Dungeon Settlers All Traits and Room Requirements Guide

In this post, we will tell you about all the traits and room requirements currently shown in Dungeon Settlers. If you’re making characters and trying to understand what every background or individual trait does, having everything collected in one place makes things much easier.

There are quite a few traits to look through, and each one can affect different stats, abilities, or gameplay mechanics. Some background traits also appear to affect the Weapon Skills your character has, while individual traits can generally be attached to different races.

Dungeon Settlers All Traits and Room Requirements Guide

We will also go over the room requirements and the bonuses you receive from different room qualities. Instead of constantly opening the room menu and checking every requirement one by one, you can use this guide to quickly see what you need.

Below, we’ve organized the available trait information and room specifications from the provided information so you can check them while building your settlement and characters.

Common Background Traits

The following are the common background traits and their effects.

Beggar

  • Vision Range: +2.0
  • Hunger Regeneration: -0.02

Beggars do not see extreme poverty as something that gives them negative effects from food.

Blacksmith

  • Crafting Capability: +20%
  • Cooking Capability: -20%

Blacksmiths forge and repair equipment through their mastery of steel and fire.

Butcher

  • Critical Damage Bonus: +20%
  • Dodge Chance: -10%

Butchers slaughter beasts with ruthless precision.

Carpenter

  • Logging Capability: +20%
  • Mining Capability: -20%

Carpenters shape wood into structures, tools, and works of craftsmanship.

Carter

  • Max Weight: +20%
  • Crafting Capability: -20%

Carters travel across roads, transporting people and goods to their destinations.

Conscript

  • Shield Skill Aptitude: +1
  • Magic Attack Power: -10%

Conscripts are forced into the battlefield and only know the basics of combat.

Deserter

  • Critical Chance: +10%
  • Critical Damage Bonus: -20%

A fugitive from the battlefield, still haunted by the idea of war.

Forest Keeper

  • Nature Magic Skill Aptitude: +1
  • Magic Resistance: -8.0

Forest Keepers protect and nurture nature, keeping their wisdom deep within the forest.

Gambler

  • Critical Chance: +10%
  • Hit Chance: -20%

Gamblers enjoy risking everything on the roll of fate.

Hooligan

  • Physical Attack Power: +10%
  • Dodge Chance: -5.0%

Hooligans thrive in lawlessness and chaos.

Hunter

  • Bow Skill Aptitude: +1
  • Physical Resistance: -8.0

Hunters track their prey with agility and swift actions.

Messenger

  • Movement Speed: +10.0
  • Max Weight: -20%

Messengers are trusted with delivering important news and orders with speed and reliability.

Miner

  • Mining Capability: +20%
  • Research Capability: -20%

Miners live deep beneath the earth and extract resources with remarkable endurance.

Peddler

  • Movement Speed: +10.0
  • Guard Damage Reduction: -10.0

Peddlers trade various goods while constantly traveling the roads.

Porter

  • Max Weight: +20%
  • Cooldown Reduction: -10.0

Porters carry heavy loads and have great physical strength.

Slave

  • Physical Resistance: +8.0
  • Max Energy: -20%

Slaves endure a difficult existence while serving those above them.

Snake Catcher

  • Attack Speed: +10%
  • Guard Chance: -10.0%

Snake Catchers hunt venomous serpents and use their skills to capture them.

Thief

  • Dodge Chance: +5.0%
  • Great Sword Skill Aptitude: -1

Thieves use their nimble hands to steal from others.

Undertaker

  • Magic Resistance: +10.0
  • Physical Resistance: -10.0

Undertakers prepare the dead for their final journey.

Wanderer

  • Vision Range: +2.0
  • Energy Regeneration: -0.02

Wanderers live a life of freedom, settling nowhere for long.

Common Individual Traits

From the available information, these individual traits can be attached to different races.

Adventurous

Gains Joy of Adventure in dungeons and settlements.

Belly Beggar

  • Hunger Regeneration: -0.02
  • Max Health Total: +10%

Always tormented by hunger and constantly searching for food.

Blessed

  • Pray Needs Resource Modifier: -10%

Lives under a mysterious blessing and finds fortune on their side.

Butterfingers

  • Construction Capability: -80%
  • Farming Capability: +20%

Prone to mistakes and often drops things.

Claustrophobic

  • Mining Capability: -80%
  • Logging Capability: +20%

Finds enclosed spaces difficult to endure.

