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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ironminer888</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ironminer888"/>
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	<updated>2026-05-24T23:56:30Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Beak_dog&amp;diff=315972</id>
		<title>Beak dog</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Beak_dog&amp;diff=315972"/>
		<updated>2026-05-17T23:34:32Z</updated>

		<summary type="html">&lt;p&gt;Ironminer888: Added color discrepancy between graphics and other depictions, added headings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=beak_dog_sprites.png&lt;br /&gt;
|portrait=beak_dog_portrait.png&lt;br /&gt;
|bone=16&lt;br /&gt;
|meat=11-13&lt;br /&gt;
|fat=11&lt;br /&gt;
|lung=2|&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|gizzard_stone=1&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Beak dogs''' are a freakish [[Creature|species]] of [[gorilla]]-sized, bird-like pack hunters found in [[surroundings#evil|evil]] [[Wetland|swamplands]]. They appear in groups of three to seven and occupy the same ecological niche that [[Wolf|wolves]] do in more normal [[surroundings]]. In the fortress-embarking flavor screen, you are sometimes warned to strike the earth quickly &amp;quot;ere the wolves get hungry&amp;quot;, but in the actual game, wolves are too small to opportunistically attack [[dwarves]], preferring to predate on smaller creatures instead. Beak dogs, by contrast, are not held back by such a deficiency: they are close to four times as large as a wolf (two and a half times the [[size]] of an average dwarf), and the {{token|LARGE_PREDATOR}} [[creature token|token]] in their [[raw file]]s that they share with wolves means that they will snack on any dwarves that appear before them, given the chance. This obviously makes them very dangerous.&lt;br /&gt;
&lt;br /&gt;
Beak dogs can be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] into [[pet]]s. They are considered [[domestic animal]]s in [[goblin]] [[civilization]]s and as such are always found with them, often being employed as attack animals or [[mount]]s during [[siege]]s. [[Mission|Raiding]] a goblin settlement may lead your dwarves to bring numerous tame beak dogs to your fortress as spoils, which is the easiest way to get a hold on the creatures - they serve well on a [[meat industry]] and can also be used in [[egg production]], being far larger than any conventional egg-laying livestock. Additionally, their parts are [[Item value|worth]] twice as much as boring dog parts.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] beak dogs for their ''large beaks'', their ''hunched backs'' and their ''chatters and clicks''.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = emuth idar | elvish = etini macetha | goblin = gosma anot | human = kes sheka}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;300px&amp;quot;&amp;gt;&lt;br /&gt;
File:GoblinAndBeakDog.jpg|A beak dog and its goblin rider, drawn in crayon by [[Main:Bay 12 Games|Bay 12 Games]].&lt;br /&gt;
File:beak_dog_killed.jpeg|Urist also likes beak dogs for their crushable heads.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by kruggsmash''&amp;lt;/small&amp;gt;&lt;br /&gt;
File:beakdog_art.png|Another artistic take on the beak dog.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by King Agrian''&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* [[Main:Toady One|Toady One]] has said that beak dogs are based on a [http://www.bay12forums.com/smf/index.php?topic=32985.msg485243#msg485243 variety of sources].&lt;br /&gt;
* In the premium version of the game, beak dogs are depicted with pale, pinkish-gray skin and black spots along their back. This is a notable departure from their other visual and described appearances, including the above drawing by Bay 12 Games, their in-game description string, and the tissue layer for their skin in the RAW files, which all depict beak dogs with rainbow-colored skin. The RAW files specifically set beak dog's skin tissue color as rainbow-colored stripes.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Ironminer888</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Ironminer888&amp;diff=315944</id>
		<title>User:Ironminer888</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Ironminer888&amp;diff=315944"/>
		<updated>2026-05-11T14:44:04Z</updated>

		<summary type="html">&lt;p&gt;Ironminer888: created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;hello world!&lt;/div&gt;</summary>
		<author><name>Ironminer888</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Slade&amp;diff=315930</id>
		<title>Slade</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Slade&amp;diff=315930"/>
		<updated>2026-05-10T14:57:41Z</updated>

		<summary type="html">&lt;p&gt;Ironminer888: Cleanup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Distinguish|Slate}}&lt;br /&gt;
{{Buggy}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
{{stonelookup/0|wiki=no}}&lt;br /&gt;
&lt;br /&gt;
