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 the dungeon. The main story (Crawling Doom, Main Quest 0 to Main Quest 8) doubles as a tutorial spine that advances automatically as you do the right things, so use it as your to-do list.
At a glance
Your first day
- Interact with the support wagon (Main Quest 0). It holds your starting kit.
- Build a Basic Workstation (Main Quest 1), then craft
Textile x6,
Cloth Armor x1,
Wooden Arrow x2 (Main Quest 2). - Recruit up to 4 units (Main Quest 3). Read the recruiting advice below before you spend.
- Make a first, short dungeon run (Main Quest 4) and come home (Main Quest 5). Gather wood and grass. Take the easy kills, and don't push deep on the first day.
- Stock food and put beds down before night.
- Build a Research Station (Main Quest 6) and start research immediately. Idle research is wasted time.
Recruiting
Talent tiers decide stat growth for a unit's whole career. A fresh candidate only has about 2-5 tiers total across its 6 major stats, so one Exceptional or Genius stat is a genuine find.
Candidates already carrying inscriptions cost extra, by rarity: Common
+50 gold, Uncommon
+100 gold, Rare
+300 gold, Legendary
+500 gold. That surcharge is often a bargain against the 2.00% Rare / 0.300% Legendary roll odds.
Elves only appear from clan rank 2. Humans and Lizardmen are available from the start.
Mind the dietary rules when planning your kitchen. Elves take a mood hit from meat, Lizardmen from vegetables (Food & Mood). A mixed-race roster wants a mixed pantry.
Leveling and mana stones
Leveling is manual: a prayer that consumes mana stones (Leveling & Experience).
Pick the offering tier deliberately. Bigger offerings buy bigger stat gains per level, but stones are the real bottleneck.
Spread levels across the squad rather than rushing one unit.
At every level-up you pick an inscription from 5 choices. Use the Retry button freely and don't settle for a weak Common (Inscriptions).
Dungeon habits
Rotate floors rather than farming one to the bottom.
Respect the clock (Time). Night (20:00 to 06:00) cuts vision, and long expeditions stack escalating Dungeon Stay mood penalties day after day. Go in, hit your goal, come home.
Watch gear durability and pack food and arrows. Broken weapons and hungry settlers end runs early.
The Red Monster Rat
The main chain's finale (Main Quest 8) is killing the Red Monster Rat, an elite rat with 4'500 total HP and a hard-hitting 144 physical attack. It is backed by Bloody Scratch and a Rat Swarm call.
Bring:
- a full squad carrying the levels the chain itself asks for (2 units at level 2+) and crafted gear (Bone or Carapace tier is comfortable)
- a shield-user to guard
- healing items
Killing it ends the story. It does not unlock the next region (How Regions Unlock).
The last two steps
The chain closes on two quests. Main Quest 7 wants the Goddess Statue built and 2 units at level 2+, and Main Quest 8 is the kill itself (
Red Monster Rat x1).