Underrail Forum
Underrail => Builds => Topic started by: Malanir on April 20, 2026, 04:25:03 pm
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Hi everyone,
Despite some research on the forum i am looking for advices for leveling crafting skills through the game.
I am playing a build with a lot of different skills so the crafting points can very fast be an issue.
The type of answer i am looking for could be like this as an exemple.:
Before lvl 10 :
Mechanics : 50 for rifles, riot armor and more.
Electronics : 15-20 for taser, above 45 for a decent energy pistol
Chemistry : 20 at least for incendiary grenade, 30+ for flashbang
Biology : 40+ to use cave ears poison, craft hypos etc
Tailoring : 50+ for leather armor etc.
Once access to Core city :
Same type of stuff.
Im looking to know what could be decent or needed specially from lvl 10 to 16 where it can be tough SP wise !
Thanks in advance for your precious help !
Cheers.
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It depends on your build.
Chem up to 20, unless you're using chempistols
bio up to 40 for adrenalines and morphines
electric up to about 30 or 35 for a taser; I'd probably only go higher on an epistol build; nobody else is making something better than they can find until after depot A
mechanics depends heavily on build; some will max it
tailoring up to about 50 for a good siphoner or mutant dog leather set
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Hi,
Thanks for your answer.
What i meant (and i think what im asking is bothering a lot of new/returning players)
Is precisions for each stage of the game, i gave an exemple for early game before depot A.
But i'd like to know stuff like :
Once access to Core city : (the followings are imaginary numbers and imaginary takes))
Mechanics : 100 for firearms, armors, dont bother for crafting melee weapons drops are good enough so far.
Electronics : 100 for shields, no need to go that far for pistols vendor have as good offers or not worth investing SP yet in it.
Chemistry : no need to invest unless bio pistols.
Biology : no need to go further than X unless you wanna craft specific consumables for psi.
Tailoring : X value.
Then another same type of explanation for like access to full Foundry shop, or specific faction etc.
I want to know if its worth to invest in those skills craft wise at lvl 10 and above, how much etc. Or heavily invest in one and do others later, this type of things.
I hope my question is more understandable, i can find easyly guides about the final aim of points to invest for crafting but not through the game different "stages" of what is available for the player.
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Then its even more build dependent, and more, dependent on you; how you play through the game. Some people beeline to the best merchants and pass the mercantile checks for essentially endgame equipment right away. Also, right now most people can't give good answers on this stuff because the last update changed the crafting values on the high end so much.
There are crafting guides online, but like I said they're gonna be out of date now.
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I made a google doc showcasing a bunch of lategame items and their crafting requirements if you want to take a look and see what you will eventually need.
https://docs.google.com/document/d/1rTiBekaRtgSWevlSqRkH1qWrOb5hD1mybxVH3n4uzbk/edit?usp=sharing (https://docs.google.com/document/d/1rTiBekaRtgSWevlSqRkH1qWrOb5hD1mybxVH3n4uzbk/edit?usp=sharing)