DungeonSettlers.wiki

In-game Handbook

The complete in-game handbook (the Game Guide panel), 56 topics as shipped in this build. Keyword links work like the game's own hover references.

Getting Started

WIP Notice

Hello! Dungeon Settlers is currently in the beta development stage. There are many Not Implemented Feature, and various bugs may occur.

If a critical bug occurs that seriously disrupts gameplay, please close the game completely and restart it.

TIP: Dungeon Settlers is designed to be a challenging game. Clearing it in a single attempt is very difficult. If the situation turns too unfavorable or you are defeated, don't hesitate to quit and start a new campaign to try again multiple times!

Impending Doom

A catastrophe has struck. The wicked Dungeon Core Arcteon is rapidly turning the entire continent into Barren Land.

As the expedition leader dispatched by the Dungeon Guild, you must build an expedition base and destroy Dungeon Core Arcteon located in the deepest part of the Dungeon.

TIP: You can revisit the game controls and all guide content by pressing the Help menu at the top right of the screen or the CapsLock key.

Control Guide

<Basic Controls>

Camera Movement: WASD

Select Individual Unit: 1~9
Select All Units: Tab

Pause/Resume Game: Space
Adjust Game Speed: F1~F2

Select Object: Left Click
Cancel Selection Mode: Right Click

Gather Mode: Z
Cancel Mode: X
Pickup Mode: C
Demolition Mode: V

<Controls While a Unit is Selected>

Move & Basic Attack: Right Click
Interact: Right Click

Status Tab : U
Inventory Tab : I
Skill Tab : K

Skill Use1: Q
Skill Use2: E
Skill Use3: R
Skill Use4: T

Camera Movement

Drag while holding the middle mouse button, or use the W/A/S/D keys to move the camera.

Camera Zoom

Scroll the mouse wheel up to zoom in and down to zoom out.
Zooming in allows you to see units and surroundings in detail, while zooming out gives a broader view of the area.

Selection and Summary

You can select entities by left clicking or dragging.
When an entity is selected, the entity summary panel appears at the bottom left, where you can check various effects currently applied to the unit.

You can also access 'Inventory', 'Skills', and 'Status' through the entity summary panel.

<Hotkeys>
- Inventory (I)
- Skills (K)
- Status (U)

Allied units can be quickly selected with hotkeys. Holding Shift while selecting adds to the current selection.

<Hotkeys>
- Select all units (Tab)
- Select individual units (1~9)

You can use tabs such as 'Inventory' even while multiple units are selected. Use the 'Tab' key to select all units and compare their information.

Left clicking empty space clears the current selection.

TIP: While an entity is selected, the 'Construction Menu' is hidden. Clear the selection first to begin construction.

Multi-Selection

You can click and drag with the left mouse button to select multiple units at once. Or press the Tab key to select all units.

Even in this state, you can use the unit summary panel's 'Inventory', 'Skills', and 'Status' tabs to quickly check relevant information.

For certain structures or items, double clicking will select all identical objects visible on screen.

Inspect

After selecting an entity, click 'Inspect' to view detailed information about enemies and other objects.
You can also inspect the corpse of a dead target.

TIP: Understanding enemy stats and traits is critical in battle. Inspect new enemy types actively.

Tooltip

Tooltips appear when you hover the mouse over items, skills, traits, stats, and other elements you want to check.

When a tooltip is displayed, pressing CapsLock (default) will 'Pin' it. While pinned, you can view additional tooltips for linked elements.

For example, Hover your mouse here.

Game Speed

Control game speed using the 'Speed Control' buttons at the top left of the screen.

<Shortcuts>
- Pause/Resume (Space)
- Normal~Fast (F1~F2)

TIP: You can pause time even during combat to plan your next move or assign actions before resuming.

Pause in Combat

Even during combat, you can freely pause combat by pressing the 'Space'.

While paused, you can queue actions such as skills, movement, or item usage.

Strategic use of pause is essential for achieving victory.

TIP: When an Acid Bug is about to explode, pause the game and issue a move command to dodge the blast.

Object Interaction

With a unit selected, right click an interactable object to initiate interaction.

Try interacting with various objects like portals and treasure chests.

Quest

You can check your current quest objectives in the top right corner of the screen.

TIP: In the tutorial, some paths may remain blocked until you complete the quest.
If a path is blocked, check your quest and complete it.

