m (→Barter in quests and exploration: skill magazine italicisation + proper wording) |
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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]]. |
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− | Barter is noticeably effective in ''Fallout |
+ | Barter is noticeably effective in ''Fallout'' & ''2'' in case of 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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The initial level for Barter is still governed by Charisma, but usually starts out lower than Barter in ''Fallout''. |
The initial level for Barter is still governed by Charisma, but usually starts out lower than Barter in ''Fallout''. |
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− | Barter also determines how much |
+ | Barter also determines how much things can be sold for in ''Tactics'', whereas selling prices were always static in the previous ''Fallout'' games. |
==''Fallout 3''== |
==''Fallout 3''== |
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− | [[ |
+ | [[File:Bobblehead Barter.png|thumb|right|x250px|''"Never forget to walk away with more than you've brought."'']] |
Barter Value |
Barter Value |
||
:<math>\text{Initial level}=2+(2\times\text{Charisma})+\left\lceil\frac{\text{Luck}}{2}\right\rceil</math> |
:<math>\text{Initial level}=2+(2\times\text{Charisma})+\left\lceil\frac{\text{Luck}}{2}\right\rceil</math> |
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:<math>Sale~value~\% = 45\% + \left \lceil Barter \times 0.45\% \right \rceil \times Modifier</math> |
:<math>Sale~value~\% = 45\% + \left \lceil Barter \times 0.45\% \right \rceil \times Modifier</math> |
||
:<math>Buy~value~\% = 155\% - \left \lceil Barter \times 0.45\% \right \rceil \times Modifier</math> |
:<math>Buy~value~\% = 155\% - \left \lceil Barter \times 0.45\% \right \rceil \times Modifier</math> |
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− | * Modifier is normally 100%, but can go up or down in 10% increments. For example, |
+ | * Modifier is normally 100%, but can go up or down in 10% increments. For example, being nice to [[Gob]] will have him pay at 120% and sell for 80% of normal. |
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{|class="va-table" |
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|} |
|} |
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− | A Barter skill of 11 allows the |
+ | A Barter skill of 11 allows the [[Lone Wanderer]] 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 having 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 |
+ | 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 they can be given around 200 pounds of weight. |
===Barter Based Perks=== |
===Barter Based Perks=== |
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*[[Master Trader]] - 25% discount with every trader in the game. |
*[[Master Trader]] - 25% discount with every trader in the game. |
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*[[Craterside Supply]] - 30% discount upon receiving the [[Dream Crusher]] perk. |
*[[Craterside Supply]] - 30% discount upon receiving the [[Dream Crusher]] perk. |
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− | *[[Moriarty's Saloon]] - 10% discount with [[Gob]] if |
+ | *[[Moriarty's Saloon]] - 10% discount with [[Gob]] if he is treated nicely when initially meet. |
*[[Rivet City]] - 10% discount with all merchants in the city upon completing [[Wasteland Survival Guide (quest)#Research Rivet City.27s history|research into Rivet City's history]]. |
*[[Rivet City]] - 10% discount with all merchants in the city upon completing [[Wasteland Survival Guide (quest)#Research Rivet City.27s history|research into Rivet City's history]]. |
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− | *[[Rivet City Supply]] - 10% discount depending on |
+ | *[[Rivet City Supply]] - 10% discount depending on Lone Wanderer's choice during the quest ''[[Council Seat]]''. |
− | *[[Potomac Attire]] - 10% discount depending on |
+ | *[[Potomac Attire]] - 10% discount depending on Wanderer's choice during the quest ''Council Seat''. |
*[[Lock and Load]] - 20% discount upon completion of ''[[Economics of Violence]]''. |
*[[Lock and Load]] - 20% discount upon completion of ''[[Economics of Violence]]''. |
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*[[Federalist Lounge]] - 10% or 50% discount by hacking the nearby terminal. |
*[[Federalist Lounge]] - 10% or 50% discount by hacking the nearby terminal. |
||
===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]]''. |