Cunning Getaway

  • Damage Taken: +10.0%
  • Skilled at escaping dangerous situations
  • Immune to Limping

Surviving is what matters most.

Curious

  • Energy Regeneration: -0.02
  • Exp Gain Bonus: -20.0%

Driven by unending curiosity and constantly exploring new things.

Dull Tongue

Insensitive to taste and eats almost anything without hesitation.

  • Gains Dull Palate when receiving a negative food effect.
  • Gains Dull Palate when receiving a positive food effect.

Elf Hater

Harbors a strong dislike toward elves.

Happy Fool

  • Mood: +3.0
  • EXP Gain Bonus: -50.0%

A carefree soul who stays smiling and unbothered by the world’s complexities.

Heavy Snorer

Snores loudly while sleeping.

Homebody

Prefers stable surroundings and feels more comfortable in settlements.

Gains Comfort of Home in settlements and Dungeon Dread in dungeons.

Human Hater

Distrusts humans and feels uncomfortable around them.

Indoor Person

  • Farming Capability: -80%
  • Research Capability: +20%

Prefers spending time indoors rather than outside.

Light Eater

  • Constitution: -3
  • Hunger Regeneration: +0.02

Satisfied with only a small amount of food.

Lizard Hater

Distrusts lizards and avoids getting close to them.

Lycan Hater

Views lycans as dangerous and treats them with suspicion.

Nature Lover

  • Logging Capability: -80%
  • Gathering Capability: +20%

Finds peace in nature and prefers life outdoors.

Optimistic

  • Mood: +2.0
  • Intelligence: -15%
  • Perception: -15%

Remains positive no matter what the situation looks like.

Perfectionist

  • Crafting Capability: -80%
  • Research Capability: +20%

Strives to do everything flawlessly and struggles to overlook even small mistakes.

Pessimistic

  • Mood: -2.0
  • Intelligence: -15%
  • Perception: -15%

Always expects the worst in every situation.

Psychopath

  • Max Health Total: -10%
  • Health Regeneration: +0.20%

Lacks emotions and feels indifferent toward the suffering of others.

Gains Witnessed Another’s Death when someone dies.

Rapid Recovery

  • Max Health Total: -10%
  • Health Regeneration: +0.20%

Recovers from injuries quickly and bounces back sooner after battle.

Shooter

  • Attack Speed: +20%
  • Hit Chance: -15.0%

Prefers overwhelming enemies with a hail of attacks rather than careful aim.

Simple Minded

  • Research Capability: -80%
  • Crafting Capability: +20%

Doesn’t spend much time thinking about complicated matters.

Slow Learner

  • EXP Gain Bonus: -30.0%
  • Strength: +3
  • Constitution: +3
  • Willpower: +3
  • Intelligence: +3
  • Agility: +3
  • Perception: +3

Learns at a slower pace than others.

Townsfolk

  • Gathering Capability: -80%
  • Cooking Capability: +20%

Raised among crowded streets and busy people and feels more comfortable in settlements than the wilderness.

Room Requirements Specs

The room system has different quality levels, with each level providing a larger bonus while requiring better room quality, decoration quality, and room size.

Private Rooms

Poor Private Room

Bonus: When sleeping in the room, Mood +3.0 is granted.

Requirements:

  • 1x Sleep of Quality 5 or higher
  • Minimum room size of 9 or greater

Mediocre Private Room

Bonus: When sleeping in the room, Mood +4.0 is granted.

Requirements:

  • 1x Sleep of Quality 10 or higher
  • Average wall/floor Quality of the room must be 5 or higher
  • Total decoration Quality in the room must be 48 or higher
  • Minimum room size of 24 or greater

Normal Private Room

Bonus: When sleeping in the room, Mood +5.0 is granted.

Requirements:

  • 1x Sleep of Quality 10 or higher
  • Average wall/floor Quality of the room must be 10 or higher
  • Total decoration Quality in the room must be 92 or higher
  • Minimum room size of 32 or greater

Decent Private Room

Bonus: When sleeping in the room, Mood +6.0 is granted.

Requirements:

  • 1x Sleep of Quality 15 or higher
  • Average wall/floor Quality of the room must be 15 or higher
  • Total decoration Quality in the room must be 180 or higher
  • Minimum room size of 44 or greater

Shared Rooms

Poor Shared Room

Bonus: When sleeping in the room, Mood +1.0 is granted.

