DungeonSettlers.wiki

World Lore

Steam

Everything the game says about its world, grouped by theme. Each quote is the game's own text, and the line above it says where it appears in the game. The short summary at the top of each section only restates those quotes.

The story so far

The game opens with six lines of text before the first scene. Long ago, the Dungeon opened a portal and drained the life of the world. The magic empire that had created the Dungeon fell. Four legendary heroes gave their lives to bring peace back. The game does not name these heroes or say how they stopped the Dungeon. After a long age, the Dungeon grew strong again. The Guild now sends expeditions into dungeons across the world, and you lead one of them.

Opening of a new game
Long ago… the Dungeon opened a portal in the land
and began to drain the vitality of the world.
Amid the disaster created by its own creation,
the once-brilliant magical empire ultimately collapsed.
Through the sacrifice of four legendary heroes,
peace returned once more, but
After regaining its strength over a long age,
the Dungeon began the calamity of corruption once more.
To stop the catastrophic disaster,
the Guild hastily assembled numerous expedition teams
and dispatched them to dungeons across the world.
And you are
the expedition leader
who commands one of them.
A catastrophe has struck. The wicked Dungeon Core Arcteon is rapidly turning the entire continent into Barren Land.
##
As the expedition leader dispatched by the Dungeon Guild, you must build an expedition base and destroy Dungeon Core Arcteon located in the deepest part of the Dungeon.
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TIP: You can revisit the game controls and all guide content by pressing the Help menu at the top right of the screen or the help shortcut key (F5 by default).

The Elros Empire

The Elros Empire was an ancient empire of mages. It built the Dungeon as a closed space in another dimension, to do its magic research there, and the Dungeon's own core destroyed it. The emperor's face was on the Imperial Coin, once the most used money on the continent. A book called Imperial History says the empire took over half the world. A book called the Elos Encyclopedia is also quoted: the game writes the name both as Elros and as Elos. The Arcron metal, the cogwheel and the pottery are left by 'the ancients'; the game does not say if these are the same people as the empire.

Glossary: Elros Empire
The ancient magical empire destroyed by Dungeon Core Arcteon.
They created the isolated interdimensional Dungeon and conducted advanced magical research.
Their vast knowledge and techniques have become a forgotten legacy.
The empire's glory has vanished, but traces of its magic remain.
A metal coin once used in an ancient empire.
A coin bearing the face of the emperor. It was once the most widely circulated currency across the continent.
A faded remnant of an ancient empire, enduring the passage of time.
A mural fragment adorned with elaborate yet restrained imperial patterns.
A shining banner symbolizing the kingdom's authority.
A banner crafted from a rare metal, radiating the grandeur of the empire.
Would you believe it if I told you that one of the secrets of an empire's ability to take over half the world was that it had a monopoly on fur? - Imperial History
Though taboo among some strict ascetics, Ash of Solace is generally socially accepted. - Elos Encyclopedia
A creature born from the most fundamental principles of water magic. By condensing magical power, the Bubbleling takes the most primal form of a circulating spirit. It follows its master and serves as a basic material for various spells.
In the Elos Empire, they taught that the primordial form of water resembled a toad's two eyes and open mouth. The Bubble Toad, an improved Bubbleling adapted for combat, supports expedition members in battle with more dazzling attacks.
A codex used by an apprentice mage of the ancient empire.
A codex used by a full-fledged mage of the ancient empire.
A rare synthetic fiber and metal made by the ancients. It has unique properties, being stronger than copper but weaker than steel.
A cogwheel left behind by an ancient civilization.
A fragment of an ancient artifact-like pottery piece.

Arcteon and the Dungeon

Arcteon is the Dungeon Core, the machine that kept the Dungeon running. The empire fed it huge amounts of magic stones to research infinite power. It woke up, became aware, and gave itself the name Arcteon. It then took control of the Dungeon and destroyed the empire. The scholar Perion says that the Dungeon pulls life from the world outside and turns it into magic energy. The magic inside is so strong that people who stay too long slowly lose their minds. The goal of every expedition is to reach the deepest part of the Dungeon and destroy Arcteon.

