In Dungeon Settlers, background and individual traits can change many of my character’s combat and settlement stats. Rooms also have different quality tiers with specific furniture, quality, decoration, and minimum size requirements. I made this guide so I can quickly check the common traits and room requirements without opening the in-game guide every time.
All Room and Trait Requirements
Here I have collected the common background traits and individual traits I found, along with the requirements and bonuses for the different room types. I also noted the races on which I was able to find each background trait.
Table of Contents:
Common Background Traits
From what I can tell, some background traits only appear on certain races, although it is also possible that I simply did not generate them on the other races. The race availability below reflects the characters I found: Lizardman, Elves, Lycanthrope, Human, or All Races.
Beggar
- Effects: +2 Vision Range, -0.02 Hunger Regeneration
- Race availability: All Races
- Description: Beggars survive in extreme poverty and do not suffer negative Mood effects from food.
Blacksmith
- Effects: +20% Crafting Capability, -20% Cooking Capability
- Race availability: Lizardman, Elves, Human
- Description: Blacksmiths specialize in forging and repairing equipment.
Butcher
- Effects: +10% Critical Damage Bonus, -10% Dodge Chance
- Race availability: Lizardman, Human
- Description: Butchers slaughter beasts with ruthless precision.
Carpenter
- Effects: +20% Logging Capability, -20% Mining Capability
- Race availability: Lizardman, Elves, Human
- Description: Carpenters work with wood to create structures, tools, and other crafted objects.
Carter
- Effects: +20% Max Weight, -20% Crafting Capability
- Race availability: Lycanthrope
- Description: Carters travel dangerous roads while transporting people and goods.
Conscript
- Effects: +1 Blunt Skill Aptitude, -10% Magic Attack Power
- Race availability: Elves, Lycanthrope, Human
- Description: Conscripts are forced into battle rather than choosing it themselves.
Deserter
- Effects: +10% Critical Chance, -20% Critical Damage Bonus
- Race availability: Lizardman, Elves, Human
- Description: Deserters escaped the battlefield but remain affected by their fear of war.
Forest Keeper
- Effects: +10% Logging Capability, +1 Nature Magic Skill Aptitude, -15 Magic Resistance
- Race availability: All Races
- Description: Forest Keepers protect and nurture nature.
Gambler
- Effects: +10% Critical Chance, -10% Hit Chance
- Race availability: Elves, Lycanthrope, Human
- Description: Gamblers enjoy risking everything on fate.
Hooligan
- Effects: +10% Physical Attack Power, -10% Dodge Chance
- Race availability: All Races
- Description: Hooligans thrive on chaos and lawlessness.
Hunter
- Effects: +1 Bow Skill Aptitude, -10 Physical Resistance
- Race availability: All Races
- Description: Hunters track their prey with speed and agility.
Messenger
- Effects: +10 Movement Speed, -20% Max Weight
- Race availability: All Races
- Description: Messengers deliver important news and orders as quickly as possible.
Miner
- Effects: +20% Mining Capability, -20% Research Capability
- Race availability: All Races
- Description: Miners work deep underground to extract resources.
Peddler
- Effects: +10 Movement Speed, -10% Guard Damage Reduction
- Race availability: All Races
- Description: Peddlers travel from place to place while trading different goods.
Porter
- Effects: +20% Max Weight, -10 Cooldown Reduction
- Race availability: All Races
- Description: Porters are used to carrying heavy loads and have great physical strength.
Slave
- Effects: +10 Physical Resistance, -25% Max Energy
- Race availability: All Races
- Description: Slaves endure a harsh existence that teaches obedience and patience.
Snake Catcher
- Effects: +10% Attack Speed, -10% Guard Chance
- Race availability: Lizardman
- Description: Snake Catchers risk their lives hunting venomous serpents.
Thief
- Effects: +10% Dodge Chance, -1 Great Sword Skill Aptitude
- Race availability: All Races
- Description: Thieves rely on nimble hands to steal from others.
