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Sprache
Speech
Fallout, Fallout 2
ModifiziertProzentsatz in einer erfolgreichen Sprachherausforderung
Abhängig vonCharisma
Anfangswert5% x Charisma
Verbundene ExtrasSpeaker
Verbundene MerkmaleGood Natured
Fallout 3
ModifiziertZu erreichender Prozentsatz, um eine Sprachherausforderung zu bestehen
Abhängig vonCharisma
Anfangswert2 + (2 x Charisma) + ceil (Glück / 2)
Vebundene ExtrasSchwarze Witwe/Lady Killer, Impartial Mediation, Scoundrel
Fallout: New Vegas
ModifiziertAmount to succeed in a Speech Challenge
Abhängig vonCharisma
Anfangswert2 + (2 x Charisma) + ceil (Luck / 2)
Verbundene ExtrasBlack Widow/Lady Killer, Cherchez La Femme/Confirmed Bachelor, Terrifying Presence
Verbundene MerkmaleGood Natured
 
Gametitle-FO1Gametitle-FO2Gametitle-FO3Gametitle-FNVGametitle-FOT
Gametitle-FO1Gametitle-FO2Gametitle-FO3Gametitle-FNVGametitle-FOT

Sprache ist eine Fertigkeit in Fallout, Fallout 2, Fallout 3 und Fallout: New Vegas. In Van Buren wurde sie in die beiden Fertigkeiten Überzeugung und Täuschung aufgeteilt. Die Sprach-Fertigkeit kam auch in Fallout Tactics zum Vorschein, wurde jedoch aus dem fertigen Spiel entfernt.

Die Sprach-Fertigkeit ist in den Spielen der Fallout-Reihe ein häufig verwendetes Handlungselement, um am Ende den finalen "Boss" davon zu überzeugen, ohne Kampf zu gehen, zum Beispiel bei Augustus Autumn und Legat Lanius oder Selbstmord zu begehen, wie bei dem Meister oder General Jingwei.

Fallout und Fallout 2[]

Beispiel: Ein Charisma-Startwert von 5 .

Die Sprachfertigkeit war im ersten Entwurf von Fallout Tactics vorhanden, wurde aber schließlich weggelassen.

Fallout 3[]

Beispiel: Startwerte von Charisma und Glück von 5.

Bobblehead Speech

"Let words be your weapon."

Während Dialogen mit Charakteren besteht die Möglichkeit, eine Sprach-Herausforderung angeboten zu bekommen. Eine Sprach-Herausforderung ist eine Antwortmöglichkiet, der die Zeichenkombination "[Sprache XXX%]" voransteht, wobei "XXX" die Erfolgschance in Prozent darstellt (zum Beispiel [Sprache 25%]). Sprach-Herausforderungen bieten zusätzliche Dialogmöglichkeiten im Gespräch mit Charakteren; beispielsweise kann man sie dazu bringen, Informationen preiszugeben, die sie ansonsten für sich behalten würden, oder größere Summen an Kronkorken für eine Aufgabe zu zahlen. Nicht jede Sprach-Herausforderung wird die gleiche Erfolgschance aufweisen, denn manche Charaktere sind schwerer zu überzeugen als andere. Scheitert eine Sprach-Herausforderung, kann sie nicht wiederholt werden.

Die prozentuale Erfolgschance wird durch verschiedene Faktoren bestimmt. Der primäre Faktor ist hierbei die Sprach-Fähigkeit - je höher sie ist, desto größer sind die Erfolgschancen. Charisma selbst hat ebenfalls Einfluss auf die prozentuale Erfolgschance.Ein Charakter mit einem Charisma-Wert von 1 und einem Sprach-Wert von 100 wird weniger effektiv sein als ein Charakter mit einem Charisma-Wert von 10 und einem gleich hohen Sprach-Wert. Eine gezogene Waffe wird einen geringfügigen Einfluss auf die Erfolgschance haben. Sollte man eine Sprach-Herausforderung gegenüber einem Charakter schließlich bestehen, so werden spätere Sprach-Herausforderungen dieses Charakters leichter zu bestehen sein, soweit anwendbar.