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*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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− | *30, 50, or 70 are threshold which, once crossed, can each provide |
+ | *30, 50, or 70 are threshold which, once crossed, can each provide a better level of reward in the unmarked quest ''[[Zip's Nuka Fix]]'' in [[Little Lamplight]]. |
− | *75 Barter will give |
+ | *75 Barter will give a much better bargain when trading [[cave fungus]] for [[strange meat]] during the unmarked quest ''[[Fungus Deal]]'' in Little Lamplight. |
*An unknown amount of Barter is required to obtain a better deal from [[Abraham Washington]] when selling Lincoln's artifacts during the unmarked quest ''[[Lincoln's Profit Margins]]''. |
*An unknown amount of Barter is required to obtain a better deal from [[Abraham Washington]] when selling Lincoln's artifacts during the unmarked quest ''[[Lincoln's Profit Margins]]''. |
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+ | *70 Barter is needed to obtain [[Sergeant RL-3]] from [[Tinker Joe]] for 500 caps instead of 1,000. |
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===Ways to Increase Barter=== |
===Ways to Increase Barter=== |
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===Notes=== |
===Notes=== |
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− | *The |
+ | *The Lone Wanderer will eventually have more [[Bottle cap (Fallout 3)|bottle cap]]s 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''== |
==''Fallout: New Vegas''== |
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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> |
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− | Barter affects the prices |
+ | Barter affects the prices gotten when trading with merchants. There are also many Barter skill checks in the game that can help advancing 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''. Note that reputation does not affect prices unless that particular merchant is scripted to offer a discount or penalty based on the [[Courier]]'s reputation. For example, Chet will only use the PC's barter skill value to determine prices even if they are Idolized with Goodsprings, but with a a mixed reputation (regardless of how good or bad it is), he will offer at 1:1 prices. |
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{| class="va-table" |
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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. |
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− | * |
+ | *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 assist in the quest [[Ghost Town Gunfight]] or [[Run Goodsprings Run]]. |
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*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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− | *30 to convince [[Johnson Nash]] to give |
+ | *30 to convince [[Johnson Nash]] to give up information about the NCR attack on [[NCR Correctional Facility]] for just 50 caps in the quest [[I Fought the Law]]. |
*35 to convince [[Beatrix Russell]] in [[Wang Dang Atomic Tango]]. |
*35 to convince [[Beatrix Russell]] in [[Wang Dang Atomic Tango]]. |
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*35 to convince [[Tyrone (Fallout: New Vegas)|Tyrone]] to give up the chemical ingredients in the quest [[Don't Make a Beggar of Me]]. |
*35 to convince [[Tyrone (Fallout: New Vegas)|Tyrone]] to give up the chemical ingredients in the quest [[Don't Make a Beggar of Me]]. |
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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.) |
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*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]]. |
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+ | *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. |
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*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]]. |
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*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 [[Squatter Bill]] (and the other Squatters) to leave for 50 caps in the quest Someone to Watch Over Me. |
*45 to convince [[Squatter Bill]] (and the other Squatters) to leave for 50 caps in the quest Someone to Watch Over Me. |
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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]] |
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− | *45 to convince [[Renolds|Private Renolds]] to give |
+ | *45 to convince [[Renolds|Private Renolds]] to give a 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 the Courier's final payment to 1250 caps. |