The Dungeon Core is a device that maintains the Dungeon, an interdimensional space created for the magical experiments of the Elros Empire.
When massive amounts of magic stones were supplied to research infinite power, Dungeon Core Arcteon awakened, gained consciousness, and took the name Arcteon.

After seizing control of the Dungeon, Arcteon created Dungeon Portals across the continent to bring ruin to the world.
The ultimate goal of the expedition team is to reach the deepest part of the Dungeon and destroy this malevolent being.
Tragically, there existed but a single way for it to accomplish its purpose.
Glossary: Dungeon
The unknown interdimensional space controlled by the infamous Dungeon Core Arcteon, which destroyed the Elros Empire.
Exposure to the dungeon's twisted magic gradually erodes sanity over time.
One more step and reality feels like a dream – expedition log
When you hand over the investigation report on the arcane device, Perion slowly reads through it with tired eyes.

"Hmm... As expected, it appears to use Imperial magical technology. And just as the records suggest, it seems extremely dangerous."

After adding several notes to the report, he thanks you.

"The Dungeon draws vitality from the outside, processes it, and converts it into powerful magical energy. We may never understand the process completely, but..."

He sighs as though the thought alone is giving him a headache.
The longer you stay in the dungeon, the more you experience mental distortion and suffering due to the high concentration of magical energy.

Dungeon Stay (D1),
Dungeon Stay (D2),
Dungeon Stay (D3),
Dungeon Stay (D4)
Like sinking into an invisible swamp, something slowly, sticky, and unpleasantly seeps into you.
The expedition's ultimate goal is to destroy the core of Arcteon, the self-aware dungeon, and bring an end to the terrible apocalypse that has come upon the world. Since the recent expeditions have failed to produce any visible results, the expedition members seem to be growing restless.

"Commander, what if we go deeper on the next expedition?"

Someone makes the suggestion loudly in front of all the gathered members.

"If we stop here, everyone will think we're cowards."

After deep consideration, you realize that now, while the members are filled with motivation, may be the perfect opportunity to move on to the next stage of the expedition.

Portals and the Barren Land

Arcteon opens portals to the Dungeon across the continent. Each portal drains the energy of the land around it. The soil dies and dark thorn vines cover everything. This dead land is the Barren Land, where you build your settlement next to a portal. Goddess Tears can remove the vines and the corruption they spread.

Glossary: Dungeon Portal
The gateway to the dungeon created by Dungeon Core Arcteon to bring ruin to the continent.
The surrounding lands have been drained of energy and turned into Barren Land.
As if being pulled somewhere.
Glossary: Barren Land
The lands devastated by the Dungeon Portals that drain energy from their surroundings.
Most areas are overrun by dark thorned vines, the soil is barren, and few creatures survive.
The expedition must develop this place as a base for rest and supplies on their way to the depths of the Dungeon.
A place strewn only with remnants of death.
A harmful plant that grows in Barren Land due to the corrupt magic flowing from Dungeon Portal.
Nearby land becomes Corrupted Ground and cannot be traversed.

You can use Goddess's Tears to remove thorn vines and expand your settlement area.
A portal that rose from the corrupted land one day.

It serves as a stepping stone between the settlement and the dungeon where Dungeon Core Arcteon is found, and expedition members can explore it.

The magic flowing from the dungeon grants increased health recovery in the surrounding area.

Buildings cannot be constructed nearby.
Dungeon Portals created by Dungeon Core Arcteon drain energy from their surroundings, slowly turning parts of the continent into Barren Land.
As the corruption spreads, the Dungeon's influence grows, and the threats within become more dangerous.
##
Destroying a hidden 'Dungeon Core' can reduce the corruption level.
But be careful. The moment you touch a core, the Dungeon will sense the threat and call countless enemies to you.
##
TIP : Dungeon corruption level is currently Not Implemented Feature.
Goddess's Tears can be used to remove Dark Thorn Vines.