Undertaker
- Effects: +10 Magic Resistance, -10 Physical Resistance
- Race availability: All Races
- Description: Undertakers prepare the dead for their final rest and perform their last rites.
Wanderer
- Effects: +2 Vision Range, -0.02 Energy Regeneration
- Race availability: All Races
- Description: Wanderers live freely without settling permanently in one place.
I also found that background traits affect the Weapon Skills available to a character. Individual traits do not appear to affect Weapon Skills.
Common Individual Traits
From what I have seen, these common individual traits can appear on every race. Unlike background traits, I did not find the same race restrictions when generating characters with individual traits.
Adventurous
- Description: This character is willing to take risks for new adventures.
- Effect: Gains Joy of Adventure in dungeons and Boredom in settlements.
Belly Beggar
- Effects: -0.02 Hunger Regeneration, +10% Max Health Total
- Description: This character is constantly tormented by hunger and searches endlessly for food.
Blessed
- Effect: -10% Pray Needs Resource Modifier
- Description: This character lives under a mysterious blessing and often seems fortunate.
Butterfingers
- Effects: -80% Construction Capability, +20% Farming Capability
- Description: This character is prone to mistakes and frequently drops things.
Claustrophobic
- Effects: -80% Mining Capability, +20% Logging Capability
- Description: This character has difficulty enduring cramped and enclosed spaces.
Cunning Getaway
- Effect: +10% Damage Taken
- Description: This character is skilled at escaping dangerous situations and is immune to Limping.
Curious
- Effects: -0.02 Energy Regeneration, +20% EXP Gain Bonus
- Description: This character is driven by curiosity and constantly wants to discover new things.
Dull Tongue
This character is insensitive to taste and eats food without hesitation.
Elf Hater
This character has a strong dislike of elves.
Happy Fool
- Effects: +3 Mood, -50% EXP Gain Bonus
- Description: This character remains carefree and cheerful without worrying about the world’s complexities.
Heavy Snorer
This character snores loudly while sleeping.
Homebody
This character prefers stable surroundings and feels more comfortable in settlements.
Human Hater
This character distrusts humans and feels uncomfortable around them.
Indoor Person
- Effects: -80% Farming Capability, +20% Research Capability
- Description: This character prefers spending time indoors rather than outside.
Light Eater
- Effects: -3 Constitution, +0.02 Hunger Regeneration
- Description: This character is satisfied with only a small amount of food.
Lizard Hater
This character distrusts lizardfolk and avoids getting close to them.
Lycan Hater
This character considers lycans dangerous and treats them with suspicion.
Nature Lover
- Effects: -80% Logging Capability, +20% Gathering Capability
- Description: This character finds peace in nature and prefers spending time outdoors.
Optimistic
- Effects: +2 Mood, -15% Intelligence, -15% Perception
- Description: This character stays positive regardless of the situation.
Perfectionist
- Effects: -80% Crafting Capability, +20% Research Capability
- Description: This character tries to do everything flawlessly and struggles to ignore even small mistakes.
Pessimistic
- Effects: -2 Mood, +15% Intelligence, +15% Perception
- Description: This character expects the worst in every situation.
Psychopath
This character lacks emotion and feels indifferent to the suffering of others.
Rapid Recovery
- Effects: -10% Max Health Total, +0.2% Health Regeneration
- Description: This character recovers from injuries quickly and bounces back soon after battle.
Shooter
- Effects: +20% Attack Speed, -15% Hit Chance
- Description: This character prefers overwhelming enemies with many attacks instead of relying on careful aim.
Simple Minded
- Effects: -80% Research Capability, +20% Crafting Capability
- Description: This character does not dwell on complicated matters and is easily satisfied.
Slow Learner
- Effects: -30% EXP Gain Bonus, +3 Strength, +3 Constitution, +3 Willpower, +3 Intelligence, +3 Agility, +3 Perception
- Description: This character learns at a slower pace than others.
