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Guild Professions & Workshops

The Guild 1 Remake: All 8 Guild Professions & Profit Guide

Complete breakdown of all 8 professions in The Guild 1 Remake Europa 1410. Master production chains, workshop tiers, and daily gold profit margins.

9/21/2026 Last sealed: 9/21/2026

In The Guild 1 Remake: Europa 1410, your profession dictates your daily routine, manufacturing technology, social relationships, and economic profit ceiling. Choosing the right craft allows you to corner municipal markets, control essential trade supply chains, and build the foundation of your dynasty’s fortune.

This compendium breaks down all eight playable professions available in the Early Access release, detailing their raw material dependencies, workshop expansion tiers, and estimated daily profit yields.


1. Overview of the 8 Guild Professions

ProfessionPrimary ArchetypeKey ProductsCapital InvestmentProfit Ceiling
BlacksmithHeavy MetallurgyNails, Tools, Daggers, Plate ArmorHigh (Iron/Coal)Very High
AlchemistChemistry & ApothecaryHealing Salves, Philtres, GunpowderModerate (Herbs)Extreme
Tailor / WeaverTextiles & FashionWool Coats, Silk Doublets, Linen ShirtsLow (Loom/Cloth)Steady
CarpenterWoodcraft & ConstructionFurniture, Carts, Crossbows, BarrelsLow (Timber)High
InnkeeperHospitality & BreweryWheat Beer, Roast Pork, Mead, RoomsModerate (Grain)Very High
PreacherFaith & ScholarshipParchment, Indulgences, Hostias, RelicsLow (Paper/Wax)Moderate
Thief / RogueUnderworld SyndicateStolen Jewels, Lockpicks, ContrabandLow (Safehouse)Uncapped
Merchant / BankerFinance & LogisticsSpices, Wine, Money Lending, SilkVery High (Gold)Massive

2. Deep Dive: High-Margin Crafting Specialties

The Blacksmith: The Backbone of Medieval Industry

The Blacksmith requires constant supplies of Iron Ore and Coal. In early tiers, focus on producing Horseshoes and Iron Nails, as town construction projects continuously deplete these basic commodities.

Once you upgrade to a Master Forge, transition your production lines to Steel Daggers and Chainmail Shirts. Selling military hardware directly to the City Guard or mercenary captains yields profit margins exceeding 65% above raw material costs.

The Alchemist: Secrets, Potions & Forbidden Reagents

Operating from an Apothecary Lab, the Alchemist uses Lavender, Nightshade, and Sulfur to craft items that both cure and corrupt:

  • Healing Tincture: In high demand during winter plague outbreaks; prices triple when epidemic warnings are issued.
  • Toad Slime / Hallucinogen: Essential consumables for political rivals seeking to discredit council members prior to town elections.
  • Black Powder: The precursor to early firearms and demolition charges, offering the highest value-per-weight in long-distance trade.

3. Workshop Tier Upgrades & Employee Efficiency

Every workshop in The Guild 1 Remake can be upgraded across three progressive structural tiers:

  1. Tier 1 (Humble Workshop): Accommodates up to 2 apprentices and 1 handcart. Limited storage space for raw materials.
  2. Tier 2 (Guild Workshop): Accommodates 4 journeymen, introduces secondary production benches, and enables horse-drawn cargo carts.
  3. Tier 3 (Master Guildhouse): Supports 6 master craftsmen, automated night-shift production, and an integrated retail storefront where townspeople purchase luxury goods at a 20% premium.

Employee Management Best Practices

  • Always maintain a full apprentice workforce; idle equipment drains weekly property taxes without generating revenue.
  • Provide occasional beer rations and wage bonuses to maintain morale above 75%, preventing worker strikes and accidental workshop fires.
  • Equip master craftsmen with guild insignia rings to reduce crafting cycle durations by up to 15%.
The Guild 1 Remake Professions Blacksmith Alchemist Economy

Related Imperial Decrees