− | *50 to convince [[Old Lady Gibson]] to give |
+ | *50 to convince [[Old Lady Gibson]] to give the Courier 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. |
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*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]]. |
||
− | *50 to convince [[The Lonesome Drifter]] to give |
+ | *50 to convince [[The Lonesome Drifter]] to give up the [[Mysterious Magnum]] during the quest [[Talent Pool]]. |
− | *50 to convince [[Ralph (Fallout: New Vegas)|Ralph]] to craft |
+ | *50 to convince [[Ralph (Fallout: New Vegas)|Ralph]] to craft a counterfeit passport for [[New Vegas Strip|The Strip]] at a reduced price of 375 caps (originally 500). |
*50 to convince [[Red Lucy]] for an additional 100 caps after bringing her [[Pile of giant mantis egg|mantis eggs]] in the [[Bleed Me Dry]]. |
*50 to convince [[Red Lucy]] for an additional 100 caps after bringing her [[Pile of giant mantis egg|mantis eggs]] in the [[Bleed Me Dry]]. |
||
*50 to more easily convince [[Dean Domino]] to cooperate in [[Find Collar 14: Dean Domino]]. {{icon|FNVDM|link=Dead Money}} |
*50 to more easily convince [[Dean Domino]] to cooperate in [[Find Collar 14: Dean Domino]]. {{icon|FNVDM|link=Dead Money}} |
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− | *50 to convince Dr. Klein to have Dr. 0 give an additional 250 caps to the |
+ | *50 to convince Dr. Klein to have Dr. 0 give an additional 250 caps to the Courier. {{icon|FNVOWB|link=Old World Blues (add-on)}} |
*50 to convince [[Greasy Johnny]] (and the other greasers) to stop causing trouble for 50 caps in the quest Someone to Watch Over Me. |
*50 to convince [[Greasy Johnny]] (and the other greasers) to stop causing trouble for 50 caps in the quest Someone to Watch Over Me. |
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*50 to convince Jack to start creating medicinal chems in [[Aba Daba Honeymoon]]. |
*50 to convince Jack to start creating medicinal chems in [[Aba Daba Honeymoon]]. |
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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. |
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*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]]. |
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− | *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]]. |
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*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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*80 to bribe the [[missionary]] involved with the quest G.I. Blues. |
*80 to bribe the [[missionary]] involved with the quest G.I. Blues. |
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*90 to convince Red Lucy for an additional 500 caps after bringing her [[Pile of cazador eggs|cazador eggs]] in Bleed Me Dry. |
*90 to convince Red Lucy for an additional 500 caps after bringing her [[Pile of cazador eggs|cazador eggs]] in Bleed Me Dry. |
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− | *90 to convince Dr. Klein to give |
+ | *90 to convince Dr. Klein to give the Courier: ''[[Fixin' Things]]'', ''[[Programmer's Digest]]'', ''[[Patriot's Cookbook]]'', 250 additional bottle caps, 2 [[Doctor's bag (Fallout: New Vegas)|doctor's bag]], 3 [[Stimpak (Fallout: New Vegas)|stimpak]]s and one [[Super stimpak (Fallout: New Vegas)|super stimpak]]. {{icon|FNVOWB|link=Old World Blues (add-on)}} |
*100 to convince [[Lanius|Legate Lanius]] to leave during [[Eureka!]], [[All or Nothing]], or [[No Gods, No Masters]]. |
*100 to convince [[Lanius|Legate Lanius]] to leave during [[Eureka!]], [[All or Nothing]], or [[No Gods, No Masters]]. |
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===Available Discounts=== |
===Available Discounts=== |
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+ | *[[Goodsprings]]: [[Trudy]] will give the Courier 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. The discount will be lost upon gaining infamy. |
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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. |
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− | * |
+ | *Goodsprings: [[Chet (Fallout: New Vegas)|Chet]] will give a discount with a mixed reputation in Goodsprings, but doing so will void the discount with Trudy. However Chest has a much wider inventory and more caps than Trudy, making him arguably better for trading. |
− | * |
+ | *Goodsprings: [[Chet (Fallout: New Vegas)|Chet]] will give a discount after passing a Barter check of 25 if accepted the offer to help [[Joe Cobb]] take over the town. |
− | *[[Primm]]: [[Johnson Nash]] will give the |