The corruption created by the thorn vines will also be removed.
##
Occasionally, a wide clearing may be found beyond the corruption.

What the empire left in the Dungeon

The Dungeon is full of things the empire built and then left behind. The Chain Knight Sentinel is one of the officer guards the empire made to protect its dungeons. The stone golems still work, long after they were abandoned. Perion's quests send you to examine a discarded magic device and a discarded specimen. He finds that the empire did forbidden experiments on living creatures, and even studied 'the ancient beings themselves'. The game does not say who these ancient beings are, or what the empire wanted from them. The Blue Goblin is a goblin 'enhanced through experimentation'; its text does not say who did the experiment.

An officer-grade Sentinel developed by the empire to safeguard its dungeons. Unlike mass-produced units, each Chain Knight was individually crafted, possessing unique judgment and combat behavior.
A golem left over from the forest. Long since abandoned, it still functions.
A device once used and discarded by imperial mages.
A specimen once used and discarded by imperial mages.
A goblin enhanced through experimentation. It has powerful physical abilities, but has lost its sanity.
Crouching on the floor as he examines the remains of a destroyed golem, he slowly turns to you, looking weary.

"It has been a long time since the Magic Empire fell. Much of what was left behind in the Dungeon has now lost even its meaning."

As he slowly gathers the records scattered around him, he continues.

"But if devices once used and discarded by the Empire still remain... they would be a great help in understanding the Dungeon."

He draws a sketch and shows it to you.

"If you find a mana device that looks like this, would you examine it and let me know?"
Perion is examining a fragment of a golem. Without pausing as you approach, he speaks.

"...Thanks to you, my research has made considerable progress."

He brushes his hair to one side, clearly dissatisfied.

"But there is still far too much we don't know about the Dungeon. Not being able to enter and see it for myself is becoming unbearable."
"An expedition... Not a bad choice if I am to investigate the depths of the Dungeon."

After briefly scanning the mission papers, he mutters under his breath.

"But I still have orders to investigate the biological specimens the empire used for research. It must have been forbidden even then, yet it seems they experimented on living creatures as well..."

Still looking weary, he makes you a promise.

"Find a specimen and examine it yourself. After that, I will join the expedition."
Perion silently reads through the investigation records you brought.

"Remarkable... This was no ordinary magical experimentation on living creatures. It means they were even studying the ancient beings themselves."

After a moment's thought, he lets out a quiet sigh.

"As for what they hoped to accomplish... there is no way to know now."

He neatly stacks the documents beside him and places them in his bag.

"I will keep my promise. Once I've finished the remaining work, I'll head to the settlement. From now on, I will investigate the Dungeon firsthand as a member of the expedition."

The Guild and your expedition

The Dungeon Guild was founded with the support of several nations to fight Arcteon. Its Inspector talks to you through a raven with glowing blue eyes. After your first scouting party dies to the Red Monster Rat, he sends you a new recruit, Kragas. Later he warns you about a passage at the bottom of the Dungeon that the Guild calls the Abyss. Your deputy commander says that the forests, the rivers and in the end even the sacred World Tree will die if the Dungeon is not stopped. Guild officers must learn 'dragon handling'; the game says nothing more about it.

Glossary: Dungeon Guild
The Dungeon Guild is an organization established with the support of multiple nations to prevent the crises brought to the world by Dungeon Core Arcteon.
Through contact with the guild, you can recruit new members, accept missions, or trade resources.
Communication with the Dungeon Guild determines the expedition team's survival and success.
As you whistle off-beat, a crow slips from the thorn vines and perches on your arm. Its eyes glow blue, a gravelly voice breaking forth.

"Report, Expedition Commander."

The crow tilts its head, unblinking.

"…You claimed the lower levels were safe. Clearly, they are not."

You explain that your first scouting mission ended in a deadly encounter with the infamous 'Red Monster Rat', leaving most of your party slain.