'''Slade''' is the stone that makes up the surrounding layers of [[Hell|eerie cavern]]s. After dwarves dig deep enough down into [[adamantine]] veins, large, demonic caverns made of slade will open up and spew forth demons. [[Underworld spire]]s and [[vault]]s are also made entirely of slade. &lt;br /&gt;
&lt;br /&gt;
Slade is '''very''', '''''very''''' dense at 200 grams per cubic centimeter, making it about 33% more dense than the core of the real-world Sun[https://solarscience.msfc.nasa.gov/interior.shtml] and '''the heaviest usable material in the game'''. A single boulder of slade weighs about '''20 metric tons'''. For comparison, an equivalent volume of freshly mined [[native platinum|platinum nuggets]] only weighs around 2.1 metric tons.&lt;br /&gt;
&lt;br /&gt;
It is not possible to mine through slade walls. You can still [[obsidian]]-cast them and then mine that, but this will not yield slade boulders.&lt;br /&gt;
&lt;br /&gt;
It is possible to use weapons made out of slade in the [[object testing arena]]. Slade weapons and armor are at least comparable in effectiveness to, if not stronger than, adamantine. In fortress mode, it is possible to obtain slade bars by embarking on a [[vault]] and deconstructing the vertical [[bars]] within. Slade weapons can be created during [[strange mood]]s if such boulders or bars are available to use.&lt;br /&gt;
&lt;br /&gt;
Slade has a natural immunity to [[dragonfire]] since it does not have a specific heat or any state change temperatures defined in the raws.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
It may be interesting to note that our friends at Wikipedia also believe [http://en.wikipedia.org/wiki/Slade] Slade to be a hard rock and a heavy metal.&lt;br /&gt;
[[File:slade_trading_preview.png|thumb|603px|center|The insanely high weight of slade statues, as seen on the [[trading]] screen.]]&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Although slade is not intended to be diggable, it can be channeled through floors from above, leaving the wall underneath it.{{bug|708}}&lt;br /&gt;
* Jewelers may randomly try to cut slade, despite not finding any of it on the map.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>Ironminer888</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wealth&amp;diff=315927</id>
		<title>Wealth</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wealth&amp;diff=315927"/>
		<updated>2026-05-09T00:17:51Z</updated>

		<summary type="html">&lt;p&gt;Ironminer888: General cleanup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:wealth_preview.png|right]]Your '''created wealth''' is the sum product of all the labors of your fortress. It is visible on the [[Status#Fortress name and status|wealth tooltip]]* once you have a [[broker]] with the [[appraisal]] [[skill]] and a [[bookkeeper]] maintaining your records, and will update with the continual maintenance of your [[stocks]] by the bookkeeper.&lt;br /&gt;
&lt;br /&gt;
: ''(* On the left of the bar at the top of your screen is your basic fortress info, its name and size. Mouse-hovering over this area reveals the wealth tooltip, a basic breakdown of the fortress' [[wealth]].)&lt;br /&gt;
&lt;br /&gt;
Wealth is the sum of all objects of [[item value|value]] in your fortress. This includes raw materials like [[stone]]s and [[metal bar]]s, [[building]]s, engravings, and every kind of created good, all of which contribute to your total wealth to various degrees. [[Corpse]]s and [[remains]] of creatures have no wealth value.&lt;br /&gt;
&lt;br /&gt;
[[Artifact]] items are usually one of the largest influences on fortress wealth, especially artifacts made out of, or [[decorate]]d using, valuable materials.&lt;br /&gt;
&lt;br /&gt;
The display of your wealth on the main status screen is broken up into several categories: [[weapon]]s, [[armor]] and [[Clothing|garb]], [[furniture]], other objects (like [[finished goods]]), architecture ([[building]]s, [[constructions]], [[engravings]] and such), [[Display furniture|displayed]], and held/worn (items created internally that have been claimed by dwarves, like clothing).&lt;br /&gt;
&lt;br /&gt;
For the more abstract wealth count, used in [[world generation]] to determine building ownership and help ground various acts of corruption and [[villain]]y, see [[account]].&lt;br /&gt;
&lt;br /&gt;
== Imports and exports ==&lt;br /&gt;
[[File:Wealth-tooltip.png|thumb|right|327px|[[Status#Fortress name and status|Wealth tooltip]] in Premium. Accuracy is based on your current [[Bookkeeper|Bookkeeping]].]]&lt;br /&gt;
Items made off-site are not counted in your total fortress wealth, and are instead listed as imports. This only applies so long as the object is unchanged; a decorated imported object will be made your own, and its value will be moved from imports to wealth. This is important when trading with caravans, as they will not accept goods stolen or lost by a previous caravan of that civilization. It is listed under &amp;quot;Imported Wealth&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Similarly, items made in the fortress that leave the map after being traded to a [[caravan]] are counted as exports, listed under &amp;quot;Exported Wealth.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Influences ==&lt;br /&gt;