Gewisse Sprach-Herausforderungen sind nicht von der eigenen Sprach-Fähigkeit abhängig, sondern von anderen Faktoren: Dies können beispielsweise die eigenen S.P.E.C.I.A.L.-Werte, gewisse Fähigkeiten (Lady Killer / Black Widow, Kind im Herzen, etc.)  oder das eigene Karma sein. In diesem Falle wird "[Sprache]" durch den für die Sprach-Herausforderung relevanten Wert ersetzt ([Stärke], [Karma], [Belasbarkeit] etc.). Solche Abgleiche werden gelegentlich normalen Sprach-Herausforderungen übergeordnet sein - es muss beachtet werden, dass diese, anders als normale Sprach-Herausforderungen, automatisch erfolgreich sein werden, wenn man die Anforderungen erfüllt. Karma stellt hierbei eine Ausnahme dar, da das Gut- bzw. Böse-Sein die Antwort beeinflussen wird.

Sprache Erfolgschance[]

Die präzise Erfolgschance scheint sich aus dem Charisma-Bonus multipliziert mit der Sprach-Fertigkeit / -Schwierigkeit zusammenzusetzen, wobei "Sprach-Schwierigkeit" vom jeweiligen Sprach-Check abhängt und nicht von der Schwierigkeit des Spiels. Folglich wird die Verdopplung der eigenen Sprach-Fähigkeit die eigenen Erfolgschancen innerhalb eines Dialoges ebenfalls verdoppeln; der Charisma-Wert hingegen gibt einen nicht-linearen Bonus, wie er in der folgenden Tabelle dargestellt ist:

Charisma Multiplikator
1 100%
2 106%
3 114%
4 123%
5 133%
6 145%
7 158%
8 173%
9 189%
10 206%

Sprach-Herausforderung

Schwierigkeit

Erfahrungspunkte als

Belohnung

Sehr Einfach 5
Einfach 10
Mittel 20
Hart 30
Sehr Hart 50

Als Beispiel-Schwierigkeiten seien hier einige frühe "Speech Checks" genannt:                                                                                        - 215, um Lucas Simms zu überzeugen, die Belohnung zu erhöhen;                                                                                                        - 147, um Gob zu überzeugen, Informationen herauszugeben;                                                                                           - 111, um Jericho zu überzeugen, mit dir zu reden.                                                    

Somit hat ein Charakter mit 5 Charisma und 50 Sprache ein Grundkönnen von 66 - daher hat er jeweils eine 31% / 45% / 60%-ige Chance innerhalb dieser Herausforderungen. Eine gezogene Waffe erhöht die Schwierigkeit um einen Prozentwert von um 10% - mit einer gezogenen Waffe würde die Chance also jeweils 28% / 41% / 54% betragen.

Lucas Simms ist tatsächlich ein ziemlich harter Brocken; wenige "Speech Checks" sind härter als um 170. Der härteste "Speech Check" des Spiels ist der des AntAgonizer oder Mechanist mit einem Wert um 457.

Sprachherausforderungen[]

Place (or closest map marker) Location in place Person Point in conversation
Various (See Fallout 3 Zufällige Begegnungen) Mel Convince Mel to leave you alone OR convince him to take 5 caps and leave you alone
Various (See Fallout 3 Zufällige Begegnungen) Ghoul wastelanders/slaves with refrigerator of Aufbereitetes Wasser Convince survivors to split their water with you
Various (See Fallout 3 Zufällige Begegnungen) Scavenger offering Nuka-Cola Quantum for 100 caps Convince the scavenger to sell the Nuka-Cola Quantum for 50 caps (note: has been spotted near Girdershade and also in the northwest region, south Fort Constantine)
Vault 101 Outside of classroom before taking G.O.A.T. Butch DeLoria Convince the Tunnelschlangen to leave Amata alone
Vault 101 During escape in hallway close to Butch's apartment Butch DeLoria Convince Butch DeLoria to run from the radroaches OR to return to the apartment and fight them himself (two different choices)
Vault 101 During Ärger an der Heimatfront sidequest Overseer Convince Aufseher to step down
Springvale Silver's Ranch Silver Convincing Silver to pay you 400 caps
Megaton The Clinic Doc Church Learn about Leo's Drug Habit
Megaton The Clinic Doc Church Ask about locating a Lipoplasticator or Micro Dermal Graftilizer. Note: Must activate Replicated Man quest first.

