Fallout 4 savant not working. Passing side quests

Savant one of the abilities (perks) of the luck branch in Fallout 4

Action

Allows you to get increased by several times the amount of experience. The lower the character's intelligence, the greater the chance of getting an increased amount of experience. The increase works for any action be it experience for tasks, for killings, for creating a modification, opening a location, etc.

From the very beginning of the game, you need to decide whether you will receive an experience bonus through intelligence (+3% per point of intelligence) or through the Savant ability. If you do not take care of this, i.e. if you do not take either Savant or pump intelligence, then the levels will go very slowly.

In other words: if you want a full game, which means getting level 50+, then from the very start, you Necessarily you need to take either 10 intellect, or Savant (the first rank at level 2, and the third rank at level 11).

The Savant ability is more profitable than intelligence in that it takes 6 points to fully use it (4 points to build up luck to 5 and 2 points for ability), and in order to make 10 intelligence 9. Also, it is more profitable in terms of experience gained. We will not give complex formulas here, just the final values:

  • 10 intelligence will give 1.3 experience increase
  • A rank 2 savant will, on average, give a 1.4 increase in experience gained (assuming 1 intelligence)

At the same time, both 10 intellect and Savant will give less benefit than just Savant:

  • 10 Intelligence + Savant 2 ranks: 1.352 experience increase

Luck does not affect the chance of the ability to trigger.

After the Savant perk appeared, the fans of the series began to argue about how to get more experience in Fallout 4 in order to reach high levels faster and unlock all the abilities. The disputants were divided into two camps: they proposed to completely abandon the SPECIAL Intelligence parameter, instead, pumping skill points into Luck and choosing the Savant perk, others advocated the initial passage of the game with Intellect 10 and its further increase with the help of special armor and drugs.

Fast leveling in Fallout 4: Intelligence or Savant?

The Savant perk randomly increases the experience gained by 3 (and at its second rank by 5) times, however, its operation directly depends on Intelligence: the lower it is, the higher the chance. After all, you are “not stupid, but alternatively brilliant”!

Savant proc chance table:

However, the amount of experience gained for each action depends on the Intelligence: for each unit of Intelligence there will be a small increase in experience - though small, but stable. And Savant always works unexpectedly: you just got the standard number of points for killing a cool “non-piss”, and right there, when erecting the wall of the building, Savant worked and increased the experience gained by 5 times. Therefore, the Savant perk is best suited for those players who are used to performing many of the same type of action at a time, for example, when crafting a large number of items or building buildings consisting of many objects.

In addition, going through the entire game (or even most of it) with an Intelligence of 1 will be quite difficult. So crafting ("Weapon Fanatic") requires at least the third level of Intelligence. And without this important perk, you will not be able to install any modification on your favorite gun, even a simple silencer.

Equally important is Intelligence for building settlements. To create large generators, as well as laser and rocket turrets, you need the Science (Intelligence 6) perk, and without them it will be very difficult to provide settlements with protection and water.

You can go tricky and, if you have already brought Intel to 3, in order to gain access to the weapon Zealot perk, use two bottles of various alcohols (Whisky, Wine, Vodka, Gwinnet Ice Beer) before each major battle, construction of buildings or crafting a large number of items, each of which gives minus 1 to Intelligence. Thus, the chance of activating the Savant perk will again rise to 11%. But be careful not to get addicted to alcohol.

How to increase Intelligence in Fallout 4?

If you decide to win back the “wise guy” and increase your Intelligence to 11 (stats + Bobblehead), it’s better not to stop and continue to increase it further. Indeed, in any case, the chance of the Savant perk triggering will not fall below 1%, and a further increase in Intelligence will allow you to get more experience.

Drugs to increase intelligence

Before each major fight or quest turn in, use Berry Mentat (+5 to Intelligence) and X-Cage (+2 to all SPECIAL stats).

Armor and clothing

Collect a set of legendary "sharp" armor, each element (two arms, two legs, torso) of which gives +1 to Intelligence and Charisma. We get another +5 INT.

