Apply status penalties '''again''', this time to the &amp;quot;points&amp;quot;&lt;br /&gt;
# If you have a Curse (or Blessing) with a Luck modifier, apply it to the points: &amp;lt;code&amp;gt;points = (points * luck_mul_percent) / 100&amp;lt;/code&amp;gt;&lt;br /&gt;
# Add 10 points if the item being produced matches an Item preference on the maker&lt;br /&gt;
# Add 10 points if the item being produced matches a Material preference on the maker&lt;br /&gt;
# Feed the points into the following formula:&lt;br /&gt;
#* 0-21 - base quality&lt;br /&gt;
#* 22-29 - Well-crafted&lt;br /&gt;
#* 30-34 - Fine&lt;br /&gt;
#* 35-44 - Superior&lt;br /&gt;
#* 45-54 - Exceptional&lt;br /&gt;
#* 55+ - 1/3 Masterwork, 2/3 Exceptional&lt;br /&gt;
&lt;br /&gt;
Labors with or without quality often have a time period associated with them, and skill levels reduce this significantly.  Legendary skill can eliminate all time required to do a job down to a single action, exponentially increasing productivity.&lt;br /&gt;
&lt;br /&gt;
Combat skills can scale upwards to a functionally impossible-to-reach degree, meaning that simply reaching Legendary in a combat skill only means they've just started climbing the ranks of the legendary warriors of ''Dwarf Fortress''. A Legendary +100 warrior will hit more regularly and deal more damage than a &amp;quot;mere&amp;quot; Legendary +10, although it takes nearly three-quarters of a million more experience points to get there.&lt;br /&gt;
&lt;br /&gt;
==Skill penalties==&lt;br /&gt;
Dwarves which are suffering from various status ailments will have all of their skill levels reduced, causing them to work slower and produce lower-[[quality]] goods where relevant. The latter is unimportant for non-quality tasks such as [[wood cutting]] or [[furnace operating]], but you may want to delay construction of, say, [[platinum]] [[statue]]s or [[steel]] [[armor|breastplates]], if the [[smith]] forging them is famished or hollow-eyed from lack of sleep. For instance, dwarves that aren't in a martial trance that have pain above a certain level get all their rolls halved.&lt;br /&gt;
&lt;br /&gt;
Each of the following status ailments can impact a Dwarf's skills:&lt;br /&gt;
* Nausea - reduce by 50%&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Winded - reduce by 50%&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Stunned - reduce by 50%&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Dizzy - reduce by 50%&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Fever - reduce by 50%&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Blind - reduce by 75%&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Extreme Pain - reduce by 75%&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Tired - reduce by 25%&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Over-Exert - reduce by 25% twice&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Exhausted - reduce by 25% three times&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Dehydrated - reduce by 50%&lt;br /&gt;
* Starving - reduce by 50%&lt;br /&gt;
* Very Drowsy - reduce by 50%&lt;br /&gt;
* Thirsty for Blood - reduce by 25% or 50%, depending on severity&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - Does not apply to dwarves who are Enraged, in a Martial Trance, or throwing a [[Tantrum]]&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; - Does not apply to dwarves who are in a Strange Mood or are Insane&lt;br /&gt;
