Dungeon Settlers Races: Human, Lizardman, Elf & Lycan

All races compared

Capability and aptitude values were documented on the community wiki for the demo build; the Lycan was added later.
RaceSettlement capabilitiesWeapon aptitudesDiet
Human+20% Logging, +20% Construction, +30% Cooking+1 Sword, +1 Greatsword, +1 Fire MagicEats anything with no mood penalty
Lizardman+20% Mining, +20% Taming, -20% Research, -20% Cooking+2 Greatsword, +1 Shield, +1 Blunt, -2 Fire Magic, -2 Nature Magic, -2 Water MagicMeat eater: Plant Rage (-2 mood for 5 minutes) after eating only plants; ignores carnivore-food penalties
Elf+30% Research, +30% Farming, -20% Logging+2 Bow, +2 Nature Magic, +1 Water Magic, -1 GreatswordVegetarian: Carnal Guilt (-2 mood for 5 minutes) after eating meat; ignores vegetarian-food penalties
LycanNot published by CanOpenerStrong Agility and Perception; CanOpener says Lycans suit bows and spearsNot documented yet

Race data checked:

Aptitude changes how many skill points a weapon tree costs, not how well the settler actually fights with it, so any race can use any weapon. Capabilities are the job speeds used in the settlement: logging, construction, cooking, mining, taming, research and farming.

Human

"Beings who desire endlessly..."

The default recruit. Good builders and cooks with a light lean toward swords and fire magic, and no diet restrictions.

Sources: Community wiki Recruits page (Jul 2026); Forgotten Games beginner guide; Pete Complete first look; Steam forum

Lizardman

"A true descendant of the dragons never shies away from battle! En'kaktu!"

A front-liner. Built for greatswords, shields and blunt weapons, poor at research and cooking, and close to useless with magic.

Sources: Community wiki Recruits page; CanOpener patch notes v0.3.21 (11 Jun 2026); 10 Advanced Tips video

Elf

"They say they can hear the song of the forest. It's something beyond my understanding, though."

The researcher and farmer. Strong with bows and nature magic, weak at logging, and a vegetarian.

Sources: Community wiki Recruits page; 10 Advanced Tips video (diet); Steam forum

Lycan

The first Beastfolk race, added for Early Access. A wolf-inspired physical damage dealer that is weaker by day and stronger at night.

Sources: CanOpener announcement, 11 Jun 2026; 3rd Supporters Program notes, 8 Jul 2026; patch v0.4.12; Steam forum

Matching races to jobs

Background and traits matter as much as race: they decide which skill trees a settler can open. See backgrounds and traits and the skill trees.

Feeding a mixed settlement

Diet is the easiest race mistake to make. A kitchen that only makes meat porridge will keep Elves in Carnal Guilt, and a vegetable-only kitchen puts Lizardmen in Plant Rage. Run two food lines, and remember that meals eaten in a proper dining room give a longer mood bonus. The food and farming guide and the mood guide cover the details.

Races still to come

Race questions

How many races are in Dungeon Settlers?

Four in Early Access: Human, Lizardman, Elf and Lycan. The Lycan is the first Beastfolk race and was added for launch. A Dwarf race is planned for Update 5 and another race for Update 6.

Why is my settlement always recruiting Humans?

Humans make up most of the early recruit pool, so Elves, Lizardmen and Lycans turn up less often. Players on the Steam forum ask for better odds; for now the answer is to refresh the recruit list and keep gold ready for a good non-Human candidate.

What should Elves and Lizardmen eat?

Elves are vegetarian and get Carnal Guilt (-2 mood for 5 minutes) from meat. Lizardmen get Plant Rage (-2 mood) after eating only plants. Humans eat anything. A mixed settlement needs a meat line and a vegetable line in the kitchen.

Are Lycans worth using?

Lycans lose max health and energy during the day and are stronger at night, which makes them less consistent than the other races. Players who use them mostly pair them with spears or bows. Sleep them after nightfall so they refill at their higher night values.