What skill trees exist in Dungeon Settlers?
Live Early Access mains include Sword, Greatsword, Blunt, Bow, Fire Magic, Water Magic, Nature Magic, Shield, and Spear. Axe, Dagger, and Crossbow are gated or empty.
Dungeon Settlers skills guide: sword, mace, bow, and fire magic — how backgrounds unlock trees, main vs sub points, and when inscriptions fill a school.
Background trees and weapon gates.
~8 min read
Dungeon Settlers skills are not a single class pick. Each member spends Main Skill Points and Sub Skill Points into trees their background opened — or into trees an inscription added later. Current Early Access lines include Sword, Greatsword, Blunt, Bow, Fire Magic, Water Magic, Nature Magic, Shield, and Spear. Dungeon Settlers from CanOpener (Steam 2798330, September 4, 2026) gates those trees at hire time, then lets you hotbar Q E R T in pause combat. Verified September 5, 2026 · Steam.
Axe, Dagger, Crossbow, and extra magic schools are roadmap or empty aptitudes — do not build a party around them. Reset mistakes with a Skill Reset Elixir. Some bows spend ammo. Pair this page with recruitment, inscriptions, and combat.
| Fact | Detail |
|---|---|
| Points | Main Skill Points vs Sub Skill Points on level-up |
| Live trees | Sword · Greatsword · Blunt · Bow · Fire / Water / Nature Magic · Shield · Spear |
| Gate | Backgrounds open trees; inscriptions can add missing trees |
| Hotbar | Q · E · R · T |
| Reset | Skill Reset Elixir (chests; one guaranteed at Insignificant Expedition — verify) |
| Ammo | Some bows consume arrows; empty quiver = dead queue |
| Gated | Axe / Dagger / Crossbow and extra schools planned or empty — TBA for play |
| Build | Early Access · Sep 4, 2026 · permadeath |
Matched by build plan, shared topics, and guide progression — not random related links.
Level-ups grant two wallets: Main Skill Points and Sub Skill Points. The skill window shows main trees on top and sub trees below. Main lines are the weapon and magic schools you fight with. Sub lines (community dumps name Warrior, Guardian, Fortress, and similar) are the support chassis — extra durability, stance, or party utility — not a second greatsword tree.
You cannot launder Main points into Sub or the reverse. A hire who looks like a mage on Intelligence but only opened a Shield main tree still needs Shield SP and a shield in hand. Plan the spend before the Goddess Statue confirmation; consecration and inscriptions on inscriptions are a separate commit from SP.
Because permadeath deletes the wallet, over-spreading Main points across three weapons leaves three half-trees and a hotbar that lies. One main combat tree plus one complementary sub tree is the default Early Access shape. Hybrid only after an inscription actually grants the second main tree.
SP arrive with levels, not with floor clears. If the party is stuck at a mana-stone / offering wall, you will not “find more points in the dungeon.” Combat skill is equipment, inscriptions, and pause discipline until the next statue.
Treat these main names as the live set until a patch adds a tree: Sword, Greatsword, Blunt (mace-line), Bow, Fire Magic, Water Magic, Nature Magic, Shield, Spear. Steam’s own synergy sentence called out sword, mace, bow, and fire magic; datamined and changelog traces add spear/stake and the water/nature schools. Empty or future: Dagger, Axe, Crossbow, extra magic types — roadmap copy, not a reason to save SP.
Role sketch, not a tier list: Sword is flexible melee. Greatsword is commit and charge-shaped burst. Blunt staggers and cracks armor-shaped enemies. Bow is range and ammo logistics. Fire is burn and burst magic. Water leans control and summons. Nature is the third school — verify spells in your build rather than assuming heals. Shield is provoke and survive. Spear is reach and spacing.
Main skills usually require the correct equipment type. A Spear node on a sword-and-board member is a locked icon until you swap. Craft and loot the matching equipment before you dump Main SP. Magic trees need the focus/weapon the node lists — do not assume “any staff.”

Background (City Guard, Poacher, Mage, and the rest of the hire pool) is the class screen. It opens a specific pair or set of main and sub trees. Inspect that list in Recruit before you pay the slot — portraits do not show whether Spear is available. Recruitment is the gate; this page is what the gate opens.
Race (Human, Lizardman, Elf, later Lycan, etc.) is not a skill tree. Race is diet, work, and traits. You can have two Elves with disjoint trees because their backgrounds differ. You cannot “train Spear from zero” on a background that never listed it, unless an inscription grants the tree later.