In the Alliance location (center of the map), buy the Helmet of the Destroyer from Penny Fitzgerald, which gives an additional +1 to Intelligence.
At one of the NPCs in the Charles View Theater, you can find Concer Travel Goggles that give +1 INT.
Ushanka (+1 INT) is often found in the game.

Perk Night Creature

You can also take the perk Night Creature (located in the Perception branch), which gives +2 INT and +2 SP, and at the second rank +3 INT and +3 SP during the night, from 18:00 to 6:00.

How to get experience in Fallout 4 at high levels?

So, you have already brought the Intelligence to the number you need or decided to focus on the Savant perk, but the problem is that each new level requires more and more experience, and it becomes more and more difficult to earn it. You have to specially walk around the locations in search of large clusters of hostile NPCs, whether they are mutants or shooters, but in any case, their groups include no more than 5-7 pieces, and the amount of experience gained for their destruction is not very large.

However, there are very easy ways to get experience for crafting.

1) By the middle of the game, you will have accumulated a lot of plastic and fertilizer in your settlements, which, in fact, are needed only for one thing - the production of a propeller. You just have to go to the chemical laboratory and create a bunch of screws of 500-1000 pieces. Each of them will give you 3 exp. The finished screw can be sold or used for the production of other drugs, of which Jet Fuel is the most profitable (13 experience per piece). To create it, you only need a screw and flamethrower fuel available from any weapon seller.

By the way, if you are too lazy to run from the settlement to the store and back (for example, if you play in Survival mode and fast travel between locations is prohibited), all the necessary actions can be performed in Diamond City, where the market has its own chemical laboratory, and the resulting drugs can be immediately exchanged for something more necessary.

2). One of the most important elements for the manufacture of weapon modification is glue, and the easiest way to get it is to boil the paste. Therefore, we plant corn, mutafruct and toshka in settlements, after which we begin to produce it in large batches at food preparation points (Ketel, Bonfire, Spit, Stove). Making one piece gives 13 experience.

3). Don't forget to modify any unwanted weapons before selling them. At high levels, you will still have nowhere to put the elements.

4). By the middle of the game, you will constantly accumulate a lot of trash such as Steel, Textile or Wood. Even if you have already built everything you needed, do not rush to sell it. It is better to create various decorations for dwellings in batches - paintings, tablets, carpets. The resulting good can be dismantled, having received half as many elements, and then start crafting again until there is nothing left of the trash.

5). Fans of fighting should from time to time visit the respawn places of the swamp queens (200 experience per kill) and deathclaws (from 210 to 910 experience). These creatures are quite dangerous, but due to their large size they cannot penetrate places where the character can hide.

Deathclaws and other dangerous mutants are the easiest to encounter in the Glowing Sea. This area of ​​the map is quite difficult to pass even at high levels, so when going there, you need to remember to put on power armor.

P.S. Also, do not forget to eat squirrel soup as often as possible, which gives + 2% to experience.

The question is, why is this game for pizza eaters and minecraft fans?

The answer lies in the uncomplicated abilities of the hero, or rather in the new perk called "Savant" in the Luck column. The perk has three levels of development, and it is described as follows: " you are not an idiot, but alternatively brilliant". =)

The first level of the perk is " any of your actions can bring three times more experience. The lower the Intelligence, the higher the chance of success." Luck Skill required 5.
The second level of the perk is " any of your actions can bring five times more experience. The lower the Intelligence, the higher the probability of success". Requires lvl 11 and Luck 5.
The third level of the perk is " gaining additional experience from any action grants a temporary 3x experience boost from all kills". Requires level 34 and Luck 5.

Thus, having given the hero Intellect in the amount of 1 and Luck 5 (or even better 10), pumping speeds up to insanity. Already in the first hour of the game, you will reach this 11th level to get a five-fold buff on exp. After that, comparing several different players with the same time spent in the game, you can see that the player who did not choose this perk, but who clears each dungeon after ten hours, has the 16th level, and the owner of the Savant in the same ten hours gets himself the 38th.

