Continue with Dungeon Settlers Inscriptions - Effects & How to Choose

Open the companion guide for the next production, character or progression decision.

The short answer

Open Recruit at the settlement and read the whole candidate, not just the portrait or one attractive stat. A useful hire fills a real job, has a manageable cost, and can be fed, housed, equipped, and assigned without creating a larger bottleneck at home.

The supplied current recruit screen shows a candidate list alongside attributes, equipment slots, skill paths, and a recruit action. Use it as a checklist for what to inspect, not as proof of a permanent price, refresh timer, or tier list.

Opening four-person target: cover jobs before chasing perfect rolls

For a new save, aim for one front line, one ranged recruit, one magic or support recruit, and one flexible worker or second damage slot. The default frame is Lizardman front line + Elf bow/nature + Human flexible slot + Human/Elf magic-support. If the current pool only shows Lizardmen and Elves, hire one reliable front line and one reliable back line first; do not freeze the run waiting for four perfect cards.

Read the talent labels as Genius > Exceptional > Outstanding > Average. For a Lizardman, check Strength and Constitution first; for an Elf bow recruit, Agility and Perception; for an Elf magic/nature recruit, Intelligence and Willpower. Outstanding on the key stats is enough to move on; Genius is a bonus, not a requirement for every field.

How to read this screenshot batch

Candidate 2, Karax (male Lizardman), is the first lock-and-hire: Strength 14 and Constitution 13 give him the clearest front-line job. Candidate 3, Risa (female Elf), is also a keep: the three back-line-relevant values visible in the screenshot are 13, 12, and 13, making her the better bow, nature, or magic candidate.

Candidate 1, Sharg (male Lizardman), is a usable second-front-line placeholder, but his front-line core is weaker than candidate 2. Candidate 4, Rubarae (female Elf), has a Forest Keeper direction but lower back-line values around 11, 10, and 11, so reroll her first. This is one screenshot batch, not a permanent tier list.

Icon reading from the supplied batch: candidate 3 has Hunter as the second Background icon; candidate 4 has Forest Keeper; candidate 2 has the smiley Optimistic sub-trait, acceptable on a front line but poor for a bow or magic recruit; candidate 4 has Belly Beggar, more useful on a high-Constitution front line. The first Background icon and candidate 3’s sub-trait are too small to name safely; hover them in-game.

Recognize the race icon first

The current data reference lists four recruitable races: Human, Lizardman, Elf, and Lycan. The race icon gives you a direction, not a finished class. Lock the race when it matches the job you want, then judge the attributes, background, individual trait, talents, and skills together.

These cards use the current DS_B.0.4.19 data reference. They are quick recognition aids for the recruit screen; the game’s current candidate card remains the final check if a patch changes a value or availability.

Human icon
RaceFlexible opener

Human

A safe all-rounder for production, sword, greatsword, or fire direction.

+20% logging, +20% construction, +30% cooking; +1 Sword, Greatsword, and Fire Magic; +15% EXP.

Lizardman icon
RaceFront line

Lizardman

First race to check for a shield or heavy-melee slot.

+2 Greatsword, +1 Shield and Blunt; stronger Strength/Will talent range; +20% mining, but -20% research and cooking.

Elf icon
RaceRanged / magic

Elf

Best starting direction for bow, nature magic, research, or farming.

+2 Bow, +2 Nature Magic, +1 Water; +30% research and farming; lower Strength talent range.

Lycan icon
RaceSpear / explorer

Lycan

A flexible second damage or exploration slot, especially when you can use night combat.

+2 Spear, +1 Bow/Nature/Water; at night all six major abilities gain +15%, while daytime gives -10%.

Background icons: your main skill-tree direction

On the recruit screen, Background is the main-trait slot. It determines which main and sub skill trees the recruit can access, so it is more important than a single skill icon. For the first four, prioritize a rank-1 background that fills a missing job; rank-2 backgrounds are good later, but should not slow down a stable opening.

The labels below are practical translations: “front line” means the recruit can be built around shield or heavy melee; “ranged” means bow or reach; “magic” means a spell-tree direction; “worker” means the settlement bonus may matter more than dungeon damage.

Conscript icon
Background · Rank 1Front-line priority

Conscript

Shield, sword, or greatsword front line; a clean first tank direction.

Main trees: Shield/Sword/Greatsword. Sub trees: Guardian/Warrior/Execution. +1 Shield aptitude; -10% magic attack.