Units and Survival

Health

Health consists of Head Health and Torso Health. When a unit takes damage, one of these values is reduced.

<Head Health>
If it falls to 0 or below, the unit enters Near Death or dies even if Torso Health remains.
<Torso Health>
If it falls to 0 or below, remaining damage transfers to Head Health.

Hunger

This value shows how full a unit is. When Hunger drops below a certain level, the unit will automatically seek out and eat food, and hunger negatively affects Mood.

When Hunger reaches 0, the unit enters Severely Hungry and Near Death, becoming unconscious and impossible to control.
At that point, another unit must feed them until Hunger is restored above a certain level for them to recover.

If the unit does not regain consciousness before Near Death expires, they will die permanently.

TIP: Bad tasting food can reduce an expedition member's Mood, so be careful.

Energy

Energy indicates how energized a unit is.
When tired, units fall asleep automatically, and if energy is fully depleted,
the unit becomes Severely Exhausted, falling unconscious and unresponsive.

Energy depletes slowly while awake and is consumed when using skills.

Let the unit sleep, lie in bed, or rest near a campfire to recover energy.

TIP: Use the 'Prioritize Sleep' behavior option to help restore energy efficiently.

Mood

Represents the current emotional state of a unit.
You can check mood influencing factors via the 'Mood' section in the 'Status' tab.

Mood decreases due to negative conditions like low Hunger or extended dungeon stays, and increases through positive conditions like resting or eating good food.

TIP : Higher level units expect better treatment, so manage food, equipment, and facilities carefully to avoid discontent.

Stress

Indicates the level of mental strain a unit is under.
When Stress reaches its maximum, the unit enters a Mental Collapse state, and Stress is reset to 0.

If Stress hits the maximum again during Mental Collapse state, the unit dies instantly.

Stress decreases when Mood is positive and increases when Mood is negative, with both changes scaling proportionally to Mood level.

Near Death

Near Death is an effect indicating that a unit is in imminent danger of death. If the unit does not regain consciousness before Near Death expires, it will die permanently.

A unit in the Near Death state can be rescued by an allied unit using Aid Kit. Alternatively, you can carry the unit on another unit's back, bring them back to the settlement, and rescue them through surgery at the Operating Table.

A rescued unit retains Near Death Aftereffect for a certain time. If the unit enters Near Death again while under this effect, it will die instantly.

Expedition Member Death and Bodies

The body of an expedition member who dies in the settlement will remain where it is. Until the body is properly buried, that expedition member will continue to occupy population.
There are two ways to handle burial.

<Grave Funeral>
If you build an empty grave, another expedition member can bury the body. This is the most common funeral method and one expedition members can accept.

<Corpse Disposal>
While carrying the body, right-click the Settlement Portal to interact with it and dispose of the body. This is considered an insulting act by expedition members.

Level Up

You can construct a Goddess Statue through the construction menu. Units with max experience can Level Up by interacting with the statue.

To Level Up, you may choose one of three offerings for Consecration.
The greater the offering, the greater the bonus to your stat increase.

The resulting stats and inscription are not applied immediately. You must choose one inscription and press Confirm to finalize the Level Up.
If you're not satisfied, you can retry.

However, previous offerings are not returned, and each Level Up can only be done once, so make your decision carefully.

TIP: High level units expect better Mood fulfillment.
If you're not ready to meet their needs, consider delaying the Level Up.

Unit Ability: Major Stat

Numbers representing a unit's abilities. Each major stat corresponds to the following abilities:

Strength
This major stat proportionally increases maximum weight, physical attack power, mining proficiency, and logging proficiency.

Constitution
This major stat proportionally increases maximum health and physical resistance (slashing/blunt/piercing).

Will
This major stat proportionally increases maximum energy, status effect resistance (bleeding/poison/stun/root/disarm), and taming proficiency.

Intelligence
This major stat proportionally increases magic attack power, magic resistance (fire/water/nature), research proficiency, and medical proficiency.

Agility
This major stat proportionally increases movement speed, evasion chance, and crafting proficiency.

Perception
This major stat proportionally increases physical critical chance, melee hit chance, ranged hit chance, farming proficiency, and cooking proficiency.

Unit Ability: Talent

Each main attribute is associated with a talent. The higher the talent, the wider the range of potential increase in attributes when leveling up.

