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Dungeon Settlers Research Tree

Dungeon Settlers research tree with Tech Book costs, prerequisites, unlock paths, and practical priorities for food, equipment, housing, storage, and camping.

Updated October 18, 2026Review scope: Research data build 25154317; v0.4.29 work fixes reviewed 2026-10-18; not in-game testedHow we verify guides
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Start with Wood Processing and Basic Storage, then choose the branch that unlocks the next need: Basic Cuisine for food, Hunting Processing for camps and gear, Wooden Housing for rooms, or Basic Alchemy for staffs. The source table reports 31 entries with Tech Book costs and prerequisites.

Version note: the table is cross-checked against an independent database using game build 25154317 through v0.4.19. v0.4.23 changes higher-difficulty Research Work Amount scaling, not the published node costs or prerequisites. The current Game Guide remains authoritative.

If the first station is not built, start with Research Table and Cogwheel. It covers the starting wagon and idle-station checks. This page assumes the Research Station is available.

Budget for the whole unlock path

The following totals are calculated from the 31-node table below, counting each prerequisite once. They assume none of the path is complete and exclude construction materials.

GoalPaid studies on the pathTech Books from zero
First cooked-food branchBasic Cuisine2
Basic Camping KitHunting Processing → Campsite Setup5
Staff CraftingBasic Alchemy → Staff Crafting5
FarmingBasic Cuisine → Basic Farming5
Jerky / Drying RackBasic Cuisine → Drying6
Goddess's TearsBasic Alchemy → Staff Crafting → Dark Thorn Vine Purification9
Kiln / Metal ProcessingWood Processing II + Wooden Housing → Bonfire → Metal Processing11
Intermediate StorageBasic Alchemy → Staff Crafting → Dark Thorn Vine Purification → Intermediate Storage14

For example, Metal Processing's own cost is 4 books, but reaching it from zero takes 2 + 2 + 3 + 4 = 11. If Wooden Housing and Bonfire are already complete, the remaining Wood Processing II and Metal Processing cost 6. Do not budget only the final node or pay again for a shared prerequisite.

These are calculations from build 25154317, not freshly measured v0.4.29 costs. Subtract completed nodes and compare the remaining nodes with your current research screen before committing.

Check difficulty before changing your whole research plan

In v0.4.23, higher-difficulty Research Work Amount changed to 1.15× on Very Hard (from 1.33×) and 1.30× on Devastation (from 1.66×). This is workload scaling, not a rewrite of every node.

If research differs from an older guide, record Management Difficulty, then compare the displayed node, prerequisites, Tech Book cost, researcher, and room. The current UI is authoritative for a specific save.

How to use the tree

Research unlocks options; it does not create the building, station, ingredients, or worker that uses them. Before choosing a node, name the immediate result you need: a food source, campsite supply, piece of equipment, workstation, storage type, or room material. Follow its prerequisite chain, then separately check the unlocked recipe or construction cost.

The Tech Book column is the cost reported for the individual node. It is not the total cost of every unfinished prerequisite. A branch with two prerequisites, such as Metal Processing, requires both links to be complete before the node becomes available. Do not spend your last books on a decorative branch if a food, camping, or equipment bottleneck is stopping the next expedition.

“Unlock focus” below gives the useful destination rather than every single item in a node. It is a quick planning aid, not a claim that any weapon or room is universally best.

Starting and early research

Tech BooksResearchRequiresUnlock focus
0Wood ProcessingNoneWood planks and basic wood equipment
0Basic StorageNoneEquipment storage and a cloth bag
2Wood Processing IIWood ProcessingWooden weapons; route toward metal
2Wooden HousingWood ProcessingBeds, wooden furniture, and room upgrades
2Hunting ProcessingWood ProcessingHunter workstation and repair support
2Basic AlchemyBasic StorageAlchemy workstation and staff route
2Basic CuisineBasic StorageCookery workstation and food branch
2Textile ProcessingBasic StorageThick textile and cloth equipment

For a first settlement, completing both starting studies preserves choice. Follow Basic Cuisine when hunger and food preparation are the direct problem. Follow Hunting Processing when a campsite or material-processing route is blocking a run. Wooden Housing makes sense when the next useful change is sleep, furniture, or room quality—not simply because a higher tier is visible.

Mid-tree branches: choose the job you need

Tech BooksResearchRequiresUnlock focus
3BonfireWooden HousingBonfire and the metal/housing path
3Campsite SetupHunting ProcessingBasic Campsite and Basic Camping Kit
3Bone ProcessingHunting ProcessingBone weapons and elemental staffs
3Carapace Processing IHunting ProcessingCarapace armor, weapons, bow, and arrows
3Staff CraftingBasic AlchemyStaff workstation and lesser elements
3Relief RationsBasic CuisineMeat and turnip porridge
3Basic FarmingBasic CuisineFarm and wood fence
3Basic Monster CuisineBasic CuisineMonster Barbecue and Slime Pudding
4Metal ProcessingWood Processing II + BonfireKiln, accessories workstation, later casting
4Advanced Wooden HousingBonfireBetter wood construction and furnishings
4Bone Processing IIBone ProcessingFortified bone protection
4Carapace Processing IICarapace Processing ICarapace shields, weapons, and staffs
4Dark Thorn Vine PurificationStaff CraftingGoddess's Tears; storage path
4Arcron ProcessingStaff CraftingArcron weapon, armor, and staff set
4Improved Grass PorridgeStaff Crafting + Relief RationsImproved Grass Porridge
4DryingBasic CuisineDrying Rack and Jerky

The food branch is Basic Cuisine → Relief Rations, Basic Farming, or Basic Monster Cuisine; Drying later opens Improved Cuisine. The expedition branch is Hunting Processing → Campsite Setup for camping, or Bone/Carapace Processing for equipment. Magic-focused parties should not assume Staff Crafting automatically supplies a usable staff: check its workstation, materials, and the member who will use the result.

Late research and the remaining prerequisites

Tech BooksResearchRequiresUnlock focus
5Casting ProcessingMetal ProcessingCasting Workbench
5Stone HousingAdvanced Wooden HousingMason workstation and stone construction
5Leather ProcessingCampsite SetupLeather workstation
5Intermediate StorageDark Thorn Vine PurificationStone and pottery storage options
5Improved CuisineDryingKitchen Cooking Station
5Underground Monster CuisineBasic Monster CuisineGloth Egg Omelet
5Advanced Stone HousingStone HousingAdvanced stone furniture and decoration

Use the late nodes as destinations, not an opening checklist. Stone Housing and Advanced Stone Housing are appropriate when construction quality and the linked room goal matter. Intermediate Storage is useful when inventory organization is the actual bottleneck; it is not a substitute for food, staffing, or a missing workstation. The path to Goddess's Tears is also relevant to Base Expansion, but make sure the expansion project is ready before consuming books on its prerequisite.

Research is selected but the station stays idle

Check that every prerequisite is complete, the shown Tech Books are available, and a worker can reach the Research Station. If the station is not yet built, follow Research Table & Cogwheel.

v0.4.29 improves units vacating finished work positions, including research stations. If construction has crowded the lab, inspect access to the station before buying another research node or enlarging the room. Room Upgrades separates recognition and tier requirements from an idle job.

Sources and review boundary

The database and official patch sequence were re-read October 18, 2026. The prerequisite and book table retains its original data-build boundary; the branch totals above are arithmetic from that table.

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