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Masterwork:Guildhall

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Guildhall

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This article is about a mod.

MDF: v1.31

Guilds[edit]

Guilds are dwarven castes with higher learn rates then normal dwarves. They learn all skills related to their guild twice as fast. There are 13 guilds in total, you can find more info on them in the "general changes" section.

Joining a guild costs 500 gold and 1 week of time. The dwarf will become a guild apprentice in that time and stay inside the workshop. He will then transform into a full guild member. Dwarves can also switch guilds or leave them. To control which dwarves use the guild hall, you can employ a workshop profile once your fortress has a manager (query the Guildhall, select workshop Profile).

Miners of the masons guild are more resistant to warpstone and coaldust. They can dig those without dying, at most they get sick from unstable warpstone.


  • Merchant's guild This dwarf is a member of the high and mighty merchant's guild. Controlling the flow of tradegoods and money all over the dwarven realm, each wealthy fortress will soon see the merchant's guild arrive. Its members make excellent traders and bookkeepers, as well as ambassadors.
  • Carpenter's guild This dwarf has joined the guild of woodworkers, lumberjacks and bowyers. It's not the most popular guild among dwarves, since the work is mostly outdoors, but the fact that elves hate it with a passion more than makes up for it.
  • Mason's guild This dwarf is member of the most prominent of all dwarven guilds, the masons. Working with stone is an age old tradition among dwarven society and the mason's guild has honed this skill to perfection. Members learn masonry, engraving and mining, as well as skills like architecture and archeology.
  • Beast warden's guild This dwarf has joined the society of the beast wardens, a group of dwarves dedicated to the training and control of animals. While not recognized as a real guild in dwarven society, they do make excellent rangers, trappers and animal trainers. Building and maintaining insect hivestocks falls under their responsibility as well.
  • Smith's guild This dwarf is member of the second largest dwarven guild, the smiths. What they lack in numbers in comparison to the mason's guild, they make more then up with their dedication and skill in metalworks. They constantly tend to their furnaces or ovens and metal seems to bend to their will.
  • Jeweler's guild This dwarf has proven skill in the fine arts. The members of the jeweler's guild create the finest tradegoods, be it from gems or glass. They are in constant squabble with the merchant's guild, which controls the taxes on said tradegoods.
  • Craftman's guild This dwarf is a member of the craftman's guild. Most artisans of the smaller industries fall under this category, be it working bone, leather or cloth. The guild even houses the few dwarven scribes and musicians that roam the realm.
  • Fisherman's guild This dwarf has joined the eccentric guild of fishers. Founded by the self-proclaimed king of the fishers, this guild is watched with distrust by other dwarves. How is sitting next to water, waiting for the fish to come to you a real profession? Regardless of what other dwarves think, the members of this guild have mastered the skill of the waiting game.
  • Farmer's guild This dwarf belongs to the guild of farmworkers, millers and cooks. They handle most of the food production, from planting crops and brewing them, over milking and cheesemaking, to butchery and cooking. A basic, but important factor of every fortress.
  • Healer's guild This dwarf is a member of the guild of healers. Mad butchers some might call them, but they do their best to patch unlucky dwarves back together. Enough dwarves owe their lives to them to establish the healers as a valid, bonafide guild.
  • Engineer's guild This dwarf is a member of the guild of mechanics, machine operators and siege engineers. All things technical are governed by them. Without the engineer's guild, fortresses would lack pumpstacks, trap hallways and other automated defenses. They even allow intrepid inventors to join their ranks.
  • Alchemist's guild This dwarf joined the ancient guild of alchemists. While alchemy itself is only a shadow of its former self, in these modern days the guild also welcomes chemists, poisoners and herbalists. There will always be fun about when dwarves handle explosives, acids and poisons, so the guild is blamed for most fortress accidents. And justly so, some might say.
  • Arcane dwarf This dwarf bears a spark of magic in him. Either a rare natural occurrence or an expansive magical experiment, either way it enables him to dip into the natural powers that surround us all. He can learn sorcery and the use of magic wands.
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