Miner icon
Background · Rank 1Front line / mining

Miner

Spear, shield, or blunt front line that also helps early mining.

Main trees: Spear/Shield/Blunt. Sub trees: Stake/Guardian/Fortress. +20% mining; -20% research.

Hunter icon
Background · Rank 1Ranged priority

Hunter

The clearest common bow or spear reach direction for a new expedition.

Main trees: Bow/Spear/Nature. +1 Bow aptitude; -8 physical resistance, so protect them from the front.

Forest Keeper icon
Background · Rank 1Nature / bow

Forest Keeper

A good nature-magic or bow support direction when the party can cover the resistance tradeoff.

Main trees: Bow/Nature/Greatsword. +1 Nature aptitude; -8 magic resistance.

Wanderer icon
Background · Rank 1Exploration utility

Wanderer

A flexible spear, bow, or water direction for seeing and reaching more of a route.

Main trees: Spear/Bow/Water. +2 vision; -0.02 energy regeneration.

Porter icon
Background · Rank 1Worker / carry

Porter

Useful when early expeditions are losing value to carrying capacity rather than combat.

Main trees: Sword/Shield/Water. +20% maximum weight; -10% cooldown.

Hooligan icon
Background · Rank 1Physical damage

Hooligan

A simple greatsword or spear damage direction when the party already has protection.

Main trees: Greatsword/Spear/Fire. +10% physical attack; -5% dodge.

Deserter icon
Background · Rank 1Usable mixed role

Deserter

A serviceable sword, shield, or bow candidate, but not a reason to rebuild the whole opening.

Main trees: Sword/Shield/Bow. Sub trees: Warrior/Guardian/Blitz. +10% critical chance; -20% critical damage.

Snake Catcher icon
Background · Rank 1Lizardman spear

Snake Catcher

A strong Lizardman-specific spear, bow, or greatsword direction.

Main trees: Spear/Bow/Greatsword. +10% attack speed; -10% guard chance.

Butcher icon
Background · Rank 1Physical damage

Butcher

A human or Lizardman damage candidate when dodge is not your main defense plan.

Main trees: Blunt/Sword/Greatsword. +20% critical damage; -10% dodge.

Mage icon
Background · Rank 2Magic later

Mage

A clear three-element caster direction once rank 2 is available.

Main trees: Fire/Water/Nature. +10% magic damage; -10% physical damage.

Philosopher icon
Background · Rank 2Research / support

Philosopher

A human, Elf, or Lycan research-oriented option with water, bow, or blunt access.

Main trees: Water/Bow/Blunt. +20% research; -10% physical attack.

Exiled Lord icon
Background · Rank 2Excellent later front line

Exiled Lord

A high-value shield or greatsword front line after rank 2, if the rest of the party is stable.

Main trees: Shield/Greatsword/Sword. +1 Greatsword aptitude and +8 physical resistance; -5 dodge.

Mercenary icon
Background · Rank 2Crit damage later

Mercenary

A blunt, shield, or greatsword damage option when stress is manageable.

Main trees: Blunt/Shield/Greatsword. +10% critical chance; +20% stress.

Prodigy icon
Background · Rank 2Strong caster later

Prodigy

A powerful fire or nature direction for a later magic-focused recruit.

Main trees: Fire/Nature/Bow. +2 Fire and +2 Nature aptitude; -15% maximum health.

Druid icon
Background · Rank 2Elf nature support

Druid

An Elf-only sword, shield, or nature direction for a sturdier caster-support hybrid.

Main trees: Sword/Shield/Nature. +1 Nature aptitude; -1 Fire aptitude.

Noble Adventurer icon
Background · Rank 2Hit / shield later

Noble Adventurer

A shield, greatsword, or bow option when reliable hit chance matters more than dodge.

Main trees: Shield/Greatsword/Bow. +10% hit chance; -5% dodge chance.

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Individual icons: your sub-trait filter

Individual traits are the sub-trait slot. The useful icon depends on the job: a front line can accept a health or dungeon-mood bonus, while a bow or magic recruit can value Intelligence and Perception. Do not chase a “good” icon if its tradeoff breaks the role.

The Wiki lists Curious, Adventurous, Belly Beggar, and Pessimistic across all four recruitable races. Pacifist, Light Eater, and Optimistic are easy icons to recognize and usually skip for the opening expedition team.

Adventurous icon
Individual · Sub-traitExpedition priority

Adventurous

Excellent for anyone going into the dungeon regularly.