Megaton

Craterside-Lagerraum Moira Brown Lie to Moira about scouting the Super-Duper Mart (Quest:Ödland-Überlebenshandbuch)
Megaton Craterside-Lagerraum Moira Brown Convince Moira that writing the Ödland-Überlebenshandbuch is a bad idea. This will end the quest and give you the Dream Crusher perk.
Megaton Craterside-Lagerraum Moira Brown Find any frag mine then lie to Moira about Minefield .
Megaton Craterside-Lagerraum Moira Brown Lie to Moira about the mole rat repellant (Quest:Ödland-Überlebenshandbuch)
Megaton Craterside-Lagerraum Moira Brown Ask her if she has info on the android. (Quest:Der vervielfältigte Mensch)
Megaton Moriarty's Saloon Colin Moriarty Convincing Colin Moriarty to speak about dad
Megaton Moriarty's Saloon or anywhere else you can find him Jericho Convincing Jericho to tell you what he knows about the Wasteland
Megaton Moriarty's Saloon Mister Burke Convince Mister Burke to pay you 1000 caps for destroying the town
Megaton anywhere you find him Lucas Simms Convince Lucas Simms to pay you 500 caps for disarming the bomb
Megaton Moriarty's Saloon Gob Convince Gob to talk about your father
Megaton Moriarty's Saloon Nova Convince Nova to tell you Moriarty's password
Megaton The Brass Lantern, Wasseraufbereitungsanlage Leo Stahl Confront Leo Stahl about his drug problem
Grayditch Outskirts of Grayditch Bryan Wilks Convince Bryan Wilks that everything will be fine
Grayditch Outskirts of Grayditch Bryan Wilks Convince Bryan Wilks to give you the Grayditch Müllcontainer-Schlüssel
Marigold Station Doctor Lesko's lab Doctor Lesko Convincing him to give his reward after killing the Marigold-Ameisenkönigin
Marigold Station Maintenance Room Lug-Nut Convince Lug-Nut to leave you with your naughty nightwear
Station Northwest Seneca Home of Murphy and Barrett Murphy Convince Murphy to pay you 30 caps for Zuckerbomben instead of 15
Metrostation Meresti Home of Familie Robert Convince Robert that you are ok
Metrostation Meresti Home of Familie Vance Convince Vance that you don't need further explanation
Metrostation Meresti Home of Familie Vance Convince Vance to give you the access code to speak to Ian West
Various (See Fallout 3 Zufällige Begegnungen) Escaped Slaves/Wasteland Settlers Convince Escaped Slaves/Wasteland Settlers to share half the water they found
Metrostation Meresti Home of Familie Justin Convince Justin to give you the access code to speak to Ian West
Metrostation Meresti Home of Familie Ian West Convince Ian West to go home
Metrostation Meresti Home of Familie Vance Convince Vance to leave Arefu alone
Canterbury Commons Main street Uncle Roe Convince Uncle Roe to pay you 200 more caps for stopping the feud between Ameisterin and the Mechanist
Canterbury Commons Schlupfwinkel der Ameisterin Ameisterin Convince Ameisterin to abandon her life as a super-villain
Canterbury Commons Robot Repair Center Mechanist Convince the Mechanist to abandon his life as a super-hero
Dukovs Wohnung Inside Dukov Ask for Dukov's special key for Mister Crowley during the quest You Gotta Shoot 'Em in the Head
Dukovs Wohnung Inside Dukov

Ask where Fort Constantine is after asking where Mister Crowley died (Part of You Gotta Shoot 'Em in the Head)

Dukovs Wohnung Inside Cherry Convince her to follow you to Rivet City
Paradise Falls Main entrance Grouse Everyone has a price...
Paradise Falls Eulogy's Pad Eulogy Jones Convince him to sell the child slaves for 1200 caps instead of 2000 caps.
Paradise Falls In front of Eulogy's Pad Forty Convince him he's being paid too little during the quest Rescue from Paradise
Paradise Falls Inside the child slave house Squirrel Convince him and Sammy to leave without Penny
Paradise Falls Inside the child slave house Penny Convince her to leave without Rory Maclaren(Note: This speech challenge is unavailable if you already convinced Squirrel and Sammy to leave without her)
Arefu Guarding the entrance Evan King Asking why he is so scared
Big Town Walking around or in a building Red Ask for 200 more caps (results in negative Karma)
Big Town Walking around or in a building Red Ask about Lipoplasticator. (note: Part of quest The Replicated Man... also available from Dr. Preston in Rivet City)
Big Town Walking around or in a building Pappy You came here with Bittercup. After speaking with Bittercup.
Big Town The Clinic Timebomb "It wasn't free" After saving him.
Underworld The Chop Shop Doctor Barrows Asking about Mister Crowley
Underworld The Chop Shop Doctor Barrows Asking Doctor Barrows to wake Reilly
Underworld The Chop Shop Doctor Barrows Convince Doctor Barrows to reveal information related to The Replicated Man without paying.
Underworld Walking around main concourse Patchwork Convincing Patchwork to speak about Mister Crowley
Underworld Walking around main concourse Quinn Convincing Quinn to speak about Mister Crowley

