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A combination of appearance and charm. A high Charisma is important for characters that want to influence people with words.

— Fallout in-game description

Charisma is one of the seven primary statistics in the SPECIAL character system.

Fallout, Fallout 2 and Fallout TacticsEdit

In Fallout 2, Charisma also determines the number of base companion slots the player character is given. This number is equal to their Charisma score divided by two, rounded down. As an example, with a Charisma at five, two can be recruited. Please note that one companion can still be recruited (in a few cases) even with the lowest Charisma score.

Predesigned Primary Charisma-based Characters (PPCC) of Fallout are Albert, and in Fallout 2's case, Chitsa.

In Fallout Tactics, Charisma is, at best, a secondary trait. Due to the nature of the game (i.e. almost exclusively combat-based) it is feasible to complete the game easily with 1 or 2 Charisma with no penalty. The only role is that when the Warrior starts with Charisma of 10, their rank is Senior Initiate, rather than Initiate. It is involved with the Barter skill and promotions, and is required for the Leader and Divine Favor perks. A low Charisma, on the other hand, gives access to the Loner perk.

Ways to increase Charisma in FalloutEdit

  • Find the Singer random encounter. Speaking with Patrick the Celt and passing a Speech check will increase Charisma by one.
  • Pop some Mentats for a temporary +1 Charisma.

Ways to increase Charisma in Fallout 2Edit

  • Install the blue memory module into ACE, then request the following surgery. Charisma will be increased by one.
  • Take the Gain Charisma perk for another point.
  • Having the mirrored shades, obtained from Mason (Salvatore's Bar, must be looted) or one of the graves in Golgotha, active in one of the item slots increases Charisma by one point.
  • Pop some Mentats for a temporary +1 Charisma.

Fallout 3Edit

Modifies: Speech and Barter skills, NPC Disposition

Charisma increases the disposition of all NPCs, which makes Speech checks easier. Disposition is also affected somewhat by Karma (most NPCs like good characters more), quests (doing a quest in a way an NPC likes can dramatically boost disposition), and dialog options (being a jerk in conversations can lower disposition a little). Charisma also affects the Barter and Speech skills. Characters who use Speech will want at least a decent Charisma, but adding points to the skill is almost always better than adding points to the score. Characters who do not use the Speech skill have little use for this SPECIAL score.

There are also general Charisma checks in dialogue with some characters, in addition to Speech checks. Avoid wearing things like Enclave Power Helmets, as they deduct 1 point of Charisma while equipped.

Value Skill Modifiers
1 Barter +2, Speech +2
2 Barter +4, Speech +4
3 Barter +6, Speech +6
4 Barter +8, Speech +8
5 Barter +10, Speech +10
6 Barter +12, Speech +12
7 Barter +14, Speech +14
8 Barter +16, Speech +16
9 Barter +18, Speech +18
10 Barter +20, Speech +20

Charisma-based perksEdit

Perk Requirement Level Additional Requirements
Child at Heart 4 4
Scoundrel 4 4
Impartial Mediation 5 8
Animal Friend 6 10
Master Trader 6 14 Barter 60

Ways to increase CharismaEdit

Permanent
Temporary

Fallout: New VegasEdit

Charisma in New Vegas modifies Barter, Speech and Companion Nerve. Companion Nerve gives each companion in the party +5% to their damage and armor, up to a maximum of +50% at 10 Charisma.

Regardless of Barter or Speech level, some interactions will not be available with a too low Charisma (Ex. Corporal Betsy). These ultimately do not have any significant effect on game play, nor do they provide any special bonuses.

