DungeonSettlers.wiki

Difficulty Scaling

Steam
Dungeon Settlers has two independent difficulty axes, both picked at campaign start and both running the same five tiers (Easy, Normal, Hard, Very Hard, Devastation). Combat difficulty scales the monsters - their health and damage - while Management difficulty scales the economy (crafting, construction, research, settler mood). They are chosen separately, so you can run an easy economy with brutal fights or vice-versa. Numbers below come straight from the game's tables (AffecterTable for combat scaling, GameSystemTable for the economy).

Official tier descriptions

Verbatim texts from the new-campaign screen (TEXTKEY_CreateCampaign_*). Combat and management difficulty are picked independently; the top tier is Devastation.

TierCombat difficulty Management difficulty
EasyEnemies are weak.
You can easily win battles.
Recommended for players who haven't played many strategy games before.
Everything is generous and abundant.
NormalIt requires some strategy, but a little cleverness is enough to handle it.Recommended for players starting the game for the first time.Balanced resource flow that requires a moderate level of management strategy.
HardEnemies are tough, dungeons unforgiving. For experienced strategy players.Resources are scarce, requiring careful management and planning ahead.
Very HardEnemies are extremely powerful! This difficulty is intended for players already familiar with the game who seek a grueling challenge.Management conditions are extremely harsh.
Resources and time are very limited, requiring precise long term planning and loss control.
DevastationDo not play this difficulty. We warned you. Enemies are unreasonably strong.
Ironman Mode is forcibly enabled.
Management begins on the brink of collapse.
Every choice has a cost, and even small waste can lead to downfall.

Combat difficulty scales the monsters

Combat difficulty is applied to every monster as a hidden affecter (AFFECTER_MonsterDifficulty*). Hard is the baseline. Easy and Normal make monsters far weaker; Very Hard and Devastation make them tankier and hit harder. On Devastation a monster has x1.5 the health and x1.5 the attack power of the same monster on Hard, and on top of that attack speed +20%, movement speed +15%, critical chance +10, critical damage bonus +50 and dodge chance +15.

Monster statEasyNormalHardVery HardDevastation
Max healthx1.0x1.0x1.0x1.25 (+25%)x1.5 (+50%)
Physical attack powerx0.15 (-85%)x0.4 (-60%)x1.0x1.25 (+25%)x1.5 (+50%)
Magic attack powerx0.15 (-85%)x0.4 (-60%)x1.0x1.25 (+25%)x1.5 (+50%)
Attack speedx1.0x1.0x1.0x1.2 (+20%)x1.2 (+20%)
Movement speedx1.0x1.0x1.0x1.1 (+10%)x1.15 (+15%)
Critical chance (flat)---+10+10
Critical damage bonus (flat)----+50
Dodge chance (flat)---+10+15

Your units change too

Combat difficulty also changes your own units on Easy, Normal, Very Hard, Devastation. Hard is the empty baseline (no player affecter).

AFFECTER_PlayerDifficulty*

Your unitsEasyNormalHardVery HardDevastation
Critical chance (flat)---+10+10
Critical damage bonus (flat)----+50
Dodge chance (flat)---+10+10
Skill energy costx0.5 (-50%)x0.75 (-25%)x1.0x1.0x1.0

Two more combat-difficulty levers pile on top of that flat scaling:

Environment effects

Every expedition rolls a set of environment effects from the region's pool. Higher combat difficulty rolls fewer helpful and more harmful ones. Harmful effects weaken your units (e.g. a stat −30%, reduced hit chance, nausea) or strengthen the monsters - so they directly cut into your damage and survivability. Counts per tier:

The effects for each region, and how the roll works, are on Dungeon Environment Effect.

Combat difficultyPositive effectsNegative effects
Easy20
Normal10
Hard11
Very Hard12
Devastation13

Respawn interval & Magic Saturation

Monsters respawn faster on higher combat difficulty (every 1200 min on Easy, every 900 min on Normal, every 600 min on Hard / Very Hard / Devastation), so floors refill quicker. When Magic Saturation is on, Infinite Abyss inhabitants gain a bonus from AFFECTER_MagicSaturation, capped at 100. It stacks on top of the flat tier scaling by adding PerModifier percents, then applying once. The parent row names the day bands; each stage is its own affecter:

What scalesEasyNormalHardVery HardDevastation
Monster respawn interval1200 min900 min600 min600 min600 min

AFFECTER_MagicSaturationLevel1-4

StageOfficial description
Magic Saturation Level 1For each day that has passed in this stage, all monsters' Max Health Total increases by {0}%.
Magic Saturation Level 2For each day that has passed in this stage, all monsters' Physical Attack Power and Magic Attack Power increase by {0}%.
Magic Saturation Level 3For each day that has passed in this stage, all monsters' Physical Resistance and Magic Resistance increase by {0}.
Magic Saturation Level 4For each day that has passed in the current stage, all monsters' Damage Dealt and Damage Taken increase by {0}%.

Management difficulty the economy

Management difficulty never touches combat. It scales what you pay to craft, build and research (and how demanding your settlers are). The material and workload numbers listed everywhere else on this wiki are the Hard baseline (factor x1.0, the game's design default); the game multiplies them by the factor below and rounds, never dropping below 1.

An ingredient listed as 3 costs 1 on Easy, 2 on Normal, 3 on Hard / Very Hard / Devastation.

Crafting and building labour, output counts, sell prices and unlock gates stay fixed.

What scalesEasyNormalHardVery HardDevastation
Crafting ingredient amountsx0.34x0.67x1x1x1
Construction material amountsx0.34x0.67x1x1x1
Research workloadx0.34x0.67x1x1.15x1.3
Dungeon drop amountx1x1x1x1x1
What difficulty does not change: loot - drop amounts, drop rates and item quality are identical on every difficulty. Combat difficulty only affects loot indirectly (faster respawns and more gathering-bonus environment effects on easier settings mean more total drops over time), and the one-time starting Support Wagon is bigger on easier management difficulty.

Treatment expectation (mood) by unit level

The baseline mood a settler of each level expects from their treatment (housing/food standard). Higher management difficulty lowers the baseline: a level-5 settler starts at -12 on Devastation vs -5 on Easy.

DifficultyLv1Lv2Lv3Lv4Lv5
Easy+9+6+2-2-5
Normal+7+40-4-7
Hard+4+1-3-7-10
Very Hard+30-4-8-11
Devastation+2-1-5-9-12

Dungeon-stay mood penalty

Mood penalty applied the longer a unit stays on an expedition, in four escalating stages.

DifficultyStage 1Stage 2Stage 3Stage 4
Easy-1-4-7-10
Normal-3-6-9-12
Hard-4-10-16-22
Very Hard-5-11-17-23
Devastation-6-12-18-24

Campaign options

The other switches on the new-campaign screen, with their official descriptions.

Free Save Mode
On: You'll be able to save freely at the settlement.
Off: The game auto saves to a single slot on exit.
Recommended for intended gameplay experience.
Time Limit
On: Enemies in the final dungeon, the Abyss, grow stronger based on how many days have passed before you first enter it.
Off: Enemies in the final dungeon, the Abyss, do not grow stronger based on how many days have passed before you first enter it.
Lock Consecration
On: When consecrating again, you can lock and keep either the list of Inscription candidates or the stat increase result.
Off: When consecrating again, results cannot be locked, and both the Inscription candidates and stat increase result are rerolled.
Seed
A random string value for generating a settlement map.
Related: recipes (ingredient amounts shown at Normal) · mechanics guides · all game constants.