Underworld

The Ninth Circle Ahzrukhal Convincing Ahzrukhal to speak about Mister Crowley
Underworld Walking around main concourse Winthrop Asking Winthrop for information about The Replicated Man
Underworld Walking around main concourse Winthrop Asking Winthrop for information about Mister Crowley
Underworld Carol's Place (Across from The Ninth Circle) Carol Asking Carol for information about Mister Crowley
Underworld Carol's Place (Across from The Ninth Circle) Mister Crowley Convince Crowley you killed Ted Strayer (if you did not) during You Gotta Shoot 'Em in the Head
Underworld Carol's Place (Across from The Ninth Circle) Mister Crowley Convince Crowley you killed Dukov (if you did not) during You Gotta Shoot 'Em in the Head
Underworld Carol's Place (Across from The Ninth Circle) Mister Crowley Convince Crowley you killed Dave (if you did not) during You Gotta Shoot 'Em in the Head
Underworld Carol's Place (Across from The Ninth Circle) Mister Crowley Ask Crowley for directions to Fort Constantine after giving him the last key in You Gotta Shoot 'Em in the Head
Plaza des GNR-Gebäudes Galaxy News Radio Three Dog Convince Three Dog to tell you about Dad without first helping him
Tenpenny Tower Front Gate Intercom Chief Gustavo Tell him you have an offer for Mr. Tenpenny and convince him to let you in for free.
Tenpenny Tower Inside Tenpenny Tower Chief Gustavo Convince Gustavo that clearing out the ghouls is worth more than 500 caps.
Tenpenny Tower Inside Tenpenny Tower Mr. & Mrs. Wellington Convince Tenpenny to let the ghouls move in, Tenpenny Tower.
Tenpenny Tower Inside Tenpenny Tower Mr. Ling Convince Tenpenny to let the ghouls move in, Tenpenny Tower.
Tenpenny Tower Inside Tenpenny Tower Ms. Montenegro Convince Tenpenny to let the ghouls move in, Tenpenny Tower.
Tenpenny Tower Inside Tenpenny Tower Ms. Lancaster Convince Tenpenny to let the ghouls move in, Tenpenny Tower.
Tenpenny Tower Inside Tenpenny Tower Security guard The security guard on top of the Tenpenny Tower before the door to Mr. Tenpenny.
Oasis Inside Oasis Tree Father Birch Ask who is requesting to see you.
Oasis Inside Oasis Branchtender Linden Ask how he came to be at Oasis.
Oasis Inside Oasis Sapling Yew Ask what Harold is afraid of.
Ranger-Gelände Inside the compound Reilly Offer to assist with collecting mapping data after completing Reilly's Rangers.
Republik Dave Capitol Building Dave Tell him you are an ambassador from the wastelands
Republik Dave Capitol Building Dave Ask for the key for Mr. Crowley during "You Gotta Shoot 'Em in the Head" (quest)
Republik Dave Republic of Dave Bob Talk Bob into running for President
Republik Dave Republic of Dave Rosie Talk Rosie into running for President
Republik Dave Republic of Dave Shawna Convince Shawna that you have "Dave Relics" for the museum (she'll buy anything you want to sell if successful)
Rivet City Rivet City science lab Madison Li Convince Dr. Li to help you (gives you five stimpaks)
Rivet City In Rivet City Ted Strayer Ask for the key for Mister Crowley during "You Gotta Shoot 'Em in the Head" (quest)
Rivet City In Rivet City James Hargrave Convince him to run away from home (Note: Results in Karma loss, part of unmarked quest The Runaways)
Rivet City Bridge tower Private Jones Convince Private Jones of an incident on the Flight Deck (gets him out of the room, possibly to raid armory)
Rivet City Weatherly Hotel Vera Weatherly Ask her about rumors (Note: Can be done at least three times. Possibly automatic chance for success on each.)
Rivet City Rivet City Marketplace Bannon Ask about the history of Rivet City (Note: Possibly automatic chance for success)
Rivet City Top of Bridge Tower Mister Lopez Convince him to not commit suicide by jumping off the tower
Rivet City Capitol Preservation Society Abraham Washington Ask him how he knows so much about the Declaration of Independence
Agathas Haus Agathas Haus Agatha Convince Agatha that finding the Soil Stradivarius is worth a reward