&lt;br /&gt;
Notably, having multiple status ailments will result in '''cumulative''' penalties - for example, being both Stunned and Dizzy will cause all skill levels to drop by 75%.&lt;br /&gt;
&lt;br /&gt;
== Professions ==&lt;br /&gt;
Skills are grouped under &amp;quot;professional&amp;quot; categories (shown below), each category represented by a specific color. In classic, the display color for a dwarf reflects its current profession, which is determined by their highest level (not [[experience]]) of their skills; while in premium only the color of their name changes. Professions do not affect skills or tasks in any way, professions are merely a reflection of the highest skill, and a loose way to differentiate dwarves with different types of skills. It is not perfect, but it can help when trying to spot a specific dwarf in a list or group.&lt;br /&gt;
&lt;br /&gt;
So (and assuming it's their highest skill) your Miners names are always light gray, your Metal Workers are always dark gray, Masons (and Engravers) are always white, your Mechanics (and Siege Engineers and Pump Operators) are always red, and those waves of olive [[migrant]]s are all &amp;quot;Farmers&amp;quot; of some stripe. This is not to say that a dwarf doesn't also have some other skill(s) from a different category, ones that may be just lower than their highest skill (which is determining the color for their current profession), so be sure to examine each new arrival - but that's their current best, and so their current color/profession. &lt;br /&gt;
&lt;br /&gt;
A dwarf with no skill levels above [[Skill#Skill level names|dabbling]] is displayed as &amp;quot;peasant&amp;quot; as their listed &amp;quot;profession&amp;quot;, falling in the teal &amp;quot;miscellaneous&amp;quot; category.&lt;br /&gt;
&lt;br /&gt;
The one exception to this are some of your appointed [[noble]] positions, which are the magenta/purple of the Administrator category. Appointing a new noble will apply that magenta color to the new &amp;quot;noble&amp;quot; dwarf, regardless of their previous profession.&lt;br /&gt;
&lt;br /&gt;
Professions can change as skills are increased. When a skill in a new category is raised to a higher level than any in other categories, creating a new &amp;quot;highest&amp;quot; status, the dwarf will change listed profession and display color accordingly. This change is accompanied by a minor [[announcement]] to that effect.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Miner|7:0|7:0|&lt;br /&gt;
* [[Miner]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Woodworker]]|6:1|6:1|&lt;br /&gt;
* [[Bowyer]]&lt;br /&gt;
* [[Carpenter]]&lt;br /&gt;
* [[Wood cutter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Stoneworker]]|7:1|7:1|&lt;br /&gt;
* [[Engraver]]&lt;br /&gt;
* [[Stonecutter]]&lt;br /&gt;
* [[Stone carver]]&lt;br /&gt;
* [[Mason]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Ranger]]|2:0|2:0|&lt;br /&gt;
* [[Ambusher]]&lt;br /&gt;
* [[Animal caretaker]]&lt;br /&gt;
* [[Animal dissector]]&lt;br /&gt;
* [[Animal trainer]]&lt;br /&gt;
* [[Trapper]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Doctor]]|5:0|5:0|&lt;br /&gt;
* [[Bone doctor]]&lt;br /&gt;
* [[Crutch-walker]]&lt;br /&gt;
* [[Diagnostician]]&lt;br /&gt;
* [[Surgeon]]&lt;br /&gt;
* [[Suturer]]&lt;br /&gt;