Requirements:

  • 2x Sleep of Quality 5 or higher
  • Minimum room size of 9 or greater

Mediocre Shared Room

Bonus: When sleeping in the room, Mood +2.0 is granted.

Requirements:

  • 2x Sleep of Quality 10 or higher
  • Average wall/floor Quality of the room must be 5 or higher
  • Total decoration Quality in the room must be 72 or higher
  • Minimum room size of 24 or greater

Normal Shared Room

Bonus: When sleeping in the room, Mood +3.0 is granted.

Requirements:

  • 2x Sleep of Quality 10 or higher
  • Average wall/floor Quality of the room must be 10 or higher
  • Total decoration Quality in the room must be 158 or higher
  • Minimum room size of 32 or greater

Decent Shared Room

Bonus: When sleeping in the room, Mood +4.0 is granted.

Requirements:

  • 2x Sleep of Quality 15 or higher
  • Average wall/floor Quality of the room must be 15 or higher
  • Total decoration Quality in the room must be 310 or higher
  • Minimum room size of 44 or greater

Crafting Workshops

Poor Workshop

Bonus: When working on a Crafting Workshop, Crafting Capability +30% is granted.

Requirements:

  • 1x Crafting Workshop of Quality 0 or higher
  • Minimum room size of 9 or greater

Mediocre Workshop

Bonus: Crafting Capability +60%.

Requirements:

  • 1x Crafting Workshop of Quality 0 or higher
  • Average wall/floor Quality of the room must be 5 or higher
  • Total decoration Quality in the room must be 48 or higher
  • Minimum room size of 24 or greater

Normal Workshop

Bonus: Crafting Capability +90%.

Requirements:

  • 1x Crafting Workshop of Quality 10 or higher
  • Average wall/floor Quality of the room must be 10 or higher
  • Total decoration Quality in the room must be 92 or higher
  • Minimum room size of 32 or greater

Decent Workshop

Bonus: Crafting Capability +120%.

Requirements:

  • 1x Crafting Workshop of Quality 15 or higher
  • Average wall/floor Quality of the room must be 15 or higher
  • Total decoration Quality in the room must be 180 or higher
  • Minimum room size of 44 or greater

Arcane Workshops

Poor Arcane Workshop

Bonus: When working in a Magic Workshop, Crafting Capability +30% is granted.

Requirements:

  • 1x Magic Workshop of Quality 0 or higher
  • Minimum room size of 9 or greater

Mediocre Arcane Workshop

Bonus: Crafting Capability +60%.

Requirements:

  • 1x Magic Workshop of Quality 0 or higher
  • Average wall/floor Quality of the room must be 5 or higher
  • Total decoration Quality in the room must be 48 or higher
  • Minimum room size of 24 or greater

Normal Arcane Workshop

Bonus: Crafting Capability +90%.

Requirements:

  • 1x Magic Workshop of Quality 10 or higher
  • Average wall/floor Quality of the room must be 10 or higher
  • Total decoration Quality in the room must be 92 or higher
  • Minimum room size of 32 or greater

Decent Arcane Workshop

Bonus: Crafting Capability +120%.

Requirements:

  • 1x Magic Workshop of Quality 10 or higher
  • Average wall/floor Quality of the room must be 15 or higher
  • Total decoration Quality in the room must be 180 or higher
  • Minimum room size of 44 or greater

Research Labs

Poor Research Lab

Bonus: Research Capability +30%.

Requirements:

  • 1x Research Workshop of Quality 0 or higher
  • Minimum room size of 9 or greater

Mediocre Research Lab

Bonus: Research Capability +60%.

Requirements:

  • 1x Research Workshop of Quality 0 or higher
  • Average wall/floor Quality of the room must be 5 or higher
  • Total decoration Quality in the room must be 48 or higher
  • Minimum room size of 24 or greater

Normal Research Lab

Bonus: Research Capability +90%.

Requirements:

  • 1x Research Workshop of Quality 0 or higher
  • Average wall/floor Quality of the room must be 10 or higher
  • Total decoration Quality in the room must be 92 or higher
  • Minimum room size of 32 or greater

Decent Research Lab

Bonus: Research Capability +120%.