Wealth influences various game features.&lt;br /&gt;
&lt;br /&gt;
Having more fortress wealth increases the amount of [[migrant]]s you get per wave. Assuming that you are equipped to handle the new dwarves, this is usually a good thing. However, having an extreme surplus of wealth can cause your fortress to grow so quickly that your migrant arrivals outpace your ability to house and feed them or give them useful things to do. Drowning in migrants is a very real danger; make sure you are always equipped with surplus food, drink, beds and work stations.&lt;br /&gt;
&lt;br /&gt;
A certain level of exports and overall wealth is required to acquire economically-linked [[holding]]s. However, for smaller sites, fortress wealth is the more important factor in determining economic linkage. Also, having a certain amount of fortress wealth and exported wealth is required to ascend the [[noble]] ladder: a [[baron]] requires 100,000 units of wealth overall and 10,000 wealth worth of exports. These values increase to 200,000 in overall wealth and 20,000 in exports for a [[count]], and 300,000 units of wealth with 30,000 in exports for a [[duke]]. The [[monarch]] has some fairly complicated requirements based on a few different categories.&lt;br /&gt;
&lt;br /&gt;
On the negative side, having more wealth attracts more frequent and larger attacks from enemies. At first, this will be an above-average amount of [[thief|thieves]], but as the game progresses and your wealth continues to grow, this will develop into [[ambush]]es or [[siege]]s from opposing factions and visits from [[megabeast]]s. This keeps the game from being boring, but too much [[fun]] is also a bad thing; if you have a hard time dealing with the numerous waves of immigrants, you're probably not equipped to deal with a full-on siege.&lt;br /&gt;
&lt;br /&gt;
== Building and limiting wealth==&lt;br /&gt;
Building wealth is simple -- just commit more people to useful industries and continue growing. You will want to establish a major [[industry]] and commit a number of skilled dwarves to it, allowing you to spend grand sums on caravans and get everything you absolutely need quickly and painlessly. If you intend to go this route, be sure to create plenty of extra [[bin]]s to ease the transfer of items to the trade depot and prevent stockpiles from becoming too full.&lt;br /&gt;
&lt;br /&gt;
When first starting out, it's typically best to not focus on building fortress wealth too much until you have an effective military that can deal with the [[Megabeast|fun]] [[Werebeasts|things]] that such wealth can cause.  However, in your first year, you probably want to create goods to be able to [[trade]] with the autumn dwarven [[caravan]], in order to obtain goods that are not available at your location, or that your fortress cannot produce on its own yet. A simple way to create a decent amount of wealth without much effort is to [[cook]] a surplus of [[lavish meal]]s. Be cautious about selling prepared meals to the [[Elf|elves]] though, as food with meat-based ingredients, and the wooden barrels in which the meals are likely stored, are [[Trading#Unacceptable_items|unacceptable]] to them.&lt;br /&gt;
&lt;br /&gt;
[[Metal]]s are great materials for creating wealth.  Many locations have an [[ore]] of [[iron]] or [[silver]]. Both are of moderate value and can be made into [[weapon]]s, [[furniture]] or crafts.  [[Statue]]s make for high-value furniture.  Certain butchered [[animal]]s have high-value bones or skulls.  [[Ceramic]]s, especially [[stoneware]] made from [[fire clay]] can provide a continuous source of decent valued goods.  Rough [[gem]]s can be hard to find, but a highly skilled [[gem setter]] can decorate objects to add considerable value to furniture or crafts.&lt;br /&gt;
&lt;br /&gt;
On the opposite side, there are the fortresses that would much rather establish a baseline of sorts before embarking on an expansionist binge - getting a full defensive militia or defensive structures up, for instance, or penetrating an [[aquifer]] without having to waste precious reserves on more dwarves and more enemies. These players concentrate on low-value activities like carpentry, masonry, and mining, and only produce enough trade goods to get what is necessary from the caravans. Although they are slower to grow, they also afford their players more time to plan and to lay the groundwork for the future of the fortress. &lt;br /&gt;
&lt;br /&gt;
Note that, no matter what, you ''will'' have to deal with ''some'' growth -- besides the natural expansion of your fortress, there's also the issue of [[artifact]]s. Do what you will, but every once in a while a dwarf will [[Strange mood|claim a workshop]] and produce a valuable trinket, and all you can hope for is that it's not worth too much.  It's worth noting that artifact furniture is counted three separate times toward created wealth: as furniture, as architecture, and as displayed.  You may wish to hold off on installing that legendary [[coffer]] that's worth three times as much as your fortress when just sitting in a stockpile.&lt;br /&gt;