Despite the fact that the description of Intelligence says that it "increases the amount of experience points gained" this increase between Intelligence 1 and Intelligence 10 is so tiny that you won't even notice it, especially compared to what "Savant" will give. For example, killing the first Blower with an Intelligence of 1 gives 5 experience points, and with an Intelligence of 10 - 6 experience points. Whereas killing with the Savant perk will give you either a minimum of 5, or as much as 25, given the fivefold increase. The difference between 5 and 25 is huge, and we are talking about the weakest monster in the game. You will laugh when for the same ordinary raider or a blower with a pumped Savant you will get the same amount of experience as for a killed Deathclaw without the Savant perk. Great, isn't it? How much a lucky fool can develop faster than a smart professor.

At the same time, perks that are practically not needed for passing the game are placed in the Intelligence column, only the perk for improving your weapons (advanced crafting) can be considered useful and necessary. Moreover, for the maximum level of this perk called "Weapon Fanatic" you only need to have an Intelligence of 3!
Let's take a look at the rest of the perks below:
Intelligence 1 - A perk that helps to better find the target of the task through the VATS mode - there are enough markers in the game so as not to get lost.
Intelligence 2 - A perk with a 10% increase in healing, in a hard fight you will hardly notice the difference between 30% and 40% of the healing from stimulants. However, it is worth noting that at the maximum level of this skill, each stimulant will restore a FULL health bar. And after all, for such an amazing ability, you only need to have an Intelligence 2! =)
Intelligence 3 - new opportunities for crafting and improving conventional weapons. The most useful skill of all in this category.
Intelligence 4 - this is how much the Hacking perk of computers will require at all levels of its pumping, despite the fact that most of the computers in the game do not carry useful information, and the rest of them (including the quest one) have either a lock next to them that can be opened with a master key, or other ways around.
Intelligence 5 - Scavenger that increases the amount of ingredients dropped from dismantled weapons and items. Again, it will fit only for craft lovers, and even then most of the items can be found or bought.
Intelligence 6 - requires the improvement of all levels of energy weapons. Suitable only for fans of this type of guns who want to play with them.
Intelligence 7 - Prolongation of the duration of effects acting on the character, whether it is an infusion of vodka or injections of pleasant drugs. At the maximum, increases the duration by 200%. In fact, it will stretch it for an extra minute or two, which means it's useless. In addition, these things are addictive and addictive.
Intelligence 8 and the perk of hacking robots, turning them off or reprogramming them to your side. Only, there are not so many robots in the game, and even with the maximum Stealth skill, it is most often impossible to get close to them from behind, and this robot will not help much in battle, given that in most places the fights occur with only one type of opponents. Oh yes, you also have an immortal Dog and companions.
Intelligence 9 - increased damage from energy weapons and increased duration of power armor. Again, it is suitable only for lovers of this type of weapon, but for armor and ordinary blocks it is enough for a long time.
And Intelligence 10 on the most useless skill of the evil botanist, when HP drops below 20%, then damage resistance and damage dealt increase by 20%. If the game has a high difficulty, then no 20% of resistance will save you and these 20% of your HP will be taken down by exactly one hit. Also, 20% damage dealt won't help much against fat opponents.

Remember that the lower the Intelligence, the more often the Savant procs, and it has been verified that in this case, the proc occurs literally on every second enemy. At the same time, an Intelligence developed above 4 units practically does not make sense at all, its column above the 4th level includes perks that practically do not help the player in any way, unless you want to play a build with energy and radiation weapons. For the full crafting of ordinary guns, Intelligence 3 is enough. For full healing - Intelligence 2. Its increase will, of course, slightly reduce the frequency of the Savant's operation, even if not every second, but every third or fourth enemy will give you five times the experience after the kill. Especially if your luck is 10 . With such a perk, you can very quickly grab yourself a level 30 or 40, and then raise your Intelligence to the required 3-4 and choose your craft and improved healing. There is definitely no critical need for the rest of the perks.

