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Dungeon Settlers Weapon Tier List: Every Skill Tree Ranked

A Dungeon Settlers weapon tier list — Shield, Bow, Fire in S tier, the full A and B tiers, the live-but-unrated spear tree, and what's still coming.

9/11/2026 v0.4.23 Beginner Dungeon Settlers Wiki Last updated: 9/15/2026 5 min read

FAQ

What is the best weapon in Dungeon Settlers?
Week-one consensus: Shield is the most valuable tree in a game with permanent death — Provoke and doorway holds keep the other three trees alive. Bow and Fire join it in S tier: safe crafted-ammo damage and straightforward magic pressure. The best four-tree party uses one of each role rather than four copies of one 'best' weapon.
Are spears in Dungeon Settlers?
Yes — the spear tree is live in the Early Access build. Steam community loadouts reported before v0.4.23 already paired it as a sub tree with archers (Bow/Spear Elves), and the official v0.4.23 notes balance seven spear skills, including Spear Basic Attack, as live content. No tier list has rated it yet — this page ranks only trees with week-one consensus data. The Lycan race it was announced with is a separate question, tracked in the race tier list.
How do weapon skill trees work?
Per official and community documentation, main skill trees are based on weapons and magic schools, with sub skill trees for specializations. Weapons add flat attack on top of Strength, Agility, and Perception for physical trees, or Intelligence for magic trees.

Damage in Dungeon Settlers splits into physical and magic, and every settler’s combat identity is a main skill tree — a weapon or a magic school — plus sub trees for specialization. This tier list ranks the trees with week-one tier data for four-person parties in the v0.4.19 meta — the spear tree, live but unrated, gets its own section below.

S Tier — carry tools

A four-settler party mid-fight with the skill hotbar visible along the bottom of the screen, official press kit screenshot

Shield — how permadeath stays theoretical

Provoke, doorway holds, and surviving named fights — the entire boss prep checklist assumes someone brought a shield. Lizardmen carry the aptitude. Craft a real shield, not a leftover buckler at 8% durability.

Bow — safe damage from crafted ammo

Converts settlement production (wood arrows) into damage that never enters melee range and preserves armor durability. Elves want this tree; Humans can shoot. The caveat is logistics — an empty quiver is an untrained tree, so pack arrows and keep auto-pickup on.

Fire — the straightforward magic button

Direct magic pressure with no summons to manage. Humans carry a small fire aptitude. It drains the caster’s energy (Willpower) — pause and recast deliberately rather than auto-attacking with a dry gauge.

A Tier — excellent with a job

Sword

The Human default: reliable physical damage, no extreme downside, easy to gear from early recipes. Still wants a guard ahead on named fights.

Greatsword

High swing damage, weak when surrounded — place behind a shield-user. Lizardman-friendly; Elf greatsword aptitude is negative, don’t force it.

Water

Summons (Bubbleling, Bubbletoad) that scale off the caster’s magic attack — Intelligence-talented casters scale twice, personally and through pets. Summons soak hits in doorways; energy-hungry. The community’s pick when you already have a shield and want a fifth body without a fifth slot.

Nature

Elf-coded control and backline support — lower raw kill speed than Fire, higher expedition survival, if you actually use the control skills while paused.

B Tier — works, needs a reason

Blunt

Stun-adjacent physical; the Lizardman blunt aptitude is real. Suits a second frontliner alongside sword or greatsword — it does not replace the shield tree.

The spear tree — live, unrated

The spear tree is in the live game — it did not wait for the Lycan race it was announced with. Player loadouts reported in the game’s Steam community before v0.4.23 (September 9) already ran “Bow/Spear” Elves and archers with the spear sub skill tree (its Initiative node grants opening attack speed — buffed 25% → 35% in v0.4.23), and the official v0.4.23 notes balance seven spear skills — including Spear Basic Attack 75% → 90% — as live content.

No tier placement yet: no week-one tier list rated the tree, and post-v0.4.23 play has not produced a consensus placement. The Lycan race it was announced with is a separate availability question, tracked in the race tier list.

Not ranked — not live yet

TreeStatus
AxeOfficially slated for Update 5, with the Dwarf race (roadmap)
DaggerOfficially slated for Update 6
CrossbowOfficially slated for V1.0
Necromancy / holyCommunity speculation only — no official confirmation

The cross-cutting rules

  • Gear slots: seven — main weapon, off-hand (shield or ammo), helmet, body, two accessories, plus one more wear slot
  • Durability: weapons wear on hits, armor when hit — repair at camp, carry a backup weapon on long pushes
  • Crafting order: Cloth → Bone/Carapace → the current region’s metal (crafting guide)
  • Build rule: one primary tree plus a backup that shares a resource — shield + blunt, bow + nature, fire + sword on a Human. And match the race: a −2 fire Lizardman should not be your pyromancer (race tier list)

Where to go next

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