Requirements:

  • 1x Research Workshop of Quality 0 or higher
  • Average wall/floor Quality of the room must be 15 or higher
  • Total decoration Quality in the room must be 180 or higher
  • Minimum room size of 44 or greater

Temples

Poor Temple

Bonus: When interacting in the room, Pray Needs Resource Modifier -10% is granted.

Requirements:

  • 1x Level Up of Quality 3 or higher
  • 2x Light of Quality 3 or higher
  • Minimum room size of 16 or greater

Mediocre Temple

Bonus: Pray Needs Resource Modifier -20%.

Requirements:

  • 1x Level Up of Quality 5 or higher
  • 4x Light of Quality 3 or higher
  • Average wall/floor Quality of the room must be 5 or higher
  • Total decoration Quality in the room must be 72 or higher
  • Minimum room size of 30 or greater

Normal Temple

Bonus: Pray Needs Resource Modifier -30%.

Requirements:

  • 1x Level Up of Quality 5 or higher
  • 4x Light of Quality 3 or higher
  • Average wall/floor Quality of the room must be 10 or higher
  • Total decoration Quality in the room must be 158 or higher
  • Minimum room size of 48 or greater

Decent Temple

Bonus: Pray Needs Resource Modifier -40%.

Requirements:

  • 1x Level Up of Quality 5 or higher
  • 6x Light of Quality 3 or higher
  • Average wall/floor Quality of the room must be 15 or higher
  • Total decoration Quality in the room must be 310 or higher
  • Minimum room size of 68 or greater

Dining Rooms

Poor Dining Room

Bonus:

  • When working on Cookery Workshop, Cooking Capability +30% is granted.
  • When eating in the room, Mood +1.0 is granted.

Requirements:

  • 1x Cookery Workshop of Quality 0 or higher
  • Minimum room size of 16 or greater

Mediocre Dining Room

Bonus:

  • Cooking Capability +60%
  • Mood +2.0 when eating in the room

Requirements:

  • 1x Cookery Workshop of Quality 0 or higher
  • 1x Table of Quality 5 or higher
  • Average wall/floor Quality of the room must be 5 or higher
  • Total decoration Quality in the room must be 72 or higher
  • Minimum room size of 30 or greater

Normal Dining Room

Bonus:

  • Cooking Capability +90%
  • Mood +3.0 when eating in the room

Requirements:

  • 1x Cookery Workshop of Quality 0 or higher
  • 1x Table of Quality 10 or higher
  • Average wall/floor Quality of the room must be 10 or higher
  • Total decoration Quality in the room must be 158 or higher
  • Minimum room size of 48 or greater

Decent Dining Room

Bonus:

  • Cooking Capability +120%
  • Mood +4.0 when eating in the room

Requirements:

  • 1x Cookery Workshop of Quality 20 or higher
  • 1x Table of Quality 15 or higher
  • Average wall/floor Quality of the room must be 15 or higher
  • Total decoration Quality in the room must be 310 or higher
  • Minimum room size of 68 or greater

Recreation Rooms

Poor Recreation Room

Bonus: When playing in the room, Recreation Capability +30% is granted.

Requirements:

  • 1x Recreational Facility of Quality 0 or higher
  • Minimum room size of 16 or greater

Mediocre Recreation Room

Bonus: Recreation Capability +60%.

Requirements:

  • 1x Recreational Facility of Quality 0 or higher
  • Average wall/floor Quality of the room must be 5 or higher
  • Total decoration Quality in the room must be 72 or higher
  • Minimum room size of 30 or greater

Normal Recreation Room

Bonus: Recreation Capability +90%.

Requirements:

  • 1x Recreational Facility of Quality 10 or higher
  • Average wall/floor Quality of the room must be 10 or higher
  • Total decoration Quality in the room must be 158 or higher
  • Minimum room size of 48 or greater

Decent Recreation Room

Bonus: Recreation Capability +120%.

Requirements:

  • 1x Recreational Facility of Quality 10 or higher
  • Average wall/floor Quality of the room must be 15 or higher
  • Total decoration Quality in the room must be 310 or higher
  • Minimum room size of 68 or greater

Merchant Chamber

The Merchant Chamber works a little differently from the other rooms.

Effect: After construction is complete, a guild merchant moves in.

Requirements:

  • 1x Merchant’s Table of Quality 0 or higher
  • Average wall/floor Quality of the room must be 5 or higher
  • Total decoration Quality in the room must be 72 or higher
  • Minimum room size of 30 or greater