DungeonSettlers.wiki

Regions

Steam

The campaign is split into regions: themed expedition dungeons. Clearing a region opens the regions linked to it (how region unlocks work). Each region has a fixed number of floors that get harder as you descend (the game maps each floor to an internal difficulty phase), its own monsters, loot pool and, for finished regions, a clear-boss. Only the first 2 are fully built in the current build (DS_B.0.4.29); the rest are named slots or internal generator themes.

Veil of Silence released

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.

Floors5
Room templates117
UnlockStarting region
Loot poolDROP_R1*
MerchantAric
Boss Giant Stone Golem The region-clear boss of Veil of Silence (one of the 2 regions wired with a clear-boss in the current build). A multi-phase fight using StoneStomp, StoneThrow, StoneRaise and EarthCrash. Its defeated body remains as a settlement prop. The Crawling Doom campaign's scripted finale is a separate elite fight against the Red Monster Rat.
Environment, room types and notes
Region id0
Region enumVeil_Silence
Internal keyVeilSilence
Spawn groups48
Room typesCombat 34 · Event 21 · Resource 19 · Corridor 11 · HardCombat 10 · Elite 5 · EliteTreasure 5 · Treasure 4 · Entry 2 · Portal 2 · Core 2 · Goddess 1 · Boss 1
ENVIRONMENT EFFECTS
Weather Sunny ×200 · Rain ×15 · Heavy Rain ×5
Relative roll weights per expedition; how many positive/negative effects roll depends on the chosen combat difficulty (Easy 2/0 · Normal 1/0 · Hard 1/1 · Very Hard 1/2 · Devastation 1/3). Dungeon Environment Effect.

The first playable region and the home base area, 117 room templates across 5 floors. Monsters include Grey Rat, Red Rat, the elite Red Monster Rat, Acid Insect, Acid Slogel, Alpha Acid Slogel, Mawmurk/White Mawmurk, stone golems (Red/Blue/Yellow) and slimes. Home to the in-dungeon merchant Aric, the hunter Endrossi (a recruitable quest-giver) and the scholar Xenon. Loot tables are prefixed DROP_R1* (note that the loot pools are numbered from one while this region's id is 0).

Festering Burrow released

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.

Floors5
Room templates103
UnlockClear Veil of Silence
Loot poolDROP_R2*
MerchantCedric
Boss Chain Knight Sentinel A fully built boss using chain mechanics (EnsnaringChains, SoulChain) plus Sentinel Warning/Smite/Cry. It is present as a placed boss and since B.0.3.40 it is registered as the region's clear-boss (slot 1 of GAMESYSTEM_Dungeon_UnitForClearRegion); its boss room is a phase-5 template and the region's floor 5 runs phase 5 (GAMESYSTEM_Dungeon_PhaseUnit), so this is the fight that clears the region in stock play. The area's mini-boss tier includes the Elder Gloth and the Goblin Chief Shaman.
Environment, room types and notes
Region id1
Region enumShadow_Forest
Internal keyFesteringBurrow
Spawn groups43
Room typesCorridor 24 · Resource 19 · Event 18 · Combat 17 · EliteTreasure 5 · HardCombat 4 · Treasure 4 · Entry 3 · Portal 3 · Elite 2 · Goddess 1 · Boss 1 · Core 1 · SafeFloor 1
ENVIRONMENT EFFECTS
Weather Sunny ×200 · Rain ×15 · Heavy Rain ×5
Relative roll weights per expedition; how many positive/negative effects roll depends on the chosen combat difficulty (Easy 2/0 · Normal 1/0 · Hard 1/1 · Very Hard 1/2 · Devastation 1/3). Dungeon Environment Effect.

The second region (internally named Shadow_Forest, presented as Festering Burrow). Fully built with 103 room templates across 5 floors and unlockable after Veil of Silence. Its bestiary is the goblin warband (Worker, Brawler, Thrower, Rider, Shaman, Chief Shaman), the Gloth boar family (Pup, Male, Female, Challenger, Elder), Mud Slimes/Slogels, the Crystal Turtle and White Mawmurk. Home to the merchant Cedric and the scholar Perion. Loot tables are prefixed DROP_R2*.

Upcoming regions

Named campaign regions that exist in the data but are not playable in this build (few or no rooms yet).

Abandoned Mine gated

5 floors · 4 rooms
An early-stage future region. Only 4 safe-floor staging rooms exist (entry, portal, corridor and a Chain Knight Sentinel safe-floor slot); there are no combat floors, real monsters or loot yet. Lore ties it to the Forgotten Abyss ('In the depths of the abandoned mine lies the Forgotten Abyss').

Forgotten Abyss gated

5 floors
A future region slot with no rooms or content. Do not confuse it with the separate Infinite Abyss endless-dungeon mode (internal region 'Abyss'), which is a distinct system and not an expedition-map region.

Dead Swamp gated

5 floors
A future region that exists only as a name and expedition-map slot; no rooms, monsters or loot yet.

Tower of Apocalypse gated

5 floors
A future region that exists only as a name and expedition-map slot; no rooms, monsters or loot yet.

Internal themes & tutorial

Generator floor themes and test tags that appear in the room data but are not player-visited expedition regions.

Standard Forest (internal) dev

An internal floor-layout theme used by the dungeon generator, not a player-visited expedition region and not a RegionName in the room table.

Dark Forest (internal) dev

An internal floor-layout theme used by the dungeon generator, not a player-visited expedition region and not a RegionName in the room table.

Tutorial Region dev

The scripted opening area (10 room templates) used by the tutorial quest chain, where you learn camera control, gathering, and basic combat against Weak Grey Rats and a Weak Acid Insect before returning to the settlement. Not a replayable expedition region.

Abyss In data

Standalone endless-dungeon mode, separate from the campaign regions: see the Infinite Abyss guide.

FXTest Dev / test

Named in game text

No additional placeholder region names in this build.