Skill Tree/Research

OverviewAbilityTalentExpertise**Research**

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 For research in *Vault Hunters 2*, see VH2:Research.

**Research** allows the player to unlock mods of their choice by spending knowledge points. Initial gameplay in the Vault Hunters modpack is similar to that of vanilla Minecraft, with only a handful of mods unlocked, so researching mods can offer a variety of new ways for the player to progress.

Items that require research cannot be crafted (or used at all, in some cases) until said research has been taken. Hovering over an item shows any unmet research requirements. Certain items from unresearched mods may still be obtained by mining or looting treasure chests (usually inside Vaults), and in older versions through Twitch Integration.

## Usage

When opening the statistics page, selecting the researches page (the tab with a purple potion as an icon), it allows the player to see all the researches that can be researched. Researches are displayed in 9 groups: Storage, Looting, Power, Handling, Big Mods, Quality of Life (QoL), Big Toys, Production and Alchemy.

Each research has a different icon; hovering over it displays the name. White-colored researches have yet to be unlocked, while already unlocked researches are highlighted in yellow and researches with unmet prerequisites are shown in grey. Clicking on the icon brings up the research's description and (if not unlocked) an option to spend knowledge points on it.

### Researching

Main article: Knowledge Star
Consuming a knowledge star earns 1 knowledge point. The materials used to craft or purchase knowledge stars can be acquired by running Vaults. The player's current total of unspent knowledge points is displayed in the top left of the screen.

Some researches have other researches as prerequisites (for example, using Digital Miner requires items from Mekanism). Because completing research can be costly, the player is encouraged to spend their knowledge point spending in order to maximize benefit from the mods.

### Cost Modifier

Learning researches affects the knowledge point cost for future research within every group by varying amounts. This means that research will always become more expensive over time, and that knowledge point investment should be planned to minimize cost.

 Cost increase

### Transmogrification

Learning certains researches unlocks the player new transmogrifies in the transmogrification table. See the table below for the complete list.

### Research Teams

Players can join Research Teams to share research unlocks with each other on servers. To invite a player to your research team, you must use `/the_vault research_team invite Friendname`, and they must `/the_vault research_team accept_invite yourname`. Players can verify everyone that has joined their Research Team by using `/the_vault research_team list`. If at any point a player wishes to leave a research team, they can use `/the_vault research_team leave`.

Additionally, when a player unlocks a mod, everyone in the team at that moment gets the mod regardless of whether they are online or not however when someone joins a team, they do not get given the mods unlocked previously by that team. Importantly, for each additional player in a team, the unlock cost gains a 50% cost increase. If a player leaves a team, they will still keep any unlocks they got while in the team.

## Researches

### Big Toys

All researches in this group are disabled inside Vaults.