Nationalarchiv National Archives Strongroom Button Gwinnett Convince him that you are Thomas Jefferson there to retrieve the Declaration of Independence
Girdershade Outside Sierra Petrovita's shack Ronald Laren Convince Ronald to pay extra caps for the naughty nightwear (note: unmarked quest Grady's Package)
Girdershade Outside Sierra Petrovita's shack Ronald Laren After accepting The Nuka-Cola Challenge from Sierra, convince Ronald Laren to pay double for the Nuka-Cola Quantum
Girdershade Inside Sierra Petrovita 's shack Sierra Petrovita Convince Sierra to give you The Nuka-Cola Challenge without taking her tour.
Girdershade Inside Sierra Petrovita 's shack Sierra Petrovita Convince Sierra to tell you the secret prize for completing The Nuka-Cola Challenge before accepting it.
Nuka Cola-Werk Factory Floor Milo, shipping foreman Convince Milo you are a factory employee
Red Racer-Fabrik Outside front door Goalie Ledoux Convince Goalie Ledoux to pay you 400 caps for the Nuka-Cola Clear formula (only during The Nuka-Cola Challenge)
Tranquility Lane Neusbaum Residence or Lemonade stand outside Timmy Neusbaum Convince Timmy that his parents are getting a divorce, thus making him cry for Betty
Tranquility Lane Rockwell Residence Janet Rockwell Convince Mrs. Rockwell that her husband is cheating. This will break up their marriage for Betty
Little Lamplight Front Gate area Mayor MacCready Convince the Mayor to let you into Little Lamplight for the first time
Little Lamplight roaming Mayor MacCready After speaking to Eclair or Lucy about possible cave fungus trade, convince the Mayor (via threats) to give you his own supply (note: negative Karma, MacCready also warns not to expect any more 'good will' from Little Lamplight, unconfirmed what this entails.)
Little Lamplight Front Gate area Knock Knock Convince Knock Knock that her joke was funny (Note: can do this challenge over and over again)
Little Lamplight Murder Pass Gate area or roaming Sammy After Princess refuses to tell you how she got her nickname, convince Sammy to reveal the details. (note: Sammy is one of the children rescued from Paradise Falls in Rescue from Paradise)
Little Lamplight Front Gate Sticky After accepting to escort him to Big Town get Sticky to shut up.
Raven Rock Area 3B-right outside your cell Enclave officer Convince the guard that President Eden allowed you to leave your cell
Raven Rock Area 1A President Eden Convince him to destroy himself
Zitadelle Citadel laboratory Ritter Captain Gallows Ask him his real name
Zitadelle Citadel laboratory Ritter Captain Dusk Insult her and then speak to her again to make up for it
Jefferson Memorial Rotunda Colonel Autumn Convince him to give up (You will encounter this speech check regardless of whether or not you destroyed Raven Rock.)
Jefferson Memorial Rotunda Colonel Autumn Convince him to walk away
Jefferson Memorial Taft Tunnel Dr. Madison Li Convince her to give Garza Buffout instead of stimpaks
Jefferson Memorial Taft Tunnel Dr. Madison Li Convince her that Garza should be left behind
Außenposten der Ausgestoßenen Stairs Defender Morrill Convince him that you're an Outcast and outrank him (Only works while wearing Outcast power armor)
Operation: Anchorage Simulation General Jingwei Convince General Jingwei to surrender.
Operation: Anchorage Simulation Quartermaster Along with your requested gear you will also receive a scoped Gauss rifle
The Pitt The Mill Brand Ask what he wants.
The Pitt Train tunnel Ramsey Convince him that you are the guy from The Pitt.
Broken Steel Underworld Griffon Convince him that you won't tell anything, if he cuts the share 50/50.
Broken Steel Holy Light Monastery Mother Curie III Convince her that she should stop with the holy water.
Mothership Zeta Cryo lab Elliott Tercorien Convince him to leave without waking up other members of his squad.
Point Lookout Herzog Mine Kenny Convince him to let you stay.

