DungeonSettlers.wiki

Recruitment

Steam

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 inspect a candidate to reveal hidden talents before you commit.

At a glance

Candidate refreshEvery 480 in-game minutes
Level priceAbout 120 gold (level 1) up to about 4'200 gold (level 12), plus a random swing of -30% / +30%
Inscription surchargeCommon +50 gold, Uncommon +100 gold, Rare +300 gold, Legendary +500 gold
Candidate talent sumTiers sum to about 2-5 across the 6 stats
InspectionInspecting a candidate reveals hidden talents before you buy
Manual rerollCosts gold; the price is set per clan rank (RecruitRerollAdditionalCost)

Candidate price

A candidate's price is built from two parts. The level component climbs from about 120 gold at level 1 to roughly 4'200 at level 12, with a random swing of -30% / +30% on top.

The second part is a handling surcharge for each inscription the candidate already carries, priced by rarity:

  • Common inscription: +50 gold
  • Uncommon inscription: +100 gold
  • Rare inscription: +300 gold
  • Legendary inscription: +500 gold

Starting inscriptions and talents

The inscriptions a candidate is born with use the same rarity weights as level-up rolls (807 / 170 / 20 / 3 out of 1000).

A candidate also comes with a talent spread whose tiers sum to roughly 2-5 across the 6 stats.

TipInspecting for good talents is worthwhile before you pay.

Race and clan rank

The race that appears depends on clan rank. Every race has a recruit weight per rank in the Clan Ranks table.

RuleA race can only be rolled from the first rank where its weight is above zero. A race whose weight is zero at every rank cannot be recruited in the current build, and the table names them.

Manual rerolls

Watch outRefreshing the pool by hand is not free either. Each rank sets its own reroll price (RecruitRerollAdditionalCost in the same table).

Candidate level odds

Each candidate on the board rolls its level and its race separately. A level's chance at a rank is its weight divided by the sum of that rank's level weights (the raw weights are in the Expedition Rank table). A blank cell means that level never appears at that rank. Read from the game code of build 25846389.

RankCandidates per refreshLv 1Lv 2Lv 3Lv 4Lv 5Lv 6Lv 7Lv 8Lv 9Lv 10Lv 11Lv 12
Trival6 to 776.9%23.1%
Insignificant7 to 865.8%26.3%7.89%
Common8 to 957.7%12.8%12.8%12.8%3.85%
Slightly Known (locked)9 to 1061.9%9.52%9.52%9.52%9.52%
Reputable (locked)10 to 1153.8%6.33%6.33%6.33%6.33%6.33%6.33%6.33%1.90%
Wellknown (locked)11 to 1253.0%5.05%5.05%5.05%5.05%5.05%5.05%5.05%5.05%5.05%1.52%
Legendary (locked)12 to 1354.8%4.39%4.39%4.39%4.39%4.39%4.39%4.39%4.39%4.39%4.39%1.32%

Early Access (DS_B.0.4.11) raised the level 1 weight at 6 of 7 ranks: rank 2 from 100 to 250, rank 3 from 100 to 450, rank 4 from 100 to 650, rank 5 from 100 to 850, rank 6 from 100 to 1050, rank 7 from 100 to 1250. Unchanged: rank 1 (100).

Races by rank

RankRaces that can appear: chance per candidate (weight)
TrivalHuman 74.1% (100), Lizardman 25.9% (35)
InsignificantHuman 62.5% (100), Lizardman 21.9% (35), Elf 15.6% (25)
CommonHuman 54.1% (100), Lizardman 18.9% (35), Elf 13.5% (25), Lycan 13.5% (25)
Slightly KnownHuman 54.1% (100), Lizardman 18.9% (35), Elf 13.5% (25), Lycan 13.5% (25)
ReputableHuman 54.1% (100), Lizardman 18.9% (35), Elf 13.5% (25), Lycan 13.5% (25)
WellknownHuman 54.1% (100), Lizardman 18.9% (35), Elf 13.5% (25), Lycan 13.5% (25)
LegendaryHuman 54.1% (100), Lizardman 18.9% (35), Elf 13.5% (25), Lycan 13.5% (25)