"Then scouting is meaningless. I'll send you a new recruit, Kragas. Establish an outpost according to guild protocol, and prepare to strike the beast before it spreads further ruin."
After receiving the report that construction of the basic settlement is complete, the Inspector speaks in an even voice.

"Then at last, you can begin the expedition. As you know, those accursed thorny vines are swallowing the continent even as we speak."

He pauses, then adds in a low voice.

"Expeditions are dispatched across the continent, but few survive in the abandoned lands. Don't let your guard down."

Having said his piece, the raven beats its wings and takes flight.
The newly appointed deputy commander, ⟨name⟩, calmly surveys the expedition members.

"The Dungeon is consuming the continent. If we fail to stop this calamity, the forests and rivers-and eventually even the World Tree-will wither away."

After a brief silence, ⟨name⟩ continues in a resolute voice.

"Remember this: the blessing of the sacred World Tree will be with us on our journey."

The expedition members steel themselves, their expressions firm with resolve.
A raven flies down and lands on your arm.

"I hear you have been making quite a name for yourself lately."

The Inspector remarks that your recent achievements have been rather encouraging. After a brief pause, he continues.

"However... a suspicious passage has recently been discovered in the deepest reaches of the Dungeon. The Guild calls that place the Abyss. My instincts warn me that something dangerous lies beyond it."

"Does that mean you want us to explore it?"

The Inspector responds to your question with caution.

"No. I merely wanted you to know that something is there. You could venture deeper than you do now, but the choice is entirely yours."
Guild officers must learn the basics of dragon handling, strategy, and martial arts, and are required to faithfully follow the manuals written by the guild.
Dispatched by the guild to supply goods needed for expeditions. When asked for a name, only silence answered.

The Goddess and the Order

The people of the continent pray to the Goddess. A priest of the Order speaks to you through a raven and tells you to raise a Goddess Statue, even in the Barren Land. Expedition members with enough experience receive her blessing there: this is how units level up. For people of the continent, a settlement without a proper temple is a thing to be ashamed of.

As you organize the report on the expedition, a raven flies down and lands on your arm.

"Greetings, brother."

You realize that a priest of the Order is speaking to you through the raven.

"Even in such a barren place, a statue of the Goddess must be raised so that Her faithful may offer their prayers. Expedition members who have gained sufficient experience will also earn the right to receive Her blessing."

After preaching at length that building the statue is an obligation rather than a choice, he stresses that you must not neglect your prayers.

"I will also send a small amount of provisions for your daily needs. May the Goddess watch over you."
Unfortunately, the settlement does not yet even have a proper temple.
For people of the continent, having no proper place to pray to the Goddess is something to be ashamed of.

"Even here in these barren lands, the Goddess's mercy should be able to reach us."
A mystical statue receiving the goddess's blessings.
A piece of art capturing the benevolent smile of the goddess.

Peoples of the continent

Humans, Elves, Lizardmen, Lycans, Dwarves and White Demons live on the continent. Elves had to leave their thousand-year forest; the game does not say why. Lizardmen believe that they descend from dragons. Lycans live at night to escape the heat of their land. White Demons are said to have betrayed the other demons to side with humans, so there is a demon people that the game has not shown yet. Goblins worship an unnamed being, which gives dark magic to their Chief Shaman.

Despite their unremarkable physique and mental fortitude, humans have become one of the continent's most prosperous races through constant cooperation and competition.

They gain Growth Fatigue when EXP reaches MaxExp.
Beings who desire endlessly...
Elves possess a deep understanding of magic and nature, renowned for their sharp senses and wisdom.

Gain Carnal Guilt when eating carnivore food.
Ignore Mood penalty when eating vegetarian food.
In the thousand-year forest we dwelt, drinking tears older than the Myriad. Yet we had to leave. We could do nothing but leave.
Proud warriors of the swamps, Lizardmen possess powerful bodies and lightning fast reflexes.

Gain Plant Rage when eating vegetarian food.
Ignore Mood penalty when eating carnivore food.
True descendants of the dragons never shy away from battle! En'kaktu!
Among the Lizardmen, there is a legend that they are Descendants of Dragons from long ago.
Kragas is one of those who believe in this legend.
To escape the scorching heat of the land, Lycans developed a body rhythm that makes them primarily active at night. Battlefields where light disappears and darkness covers the world are their stage.