&lt;br /&gt;
Most players choose to walk the middle line, getting together the necessary industries, but concentrating on the [[metal industry]] early on, to get together their arms and armor. Although [[steel]] is worth its weight in [[gold]], it is much more useful deflecting goblin arrows from your fortress defenders than as a [[statue]] decorating your [[Meeting area|lobby]].&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
*Some buggy items can have a negative wealth. This can cause events that are tied to fortress wealth to not occur when they should. To troubleshoot this, you can create a copy of the saved game with the bug, move all your items to the trade depot, and look through the value of the items. Once you find the offending items, you can either [[Dwarven Atom Smasher|atom-smash]] them or use DFHack's &amp;quot;autodump destroy&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = limâr&lt;br /&gt;
| elvish  = rano&lt;br /&gt;
| goblin  = sloron&lt;br /&gt;
| human   = ostri&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Economy}}&lt;br /&gt;
[[ru:Wealth]]&lt;br /&gt;
[[zh:Wealth]]&lt;/div&gt;</summary>
		<author><name>Ironminer888</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Slab&amp;diff=312111</id>
		<title>Slab</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Slab&amp;diff=312111"/>
		<updated>2025-12-10T18:19:31Z</updated>

		<summary type="html">&lt;p&gt;Ironminer888: Changed &amp;quot;room value&amp;quot; links into one to prevent a disambig&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{V50_furniture&lt;br /&gt;
|graphic=[[File:Slab_Premium.png]]&lt;br /&gt;
|name=Slab&lt;br /&gt;
|tile=∩&lt;br /&gt;
|stonecarve=y&lt;br /&gt;
|metal=n&lt;br /&gt;
|glass=n&lt;br /&gt;
|value=10&lt;br /&gt;
|size=60,000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Slabs''' are buildings which serve primarily to commemorate the dead. Unlike [[coffin]]s, slabs do not require any body part of the deceased to function, allowing you to prevent the appearance of [[ghost]]s of dwarves whose bodies are no longer recoverable. Engraved slab [[memorial]]s are usually made for your fort's citizens, but can be made in remembrance of any historical figure which dies on your lands. If a ghost has appeared in a fortress, but a slab commemorating that deceased individual has been placed somewhere, the ghost's spirit will be calmed and disappear. When this happens, the following message appears:&amp;lt;br&amp;gt;&lt;br /&gt;
{{DFtext|Urist McGhost, Ghostly Cheesemaker has been put to rest.|5:1}}&lt;br /&gt;
&lt;br /&gt;
A slab must first be constructed at a [[stoneworker's workshop]] from a single [[stone]], and can then be turned into a [[memorial]] at a [[stoneworker's workshop]] (same workshop) by an [[engraver]]. After it has been engraved, you may build the slab using {{menu icon|b|f|l}}. To pick the engraved slab, first open the menu for that material, then search for &amp;quot;memorial&amp;quot; (or just &amp;quot;me&amp;quot;), or the name of the creature.&lt;br /&gt;
&lt;br /&gt;
Built engraved slabs can be read in fortress mode from the stocks screen or by clicking the building, then the details button ([[File:Mag glass icon.png]]) for the item, revealing information on the arrival and death of the creature. If the subject slew any important figures or fortress citizens, this may also be noted on the slab. If you're not sure how a dwarf or creature died, engraving a slab in their memory may reveal the killer.&lt;br /&gt;
&lt;br /&gt;
Slabs, whether blank or engraved, can also be built solely to increase a [[Zone#Quality_and_value|room's value]]. They aren't uniquely valuable, but don't block movement.&lt;br /&gt;
&lt;br /&gt;
== Adventurer mode ==&lt;br /&gt;
In [[adventurer mode]], slabs made out of [[wood]] are occasionally used as shop and tavern signs in human [[town]]. They also appear in two particularly interesting places.&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you manage to infiltrate or conquer a [[necromancer]]'s [[Tower (necromancy)|tower]], you may find an engraved slab which contains &amp;quot;the secrets of life and death&amp;quot;. To read this, you need to pick it up with {{Adv menu icon|g}}, enter advanced interaction menu with {{Adv menu icon|I}}, select the slab, select {{k|a}} to read it, and voila! You can now raise the dead too. Basic [[reader|reading]] [[skill]]s are required to do this, so make sure to start your adventurer with some reading skill.&lt;br /&gt;
&lt;br /&gt;
[[Artifact]] slabs can also be found in [[vault]]s throughout the world. Although extremely well-guarded, you can perform raid [[mission]]s in either mode to capture them and bring them back to your fortress. These slabs contain a different kind of secret, which an adventurer can wield. See the [[Vault]] article for further details.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Furniture}}&lt;/div&gt;</summary>
		<author><name>Ironminer888</name></author>
	</entry>
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