+ | *[[Primm]]: [[Johnson Nash]] will give the Courier a discount for making [[Meyers]] sheriff. |
− | *[[Novac]]: [[Cliff Briscoe]] will give the |
+ | *[[Novac]]: [[Cliff Briscoe]] will give the Courier a discount only after speaking to [[Jeannie May Crawford]] about the [[Dino Bite gift shop]] and then telling him she sent the [Courier]. The discount will not be lost even if he finds out they helped kill her. |
− | *[[Old Mormon Fort]]: [[Julie Farkas]] give discount when |
+ | *[[Old Mormon Fort]]: [[Julie Farkas]] will give the Courier a discount when they become "Accepted" with the [[Followers of the Apocalypse]], further discounts resulting in 1:1 ratio when they join the Followers. |
− | *[[New Vegas medical clinic]]: 1:1 ratio when the |
+ | *[[New Vegas medical clinic]]: 1:1 ratio when the Courier joins or becomes "Accepted" by the Followers. |
− | * [[Great Khan armory]]: |
+ | * [[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 |
+ | *[[Camp McCarran concourse]]: [[Kemp|Dr. Kemp]] will give the Courier a discount if they help during ''[[A Final Plan for Esteban]]''. The discount will be bigger if [[Christina Morales|Christina]] is not asked for a reward. |
− | *Camp McCarran concourse: [[William Farber]] will offer the |
+ | *Camp McCarran concourse: [[William Farber]] will offer the Courier a discount after repairing the food processor during ''[[Not Worth a Hill of Corn and Beans]]''. |
− | *[[Hidden Valley bunker]]: When the |
+ | *[[Hidden Valley bunker]]: When the Courier'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. |
===Ways to increase Barter=== |
===Ways to increase Barter=== |
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*[[Skilled]] (+5) |
*[[Skilled]] (+5) |
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;Temporary |
;Temporary |
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− | *[[Salesman Weekly]] (+10 or 20 with Comprehension) |
+ | *''[[Salesman Weekly]]'' (+10 or 20 with Comprehension) |
*[[Mentats (Fallout: New Vegas)|Mentats]] (+2 depending on current Charisma, a perfect Charisma of 10 will see no benefit.) |
*[[Mentats (Fallout: New Vegas)|Mentats]] (+2 depending on current Charisma, a perfect Charisma of 10 will see no benefit.) |
||
*[[Party Time Mentats]] (+2-10 depending on current Charisma, a perfect Charisma of 10 will see no benefit, can be stacked with Mentats.) |
*[[Party Time Mentats]] (+2-10 depending on current Charisma, a perfect Charisma of 10 will see no benefit, can be stacked with Mentats.) |
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[[pl:Handel]] |
[[pl:Handel]] |
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[[ru:Бартер]] |
[[ru:Бартер]] |
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+ | [[de:Feilschen]] |
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+ | [[zh:交易]] |
Revision as of 08:30, 25 July 2015
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 in case of 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 things can be sold for in Tactics, whereas selling prices were always static in the previous Fallout games.
Fallout 3
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, being nice to Gob will have him 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 Lone Wanderer 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 having 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 they can be given around 200 pounds of weight.
Barter Based Perks
Perk | Required | Level | Additional Requirements |
---|---|---|---|
Master Trader | 60 | 14 | Charisma 6 |
Available Discounts
- Master Trader - 25% discount with every trader in the game.
- Craterside Supply - 30% discount upon receiving the Dream Crusher perk.
- Moriarty's Saloon - 10% discount with Gob if he is treated nicely when initially meet.
- Rivet City - 10% discount with all merchants in the city upon completing research into Rivet City's history.
- Rivet City Supply - 10% discount depending on Lone Wanderer's choice during the quest Council Seat.
- Potomac Attire - 10% discount depending on Wanderer's choice during the quest Council Seat.
- Lock and Load - 20% discount upon completion of Economics of Violence.
- Federalist Lounge - 10% or 50% discount by hacking the nearby terminal.
Interactions that require Barter skill
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'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.
- 30, 50, or 70 are threshold which, once crossed, can each provide a better level of reward in the unmarked quest Zip's Nuka Fix in Little Lamplight.
- 75 Barter will give a much better bargain when trading cave fungus for strange meat during the unmarked quest Fungus Deal in Little Lamplight.