Unit Ability: Traits

Traits represent a unit's origin, disposition, physical characteristics, growth history, and other defining elements, and can be checked in the character window. Traits can be gained or lost in various ways, and each trait affects stats, behavior, status, combat performance, and more in different ways depending on its content.

<Racial Trait>
Traits that represent the inherent characteristics of a unit's race. They are granted by default according to race and reflect that race's nature or physical differences.

<Origin Trait>
Traits that represent the background a unit has lived through. Past environment, occupation, and experiences are reflected in these traits and affect the unit's abilities or disposition.

<Personal Trait>
Traits that represent an individual unit's personality, habits, talents, weaknesses, and similar qualities. Even units of the same race or origin can have different individuality depending on their personal traits.

<Inscription Trait>
Traits gained by choosing one of the inscriptions randomly offered when leveling up. They determine the unit's growth direction, and the chosen inscription can change combat or daily-life capabilities.

<Soul Trait>
Traits obtained by using soul stones. A unit can have only one soul trait and cannot possess multiple soul traits at the same time.

Skills

Manage skills via the 'Skill' tab in the entity summary panel. Units have main and sub skill points, which can be used to learn skills.

Each skill point is earned by Level Up.

Main skill trees are displayed at the top of the skill window, while Sub skill trees are listed below the divider.

Main skills require the correct type of equipment to be equipped.

Learned skills can be added to quick slots by right clicking in the 'Skill' window or you can just drag the skill icon to quickslot. While the unit is selected, click skills in the 'Command Panel' or use hotkeys to activate them.

<HotKeys>
- Skill 1 (Q)
- Skill 2 (E)
- Skill 3 (R)
- Skill 4 (T)

TIP : A level 1 unit has enough SP to learn one active and one passive skill. Skills are essential, make sure to learn and use them effectively!

Skill Reset

If you drink a Skill Reset Elixir, you can reset your skills.

Skill Reset Elixirs have a chance to be found in treasure chests in the dungeon.
You can also obtain one guaranteed Skill Reset Elixir when your expedition rank reaches Insignificant Expedition.

Recruitment

You can recruit new units through 'Recruit' in the top right corner of the screen.

Each unit has traits, stats, and skill trees, and the recruitment list is refreshed periodically as time passes.

Pay close attention to a unit's Major Stat and Talent.
The higher the Talent, the more that stat will grow upon Level Up.

TIP: It is common for units to die during expeditions or for you to recruit new members. Don't hesitate too much to recruit in the early stages of the game.

Movement

With a unit selected, right click a location to move the unit.

Attack

With a unit selected, right click an enemy to perform a basic attack.

TIP: Some ranged attacks consume ammo, such as arrows. Be careful not to run out.

Dismissing Units

You can dismiss a unit by pressing the button below the unit's portrait in the status window.
Units can only be dismissed while in the settlement.

Unit Behavior Options

Use 'Behavior Options' in the entity summary panel to control unit behavior.

<Hotkeys>
- Auto Skill (F): Automatically uses skills on enemies when Energy is above a certain amount.
- Wait for Orders (G): Holds position during combat and waits for orders. Outside combat, waits in place if there is nothing to do.
- Prioritize Sleep (H): Prioritizes sleep when acting.

TIP: Use 'Wait for Orders' when you need to maintain formation during combat.

Consumption Policy

You can open the Consumption Policy window from the button at the top right of the screen.

Use it to decide which of the automatically used consumables to allow or ban for your units.

For example, you can ban units from eating high-quality food so they only consume allowed food, or restrict them to specific types of healing items.

TIP: Lizardmen dislike vegetarian food. By banning vegetarian meals, you can prevent them from eating it and maintain their Mood.

Task Priority

You can set the Task Priority for each unit.
A unit's task efficiency varies depending on its race and stats.
Raising the priority of tasks a unit is good at helps your settlement run more efficiently.

Dungeon Expeditions

Dungeon Expedition

Select a unit and interact with the settlement portal to plan an expedition. Choose the destination, participants, and items.
Up to four members can join expedition.

Units gain the Dungeon Stay Effects based on how long they remain in the Dungeon. This effect corrupts their mind and lowers their Mood.

Also, monsters may respawn or patrol the area over time, so avoid staying in the Dungeon for too long.

The settlement contains no resources other than twisted trees. To gather resources, you must explore the dungeons.

