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{{Quotation|Trading and trade-related tasks. The ability to get better prices for items you sell, and lower prices for items you buy.|In-game description}}
 
{{Quotation|Trading and trade-related tasks. The ability to get better prices for items you sell, and lower prices for items you buy.|In-game description}}
   
'''Barter''' is a ''[[Fallout]]'', ''[[Fallout 2]]'', ''[[Fallout 3]]'', ''[[Fallout Tactics]]'', ''[[Fallout: New Vegas]]'' and ''[[Van Buren]]'' [[skill]].
+
'''Barter''' is a ''[[Fallout]]'', ''[[Fallout 2]]'', ''[[Fallout 3]]'', ''[[Fallout Tactics: Brotherhood of Steel|Fallout Tactics]]'', ''[[Fallout: New Vegas]]'' and ''[[Van Buren]]'' [[skill]].
   
 
The Barter skill is primarily used in the buying and selling of items, such as trading with a merchant or scavenger. In general, the higher this skill level is, the lower prices will be when purchasing items, and the higher they will be when selling items. It is the primary factor in price determination, and is also offset by the Barter skill of the non-player character in question. The skill is also used in certain dialogue options with non-player characters, where certain responses require Barter checks.
 
The Barter skill is primarily used in the buying and selling of items, such as trading with a merchant or scavenger. In general, the higher this skill level is, the lower prices will be when purchasing items, and the higher they will be when selling items. It is the primary factor in price determination, and is also offset by the Barter skill of the non-player character in question. The skill is also used in certain dialogue options with non-player characters, where certain responses require Barter checks.
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Having the [[Master Trader]] perk will give the player character an automatic 25% off all goods, and the [[Good Natured]] trait will provide an additional 15% to the Barter [[skill]].
 
Having the [[Master Trader]] perk will give the player character an automatic 25% off all goods, and the [[Good Natured]] trait will provide an additional 15% to the Barter [[skill]].
   
Barter is noticeably effective in ''Fallout 1'' & ''2'' if you have limited funds. With a low Barter skill, item prices may be as high as 700 for [[Rad-X (Fallout)|Rad-X]] and 32,500 for [[Combat armor (Fallout)|combat armor]].
+
Barter is noticeably effective in ''Fallout'' & ''2'' if you have limited funds. With a low Barter skill, item prices may be as high as 700 for [[Rad-X (Fallout)|Rad-X]] and 32,500 for [[Combat armor (Fallout)|combat armor]].
   
 
==''Fallout Tactics''==
 
==''Fallout Tactics''==
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|}
 
|}
   
A Barter skill of 11 allows the player to sell at 50% of the rated [[value]] of an item. Each 5th point increase in score only increases sale prices by approximately 2.25 percent. A barter skill of 86% is required to buy ammunition costing 3 caps at value from a normal merchant, while if you have a 10% discount (e.g. in Rivet City) only 57 skill is needed, or with a 20% discount (possible with [[Seagrave Holmes]] & [[Bannon]]) a measly 21 skill works. However, the Barter skill does not reduce the charge for having merchants [[repair]] items.
+
A Barter skill of 11 allows the player to sell at 50% of the rated [[value]] of an item. Each 5th point increase in score only increases sale prices by approximately 2.25 percent. A Barter skill of 86% is required to buy ammunition costing 3 caps at value from a normal merchant, while if you have a 10% discount (e.g. in Rivet City) only 57 skill is needed, or with a 20% discount (possible with [[Seagrave Holmes]] & [[Bannon]]) a measly 21 skill works. However, the Barter skill does not reduce the charge for having merchants [[repair]] items.
   
 
A high Barter skill is a good choice for player characters with low [[Strength]], since they do not have much room to carry many items and, subsequently, have less things to sell. However, having a companion partially negates this, since you can put around 200 pounds of weight on them.
 