- An unknown amount of Barter is required to obtain a better deal from Abraham Washington when selling Lincoln's artifacts during the unmarked quest Lincoln's Profit Margins.
- 70 Barter is needed to obtain Sergeant RL-3 from Tinker Joe for 500 caps instead of 1,000.
Ways to Increase Barter
- Permanent
- Leveling up (10+INT (+3 with Educated perk))
- Bobblehead - Barter (+10)
- Tales of a Junktown Jerky Vendor (+1 or +2 with Comprehension)
- Scoundrel (+5 with each rank)
- Tag! (+15)
- Temporary
- Ant queen pheromones (+2-6 depending on current Charisma, a perfect Charisma of 10 will not see any benefit)
- Grape Mentats (+2-10 depending on current Charisma, a perfect Charisma of 10 will not see any benefit)
- Button's wig (+5)
- Roving trader hat (+5)
- Roving trader outfit (+5)
Notes
- The Lone Wanderer 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 gotten when trading with merchants. There are also many Barter skill checks in the game that can help advancing 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. Note that reputation does not affect prices unless that particular merchant is scripted to offer a discount or penalty based on the Courier's reputation. For example, Chet will only use the PC's barter skill value to determine prices even if they are Idolized with Goodsprings, but with a a mixed reputation (regardless of how good or bad it is), he will offer at 1:1 prices.
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.
- 20 to convince Trudy for an additional 25 caps for repairing her radio.
- 20 to convince 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 to assist in the quest Ghost Town Gunfight or Run Goodsprings Run.
- 25 to convince Dr. Klein to have Dr. 0 give 250 bottle caps to the Courier instead of 50.
- 30 to convince Johnson Nash to give up information about the NCR attack on NCR Correctional Facility for just 50 caps in the quest I Fought the Law.
- 35 to convince Beatrix Russell in Wang Dang Atomic Tango.
- 35 to convince Tyrone to give up the chemical ingredients in the quest Don't Make a Beggar of Me.
- 35 to convince Aurelius of Phoenix to allow trade with 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.
- 40 to convince 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.
- 45 to trick Max into giving you Euclid's C-Finder for only 20 caps.
- 45 to convince Squatter Bill (and the other Squatters) to leave for 50 caps in the quest Someone to Watch Over Me.
- 45 to convince Big Sal to release Troike from his contract in How Little We Know
- 45 to convince Private Renolds to give a monetary "encouragement" in the quest Anywhere I Wander.
- 50 to convince Mr. House to pay an additional 250 caps for the platinum chip, bringing the Courier's final payment to 1250 caps.
- 50 to convince Old Lady Gibson to give the Courier the 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 convince Dr. Hildern for an additional 600 caps from in There Stands the Grass.
- 50 to convince The Lonesome Drifter to give up the Mysterious Magnum during the quest Talent Pool.
- 50 to convince Ralph to craft a counterfeit passport for The Strip at a reduced price of 375 caps (originally 500).
- 50 to convince Red Lucy for an additional 100 caps after bringing her mantis eggs in the Bleed Me Dry.
- 50 to more easily convince Dean Domino to cooperate in Find Collar 14: Dean Domino.
- 50 to convince Dr. Klein to have Dr. 0 give an additional 250 caps to the Courier.
- 50 to convince Greasy Johnny (and the other greasers) to stop causing trouble for 50 caps in the quest Someone to Watch Over Me.
- 50 to convince Jack to start creating medicinal chems in Aba Daba Honeymoon.
- 55 to get Cachino's room key from the receptionist for 200 caps instead of 300 in How Little We Know.
- 60 to convince Red Lucy for an additional 100 caps after bringing her radscorpion eggs in the Bleed Me Dry.
- 60 to convince various merchants to sell food at a discount to Farber in the Camp McCarran concourse.
- 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 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 eggs 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.
- 80 to convince Red Lucy for an additional 300 caps after bringing her nightstalker eggs in the side quest, Bleed Me Dry.
- 80 to bribe the missionary involved with the quest G.I. Blues.