Caution: If this is your first expedition, the second floor is extremely difficult. It's strongly recommended to follow the main objectives first.

Dungeon Portal

Each floor contains a Dungeon Portal. You must find the path that leads to it.

Through the Dungeon Portal, you can descend to deeper floors or return to your settlement.
The deeper the floor, the greater the danger.

When interacting with the portal, any units outside the portal room will be marked missing and counted as dead.
You cannot interact with portals during combat, so please be careful.

TIP: The game auto saves whenever the map changes.
If free saving is disabled, a single save slot will be overwritten.
By default, the free save option is turned off when starting a new game, so pay close attention to your save timing.

Dungeon Corruption

Dungeon Portals created by Dungeon Core Arcteon drain energy from their surroundings, slowly turning parts of the continent into Barren Land.
As the corruption spreads, the Dungeon's influence grows, and the threats within become more dangerous.

Destroying a hidden 'Dungeon Core' can reduce the corruption level.
But be careful. The moment you touch a core, the Dungeon will sense the threat and call countless enemies to you.

TIP : Dungeon corruption level is currently Not Implemented Feature.

Settlement Expansion

Goddess's Tears can be used to remove Dark Thorn Vines.

The corruption created by the thorn vines will also be removed.

Occasionally, a wide clearing may be found beyond the corruption.

Resources and Gathering

Building your base and preparing for expeditions requires a large amount of resources. You can gather resources from gatherable structures found on the map.

Click the 'Gather' button at the bottom right or press the Z key to activate Gather Mode. While Gather Mode is active, left click or drag the targets you want to gather from to assign them.

Unless there is a special reason not to, expedition members will automatically carry out the orders you give.

If you want to cancel assigned orders, click the 'Cancel' button at the bottom right or press the X key to activate Cancel Mode.

Picking Up Items

Activate pick up mode by clicking the 'Pick Up' button at the bottom right or pressing the C key.

Picked up items are stored in the unit's 'Inventory'.

TIP: Gathering and picking up items are actions you'll repeat often.
Remember that you can perform them more easily by using 'Drag' control.

Base Building

Base Building Basics

When no entity is selected, you can open the 'Construction Menu' at the bottom left of the screen, left click a building to construct, and then left click on a placement area to build it. Construction consumes resources.

You can demolish buildings through the 'Demolition Mode' at the bottom right of the screen.
When demolishing, a portion of the resources used will be refunded.

Indoor Structures

Some structures, such as beds or Research Stations, can only be constructed indoors.
To qualify as an indoor space, the area must be fully enclosed by walls and doors, including corners.

Additionally, wall quality requirements include room corners, while floor quality requirements are determined based on the floor tiles located inside the walls.

Room Type

Rooms that meet certain conditions-such as size, the number and quality of placed structures, and the quality of walls and floors-will be classified as specific room types like Normal Private Room.

The better the room, the higher the required quality of its walls and furnishings.
As your settlement expands, try creating various rooms such as workshops, dining halls, and temples.

At any time, you can check all available room types in the 'Room List' section of the Game Guide.

TIP: To qualify as an indoor space, the area must be fully enclosed by walls and doors, including corners.
Additionally, wall quality requirements include corners, while floor quality requirements are determined based on the tiles inside the enclosed walls.

Storage and Carrying Items

When returning from the dungeon to the settlement, units will place the items they collected during the expedition on the ground.
Storage buildings are used to store specific types of items, and units will automatically transport items left on the ground into storage.

TIP: There is no function to manually place items carried by a unit into storage.
If you want items to be stored, simply drop them on the ground.

Crafting

When selecting a crafting structure, open 'Task Planner' in the entity summary, choose an item and quantity, then press 'Add Task' to add it to the crafting queue.

In the crafting queue, tasks can be repeated a set number of times, until a target quantity is reached, or indefinitely depending on the selected option.
Units prioritize available tasks from the top of the queue.

Units only recognize items in their own inventory, storage, or on the ground as valid materials. Items carried by other units cannot be used.

Research

Through research, you can develop new technologies, unlocking new recipes and buildings upon completion.

Access the research window by selecting a research building and clicking 'Research', or by pressing the 'Research' button in the top right corner of the screen.
Left click a node to set it as your research target.

Inventory

You can check the items an entity is carrying in the 'Inventory' tab of the entity summary panel.

Note: Only items held in the inventory of allied units or buildings are considered part of your expedition's resources.