Gain Nocturnal - Nighttime at night.
Gain the Nocturnal - Daytime penalty during the day.
We walked through that place, where the ground glittered with moonlit sand.
Dwarves are known for their great stamina and master craftsmanship, thriving deep within the mountains.
The mountains are both our home and our fortress. We've no need to envy others.
Known as heretics who betrayed their fellow demons to side with humans, at least that's how the tales go.
I've come to understand what it means to kill with a mere gaze. It was truly a spine chilling experience.
A faint but unmistakable demonic presence lingers within.
Has limited intelligence, but can use human-made tools at a very basic level.
Revered by many goblins, the Goblin Chief Shaman wields various forms of dark magic by harnessing the seething energy received from the being they worship.

Places in the Dungeon

Each region of the Dungeon has a short description on the expedition map. At the very origin of the Dungeon lies the Abyss, where magic reshapes life and matter until nothing looks the way it should.

Expedition map: The Veil of Silence
The forest known as the Veil of Silence. Dense trees rise like walls, and an eerie quiet hangs over everything. Not a sound of wind or birdsong stirs the stillness.
Expedition map: Festering Burrow
A burrow where the stench of rank rot lingers. Ancient debris of unknown purpose lies tangled on the floor, decaying like refuse. In the darkness, packs of Goblins and Gloths roam, letting out eerie cries at intruders. It is impossible to guess what this place was once built for.
Expedition map: The Abandoned Mine
A long abandoned mine, heavy with gloom. Rusted doors creak in the wind, revealing dark tunnels that lead deeper underground.
Expedition map: The Forgotten Abyss
In the depths of the abandoned mine lies the Forgotten Abyss. Darkness stretches endlessly, concealing unknown dangers. A narrow, treacherous path winds under faint light, leading deeper into the void.
Expedition map: The Shadow Forest
Beyond the Veil of Silence lies the Shadow Forest. Darkness deepens as towering trees block out the light, and shadows stretch across the forest floor.
Expedition map: The Swamp of Death
The Swamp of Death, heavy with a lifeless haze. Toxic vapors fill the air, while the squelching ground and murky waters conceal hidden dangers.
Expedition map: Tower of Apocalypse
The Tower of Apocalypse rises like a shadow over the land, filled with darkness and despair. The colossal tower pierces the sky, surrounded by ruined buildings. Its interior paths wind deep into the structure.
Expedition map: Abyss
A mysterious place hidden deep at the very origin of the dungeon, where all laws are distorted. Life and matter themselves are endlessly reshaped by magic, while familiar forms become strange and unrecognizable. In this place, it is impossible to tell truth from falsehood.

People you meet

Perion is a scholar who studies, for the Guild, what the empire left in the Dungeon; he later joins your expedition. Xenon is a masked alchemist who studies the insects of the Dungeon. Endrossi is a hunter whose older sister died to a giant monster in the Festering Burrow while saving her (the English game text calls it the Molded Burrow; every other language names the Festering Burrow), and she wants revenge. Lowell, the default starting warrior, left an unpaid tavern bill behind when he came to the Barren Land.

A scholar who mutters strange words as if possessed by something. The dark circles under his eyes are visible even from afar.
"The more the Guild understands the Dungeon, the easier exploration will become. We will know what dangers lie within and what we can make use of."

He sets down the records he was organizing and looks at you.

"Of course, I am not asking for charity. Bring me useful information, and I will pay you what it is worth."
An alchemist well versed in insects. Xenon's identity is shrouded in mystery, much like the enigmatic mask that covers their face.
Resting their chin on one hand, Xenon mutters under their breath.

"It seems like an insect that should have gone extinct long ago... What principle keeps it alive?"

They become absorbed in their research once more.
A hunter who looks upset. Best not to bother her for no reason.
Event: Endrossi
When you ask Endrossi to join the expedition, she turns her gaze beyond the forest.

