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Is there a skill point cap?


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Good afternoon.

Now that I finally got a chance to start A19, I'm finding myself placing points everywhere. Most of my survival experience in games, comes from Fallout 3 and New Vegas.

So it's finding a sturdy POI, where I can shore up the walls and throw down a bed. Salvaging and mining skills are a must. I have a bow and club to start. Looting skills help along the way.

So, is the a skill point cap in A19? Is there a skill calculator? Which skills are A MUST?

Thank you for your time.

Edited by GreenGril76 (see edit history)
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I'm not sure if there is a skill point cap in A19 so I'll leave that to others to answer.

There are no "musts" in the skill tree. It's up to your play style.

Get tired of hearing the "out of breath" sound, dump everything until you can max Sexy T-Rex
Don't want to forage?  Start working on the Harvest skills 
Want to forage?   Hunter/Gatherer


I'm having so much fun not listening to the "Should get these skills first" and doing something different that it's making me realize that my play style adjusts so I can survive when I go against the "min/max" mentality.

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It really varies by playstyle, what you are trying accomplish, and your timelines. Some people feel compelled to put points in Intellect others (me) put as few points, preferably none, in it as possible. I'd recommend putting points in your favorite weapon and putting points in anything you don't want to wait for and don't find recipes for early. For example, how many points I put into Intellect or Master Chef is highly dependent on what recipes I find in the first 1-3 weeks. If I don't find a forge recipe in the first 1-2 weeks I will put points in intellect to unlock the forge. If I haven't found any advanced food recipes once I have a good supply of ingredients I may put extra points in Master Chef to unlock meat/vegetable stew.

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Where you should put your point will depends on a lot of factors. The difficulty level, whether you are playing solo or not, if you are more interested in combat, harvesting or base building, etc. 

 

For instance, if you want to have solar power in your base, I believe you will required maxed "Better Barter" and in turn at least 9 points in Intelligence. But, if you play multiplayer, there's only 1 that needs to get this, but in solo, you would have no other choice.

 

If you play on the easiest difficulty, you might not need to put much points into weapons skill,  but on the hardest, it will be much needed.

 

Personally, I'd suggest choosing a skill tree that fits your play style and divert on an "as needed" basis. And if you find yourself in a situation where you don't like your point distribution, it's always possible to reset them with an item sold at traders (grandpa's forgetting elixir). It's kindda expensive, so use all the tricks to reduce barter price available (Grandpa's awesome sauce, Sugar butts, holding a magnum if you unlocked the perks, having a cigar equiped, etc)

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All up to how you want to play really...like others have stated

I went all in fortitude and fist and then started doing strength for t-rex and other perks

Now putting some in Agility for Flurry of blows etc. 

Food was hard for the first 14-16 days...actually had to eat animal fat and old sham sandwiches...which I have NEVER had to do ever before...

But it was fun! Haven't died since day 2(stupidly) and now on day 52! 

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15 hours ago, Targt4U said:

I'm not sure if there is a skill point cap in A19 so I'll leave that to others to answer.

There are no "musts" in the skill tree. It's up to your play style.

Get tired of hearing the "out of breath" sound, dump everything until you can max Sexy T-Rex
Don't want to forage?  Start working on the Harvest skills 
Want to forage?   Hunter/Gatherer


I'm having so much fun not listening to the "Should get these skills first" and doing something different that it's making me realize that my play style adjusts so I can survive when I go against the "min/max" mentality.

Technically while there are no musts there are some perks you better avoid because the gains are just null.

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