A high Barter skill is a good choice for player characters with low [[Strength]], since they do not have much room to carry many items and, subsequently, have less things to sell. However, having a companion partially negates this, since you can put around 200 pounds of weight on them.
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===Interactions that require Barter skill===
 
===Interactions that require Barter skill===
A number of dialog based trading can be altered with sufficient Barter.
+
A number of dialog based trading can be altered with sufficient Barter:
 
 
*50 Barter is needed to obtain a 1,000 caps discount from the initial price of 2,000, when buying [[Charon (Fallout 3)|Charon]]'s contract from [[Ahzrukhal]] during the unmarked quest ''[[Hired Help]]''.
 
*50 Barter is needed to obtain a 1,000 caps discount from the initial price of 2,000, when buying [[Charon (Fallout 3)|Charon]]'s contract from [[Ahzrukhal]] during the unmarked quest ''[[Hired Help]]''.
 
*50 Barter needed to obtain a 500 caps rebate on the 1,000 caps price to buy [[Clover]] from [[Eulogy Jones]] in [[Paradise Falls]].
 
*50 Barter needed to obtain a 500 caps rebate on the 1,000 caps price to buy [[Clover]] from [[Eulogy Jones]] in [[Paradise Falls]].
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:<math>2+(2\times5)+\left\lceil\frac{5}{2}\right\rceil=2+10+3=15</math>
 
:<math>2+(2\times5)+\left\lceil\frac{5}{2}\right\rceil=2+10+3=15</math>
   
Barter affects the prices you get when trading with merchants. There are also many barter skill checks in the game that can help you advance in quests by displaying a good sense with money, talking down costs, and talking up rewards. The Barter skill is governed by the Charisma attribute.
+
Barter affects the prices you get when trading with merchants. There are also many Barter skill checks in the game that can help you advance in quests by displaying a good sense with money, talking down costs, and talking up rewards. The Barter skill is governed by the Charisma attribute.
   
 
General price (before application of reputational fees or discounts) is counted with the same formula as in ''Fallout 3''.
 
General price (before application of reputational fees or discounts) is counted with the same formula as in ''Fallout 3''.
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*20 to convince [[Trudy]] for an additional 25 [[Bottle cap (Fallout: New Vegas)|caps]] for repairing her radio.
 
*20 to convince [[Trudy]] for an additional 25 [[Bottle cap (Fallout: New Vegas)|caps]] for repairing her radio.
  +
*20 to convince [[Knight (Fallout: New Vegas)|Major Knight]] to send a squad of NCR troops to [[Primm]] in order to protect the town and its trade route.
 
*25 to convince [[Chet (Fallout: New Vegas)|Chet]] to help you in the quest [[Ghost Town Gunfight]] or [[Run Goodsprings Run]].
 
*25 to convince [[Chet (Fallout: New Vegas)|Chet]] to help you in the quest [[Ghost Town Gunfight]] or [[Run Goodsprings Run]].
 
*25 to convince [[Klein|Dr. Klein]] to have [[0|Dr. 0]] give 250 bottle caps to the Courier instead of 50. {{icon|FNVOWB|link=Old World Blues (add-on)}}
 
*25 to convince [[Klein|Dr. Klein]] to have [[0|Dr. 0]] give 250 bottle caps to the Courier instead of 50. {{icon|FNVOWB|link=Old World Blues (add-on)}}
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*35 to convince [[Aurelius of Phoenix]] to allow trade with [[Severus|Decanus Severus]]. (NCR Dog-tags for food or ammunition.)
 
*35 to convince [[Aurelius of Phoenix]] to allow trade with [[Severus|Decanus Severus]]. (NCR Dog-tags for food or ammunition.)
 
*35 to convince [[Crandon]] to allow the start of the quest [[Someone to Watch Over Me]].
 
*35 to convince [[Crandon]] to allow the start of the quest [[Someone to Watch Over Me]].
  +
*40 to convince [[George (Fallout: New Vegas)|George]] outside the Boomers minefield to sell the secrets of navigating the minefield for 200 instead of 300.
 
*40 to get medical supplies from [[Emily Ortal]] during [[The Moon Comes Over the Tower]].
 
*40 to get medical supplies from [[Emily Ortal]] during [[The Moon Comes Over the Tower]].
 
*45 to trick [[Max (Fallout: New Vegas)|Max]] into giving you [[Euclid's C-Finder]] for only 20 caps.
 