Strategie[]

In addition to counting towards the Silver-Tongued Devil achievement, successful Speech Challenges in Fallout 3 can yield the player any number of benefits though experience is always rewarded for a successful Speech check and is influenced by Well Rested status and the Swift Learner perk. Other rewards may include: a significant increase in caps for completing quests, keys or passwords, Karma, additional items, or even the chance to peacefully resolve some quests without the need for violence.

Unlike Barter (which will affect a great many transactions in the game), Speech skill will only affect specific dialogue options for the non-player character's that present speech challenges in the game. Putting a large number of skill points into Speech, or selecting it as a Tag Skill assures that your character will be very, very adept with a fairly uncommon occurrence in the game mechanics.

With Speech challenges, you only have one chance. Since even a high Speech skill will not guarantee success on harder speech challenges (it will guarantee it on easier challenges, however, as long as 100% is displayed), if you're serious about succeeding in a Speech challenge, you're probably going to be careful enough to save the game before rolling the dice anyway. Using this strategy, a higher Speech skill will only increase your probability of success, which translates to fewer game reloads until you succeed. Considering this, spending ten points to increase from a Speech of 30 to a Speech of 40 is likely to be completely unnoticeable in actual practice.

It is not difficult to save the game right before initiating dialogue with most non-player characters in the game. In circumstances where a non-player character will initiate conversations with you that can include speech challenges (such as Bryan Wilks, Lug-Nut, or Goalie Ledoux), these non-player characters will only appear under predictable circumstances (nearing Grayditch, obtaining the naughty nightwear, or arriving at the Red Racer factory); thus, saving the game just before encountering these non-player characters will allow you to use the same strategy listed above. For non-player characters who can present multiple Speech Challenges—such as Bryan Wilks or Vance—it is possible to choose the option to stop speaking to them after succeeding in the first Speech Challenge, save the game, and then talk to them again to attempt the second Speech Challenge.

Wege um Sprache zu verbessern[]

Permanent
  • Leveling up (10+INT (+3 with Educated perk))
  • Bobblehead - Speech (+10)
  • Lying, Congressional Style (+1 oder +2 mit dem Verständnis-Extra)
  • Paradise Lost (+1 or +2 mit dem Verständnis-Extra)
  • Survival Expert (+2, 4 or 6)
  • Scoundrel (+5 with each rank)
  • Tag! (+15)
  • Yew's bear charm (+10)
Temporär

Info: Only items adding +5 or more are included.

  • Impartial Mediation (+30 with neutral Karma)
  • Ant queen pheromones (+2-6 depending on current Charisma, a perfect Charisma of 10 will see no benefit.)
  • Grape Mentats (+2-10 depending on current Charisma, a perfect Charisma of 10 will see no benefit.)
  • Pre-War businesswear (+5, includes "Dirty" and "Grimy")
  • Naughty nightwear (+10)
  • Button's wig (+10)
  • Lincoln's hat (+5)
  • General Chase's overcoat (+5)
  • Paulson's outfit (+5)

Fallout: New Vegas[]

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

Speech no longer has a '%' chance of working as in Fallout 3. It now works 100% of the time if you have the right Speech skill, which makes it impossible to save and load to bypass speech challenges. A Speech challenge beyond the player's ability will usually have one dialogue option, and another when it is within the player's ability. Speech is an extremely useful skill in New Vegas, since it can frequently allow the player to avoid fights or accomplish quests more easily.

Sprache in Quests und während der Erkundung[]