* [[Wound dresser]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Farmer]]|6:0|6:0|&lt;br /&gt;
* [[Beekeeper]]&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Butcher]]&lt;br /&gt;
* [[Cheese maker]]&lt;br /&gt;
* [[Cook]]&lt;br /&gt;
* [[Dyer]]&lt;br /&gt;
* [[Gelder]]&lt;br /&gt;
* [[Planter]]&lt;br /&gt;
* [[Herbalist]]&lt;br /&gt;
* [[Lye maker]]&lt;br /&gt;
* [[Milker]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Potash maker]]&lt;br /&gt;
* [[Presser]]&lt;br /&gt;
* [[Shearer]]&lt;br /&gt;
* [[Soaper]]&lt;br /&gt;
* [[Spinner]]&lt;br /&gt;
* [[Tanner]]&lt;br /&gt;
* [[Thresher]]&lt;br /&gt;
* [[Wood burner]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Fishery worker]]|1:0|1:0|&lt;br /&gt;
* [[Fish cleaner]]&lt;br /&gt;
* [[Fish dissector]]&lt;br /&gt;
* [[Fisherdwarf]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Metalsmithing|Metalsmith]]|0:1|0:1|&lt;br /&gt;
* [[Armorsmith]]&lt;br /&gt;
* [[Furnace operator]]&lt;br /&gt;
* [[Metal crafter]]&lt;br /&gt;
* [[Blacksmith|Metalsmith]]&lt;br /&gt;
* [[Weaponsmith]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Jeweler]]|2:1|2:1|&lt;br /&gt;
* [[Gem cutter]]&lt;br /&gt;
* [[Gem setter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Craftsdwarf]]|1:1|1:1|&lt;br /&gt;
* [[Bookbinder]]&lt;br /&gt;
* [[Bone carver]]&lt;br /&gt;
* [[Clothier]]&lt;br /&gt;
* [[Glassmaker]]&lt;br /&gt;
* [[Glazer]]&lt;br /&gt;
* [[Leatherworker]]&lt;br /&gt;
* [[Papermaker]]&lt;br /&gt;
* [[Potter]]&lt;br /&gt;
* [[Stone crafter]]&lt;br /&gt;
* [[Strand extractor]]&lt;br /&gt;
* [[Wax worker]]&lt;br /&gt;
* [[Weaver]]&lt;br /&gt;
* [[Wood crafter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Engineer]]|4:1|4:1|&lt;br /&gt;
* [[Mechanic]]&lt;br /&gt;
* [[Pump operator]]&lt;br /&gt;
* [[Siege engineer]]&lt;br /&gt;
* [[Siege operator]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Other Jobs|3:0|3:0|&lt;br /&gt;
* [[Knapper]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Administrator]]|5:0|5:0|&lt;br /&gt;
* [[Appraiser]]&lt;br /&gt;
* [[Organizer]]&lt;br /&gt;
* [[Record keeper]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Military]]|0:1|0:0|type=m|&lt;br /&gt;
* [[Archer]]&lt;br /&gt;
* [[Armor user]]&lt;br /&gt;
* [[Axeman]]&lt;br /&gt;
* [[Biter]]&lt;br /&gt;
* [[Blowgunner]]&lt;br /&gt;
* [[Bowman]]&lt;br /&gt;
* [[Crossbowman]]&lt;br /&gt;
* [[Dodger]]&lt;br /&gt;
* [[Discipline]]&lt;br /&gt;
* [[Fighter]]&lt;br /&gt;
* [[Hammerman]]&lt;br /&gt;
* [[Kicker]]&lt;br /&gt;
* [[Knife user]]&lt;br /&gt;
* [[Lasher]]&lt;br /&gt;
* [[Maceman]]&lt;br /&gt;
* [[Military tactics]]&lt;br /&gt;
* [[Misc. object user]]&lt;br /&gt;
* [[Pikeman]]&lt;br /&gt;
* [[Shield user]]&lt;br /&gt;
* [[Spearman]]&lt;br /&gt;
* [[Striker]]&lt;br /&gt;
* [[Swordsman]]&lt;br /&gt;
* [[Thrower]]&lt;br /&gt;
* [[Wrestler]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Broker]]|3:0|3:0|&lt;br /&gt;
* [[Comedian]]&lt;br /&gt;
* [[Conversationalist]]&lt;br /&gt;
* [[Flatterer]]&lt;br /&gt;
* [[Intimidator]]&lt;br /&gt;
* [[Judge of intent]]&lt;br /&gt;
* [[Liar]]&lt;br /&gt;
* [[Negotiator]]&lt;br /&gt;
* [[Persuader]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Miscellaneous|3:0|3:0|&lt;br /&gt;
* [[Climber]]&lt;br /&gt;
* [[Concentration]]&lt;br /&gt;
* [[Consoler]]&lt;br /&gt;
* [[Leader]]&lt;br /&gt;
* [[Observer]]&lt;br /&gt;
* [[Pacifier]]&lt;br /&gt;
* [[Reader]]&lt;br /&gt;
* [[Rider]]&lt;br /&gt;