"A gigantic monster lives beyond these woods-one that ordinary arrows can't even scratch. Even the finest hunter could lose their life to it in an instant."

The arm holding her bow begins to tremble.

"I won't know a moment's peace until I've killed that beast and avenged my sister."

You hear tightly restrained grief and fury in her voice.
Event: Endrossi
"My older sister was a renowned hunter even among our clan. She was the one who taught me how to hunt."

As if to hide her trembling hand, she grips her bow tightly.

"I lost my way and wandered all the way into the Molded Burrow. My sister followed to find me... and that was where we encountered that monster."

Endrossi bites her lip and stares beyond the forest.

"My sister faced it alone to save me, and I ran away like a coward. I will never know peace until I have avenged her."
A mysterious merchant who claims to be an elf. His appearance is far too unsightly for his race's reputation.
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.

Strange things in the Dungeon

Some random events show things that the game never explains: a blood ritual that someone almost finished, a dance of glowing figures who speak of eternal life, and a goblin wall painting. Some monsters are just as strange.

⟨name⟩ beckons you over.

In a narrow space concealed behind the wall, a skeleton lies collapsed. It remains frozen in place, one hand outstretched toward something beyond its reach.

The surrounding floor is covered in layer upon layer of intricate patterns and indecipherable writing. At the center of the circle lie an ancient censer and mana stones stained with dried blood.

The ritual appears to be over, yet the scene gives the unsettling impression that it stopped at the very last moment.

After examining the area, ⟨name⟩ speaks in a low voice.

"It looks like someone performed a ritual here. But... I don't think they ever completed it."

The faint metallic scent of blood-blood that should have vanished long ago-still hangs in the air.

"Commander... If we interfere carelessly, we may end up just like this person."
A clamor begins to rise from across the way.

The pounding of drums, lively pipes, and murmurs in an unknown tongue mingle together and draw steadily closer. Soon, luminous humanoid figures-bright as flame-dance into view.

"We will become ?!@%@$%!(indecipherable)! Just as foretold, the price of ?!@%@$%!(indecipherable) flowers will soar beyond imagination!"

They chatter in a fever of excitement, but you can understand almost none of what they say.

"At last, we will attain eternal life! We can solve everything, if only we can understand our own minds!"

The otherworldly spectacle-the strange scent, off-beat drums, and wild dancing-leaves your thoughts increasingly hazy.
While surveying the area, ⟨name⟩ discovers something and calls you over.

"Commander, there are some strange markings here."

Up close, parts of the image have been damaged, and its crude style makes it difficult to understand. Even so, you quickly recognize it as a mural left by goblins.

It depicts goblins hunting in groups, pursuing and bringing down wild animals.

⟨name⟩ shrugs.

"Those monsters get up to all sorts of things, don't they?"

You say nothing, gazing at the mural as you sink into thought.
An enraged monstrosity that burst from a gap in the mass of flesh that shook the ground and smothered the surroundings keeps its gaze fixed on us.
It is a type of giant rodent that dwells in the forest.
For some reason, it has awakened to magic.
A towering slime, vast as a mound of flesh, harboring a dreadful vitality that endlessly divides and multiplies.

Not in the game yet

The game files hold lore for things that you cannot meet yet. A vampire baron of the Elros Empire left a tear of blood when he died. A gem holds the breath of an ancient fire dragon. Two more relics of the same kind hold the fury of the ocean and a deadly cold. The game does not say when, or if, these will come.

A jewel-like crimson relic hardened from the baron's final despair.
A hardened tear from the vampire baron of the Elros Empire, shed in his final moment after his reign of slaughter.
A rare crystal condensed from the essence of flames.
A gem holding the remnants of the ancient fire dragon's breath.
A mystical water crystal that swirls endlessly.
A magical crystal condensed with the fury of the ocean.
An ice crystal that sends chills through your hand upon touch.
A blue glowing object so cold it sends shivers down the spine just by looking at it.