+1 mood in dungeons, but -2 mood while staying in the settlement. All four races.

Belly Beggar icon
Individual · Sub-traitFront-line option

Belly Beggar

Good for a durable physical recruit if you can afford the extra food pressure.

+10% maximum health, but -0.02 hunger regeneration. All four races.

Pessimistic icon
Individual · Sub-traitBow / magic option

Pessimistic

Useful for ranged or magic roles when you can keep mood under control.

+15% Intelligence and +15% Perception, but -2 mood. All four races.

Curious icon
Individual · Sub-traitGrowth option

Curious

Good for a recruit you expect to level, less attractive on an energy-hungry caster.

+20% EXP gain, but -0.02 energy regeneration. All four races.

Bloodlust icon
Individual · SpecialDo not reroll for it

Bloodlust

Recognize it if it appears, but the current data marks it as innate/item-related rather than a normal target.

+10% life steal, but -20% maximum energy.

Pacifist icon
Individual · Sub-traitSkip for expedition

Pacifist

Poor fit for the opening combat team; keep only for a non-combat settlement worker if needed.

-3 mood during combat, +1 mood outside combat. All four races.

Light Eater icon
Individual · Sub-traitSkip front line

Light Eater

The food benefit is not worth losing Constitution on a first frontline recruit.

+0.02 hunger regeneration, but -3 Constitution. All four races.

Optimistic icon
Individual · Sub-traitSkip bow / magic

Optimistic

The mood bonus is outweighed by the Intelligence and Perception penalty on ranged or magic roles.

+2 mood, but -15% Intelligence and -15% Perception. All four races.

Use the icons in this reroll order

1. Lock the race when it matches the intended job. 2. Reroll the key ability for that job until it reaches Outstanding or Genius when the run gives you enough attempts. 3. Lock a suitable Background/main trait. 4. Reroll and lock the Individual/sub-trait. 5. Check the main and sub skill icons last; the current screen shows skills cannot be locked, so do not discard a strong candidate only because its first skill roll is imperfect.

For a fast four-person opening, stop when you have one Lizardman front line, one Human or Lycan flexible physical slot, one Elf bow/nature direction, and one Human/Elf magic or support direction. Perfect icons are a bonus; role coverage and a recruit you can feed and equip are the stopping rule.

Recruit a settler step by step

1. Open the current Recruit action after the settlement or quest has made the panel available. If the button is missing, check the current tutorial and progression state before assuming the feature is broken.

2. Name the job the next expedition or settlement is missing: protection, reliable damage, reach or control, recovery, production, research, or another role visible in your current run.

3. Compare candidates against that job. Read the relevant abilities, major and sub traits, talents, background, skill direction, equipment, and any visible restrictions together.

4. Check the displayed cost and the home-side support: available gold, housing or population room, food, equipment, work assignment, and recovery. A candidate is not ready just because the recruit button is active.

5. Hire only when the candidate improves the named problem. Then assign a first job, equip what the current build supports, and test the recruit on a short comparable expedition before rebuilding the entire party.

Read the candidate without a tier list

Start with the next task, then read the candidate’s attributes and traits that affect that task. A high value in one field can be useful, but a trait tradeoff, missing equipment, or poor settlement support can make the candidate weaker in the run that matters.

Background and skill direction are planning clues, not a guarantee of a fixed class. Compare the available path with the weapon, research, and materials your settlement can provide. If the route needs a workshop or resource you do not have, delay the hire or choose a candidate who can work now.

When two candidates are close, prefer the one that solves the next problem with fewer new dependencies. Keep a dated note of the choice and the result so one successful run is not mistaken for a universal ranking.

If recruiting is unavailable or confusing

If the Recruit button is unavailable, check the current main-quest step, settlement population or housing display, gold, and whether the interface is still loading a candidate list. Do not use an old refresh timer as a workaround.

If every candidate looks wrong, keep the current party and name the missing capability more narrowly. You may need a safer front line, reliable ranged damage, a specific production worker, or a candidate whose equipment is already supportable—not simply a higher overall number.

If a new recruit underperforms, separate candidate quality from support failure. Check equipment, food, energy, skills, work priority, room capacity, and expedition route before dismissing or replacing the person.

Version boundary

Update this page when an Early Access patch changes the Recruit panel, candidate fields, recruitment cost, refresh behavior, population support, or quest unlock. Keep `/characters` focused on evaluating and building with the recruit after hiring.