- 90 to convince Red Lucy for an additional 500 caps after bringing her cazador eggs in Bleed Me Dry.
- 90 to convince Dr. Klein to give the Courier: Fixin' Things, Programmer's Digest, Patriot's Cookbook, 250 additional bottle caps, 2 doctor's bag, 3 stimpaks and one super stimpak.
- 100 to convince Legate Lanius to leave during Eureka!, All or Nothing, or No Gods, No Masters.
Available Discounts
- Goodsprings: Trudy will give the Courier 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. The discount will be lost upon gaining infamy.
- Goodsprings: Chet will give a discount with a mixed reputation in Goodsprings, but doing so will void the discount with Trudy. However Chest has a much wider inventory and more caps than Trudy, making him arguably better for trading.
- Goodsprings: Chet will give a discount after passing a Barter check of 25 if accepted the offer to help Joe Cobb take over the town.
- Primm: Johnson Nash will give the Courier a discount for making Meyers sheriff.
- Novac: Cliff Briscoe will give the Courier a discount only after speaking to Jeannie May Crawford about the Dino Bite gift shop and then telling him she sent the [Courier]. The discount will not be lost even if he finds out they helped kill her.
- Old Mormon Fort: Julie Farkas will give the Courier a discount when they become "Accepted" with the Followers of the Apocalypse, further discounts resulting in 1:1 ratio when they join the Followers.
- New Vegas medical clinic: 1:1 ratio when the Courier joins or becomes "Accepted" by the Followers.
- Great Khan armory: the Great Khan armorer will give a 1:1 price ratio when Great Khan reputation becomes "Accepted."
- Camp McCarran concourse: Dr. Kemp will give the Courier a discount if they help during A Final Plan for Esteban. The discount will be bigger if Christina is not asked for a reward.
- Camp McCarran concourse: William Farber will offer the Courier a discount after repairing the food processor during Not Worth a Hill of Corn and Beans.
- Hidden Valley bunker: When the Courier's reputation with the 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.
Ways to increase Barter
- Permanent
- Leveling up (up to +15 or +17 with Educated)
- Tales of a Junktown Jerky Vendor (+3 or 4 with Comprehension)
- Empathy Synthesizer (+2 depending on current Charisma, a perfect Charisma of 10 will see no benefit.)
- Tag! (+15)
- Good Natured (+5)
- Skilled (+5)
- Temporary
- Salesman Weekly (+10 or 20 with Comprehension)
- Mentats (+2 depending on current Charisma, a perfect Charisma of 10 will see no benefit.)
- Party Time Mentats (+2-10 depending on current Charisma, a perfect Charisma of 10 will see no benefit, can be stacked with Mentats.)
- Absinthe/Beer/Irradiated beer/Irradiated whiskey/Jake Juice/Scotch/Wine (+2 depending on current Charisma, a perfect Charisma of 10 will see no benefit.)
- Moonshine (+2-4 depending on current Charisma, a perfect Charisma of 10 will no benefit, can be stacked with other alcohol.)
- Benny's suit (+5)
- Roving trader hat (+5, earliest acquisition is from Malcolm Holmes.)
- Roving trader outfit (+5, earliest acquisition is from Malcolm Holmes.)
- Vera's outfit from Dead Money (+5 and another +2 depending on current Charisma.)
- Daniel's outfit from Honest Hearts (+5)
- "Mood Light" (+5-9 (depending on current Charisma) for 12 hours or until the player uses the "Smart Lights")
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
- Mister Burke (77) - Allistair Tenpenny's right-hand man, asking you to detonate the Megaton atomic bomb.
- Leroy Walker (68) - Leader of 6-man squad of slavers who have occupied the Lincoln Memorial.
- Victoria Watts (63) - The Railroad member, asking your help in protecting escaped android Harkness.
Fallout: New Vegas
- Elizabeth Kieran (98) - NCR Major providing aid to NCR squatters living in Freeside.
- Lady Jane (98) - a caravan merchant living in Freeside.