Charisma-based perksEdit

Perk Requirement Level Additional Requirements
Ferocious Loyalty 6 6
Animal Friend 6 10 Survival 45

Level names and statisticsEdit

Value Name Companion Armor & Damage Skill Modifiers
1 Misanthrope +5% Barter/Speech +2
2 Old Hermit +10% Barter/Speech +4
3 Creepy Undertaker +15% Barter/Speech +6
4 Peevish Librarian +20% Barter/Speech +8
5 Substitute Teacher +25% Barter/Speech +10
6 Cheery Salesman +30% Barter/Speech +12
7 Diplomat +35% Barter/Speech +14
8 Movie Star +40% Barter/Speech +16
9 Casanova +45% Barter/Speech +18
10 Cult Leader +50% Barter/Speech +20

Ways to increase CharismaEdit

Permanent
Temporary

NotesEdit

If the Courier's Charisma stat is the most extreme (highest or lowest), Doc Mitchell will either comment "them bullets didn't affect your charm none." (for highest) or about frontal lobe damage. (For lowest)

Fallout 4Edit

Charisma is your ability to charm and convince others. It affects your success to persuade others in dialogue and prices when you barter.

Charisma influences several game mechanics. It directly controls your ability to charm and convince others, replacing the Speech skill in governing your chance of successfully persuading in dialogues. It also replaces the Barter skills from previous games by governing the prices you get from trading with merchants.

Charisma also affects the maximum amount of settlers allowed at a settlement:

\text{Max Population} = 10 + \text{Charisma}

In Fallout 4, Charisma also governs access to the following perks:

  • Cap Collector; Get better prices from merchants and invest in their stores
  • Lady Killer / Black Widow; Be more effective against the opposite sex in combat, persuasion and use of the Intimidation perk.
  • Lone Wanderer; Grants various bonuses to the Sole Survivor when traveling alone or with Dogmeat.
  • Attack Dog; Grant various bonuses to Dogmeat.
  • Animal Friend; Pacify, Incite or Command Wasteland animals below your level.
  • Local Leader; Build workshops and traders at your settlements and establish supply lines to link them.
  • Party Boy/Party Girl; Increase the effects of alcohol and remove any chance of addiction.
  • Inspirational; Grant various bonuses to your companions.
  • Wasteland Whisperer; Pacify, Incite or Command Wasteland creatures below your level.
  • Intimidation; Pacify, Incite or Command human enemies below your level.

Effects on BarterEdit

Charisma affects item buy/sell values; the value of an item for buying or selling is its innate value multiplied by either the buying price modifier or the selling price modifier:

\text{Buying Price Modifier} = 3.50 - \text{Charisma}\times 0.15
\text{Selling Price Modifier} = 1 / \text{Buying Price Modifier}

Multiply the modifier from Charisma and all applicable modifiers above to get the (near) final modifier.

If you get a final buying modifier that is less than 1.2, the game will use 1.2. If you get a final selling modifier that is greater than 0.8, the game will use 0.8.

Note: The minimum purchase price is 120% of the item's value, and the maximum selling price is 80% of the item's value. It appears that this applies even after you get a discount from a vendor.

To get the best prices:

  • Without any of the other factors above, you need 16 CHA for buying, 15 CHA for selling.
  • With Cap Collector 1 Perk, you need 15 CHA for both buying and selling.
  • With Cap Collector 2 Perk, you need 14 CHA for buying and 13 CHA for selling.
  • With Cap Collector 2 Perk and the Barter Bobblehead, you need 12 CHA for selling.
  • With Cap Collector 2 Perk, the Barter Bobblehead, and all 8 Jerky Vendor issues, you need 10 CHA for buying.
Charisma Buying Price Modifier Selling Price Modifier
1 3.35 0.2985
2 3.20 0.3125
3 3.05 0.3279
4 2.90 0.3448
5 2.75 0.3636
6 2.60 0.3846
7 2.45 0.4082
8 2.30 0.4348
9 2.15 0.4651
10 2.00 0.5000
11 1.85 0.5405
12 1.70 0.5882
13 1.55 0.6452
14 1.40 0.7143
15 1.25 0.8000
16+ 1.20 0.8000


Other price factors are below.

