DungeonSettlers.wiki

Mechanics

Curated gameplay guides distilled from game data and reverse-engineering notes (DS_B.0.3.44).

Beginner Guide: Your First Days

Dungeon Settlers is a colony sim wrapped around a dungeon crawler: you build a settlement, recruit and level a squad, and push expeditions deeper into the du…

Leveling & Experience

Units gain experience from expeditions and combat and level up on a fixed ladder. The level cap is 12, and settlement buildings cap 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 six major stats - Strength, Constitution, Willpower, Intelligence, Agility and Perception - and a separate talent rating for each one. The tal…

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. Time is measured in ti…

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; over …

Safe Floors (Expedition Staging)

When you begin an expedition into a region, the game can first drop you onto a safe floor - a small staging area with an entrance, a corridor and a portal, b…

How Regions Unlock (Progression)

Dungeon Settlers opens its regions in a fixed chain, and the unlock is derived, not stored. Every time a campaign loads, the game resets every region to 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), and a summon's power scales off the summoner's Magic Attack Power rather than being a f…

Combat: Elements & Weapons

Despite the colorful spell names, damage in Dungeon Settlers is binary: everything is either Physical or Magic.

Equipment & Stat Effects

Each unit has 7 equipment slots (main weapon, off-hand/shield or ammo, helmet, body armor, two accessories, and so on). Weapons contribute a flat attack valu…

Clan Rank

Your clan advances through numbered ranks by accumulating contribution points. The rank table defines 7 ranks, but the base game caps the highest available r…

Recruitment

New units are hired from a pool of candidates that refreshes every 480 in-game minutes (you can also inspect candidates to reveal hidden talents before commi…

Quests

Quests come in a few flavors: a scripted tutorial, an auto-advancing main story, side quests from named NPCs, and repeatable guild "Expedition Resolution" ma…

Infinite Abyss

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

Save Files (Advanced)

Advanced, at-your-own-risk. This article describes the raw files on disk. Always back up a save before touching it - a bad edit can soft-lock a campaign.

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.

Durability

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