  • 15, 30 and 45 Speech in lieu of Benny's evidence to convince Swank to give you your weapons back at The Tops for the confrontation with Benny.
  • 20 Speech to get Joe Cobb to tell you what he did to land himself in prison.
  • 25 Speech to convince Trudy to join the fight in Ghost Town Gunfight.
  • 25, 50 and 75 Speech to trick Karl into losing his cool in front of Papa Khan during the quest Oh My Papa.
  • 25 Speech to convince Deputy Beagle in Primm to stay and fight with you after you release him.
  • 25 Speech to convince Angela Williams to tell the character her opinion about Thomas Hildern.
  • 25 Speech to convince Private Ortega to tell you about the "ungrateful" farmers at the NCR Sharecropper Farms.
  • 30 Speech or 30 Medicine to convince Doc Mitchell to give you three stimpaks before initially leaving his house. Passing both will result in five stimpaks rather than six, Speech will always be the second choice (worth 2).
  • 30 Speech to convince Chavez to move on in I Fought the Law.
  • 30 Speech to convince Comm Officer Lenk to share her story.
  • 30 Speech or 6 Intelligence to convince the suspicious merchant at Jean Sky Diving to reveal himself for I Fought the Law.
  • 30 Speech to convince Johnson Nash to give up information for I Fought the Law for free.
  • 30 Speech or pay 200 caps to convince Major Knight at the Mojave Outpost to pardon Meyers for the quest My Kind of Town.
  • 30 Speech to convince Mick to sell you his special weapons at Mick & Ralph's.
  • 35 Speech to convince Milo to start the mission Back in Your Own Backyard.
  • 35 Speech to convince Haggerty to allow you into HELIOS One.
  • 38 Speech to convince Ted Gunderson that it was not the White-Gloves that captured him in Beyond the Beef.
  • 40 Speech to convince Deputy Beagle in Primm to give you the information before you release him.
  • 40 Speech to convince each of the Misfits to be more of a "team player" in Flags of Our Foul-Ups.
  • 40 Speech to convince Jane in Freeside to give something else of value towards her debt in quest Debt Collector.
  • 40 Speech to convince Thomas Hildern to improve the offered reward in There Stands the Grass. (available after talking to Dr. Williams and returning to confront Hildern)
  • 40 Speech to convince Philip Lem to join the Great Khans during Why Can't We Be Friends?.
  • 41 Speech to convince Boone to tell you who he's on the lookout for.
  • 45 Speech to convince Jessup to release the hostages in Boulder City.
  • 45 Speech to convince Carlyle St. Clair III that the White Glove Society can clean his name in Beyond the Beef.
  • 50 Speech to convince Neil to help you kill Tabitha in Crazy, Crazy, Crazy.
  • 50 Speech to convince Tomas to get rid of his necklace.
  • 50 Speech to convince Joana you have what it takes to have sex with her, which follows into another Speech challenge of 75 in order for her to lead you to her room and commit the deed.
  • 50 Speech or the Black Widow perk to convince Chris Haversam that he's human in Come Fly With Me. (No caps req. with the perk)
  • 50 Speech or the Lady Killer perk to obtain thrust controllers for 250 caps from Old Lady Gibson for Come Fly With Me.
  • 50 Speech to convince Ralph to craft you a counterfeit passport for The Strip at a cost of 500 caps.
  • 50 Speech to get away with killing Caesar with the autodoc during Et Tumor, Brute? (as an alternative to 50 Medicine or positive Legion reputation)
  • 50 Speech to convince Pearl to give Janet a free pass into Nellis Air Force Base in Young Hearts.
  • 50 Speech to get Loyal to give you the sonic emitter in Ant Misbehavin'.
  • 53 Speech to convice Big Sal to release Troike from his contract.
  • 55 Speech to get the Think tanks to realize that you are aware of their conversation. Old World Blues (add-on)Old World Blues (add-on).
  • 55 Speech to get a human flesh alternative from Philippe in Beyond the Beef.
  • 55 Speech to lie to Raquel about clearing out the ants in Ant Misbehavin'.
  • 60 Speech to convince Keith to show you how he's cheating at Caravan.
  • 60 Speech to convince Pacer to let you see the King for free.
  • 60 Speech to convince Private Stone to turn himself in during the Medical Mystery quest.
  • 60 Speech to convince Benny to head immediately to The Tops presidential suite without his bodyguards.
  • 60 Speech to lie and convince Private Edwards to leave the Camp searchlight house he is holding out in by saying that all the radscorpions are gone.
  • 60 Speech to gain Jack's trust in Oh My Papa.
  • 62 Speech to convince Mortimer to choose the cannibal side in Beyond the Beef.
  • 64 Speech to convince all Fiends inside of Vault 3 that you are a Great Khan carrier so they will not attack you.
  • 65 Speech to convince the gambler to a weapons check while guarding the front of the Silver Rush during Birds of a Feather.
  • 65 Speech to convince Norton outside of Jacobstown to leave the mutants alone in the quest Unfriendly Persuasion.
  • 65 Speech or 45 Medicine to convince Caesar to let you operate him in "Et Tumor, Brute?"
  • 65 Speech to ask Dog/God "Why did you put emphasis on the word "Master" before?" after freeing him from the jail. Dead Money
  • 65 Speech to convince Carlyle St. Clair III to go to the Ultra-Luxe in Beyond the Beef.
  • 66 Speech to convince Jack in the Red Rock Drug Lab to make medicinal chems.
  • 70 Speech to make Troike plant the thermite in the Gomorrah himself in How Little We Know, giving you bad Karma.
  • 75 Speech to make Dog or God take over in the Dead Money DLC quest Put the Beast Down.
  • 75 Speech to convince the Strange Man during the Birds of a Feather quest to pay you for running chems.
  • 75 Speech or the Confirmed Bachelor perk to convince Arcade Gannon to be your companion.
  • 75 Speech to convince Alice McLafferty to give Janet her wages.
  • 75 Speech to cause Tabitha to order the nightkin under her command to attack the super mutants at Black Mountain when activating a radio during Crazy, Crazy, Crazy.
  • 80 Speech to convince Keene for not taking the Stealth Boy Mk2 in the quest Guess Who I Saw Today.
  • 80 Speech to convince Isaac that the Gun Runners can use refurbished weapons while Dealing with Contreras.
  • 80 Speech to convince Orion Moreno to stay with the Remnants and fight for the NCR during the quest For Auld Lang Syne.
  • 80 Speech or good Karma to convince Legate Lanius to fight you one-on-one.
  • 80 Speech in order to convince Hector to tell you what he knows about Corporal White during the quest The White Wash.
  • 80 Speech to convince Cachino to take care of Big Sal and Nero in How Little We Know.
  • 80 Speech to lie to Troike about telling the NCR of his dealing in the Gomorrah in How Little We Know, giving you bad Karma.
  • 80 to convince Big Sal that Nero was plotting against him in How Little We Know.
  • 85 Speech to avoid combat at the conclusion of Bye Bye Love by convincing your pursuers that Joana's escape is part of a secret deal between Carlitos and the Omertas.
  • 85 Speech to say Dog/God "You want to protect Dog..." after freeing him from the jail. Dead Money
  • 85 Speech to convince Dog/God to merge personalities in the Dead Money DLC quest Put the Beast Down.
  • 90 Speech to convince Joshua Graham not to kill Salz-in-der-Wunde during the end of Crush the White Legs.
  • 95 Speech to talk your way out of combat after bringing back the objective in I Could Make You Care and then leaving the Stählerne Bruderschaft base.
  • 100 Speech to convince Lee Oliver to leave Hoover Dam without fighting you during the quest Veni, Vidi, Vici.
  • 100 Speech to convince Legate Lanius to leave Hoover Dam without fighting you.
  • 100 Speech may be needed to convince Ulysses to fight with (instead of against) you in the conclusion of Lonesome Road.