Townsfolk
- Effects: -80% Gathering Capability, +20% Cooking Capability
- Description: This character grew up around crowded streets and feels more at home in settlements than in the wilderness.
Dungeon Settlers Room Requirements
I use this section as a quick reference for room requirements instead of searching through each room type in the game guide. Most rooms have Poor, Mediocre, Normal, and Decent versions, with higher tiers requiring better furniture, wall and floor quality, decoration quality, and more space.
Private Room Requirements
- Poor Private Room: +3 Mood when sleeping. Requires 1x Sleep of Quality 5 or higher and a minimum room size of 9.
- Mediocre Private Room: +4 Mood when sleeping. Requires 1x Sleep of Quality 10 or higher, average wall/floor Quality 5 or higher, total decoration Quality 48 or higher, and a minimum room size of 24.
- Normal Private Room: +5 Mood when sleeping. Requires 1x Sleep of Quality 10 or higher, average wall/floor Quality 10 or higher, total decoration Quality 92 or higher, and a minimum room size of 32.
- Decent Private Room: +6 Mood when sleeping. Requires 1x Sleep of Quality 15 or higher, average wall/floor Quality 15 or higher, total decoration Quality 180 or higher, and a minimum room size of 44.
Shared Room Requirements
- Poor Shared Room: +1 Mood when sleeping. Requires 2x Sleep of Quality 5 or higher and a minimum room size of 9.
- Mediocre Shared Room: +2 Mood when sleeping. Requires 2x Sleep of Quality 10 or higher, average wall/floor Quality 5 or higher, total decoration Quality 72 or higher, and a minimum room size of 24.
- Normal Shared Room: +3 Mood when sleeping. Requires 2x Sleep of Quality 10 or higher, average wall/floor Quality 10 or higher, total decoration Quality 158 or higher, and a minimum room size of 32.
- Decent Shared Room: +4 Mood when sleeping. Requires 2x Sleep of Quality 15 or higher, average wall/floor Quality 15 or higher, total decoration Quality 310 or higher, and a minimum room size of 44.
Workshop Requirements
- Poor Workshop: Grants +30% Crafting Capability while working. Requires 1x Crafting Workshop of Quality 0 or higher and a minimum room size of 9.
- Mediocre Workshop: Grants +60% Crafting Capability. Requires 1x Crafting Workshop of Quality 0 or higher, average wall/floor Quality 5 or higher, total decoration Quality 48 or higher, and a minimum room size of 24.
- Normal Workshop: Grants +90% Crafting Capability. Requires 1x Crafting Workshop of Quality 10 or higher, average wall/floor Quality 10 or higher, total decoration Quality 92 or higher, and a minimum room size of 32.
- Decent Workshop: Grants +120% Crafting Capability. Requires 1x Crafting Workshop of Quality 15 or higher, average wall/floor Quality 15 or higher, total decoration Quality 180 or higher, and a minimum room size of 44.
Arcane Workshop Requirements
- Poor Arcane Workshop: Grants +30% Crafting Capability while working on a Magic Workshop. Requires 1x Magic Workshop of Quality 0 or higher and a minimum room size of 9.
- Mediocre Arcane Workshop: Grants +60% Crafting Capability. Requires 1x Magic Workshop of Quality 0 or higher, average wall/floor Quality 5 or higher, total decoration Quality 48 or higher, and a minimum room size of 24.
- Normal Arcane Workshop: Grants +90% Crafting Capability. Requires 1x Magic Workshop of Quality 10 or higher, average wall/floor Quality 10 or higher, total decoration Quality 92 or higher, and a minimum room size of 32.
- Decent Arcane Workshop: Grants +120% Crafting Capability. Requires 1x Magic Workshop of Quality 10 or higher, average wall/floor Quality 15 or higher, total decoration Quality 180 or higher, and a minimum room size of 44.
Research Lab Requirements
- Poor Research Lab: Grants +30% Research Capability while researching. Requires 1x Research Workshop of Quality 0 or higher and a minimum room size of 9.
