DungeonSettlers.wiki

Mechanics

Steam
Curated gameplay guides distilled from game data and reverse-engineering notes (DS_B.0.4.29).

Beginner Guide: Your First Days

Dungeon Settlers is a colony sim wrapped around a dungeon crawler. You build a settlement and recruit a squad, then level it and push expeditions deeper into…

Leveling & Experience

Units gain experience from expeditions and combat and level up on a fixed ladder. The ladder is defined up to level 12. In this build a unit stops at level 5…

Inscriptions

Inscriptions are permanent trait-like bonuses a unit can gain. They come from two places: a recruit can arrive already carrying inscriptions, and every unit …

Talents & Stat Growth

Every unit has 6 major stats and a separate talent rating for each one. The talent rating decides how much that stat grows each time the unit levels up. Rati…

Time & The Day/Night Clock

The campaign runs on a single global clock shared by the settlement and any active expedition. There is no separate dungeon calendar.

Dungeon Depletion

Every dungeon floor tracks a depletion counter from 5 (fully stocked) down to 0 (fully depleted). Repeatedly farming the same floor drains its counter. It re…

Safe Floors (Expedition Staging)

When you begin an expedition into a region, the game can first drop you onto a safe floor. It is a small staging area with no enemies, where you regroup befo…

How Regions Unlock (Progression)

Dungeon Settlers opens its regions in a fixed chain. In play, clearing a region is the only thing that opens the next one. The save stores each region's lock…

Food & Mood

Every settler has a Mood stat (the UI scale tops out at 30) that quietly drives the whole management layer. Mood above 0 makes Stress fall; Mood below 0 make…

Summoned Creatures

Water Magic units can summon creatures (Bubblelings and Bubbletoads). A summon's power scales off the summoner's Magic Attack Power at the moment of the summ…

Combat: Elements & Weapons

Despite the colorful spell names, damage in Dungeon Settlers is binary: everything is either Physical or Magic. Weapons come in one-handed types that can car…

Equipment & Stat Effects

Each unit has 7 equipment slots. Weapons contribute a flat attack value on top of the wearer's stat-derived attack, and gear can carry additional status effe…

Recruitment

New units are hired from a pool of candidates that refreshes every 480 in-game minutes. The number and level of candidates scale with clan rank. You can insp…

Quests

Quests come in 4 lines, and every quest below links to its row on the quests index.

Infinite Abyss

The Infinite Abyss is a standalone endless-dungeon mode. It is separate from the empty Forgotten Abyss region on the expedition map, and it is partly impleme…

Save Files (Advanced)

Advanced, at-your-own-risk. This article describes the raw files on disk.

Combat Formulas

The damage pipeline, per-point stat coefficients, crit and resist math, DoT scaling, encirclement and summon scaling - every number cited to its table.

Monster Detection & Aggro

How monsters spot you - Vision Range, line of sight, aggro and threat, day/night, stealth - and every lever that changes it, cited to the tables and code.

Dungeon Stay

The mood ladder a squad climbs while it is inside the dungeon: when each stage lands, what it costs on every management difficulty, and how safe floors reset it.

NPC Spawns & Quest Reports

Where each NPC appears in the dungeon, the chance per floor, and the quest-report boost

Cooldowns

How skill cooldown and global cooldown work, and what cooldown reduction does and does not change.

Attack Speed

How attack speed is built, how it shortens a swing, and what the percent bonuses actually do.

Regeneration

Every stat that changes over time by itself: health, energy, hunger, stress and food freshness, with the formula and the timings.

Durability

How weapons wear from attacking and armor from getting hit, what reduces it, and how to repair - with a hits-until-break simulator.