Quest-recruitable characters (current build)
Endrossi recruitable
Endrossi is the only named dungeon NPC you can recruit in the current build. She is a monster hunter working The Veil of Silence and doubles as a travelling merchant (her later talks open a trade stock). Her chain is a series of hunt quests - Hunt Mawmurk → Hunt White Mawmurk → Hunt AlphaAcidSlogel → Hunt Elder Gloth - each followed by a report-back talk with item rewards. Reporting the final hunt (Elder Gloth Hunt Complete) runs SpawnUnitPresetBase_Endrossi (choice ChoiceN22000) - she moves to your base as a recruit candidate. Recruit her there via Talk to Endrossi to finish the chain.
Where she spawns: she waits in her own event room (Common_Event_Endrossi) and only offers new hunts while you are inside The Veil of Silence. Once the Giant Stone Golem is killed her dungeon spawn is blocked and she relocates to the Festering Burrow safe floor (reward / trade / recruit dialogue only).
Full step-by-step walkthrough: Endorsi - Recruitment card.
Free random settler random event
The base random event Request to Join can grant a free random settler: accepting the request runs the RandomRecruit action (choice ChoiceR3000), which generates one new recruit exactly like a normal candidate roll - race, background and traits all random.
Conditions: fires at your base (not in the dungeon); requires at least one living settler; repeatable with an event cooldown of 4320. CurrentMap_Base && HasPopulation && Cooldown_Random3_4320
"A raven quietly flies through the thorned vines and lands upon your forearm. Its eyes slowly begin to glow with a faint blue light. "There is someone who insists on joining your expedition, no matter what. I warned the…"
The base random event Drifting can grant a free random settler: accepting the request runs the RandomRecruit action (choice ChoiceR9100), which generates one new recruit exactly like a normal candidate roll - race, background and traits all random.
Conditions: fires at your base (not in the dungeon); requires at least one living settler; repeatable with an event cooldown of 4320. CurrentMap_Base && HasPopulation && Cooldown_Random9_4320
"The expedition members immediately plunge into the contaminated zone. Pollutants coil around their bodies, and dark violet liquid covers their armor and skin. No one has a moment to spare for their own safety. After ba…"
Authored but not yet obtainable (future special recruits)
Prodigy not obtainable yet
A prodigy blessed with extraordinary talent from a young age, burdened by the expectations of others.
What others spend a lifetime achieving came naturally to him.
Trait page:
Prodigy
Lowell ('Rowell') roadmap rework
The Early-Access roadmap - the in-game Developer's Letter event, opened by using the
Developer's Letter item - names exactly one character: "Balance adjustments, including the starting traits of 'Lowell'".
Who is Lowell? He is not a new character waiting in the files - he is the campaign's default starting warrior: every campaign scenario starts you with the "Basic Warrior" candidate preset named Lowell (CADIDATEPRESET_BuildWarrior, CADIDATEPRESET_BasicWarrior), and he is the companion who wakes you in the intro. What is future here is his announced starting-trait rework: no reworked traits or stats exist in the DS_B.0.3.44 data yet.
Loading-screen lore: "When Lowell worked as a guard, he would often run up tabs at taverns. The last one he left before coming to the Barren Land will likely remain unpaid for a long time, perhaps forever."
Korean sources write him as 로월; the official English localization uses "Lowell" (sometimes romanized "Rowell").
Soul-stone taming not obtainable yet
The TraitTable defines exactly 7 traits with TypeName == "Soul" - the working monster Soul Stones. The dev roadmap flags monster capturing/ranching as a fast-follow Early-Access feature, and these soul traits are the visible groundwork toward tamed monster units: today each grants a single settler effect (one Soul trait per character), while the other soul stones remain inert collectibles.
Each character can equip only 1 Soul Trait.
If already owned, it will be overwritten.
Each character can equip only 1 Soul Trait.
If already owned, it will be overwritten.
For each stack, Damage Dealt increases by 2% and Damage Taken decreases by 2%.
Stacks reset after combat ends.
Each character can equip only 1 Soul Trait.
If already owned, it will be overwritten.
Each character can equip only 1 Soul Trait.
If already owned, it will be overwritten.
Each character can equip only 1 Soul Trait.
If already owned, it will be overwritten.
Each character can equip only 1 Soul Trait.
If already owned, it will be overwritten.
Each character can equip only 1 Soul Trait.
If already owned, it will be overwritten.
Full soul-stone catalog and taming status: Gated Content - Soul-Stone Taming.