You can view the total amount of all resources owned by the expedition on the left side of the screen.

Item Interaction

Right click an item in the 'Inventory' to open the interaction menu.
From there, you can equip. or consume items.

TIP: Use ointment to recover health when unit's health is low.

Item Weight

All items have weight, and there is a limit to the total weight a unit can carry.

Exceeding the maximum weight will trigger Overloaded or Severely Overloaded, causing reduced movement speed and other negative penalties.

More Topics

Room Type: Dining Hall

"On the battlefield, eating well means you have already accomplished eighty percent of the mission."
- Battle Cook Yoshiteru

Dining Hall

Food relieves hunger, but the dining hall relieves the day's lingering weariness among people.

Poor Dining Room
Mediocre Dining Room
Normal Dining Room
Decent Dining Room

Room Type: Laboratory

"This place... was prepared for me...
A place where I can pour everything into uncovering and discovering,
my dim, immaculate, and somehow melancholy..."
- Svyatogor, Commander of the Vostok Research Order

Laboratory

A craftsman completes a tool, but a scholar asks what that tool still cannot do and ceaselessly scratches a pen across paper in search of the answer.

Poor Research Lab
Mediocre Research Lab
Normal Research Lab
Decent Research Lab

Room Type: Merchant Room

"So, how much were you looking to spend?"
- Jake, Lycan Marketplace Merchant

Merchant Room

Merchants bring more than goods. They also bring news and possibilities from beyond the settlement. The merchant room serves as a lifeline where unnecessary items can be sold and needed goods purchased.

Merchant Chamber

Room Type: Recreation Room

"Look at those colors revealed as luck and skill are cast upon the floor. Do they not remind you of the Vermilion Bird scattering its own feathers with every beat of its wings?"
- Wang Wei, Arena Announcer

Recreation Room

People need a place to play just as much as they need a place to rest. It increases their efficiency while they enjoy themselves.

Poor Recreation Room
Mediocre Recreation Room
Normal Recreation Room
Decent Recreation Room

Room Type: Bedroom

"The eyelids are heavier than a thousand weights, for no strongman can lift them..."
- Girim, Guild Scribe

Bedrooms where expedition members can stay and sleep are essential to their recovery.

Private Room

Sharing a bedroom with others can make expedition members feel that their personal space is being invaded.
To provide the highest-quality sleep, it is best not to place two or more beds in the same room.

Poor Private Room
Mediocre Private Room
Normal Private Room
Decent Private Room

Shared Room

When resources or space are limited, expedition members may have to sleep together in one place.
It may not provide a large mood increase, but it can still be strategically necessary.

Poor Shared Room
Mediocre Shared Room
Normal Shared Room
Decent Shared Room

Room Type: Temple

"Humanity's longing for the sacred stood steadfast even amid the splendor of the Elos Empire, which acted as though no gods existed."
- Miguel, City Hall Secretary

Temple

Faith in the Goddess, spread widely across the continent, became one of the foundations that sustained the hearts and lives of countless people after the Catastrophe.
The instinctive human sense of the sacred resonates with statues of the Goddess through magic stones, dramatically enhancing an individual's abilities. This phenomenon is known as Consecration.
The taller and more majestic the facility appears, the greater the spiritual and physical growth it can produce with fewer magic stones. This makes decorating the temple especially important.

Poor Temple
Mediocre Temple
Normal Temple
Decent Temple

Room Type: Workshop

"Muscles strike iron, iron strikes wood, and wood holds fast to magic stones.
Everything in the workshop is entwined like grapevines. Human sweat and fruit mingle and ferment, crafting the sweetest thing the world will ever taste."
- Brecht, Dwarven Jeweler

A workshop requires many different tools, but the morale of expedition members working in a good environment is also an important resource.

Workshop

Filled with noise, sawdust, and ceaseless hammering, workshops supply countless things that keep a settlement alive.
Crafting tools by hand and judging the quality of what has been made are human responsibilities. Places that denied this have now vanished into history.

Poor Workshop
Mediocre Workshop
Normal Workshop
Decent Workshop

Magic Workshop

Crafting magical tools is separate from ordinary work. Handling minute traces of magic and overcoming the challenges of crafting itself require a different set of delicate tools.

Poor Arcane Workshop
Mediocre Arcane Workshop
Normal Arcane Workshop
Decent Arcane Workshop