Dungeon Settlers Expedition Guide – Party, Rations & Camping Supplies
What to settle before you leave: party composition, equipment, rations, camping supplies, random dungeon layouts, environment effects and permadeath.
An expedition is the part of Dungeon Settlers you cannot take back. Your chosen settlers leave, the dungeon is randomly composed, and the settlers who die stay dead. Everything that makes a run survivable is decided before it starts.
Work through it with the expedition planner open — it keeps the party, the supplies and the checklist in one place and remembers them between sessions.
Party: check your rank's limit
The September 12 v0.4.23 notes announce a maximum of six expedition members at Rank 2 and eight at Rank 3. The site's planner currently has only four member records; it cannot record a complete larger party. Keep the additional members in your own notes.
The choice is about coverage: your settlers bring their equipment, their trained skills and their traits, and the party's weaknesses are whatever none of them cover.
Officially mentioned weapon and combat options include swords, maces, bows and fire magic — a spread of melee, ranged and magic rather than a single line of progression. The party guide goes into how skills and traits combine.
Equipment
Equipment comes from your own settlement. What the party can carry is limited by what you have researched and produced, which is why the settlement and the expedition are the same problem viewed from two ends. Check gear before the run, not at the entrance.
Rations and camping supplies
Two different needs:
- Rations keep the party fed while it is away from the settlement.
- Camping supplies let the party rest and recover during a run.
Both are produced at home, both consume settlement resources, and both compete with the settlers who stayed behind. Decide the split deliberately — the food calculator shows what the settlement can afford to give up.
This site does not recommend quantities without a build check. Consumption rates need verification in the live game before they can be supplied as defaults; use values observed in your own build in the meantime.
Split item stacks before departure
The September 6 v0.4.17 notes document two inventory controls:
- Ctrl + Drag: move half of an item stack.
- Shift + Drag: choose the quantity to move.
The developer says the controls already existed; this patch adds them to the Inventory guide. When packing supplies, use the quantity selector to allocate part of a stack, then check the amount left at home against your food plan. The packing suggestion is this site's advice; the controls are official-source information and have not been replayed by this site. The notes do not specify a different macOS modifier key or how odd-numbered halves round.
Auto-Pickup and floor changes in v0.4.29
The October 10 v0.4.29 notes add a weight limit for automatic pickup, defaulting to Until becoming Heavily Encumbered. Review that setting alongside the inventory space you need for the return trip; it does not establish a packing weight or an automatic redistribution control.
Returning from a dungeon or moving to the next floor now displays the names of surviving expedition members who would be left behind and asks for additional confirmation. Read that list before confirming. This does not promise to bring every member back automatically or revive anyone.
Normal-floor transitions now preserve Dungeon Stay duration and penalty stages. Saving and loading restores the stay start time and stage; an older save without a recorded start time counts from when it is loaded. The notes also report clearing the previous stage's effects when the penalty rises. Do not plan around changing normal floors to restart the stay clock. These are official statements; this site has not measured penalty thresholds or tested transitions and save migration.
Dungeons are randomly composed
Dungeon layout and contents are randomised, and environments carry their own effects. That changes what preparation means: you are not solving a known map, you are covering a range of situations.
Practical consequences:
- Redundancy beats optimisation. A party that can only do one thing well has one bad room away from disaster.
- Consumables matter more than they would in a fixed dungeon, because you cannot see the length of the run in advance.
- The correct depth is the one you can retreat from.
Risk and reward
Dungeons hold resources your settlement cannot produce. Going deeper is how you get more of them, and it is also how you lose settlers. Weigh your remaining supplies and the party's condition against what another encounter could cost. The honest question is whether the settlement can absorb losing this party. This guide has not verified the released build's timers or retreat rules.
Permadeath
Settlers who die are gone, along with their trained skills. A trained settler represents accumulated settlement investment, so the risk is more than the supplies spent on a run. This site has not verified whether or how carried items can be recovered after a death; do not assume an item-recovery rule from this guide.
Lost Soulstones: merchant replacement conditions
According to the September 12 v0.4.23 notes, dungeon merchants in Regions 1 and 2 can sell a replacement when the corresponding monster has been defeated in the current campaign, the Soulstone exists in neither the settlement nor the dungeon, and no living Expedition Member has its Soul Trait.
Leaving the stone behind or losing the member carrying the Soul can still qualify if those conditions are met. Another loss can qualify again; owning the stone or retaining the Soul Trait blocks the replacement. These are developer-described conditions, not a purchase flow tested by this site.
Return Scrolls and carried bodies
The same patch says a dead Expedition Member currently being carried now returns with the party when using a Return Scroll. It does not promise to retrieve every body left in the dungeon or to revive a dead member. The patch also addresses omitted dungeon cleared/depleted states during the return. We have not tested item recovery or this return procedure.
Pre-run checklist
The planner's checklist covers the six things that actually go wrong:
- Weapons equipped — including the settler you swapped in at the last minute.
- Skills reviewed — you know what each member is bringing.
- Food prepared — rations packed, not merely produced.
- Camping supplies prepared — the recovery half of the run.
- Inventory space checked — the reason people leave loot behind.
- Settlement tasks reviewed — your expedition workers just left; make sure home keeps running without them.