- Mediocre Research Lab: Grants +60% Research Capability. Requires 1x Research Workshop of Quality 0 or higher, average wall/floor Quality 5 or higher, total decoration Quality 48 or higher, and a minimum room size of 24.
- Normal Research Lab: Grants +90% Research Capability. Requires 1x Research Workshop of Quality 0 or higher, average wall/floor Quality 10 or higher, total decoration Quality 92 or higher, and a minimum room size of 32.
- Decent Research Lab: Grants +120% Research Capability. Requires 1x Research Workshop of Quality 0 or higher, average wall/floor Quality 15 or higher, total decoration Quality 180 or higher, and a minimum room size of 44.
Temple Requirements
- Poor Temple: Grants -10% Pray Needs Resource Modifier. Requires 1x Level Up of Quality 5 or higher, 2x Light of Quality 3 or higher, and a minimum room size of 16.
- Mediocre Temple: Grants -20% Pray Needs Resource Modifier. Requires 1x Level Up of Quality 5 or higher, 4x Light of Quality 3 or higher, average wall/floor Quality 5 or higher, total decoration Quality 72 or higher, and a minimum room size of 30.
- Normal Temple: Grants -30% Pray Needs Resource Modifier. Requires 1x Level Up of Quality 5 or higher, 4x Light of Quality 3 or higher, average wall/floor Quality 10 or higher, total decoration Quality 158 or higher, and a minimum room size of 48.
- Decent Temple: Grants -40% Pray Needs Resource Modifier. Requires 1x Level Up of Quality 5 or higher, 6x Light of Quality 3 or higher, average wall/floor Quality 15 or higher, total decoration Quality 310 or higher, and a minimum room size of 68.
Dining Room Requirements
- Poor Dining Room: Grants +30% Cooking Capability while working on a Cookery Workshop and +1 Mood when eating. Requires 1x Cookery Workshop of Quality 0 or higher and a minimum room size of 16.
- Mediocre Dining Room: Grants +60% Cooking Capability and +2 Mood when eating. Requires 1x Cookery Workshop of Quality 0 or higher, 1x Table of Quality 5 or higher, average wall/floor Quality 5 or higher, total decoration Quality 72 or higher, and a minimum room size of 30.
- Normal Dining Room: Grants +90% Cooking Capability and +3 Mood when eating. Requires 1x Cookery Workshop of Quality 0 or higher, 1x Table of Quality 10 or higher, average wall/floor Quality 10 or higher, total decoration Quality 158 or higher, and a minimum room size of 48.
- Decent Dining Room: Grants +120% Cooking Capability and +4 Mood when eating. Requires 1x Cookery Workshop of Quality 20 or higher, 1x Table of Quality 15 or higher, average wall/floor Quality 15 or higher, total decoration Quality 310 or higher, and a minimum room size of 68.
Recreation Room Requirements
- Poor Recreation Room: Grants +30% Recreation Capability while playing. Requires 1x Recreational Facility of Quality 0 or higher and a minimum room size of 16.
- Mediocre Recreation Room: Grants +60% Recreation Capability. Requires 1x Recreational Facility of Quality 0 or higher, average wall/floor Quality 5 or higher, total decoration Quality 72 or higher, and a minimum room size of 30.
- Normal Recreation Room: Grants +90% Recreation Capability. Requires 1x Recreational Facility of Quality 10 or higher, average wall/floor Quality 10 or higher, total decoration Quality 158 or higher, and a minimum room size of 48.
- Decent Recreation Room: Grants +120% Recreation Capability. Requires 1x Recreational Facility of Quality 10 or higher, average wall/floor Quality 15 or higher, total decoration Quality 310 or higher, and a minimum room size of 68.
Merchant Chamber Requirements
After I complete a Merchant Chamber, a guild merchant moves in.
- 1x Merchant’s Table of Quality 0 or higher
- Average wall/floor Quality 5 or higher
- Total decoration Quality 72 or higher
- Minimum room size of 30