It follows that for the first time in the history of RPGs, creating a completely "stupid" character with an intelligence of 1 unit does not limit you in roleplaying, does not impose penalties in the form of mooing, but rather is encouraged by huge bonuses and advantages over any other leveling option !!
Playing such an imbecile, you will swing at least FIVE times faster than usual, and get so many extra points for perks that you can bring both Strength and Agility and other other skills to 10. Especially in Survival mode, where Savant will bring you levelups for each legendary monster. Ideal build. The main thing is not to pump your hero's brains. And then it will grow wiser, and it will develop more slowly. By the way, the game is 18+, not for children.

Bethesda, you are not idiots, you are alternatively brilliant.

You won't get very far if you try to level up by killing Radroaches and Molerats all day. Follow the tips below to get a steady increase in XP points and quickly level up your character.

Since the RPG system is at the heart of Fallout 4, this implies that your character development is closely tied to experience points. For all actions in the game, the hero receives experience points (XP) - for destroying adversaries, opening locks on doors and safes, cracking passwords on terminals, opening new locations, crafting, successful persuasion and, of course, for completing quests. Therefore, in order to get the most XP points, you need to tweak the system a little for yourself.

Complete the early stages of the game with the Savant perk

The Savant perk is ideal for getting the maximum amount of experience points possible early in the game. This talent is related to Luck and rewards the hero with a 3x or 5x XP boost for any action. Unfortunately, this happens randomly, so the increase in experience points is not always guaranteed.

And by upgrading the Savant to the third level, you can get three times experience for killing:

And if this is not so important when killing cockroaches and picking simple locks, then when you receive a reward for a quest, you lose a solid share of precious experience points. Therefore, before each receipt of the quest reward, you must save.

If the quest giver gave you a reward without a 3x or 5x bonus to points - reload and try again until your hero gets the desired increase. Note that this perk works best when your hero has low Intelligence. The lower the Intelligence, the higher the probability of receiving a bonus to the acquired XP points.

It is also necessary to save all the development points received for each level increase. Decide if you need a specific perk, or if you should invest everything in Intelligence a little later: after all, you can’t run through the whole game like an idiot.

The negative side here is that without a sufficient level of development of Intelligence, you will not be able to take such perks as “Gun Fanatic”, “Hacker” and “Science!”. Fortunately, it is possible to partially compensate for these losses. For example, some of yours can pick locks or computers for you.

Passing side quests

Fallout 4 is full of side endless quests. So, if you can take tasks from the scribe Heylin and the knight Reese, who are located in the Cambridge police station. One quest giver sends to new locations for cleaning, the other - to conduct reconnaissance and bring unique electronic devices (there is nothing useful for the player in them).

These missions are simple and monotonous, but at the same time the character will receive XP points for killing, exploring new locations and completing tasks in one place at once!

The same applies to recurring missions from Minuteman Preston Garvey to defend settlements from raiders, super mutants and gunmen, and to free captured residents. Thus, spending a couple of hours on both groups of such tasks, you can easily raise a couple of levels.

The middle of the game is the time to raise the Intelligence!

Of course, you are free not to do this, but the more Intellect your hero has, the more XP points he gets. Therefore, it makes sense to start pumping Intelligence after developing all the ranks of the Savant perk.

Closer to high levels for quests will also be awarded a large reward. And in order not to miss rare experience points, it is recommended to invest at least 5 development points in Intelligence.

Earn experience points on the repeatable quest "Learning Curve"

After you become a member of the Brotherhood of Steel and , Paladin Danse will call you to the Prydwen blimp. Join him on the Brotherhood of Steel airship and you will be introduced to the rest of the faction and their leader, Elder Maxson.

On the main deck of Privden, you will also meet with Proctor Quinlan. In addition to searching for technical documentation, he will ask you to join the research patrol.

You must agree to help him, and then he will give you a repeatable quest "Learning Curve", which can be greatly benefited by completing it as follows.