*45 to trick [[Max (Fallout: New Vegas)|Max]] into giving you [[Euclid's C-Finder]] for only 20 caps.
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*45 to convince [[Big Sal]] to release [[Troike]] from his contract in [[How Little We Know]]
 
*45 to convince [[Big Sal]] to release [[Troike]] from his contract in [[How Little We Know]]
 
*45 to convince [[Renolds|Private Renolds]] to give you monetary "encouragement" in the quest [[Anywhere I Wander]].
 
*45 to convince [[Renolds|Private Renolds]] to give you monetary "encouragement" in the quest [[Anywhere I Wander]].
*50 to convince [[Robert House|Mr. House]] to pay an additional 250 caps for the [[platinum chip]].
+
*50 to convince [[Robert House|Mr. House]] to pay an additional 250 caps for the [[platinum chip]], bringing your final payment to 1250 caps.
*50 to convince [[Old Lady Gibson]] to give you the [[Thrust control modules|thrust controllers]] for 250 caps (originally 500) for the quest [[Come Fly With Me]].
+
*50 to convince [[Old Lady Gibson]] to give you the [[Thrust control modules|thrust controllers]] for 250 caps instead of 500 for the quest [[Come Fly With Me]].
 
*50 to extort 300 caps from [[Orris]] in [[G.I. Blues]] after an [[Intelligence]] check of 6.
 
*50 to extort 300 caps from [[Orris]] in [[G.I. Blues]] after an [[Intelligence]] check of 6.
 
*50 to convince [[Thomas Hildern|Dr. Hildern]] for an additional 600 caps from in [[There Stands the Grass]].
 
*50 to convince [[Thomas Hildern|Dr. Hildern]] for an additional 600 caps from in [[There Stands the Grass]].
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*60 to earn 200 caps and [[Cachino]]'s "friendship" after confronting him about his journal in How Little We Know.
 
*60 to earn 200 caps and [[Cachino]]'s "friendship" after confronting him about his journal in How Little We Know.
 
*65 to convince [[Alice McLafferty]] to let [[Janet (Fallout: New Vegas)|Janet]] get out of debt in [[Young Hearts]], explaining to her the possible profit from future trade possibilities with the [[Boomers]].
 
*65 to convince [[Alice McLafferty]] to let [[Janet (Fallout: New Vegas)|Janet]] get out of debt in [[Young Hearts]], explaining to her the possible profit from future trade possibilities with the [[Boomers]].
*70 to convince Red Lucy for an additional 200 caps after bringing her [[fire gecko egg]]s in the side quest, Bleed Me Dry.
+
*70 to convince Red Lucy for an additional 200 caps after bringing her [[fire gecko egg]]s in the side quest, [[Bleed Me Dry]].
  +
*70 to convince [[Old Lady Gibson]] to obtain [[Rey]]'s brain for free in [[Nothin' But a Hound Dog]].
 
*75 to convince Dr. Klein to have Dr. 0 give an additional 250 bottle caps to the player. {{icon|FNVOWB|link=Old World Blues (add-on)}}
 
*75 to convince Dr. Klein to have Dr. 0 give an additional 250 bottle caps to the player. {{icon|FNVOWB|link=Old World Blues (add-on)}}
 
*80 to convince Red Lucy for an additional 300 caps after bringing her [[nightstalker egg]]s in the side quest, Bleed Me Dry.
 
*80 to convince Red Lucy for an additional 300 caps after bringing her [[nightstalker egg]]s in the side quest, Bleed Me Dry.
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*[[Fallout: New Vegas reputations|Reputation]]: All factions will provide a discount based on your reputation with them, therefore locations with no specific discounts can still have cheaper prices by getting the faction to like you.
 
*[[Fallout: New Vegas reputations|Reputation]]: All factions will provide a discount based on your reputation with them, therefore locations with no specific discounts can still have cheaper prices by getting the faction to like you.
 
*[[Goodsprings]]: [[Trudy]] will give you a discount for saving the [[Goodsprings settler]] during [[Back in the Saddle]], repairing her radio or helping the town during [[Ghost Town Gunfight]]. The discount is tied to becoming "Accepted" in the town, not any one specific act.
 
