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Guild

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Revision as of 09:28, 2 April 2020 by GeloMor (talk | contribs) (minimized list)
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This article is about the current version of DF.
Note that some content may still need to be updated.


Guilds are organizations established when sufficient members (10 by default in d_init.txt) of your fortress practice the same profession, or professions in the same category. Shortly after establishment, the guild will petition for the construction of a guildhall, where its members will socialize and hold skill demonstrations, slowly training them as if they were a military squad under training orders. The name of a guild and its associated guildhall will reflect the profession of the guild. For example "The Guild of Oiling", a Metalsmith guild with a guildhall named "The Cave of Copper".

Guildhalls work similarly to barracks and taverns, by providing skill training and some degree of socialization. A guildhall requires 2000 (by default) and Grand Guildhall at 10000 zone wealth to be considered established. A guild with a guildhall was observed establishing connections with other guilds, but with an as of yet unknown effect. If a guildhall petition has been accepted but has not been built after one year, the agreement to establish a guildhall will be abandoned.

While a guild is not established, it can still hold public skill demonstrations for idlers.

Typically, a guild for a general profession category, such as fisherdwarves, farmers, or metalsmiths will be founded first, though if enough dwarves of a specific profession such as furnace operator or weaponsmith are in a fortress, a guild for that specific profession will be founded as well as the more general guild. Dwarves with a profession with its own guild and one for the more general category will be members of both guilds.

The following guilds have been observed to exist:

(This is not currently a comprehensive list. Presumably, there are guilds for all professions in the game, but this requires clarification.)

This is a list of guild halls you can select when adding a new location (e.g. q -> hover a table -> l -> a -> g)

Miner hall Woodworker hall Carpenter hall Bowyer hall Woodcutter hall Stoneworker hall Engraver hall
Mason hall Ranger hall Animal Caretaker hall Hunter hall Trapper hall Animal Dissector hall Metalsmith hall
Furnace Operator hall Weaponsmith hall Armorer hall Blacksmith hall Metalcrafter hall Jeweler hall Gem Cutter hall
Gem Setter hall Craftsdwarf hall Woodcrafter hall Stonecrafter hall Leatherworker hall Bone Carver hall Weaver hall
Clothier hall Glassmaker hall Potter hall Glazer hall Wax Worker hall Strand Extractor hall Fishery Worker hall
Fisherdwarf hall Fish Dissector hall Fish Cleaner hall Farmer hall Cheese Maker hall Milker hall Cook hall
Thresher hall Miller hall Butcher hall Tanner hall Dyer hall Planter hall Herbalist hall
Brewer hall Soap Maker hall Potash Maker hall Lye Maker hall Wood Burner hall Shearer hall Spinner hall
Presser hall Beekeeper hall Engineer hall Mechanic hall Siege Engineer hall Siege Operator hall Pump Operator hall
Architect hall Diagnoser hall Bone Doctor hall Suturer hall Surgeon hall
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In light of recent accidents, the Farmer's Guild has been restricted from performing any gelding demonstrations until further notice.