Wege um Sprache zu verbessern[]

Permanent
Temporär
  • Meeting People (+10 oder 20 mit dem Verständnis-Extra)
  • 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/Jake Juice/Scotch/Verstrahlter Scotch/Vodka/Whiskey/Irradiated whiskey/Wine (+2 depending on current Charisma, a perfect Charisma of 10 will see no benefit.)
  • Eating an NPC after the perk Meat of Champions is acquired using the Cannibal perk (+2 depending on current Charisma, a perfect Charisma of 10 will see no benefit; potentially +3 if current Luck is even and not 10.)
  • Sexy sleepwear (+2 depending on current Charisma, a perfect Charisma of 10 will see no benefit.)
  • T-51b power armor helmet (+2 depending on current Charisma, a perfect Charisma of 10 will see no benefit.)
  • Sheriff's duster (+2 depending on current Charisma, a perfect Charisma of 10 will see no benefit.)
  • Bounty hunter duster (+2 depending on current Charisma, a perfect Charisma of 10 will see no benefit.)
  • Regulator duster (+2 depending on current Charisma, a perfect Charisma of 10 will see no benefit.)
  • Vault jumpsuit (+2)
  • Benny's suit (+5)
  • Caesar's armor (+5)
  • Dean's tuxedo (+5)
  • President Kimball's suit (+5)
  • Pre-War businesswear (+5)
  • Vera's outfit (+5)
  • Naughty nightwear (+10) (potentially +11 if current Luck is even and not 10)
  • US Army General outfit (+10)

Sprache-basierende Extras[]

Extra Anforderung Stufe
Terrifying Presence 70 8
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