*[[Goodsprings]]: [[Trudy]] will give you a discount for saving the [[Goodsprings settler]] during [[Back in the Saddle]], repairing her radio or helping the town during [[Ghost Town Gunfight]]. The discount is tied to becoming "Accepted" in the town, not any one specific act.
*[[Goodsprings]]: [[Chet (Fallout: New Vegas)|Chet]] will give you a discount after passing a Barter check of 25 if you agree to help [[Joe Cobb]] take over the town.
+
*Goodsprings: [[Chet (Fallout: New Vegas)|Chet]] will give you a discount after passing a Barter check of 25 if you agree to help [[Joe Cobb]] take over the town.
 
*[[Primm]]: [[Johnson Nash]] will give the player a discount for making [[Meyers]] sheriff.
 
*[[Primm]]: [[Johnson Nash]] will give the player a discount for making [[Meyers]] sheriff.
 
*[[Novac]]: [[Cliff Briscoe]] will give the player a discount only after speaking to [[Jeannie May Crawford]] about the [[Dino Bite gift shop]] and then telling him she sent the player. The discount will not be lost even if he finds out the player helped kill her.
 
*[[Novac]]: [[Cliff Briscoe]] will give the player a discount only after speaking to [[Jeannie May Crawford]] about the [[Dino Bite gift shop]] and then telling him she sent the player. The discount will not be lost even if he finds out the player helped kill her.
*[[Old Mormon Fort]]: [[Julie Farkas]] give discount when the player becomes "Accepted" with the [[Followers of the Apocalypse]], further discount resulting in 1:1 ratio when the player joins the Followers.
+
*[[Old Mormon Fort]]: [[Julie Farkas]] will give the player a discount when the player becomes "Accepted" with the [[Followers of the Apocalypse]], further discounts resulting in 1:1 ratio when the player joins the Followers.
 
*[[New Vegas medical clinic]]: 1:1 ratio when the player joins or becomes "Accepted" by the Followers.
 
*[[New Vegas medical clinic]]: 1:1 ratio when the player joins or becomes "Accepted" by the Followers.
* [[Great Khan armory]]: Female vendor will 1:1 price ratio when Great Khan become "Accepted"
+
* [[Great Khan armory]]: the [[Great Khan armorer]] will give a 1:1 price ratio when Great Khan reputation becomes "Accepted."
 
*[[Camp McCarran concourse]]: [[Kemp|Dr. Kemp]] will give the player a discount if they help during ''[[A Final Plan for Esteban]]''. The discount will be bigger if the player doesn't ask [[Christina Morales|Christina]] for a reward.
 
*[[Camp McCarran concourse]]: [[Kemp|Dr. Kemp]] will give the player a discount if they help during ''[[A Final Plan for Esteban]]''. The discount will be bigger if the player doesn't ask [[Christina Morales|Christina]] for a reward.
*Camp McCarran concourse: [[William Farber]] will offer the player a discount, after repairing the food processor during ''[[Not Worth a Hill of Corn and Beans]]''.
+
*Camp McCarran concourse: [[William Farber]] will offer the player a discount after repairing the food processor during ''[[Not Worth a Hill of Corn and Beans]]''.
 
*[[Hidden Valley bunker]]: When the player's reputation with the [[Brotherhood of Steel (Mojave chapter)|Mojave Brotherhood]] becomes Mixed, a paladin should approach them and inform them of a discount. This is currently bugged, however, so only the reputation discount is available.
 
*[[Hidden Valley bunker]]: When the player's reputation with the [[Brotherhood of Steel (Mojave chapter)|Mojave Brotherhood]] becomes Mixed, a paladin should approach them and inform them of a discount. This is currently bugged, however, so only the reputation discount is available.
   
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[[pl:Handel]]
 
[[pl:Handel]]
 
[[ru:Бартер]]
 
[[ru:Бартер]]
  +
[[de:Feilschen]]
  +
[[zh:交易]]

Revision as of 15:18, 25 May 2015

 
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Trading and trade-related tasks. The ability to get better prices for items you sell, and lower prices for items you buy.— In-game description

Barter is a Fallout, Fallout 2, Fallout 3, Fallout Tactics, Fallout: New Vegas and Van Buren skill.

