Author Topic: Crafting : Skill Points spreading / Leveling  (Read 884 times)

Malanir

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Crafting : Skill Points spreading / Leveling
« on: April 20, 2026, 04:25:03 pm »
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.

harperfan7

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Re: Crafting : Skill Points spreading / Leveling
« Reply #1 on: April 20, 2026, 04:36:14 pm »
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
*eurobeat intensifies*

Malanir

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Re: Crafting : Skill Points spreading / Leveling
« Reply #2 on: April 20, 2026, 05:30:19 pm »
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.

harperfan7

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Re: Crafting : Skill Points spreading / Leveling
« Reply #3 on: April 20, 2026, 06:01:48 pm »
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.

*eurobeat intensifies*

Eidein

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Re: Crafting : Skill Points spreading / Leveling
« Reply #4 on: April 20, 2026, 07:39:15 pm »
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

Enchat

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Re: Crafting : Skill Points spreading / Leveling
« Reply #5 on: April 25, 2026, 12:25:10 pm »
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

Thanks for info. So the best metal armor now only available for 10 int builds. And shields as well

Eidein

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Re: Crafting : Skill Points spreading / Leveling
« Reply #6 on: April 25, 2026, 02:44:25 pm »
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

Thanks for info. So the best metal armor now only available for 10 int builds. And shields as well

You can theoretically craft it at 6 int, just at a very very late level.

Enchat

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Re: Crafting : Skill Points spreading / Leveling
« Reply #7 on: April 25, 2026, 03:51:55 pm »
Well even on 30 lvl with 160 points investment, Jon's special, home's crafting bonus and +2 int drug its 251 effective skill of mechanics. To be able to craft supersteel armor from your doc you need to add another two points of int. Which is quite of investment for majority of tank builds

dddmemaybe

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Re: Crafting : Skill Points spreading / Leveling
« Reply #8 on: Today at 04:56:08 am »
Well a quad-super steel plated metal armor with regen vest costs like 13,000 charons which is kind of brutal. On most of my tank builds, I just layer on the Nimble feat w/ 1-plate super steel and regen vest to have 50% -> 35% armor penalty only after Nimble. While importantly, still just barely accounting for proccing Juggernaut properly (yes Nimble works for that; after the Juggernaut check). You can reach that with 202 Mechanics skill if my math isn't terrible, with the mythical, quality 180 plates. You'd need a similarly high Tailoring skill for the 160 qual Regen Vest (193 like on Eidein's doc I think), as well as the ~109 or so into electronics and biology too. Movespeed gives a lot of effective durability too, so I like the boot-spring + lower armor penalty set-up.

But yea, crafting stat requirements at higher levels are really high this update, so I'd probably either go all-in (regardless of INT) or barely invest into them outside of the low-stat breakpoints you can see on the wiki, like 45 BIO (either before or after other boosts, w/e) for Focus Stims recipe is a good example for some criticals boosts. You don't need to go high Intelligence to use crafting, just don't put INT below 4 imho if you're going for higher quality end-game crafts.

For leveling crafting breaking-points, it unfortunately is dramatically different for every weapon-type and build-type both. If you want durability, use Mechanics and Tailoring (and biology ~7-14 for psi beetle carapace on a tac vest). I will sometimes skip electronics entirely for a good while, until level ~9-11 or so. The tasers and energy shields are both strong, but you can also get some low value shields outside of crafting. You can buy and find medium-power grenades without the crafting stats in chemistry. I'd recommend just going Mechanics/Tailoring in the early game if your skill points are really tight. And then later game you can fill in other skills if you have points lying around.