Modifier Buying Price Modifier Selling Price Modifier
Cap Collector 1 0.90 1.10
Cap Collector 2 0.80 1.20
Barter Bobblehead 0.95 1.05
# of Jerky Vendor issues = 0 1.00 1.00
# of Jerky Vendor issues = 1 0.97 1.00
# of Jerky Vendor issues = 2 0.94 1.00
# of Jerky Vendor issues = 3 0.91 1.00
# of Jerky Vendor issues = 4 0.88 1.00
# of Jerky Vendor issues = 5 0.85 1.00
# of Jerky Vendor issues = 6 0.82 1.00
# of Jerky Vendor issues = 7 0.79 1.00
# of Jerky Vendor issues = 8 0.76 1.00
Friend Discount - Connie Abernathy 0.75 1.25
Friend Discount - Alexis Combes 0.90 1.1

These factors are multiplicative and not additive, for instance, rank 2 cap collector gives a 1.32 selling modifier. Friend Discount is when you get better prices from a vendor for completing a quest. For example, returning the locket to Connie Abernathy's husband unlocks a Friend Discount with Connie. Other vendors may have the same or other discounts.

Maximizing CharismaEdit

Base charisma of up to 12 can be achieved (as with any SPECIAL):

Several items grant temporary bonuses while consumed or equipped.

This results in maximum possible ending Charisma of 32, allowing for up to 42 settlers to populate a settlement, and potentially elevated success chance for speech checks.

Far HarborEdit

Far Harbor provides better substitutions:

  • Equipping The Dapper Gent (+2) in the hat slot instead of a hat providing only +1
  • Equip 5 pieces of "Unyielding" armor (*+3) (+15 total)
    • Unyielding takes effect while below 25% health, giving +3 to all SPECIAL stats
  • Equip Green shirt and combat boots (+1) as under-apparel

This results in maximum possible ending Charisma of 43, allowing for up to 53 settlers to populate a settlement, and potentially elevated success chance for speech checks.

Vault-Tec WorkshopEdit

Vault-Tec Workshop provides the barber chair, which, when used, provides a semi-permanent boost of one Charisma, only being lost when choosing to use one of the other statistic boosting workshop items, such as the pommel horses, weight benches, or slot machines.

Combined with the Far Harbor add-on, the Vault-Tec Workshop provides a maximum Charisma of 44, allowing for 54 settlers to normally inhabit a settlement.

Nuka-WorldEdit

Nuka-World provides the following:

This, combined with all other previous add-ons and base game items, provides a combined Charisma of 48, allowing for a total of 58 settlers per settlement.

Temporary bonus (items)Edit

Item Type Weight Bonus
Grape Mentats Consumable 0.1 5
Agatha's dress Suit 3 3
Bathrobe Suit 2 2
Clean blue suit (any color Clean or Dirty suit) Suit 3 2
Green shirt and combat boots Suit 3 1
Laundered green dress (any color) Suit 2 2
Laundered loungewear Suit 1 1
Red dress Suit 1.5 2
Reginald's suit Suit 3 3
Sequin dress Suit 2 2
Summer shorts Suit 2 2
Tuxedo Suit 3 1
Beer Consumable 1 1
Bobrov's best moonshine Consumable 0.5 1
Dirty Wastelander Consumable 0.5 1
Gwinnett ale Consumable 1 1
Gwinnett brew Consumable 1 1
Gwinnett lager Consumable 1 1
Gwinnett pale Consumable 1 1
Gwinnett pilsner Consumable 1 1
Gwinnett stout Consumable 1 1
Destroyer's helmet Hat 5 1
Formal hat Hat 0.4 1
Grandpa Savoldi's hat Hat 0.5 1
Lieutenant's hat Hat 0.5 1
Militia hat Hat 0.5 1
Minutemen general's hat Hat 2 1
Newsboy cap Hat 0.4 1
Pompadour wig Hat 0.2 1
Trilby hat Hat 0.5 1
Black-rim glasses Eyewear 0.1 1
Fashionable glasses Eyewear 0.1 1
X-cell Consumable 0.1 2

VideoEdit

Fallout 4 S.P.E.C.I.A.L02:46

Fallout 4 S.P.E.C.I.A.L. Video Series - Charisma

Fallout 4 Charisma promotional video

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