The Barter skill is primarily used in the buying and selling of items, such as trading with a merchant or scavenger. In general, the higher this skill level is, the lower prices will be when purchasing items, and the higher they will be when selling items. It is the primary factor in price determination, and is also offset by the Barter skill of the non-player character in question. The skill is also used in certain dialogue options with non-player characters, where certain responses require Barter checks.

Fallout and Fallout 2

Example: A starting Charisma of 5.

Having the Master Trader perk will give the player character an automatic 25% off all goods, and the Good Natured trait will provide an additional 15% to the Barter skill.

Barter is noticeably effective in Fallout & 2 if you have limited funds. With a low Barter skill, item prices may be as high as 700 for Rad-X and 32,500 for combat armor.

Fallout Tactics

The initial level for Barter is still governed by Charisma, but usually starts out lower than Barter in Fallout.

Barter also determines how much you can sell things for in Tactics, whereas selling prices were always static in the older Fallout games.

Fallout 3

Bobblehead Barter

"Never forget to walk away with more than you've brought."

Barter Value

Example: A starting Charisma of 5 and Luck of 5.

Derived Values

  • Modifier is normally 100%, but can go up or down in 10% increments. For example, if you're nice to Gob he'll pay at 120% and sell for 80% of normal.
Barter Sell % Buy %
0 45 155
20 54 146
40 63 137
80 81 119
100 90 110

A Barter skill of 11 allows the player to sell at 50% of the rated value of an item. Each 5th point increase in score only increases sale prices by approximately 2.25 percent. A Barter skill of 86% is required to buy ammunition costing 3 caps at value from a normal merchant, while if you have a 10% discount (e.g. in Rivet City) only 57 skill is needed, or with a 20% discount (possible with Seagrave Holmes & Bannon) a measly 21 skill works. However, the Barter skill does not reduce the charge for having merchants repair items.

A high Barter skill is a good choice for player characters with low Strength, since they do not have much room to carry many items and, subsequently, have less things to sell. However, having a companion partially negates this, since you can put around 200 pounds of weight on them.

Barter Based Perks

Perk Required Level Additional Requirements
Master Trader 60 14 Charisma 6

Available Discounts

Interactions that require Barter skill

A number of dialog based trading can be altered with sufficient Barter:

Ways to Increase Barter

Permanent
Temporary

Notes

  • The player will eventually have more bottle caps than is possible to spend, so deciding whether or not to put points into Barter during character development is a strategic decision. Barter is best taken early on, to more effectively sell loot or acquire better equipment.

Fallout: New Vegas

Example: A starting Charisma of 5 and Luck of 5.

Barter affects the prices you get when trading with merchants. There are also many Barter skill checks in the game that can help you advance in quests by displaying a good sense with money, talking down costs, and talking up rewards. The Barter skill is governed by the Charisma attribute.

General price (before application of reputational fees or discounts) is counted with the same formula as in Fallout 3.

Barter Sell % Buy %
0 45 155
20 54 146
40 63 137
60 72 128
80 81 119
100 90 110

Barter in quests and exploration

While hard to tell in the abstract from the following list, in many cases Barter is offered as an alternative dialogue skill check to Speech (though generally involving paying money) or other skill checks. This may be to help compensate for the fact that Barter on its own may not be as useful as other skills.

Available Discounts

Ways to increase Barter

Permanent
Temporary

Barter-based Perks

Perk Requirement Level Additional Requirements
Pack Rat 70 8 Intelligence 5
Long Haul 70 12 Endurance 6

Van Buren

In Van Buren, as in Fallout and Fallout 2, Barter did indeed have an effect on store prices. However, it also represented a certain level of knowledge about the caravan houses and trading in general, giving it a small role in dialogue. The intended depth to Barter development came in the perks available at higher skill ranks.

Notable Barter experts

Fallout 3

Fallout: New Vegas