Party construction is coverage: someone who can Shield-provoke, someone who can deal from range or magic, someone who can melee without standing in the mage’s burn. Four copies of the same background is four copies of the same missing answer when the region’s elite resists that damage type.
Talents tell you how stats will grow. Background tells you what you can put on Q E R T. A Genius Strength talent on a background with only Fire Magic is a confused colonist, not a greatsword. Read both columns.
Yes. Some inscriptions grant a skill tree the background did not start with. That is the legal hybrid path: City Guard plus a later Fire tree, Poacher plus Shield, and so on. It is not a menu you open on demand. Each level (about 2–12) rolls five candidates, pick one; rarity weights make tree-granting rolls scarce. Full odds live on inscriptions.
Do not hire a dead tree hoping “an inscription will fix it.” Hire the tree you need this week. If a lucky inscription adds a second main line, then spend future Main SP there and craft the matching weapon. Until that roll happens, the hotbar should tell the truth about what the background opened.
Inscriptions are permanent trait-like bonuses. Retry rerolls the whole set of five. You will not see a duplicate of an inscription you already own. Legendary examples exist in dumps; do not plan a build that requires a 0.3% line.
Active skills go on a four-slot hotbar bound to Q, E, R, and T. Drag or right-click from the Skill window. Pause combat, press the key (or click), and the skill enters the queue with movement and items. Four slots means you pick a rotation, not a full tree dump. Put stun or provoke where your fingers expect it; put the ammo-hungry shot where you will not fat-finger it on empty.
If the node requires a greatsword and you equipped a spear, the hotbar lies or greys. Swap equipment before the portal, not in the first elite wind-up. Energy is the other lock: Will raises the pool; sleep and rest refill it; Auto Skill will not cast below your threshold.
Sub-tree passives do not need a hotbar slot. Spend Sub SP on the chassis that makes the four actives survivable — Fortress-style durability behind a Shield main, for example — instead of trying to hotbar a fifth active that does not exist.

Skill Reset Elixir refunds skill choices so a mis-click or a bad hybrid is not a permadeath-length sentence. Dungeon chests can drop one; reaching Insignificant Expedition clan rank is reported as a guaranteed elixir — verify on your build. Do not drink it to experiment every floor. Drink it when the equipped weapon and the spent Main tree have diverged, or when an inscription finally granted the tree you actually wanted.
Reset is not a resurrection and not a background change. Trees the background (or inscriptions) never granted stay closed. You are reallocating the wallets you have, not opening Axe before UPDATE 5 exists.
Stash the elixir in a policy that blocks auto-use. A member who drinks it in a panic is a consumption-policy failure.
Some bow attacks consume arrows. An empty quiver means the queued shot does nothing useful while the melee line is already in charge range. Pack arrows as cargo on expedition, watch weight versus Strength, and buy from dungeon merchants when the craft chain is not researched yet.
Not every bow node is ammo-taxed — read the skill. Magical bows or stake-adjacent lines may differ by patch. The rule to keep: before you set Auto Skill on a bow user, confirm the ammo type is in their pack and allowed by consumption policy.
Craft ladders for arrows follow the same wooden / bone / carapace / metal idea as other equipment. Deeper resources feed better ammo; depletion on the farm floor is a bow problem as much as a smith problem.
Fill missing trees on inscriptions, match weapons on equipment, and queue them in combat. Hire the right background on recruitment.
Live Early Access mains include Sword, Greatsword, Blunt, Bow, Fire Magic, Water Magic, Nature Magic, Shield, and Spear. Axe, Dagger, and Crossbow are gated or empty.
Main points buy weapon and magic trees shown at the top of the skill window. Sub points buy support trees below. They do not convert into each other.
Yes. Background opens the starting trees. You inspect that list when you recruit.
Yes. Some inscriptions grant a tree the background did not provide. Rolls are random; do not hire around a hoped-for inscription.
Q, E, R, and T. Drag skills onto the hotbar from the Skill window.
Drink a Skill Reset Elixir. Chests can drop them; Insignificant Expedition is reported to guarantee one — re-verify in your build.
Some bow skills consume ammo. Pack arrows or the pause queue will fire an empty shot.
Matched by build plan, shared topics, and guide progression — not random related links.