Does the "Swift learner" perk actuallly work?

It doesn't show when you get quest rewards or combat xp, but you should be able to notice the difference on the character screen. For instance, after a quest that gives you 1000 xp you should be able to verify that you gained, what, 1050.

By the way, it really is a badgerball-sucking perk, for reasons given in my guide.
 
Badger-ball-sucking? Why so?
Anyhow, I just picked the perk because there weren't any better (from my viewpoint and position) at the time...

Where can I find your guide?
 
The perk sucks because the bonus has a much smaller effect than you'd think. You get your first "free" level at level 17 or something, and that's if you only take SL perks from the start... missing whatever other perks you could have got instead.

As for the link I'm too lazy to post it, but the walkthroughs section of NMA should have a mirror and a link.
 
Hmm, yes. I thought 5 % was a quite small bonus, but it's better than nothing...

By the way, can you "save" perks for later?
For example, go from level 3 to level 9 without choosing a perk, and then chose two when you get to level 9?
 
ah, no, they disapear, I think the reson is that youre not supposed to be able to save them to use them on advanced perks
 
Brutulf said:
By the way, can you "save" perks for later?
For example, go from level 3 to level 9 without choosing a perk, and then chose two when you get to level 9?

You can go fro lvl 3 to lvl 5 without choosing a perk, but any new perks obliterate the old ones. When I start a skilled character I hold off unti lvl 7 before using the 'suvivalist' exploit , even though it was available at lvl 4. Amplifies the exploit 3 fold...

-Zig
 
Zig said:
You can go fro lvl 3 to lvl 5 without choosing a perk, but any new perks obliterate the old ones. When I start a skilled character I hold off unti lvl 7 before using the 'suvivalist' exploit , even though it was available at lvl 4. Amplifies the exploit 3 fold...

-Zig

What? How? Why?

(I do ask a lot of questions, dont I? :P )
 
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Survivalist exploit: horde skillpoints, read all the scout handbooks you can, then put all skillpoints into outdoorsman. Get 'survivalist perk'. Lower outdoorsman back to what it was before the perk. Use the new skillpoints wherever you want. Using chems, radiation, & more sp hording, can net alot of free points...like >200
 
Crashing stats, drop EN & IN to minimum using chems (pretty safe), & radiation (can kill your char if you aren't careful) but needed if you have really high stats that won't drop to 1 with just chem use. Basically reduces the cost of sp per point.

Use chems to max these stats before choosing the perk, also more bang for each skill point. Each point is worth 2 sp 101-125, 3 sp 126-150, etc. Cranking it up to 175 will net 5, which is usually where I leave it.

-Zig
 
One of the things I noticed about this perk is that it will take less time to read books if you have it.

Jay
 
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