* [[Schemer]]&lt;br /&gt;
* [[Student]]&lt;br /&gt;
* [[Swimmer]]&lt;br /&gt;
* [[Teacher]]&lt;br /&gt;
* [[Tracker]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Performance|3:0|3:0|&lt;br /&gt;
* [[Dancer]]&lt;br /&gt;
* [[Singer]]&lt;br /&gt;
* [[Musician]]&lt;br /&gt;
* [[Poet]]&lt;br /&gt;
* [[Speaker]]&lt;br /&gt;
* [[Keyboardist]]&lt;br /&gt;
* [[Stringed instrumentalist]]&lt;br /&gt;
* [[Wind instrumentalist]]&lt;br /&gt;
* [[Percussionist]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Scholar|3:0|3:0|&lt;br /&gt;
* [[Critical thinker]]&lt;br /&gt;
* [[Logician]]&lt;br /&gt;
* [[Mathematician]]&lt;br /&gt;
* [[Astronomer]]&lt;br /&gt;
* [[Chemist]]&lt;br /&gt;
* [[Geographer]]&lt;br /&gt;
* [[Optics engineer]]&lt;br /&gt;
* [[Fluid engineer]]&lt;br /&gt;
* [[Wordsmith]]&lt;br /&gt;
* [[Writer]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Unused|3:0|3:0|&lt;br /&gt;
* [[Balance]]&lt;br /&gt;
* [[Coordination]]&lt;br /&gt;
* [[Druid]]&lt;br /&gt;
* [[Mod skill|Skill 1]]&lt;br /&gt;
* [[Mod skill|Skill 2]]&lt;br /&gt;
* [[Mod skill|Skill 3]]&lt;br /&gt;
* [[Mod skill|Skill 4]]&lt;br /&gt;
* [[Mod skill|Skill 5]]&lt;br /&gt;
* [[Mod skill|Skill 6]]&lt;br /&gt;
* [[Mod skill|Skill 7]]&lt;br /&gt;
* [[Mod skill|Skill 8]]&lt;br /&gt;
* [[Mod skill|Skill 9]]&lt;br /&gt;
* [[Mod skill|Skill 10]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skills, attributes and traits==&lt;br /&gt;
*'''Skills and [[attribute]]s''': &lt;br /&gt;
**.. are both trained by being used in activities they relate to.&lt;br /&gt;
**.. both influence future success of these activities, like craft quality, work speed, combat survivability, accuracy and damage.&lt;br /&gt;
**The dwarf's profession is determined by their highest-ranking skill group.&lt;br /&gt;
**Crafting skills are increased by [[preferences]], allowing the the dwarf to make items beyond their skill level.&lt;br /&gt;
**The dwarf's highest moodable skill determines potential artifact types during a [[strange mood]].&lt;br /&gt;
&lt;br /&gt;
*'''[[Personality trait|Traits]]''':&lt;br /&gt;
**can be changed (at least beliefs change through arguments).&lt;br /&gt;
**affect which [[social skill]]s gain experience ''(if the dwarf has X trait it will not gain experience in X skill)'' at all.&lt;br /&gt;
**give [[thought]]s when performing certain activities.&lt;br /&gt;
**influence choice of [[artifact]] materials.&lt;br /&gt;
&lt;br /&gt;
To summarize, it goes like this:&lt;br /&gt;
&lt;br /&gt;
 Thought &amp;lt;--triggers-- Activity ----trains----&amp;gt; Attribute&lt;br /&gt;
    ^          ,----------|                         |&lt;br /&gt;
 modifies   modifies    trains                   increases&lt;br /&gt;
    | ,--------'          |                         |&lt;br /&gt;
    | v                   v                         v&lt;br /&gt;
  Trait --influences--&amp;gt; Skill --increases--&amp;gt; Dwarf performance&lt;br /&gt;
    |           ,---------|&lt;br /&gt;
  item        item        |&lt;br /&gt;
 material     type    determines&lt;br /&gt;
    |  ,--------'         |&lt;br /&gt;
    v  v                  v&lt;br /&gt;
 Artifact &amp;lt;--chosen-- Profession&lt;br /&gt;
              dwarf&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
&lt;br /&gt;
As [[Personality trait|traits]] can limit learning some skills, which can be required by some Noble positions, the need 