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|image =FoT Barter.png
 
|image =FoT Barter.png
 
|image2 =Barter.png
 
|image2 =Barter.png
|games1 =FO1, FO2
+
|games1 =FO1
 
|modifies1 =Prices when trading
 
|modifies1 =Prices when trading
 
|governed by1 =[[Charisma]]
 
|governed by1 =[[Charisma]]
 
|initial value1 =20% + (2 x Charisma)%
 
|initial value1 =20% + (2 x Charisma)%
|related perks1 =[[Master Trader]], [[Negotiator]], [[Salesman]]
+
|related perks1 =[[Master Trader]]
 
|related traits1 =[[Gifted]], [[Good Natured]]
 
|related traits1 =[[Gifted]], [[Good Natured]]
|games2 =FOT
+
|games2 =FO2
 
|modifies2 =Prices when trading
 
|modifies2 =Prices when trading
 
|governed by2 =[[Charisma]]
 
|governed by2 =[[Charisma]]
|initial value2 =0% + (4 x Charisma)%
+
|initial value2 =20% + (2 x Charisma)%
 
|related perks2 =[[Master Trader]], [[Negotiator]], [[Salesman]]
 
|related perks2 =[[Master Trader]], [[Negotiator]], [[Salesman]]
 
|related traits2 =[[Gifted]], [[Good Natured]]
 
|related traits2 =[[Gifted]], [[Good Natured]]
|games3 =FO3
+
|games3 =FOT
 
|modifies3 =Prices when trading
 
|modifies3 =Prices when trading
 
|governed by3 =[[Charisma]]
 
|governed by3 =[[Charisma]]
|initial value3 =2 + ([[Charisma]] x 2) + ceil ([[Luck]] / 2)
+
|initial value3 =0% + (4 x Charisma)%
|related perks3 =[[Master Trader]], [[Scoundrel]]
+
|related perks3 =[[Master Trader]], [[Negotiator]], [[Salesman]]
 
|related traits3 =[[Gifted]], [[Good Natured]]
|games4 =FNV
+
|games4 =FO3
|modifies4 =Prices when trading<br />Various dialogue options
 
 
|modifies4 =Prices when trading
 
|governed by4 =[[Charisma]]
 
|governed by4 =[[Charisma]]
 
|initial value4 =2 + ([[Charisma]] x 2) + ceil ([[Luck]] / 2)
 
|initial value4 =2 + ([[Charisma]] x 2) + ceil ([[Luck]] / 2)
|related perks4 =[[Pack Rat]], [[Long Haul]]
+
|related perks4 =[[Master Trader]], [[Scoundrel]]
 
|games5 =FNV
|related traits4 =positive: [[Good Natured]]<br />negative: none
 
 
|modifies5 =Prices when trading<br />Various dialogue options
|games5 =VB
 
|modifies5 =Prices when trading
 
 
|governed by5 =[[Charisma]]
 
|governed by5 =[[Charisma]]
|initial value5 =20% + (2% x Charisma)
+
|initial value5 =2 + ([[Charisma]] x 2) + ceil ([[Luck]] / 2)
|related perks5 =?
+
|related perks5 =[[Pack Rat]], [[Long Haul]]
|related traits5 =?
+
|related traits5 =positive: [[Good Natured]]<br />negative: none
  +
|games6 =VB
  +
|modifies6 =Prices when trading
  +
|governed by6 =[[Charisma]]
  +
|initial value6 =20% + (2% x Charisma)
  +
|related perks6 =?
  +
|related traits6 =?
 
}}{{Games|FO1|FO2|FO3|FOT|FNV|VB}}
 
}}{{Games|FO1|FO2|FO3|FOT|FNV|VB}}
   
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'''Barter''' is a ''[[Fallout]]'', ''[[Fallout 2]]'', ''[[Fallout 3]]'', ''[[Fallout Tactics: Brotherhood of Steel|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, purchase prices will be lowered and selling price will be higher. 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''==
+
==''Fallout'' ==
 
:<math>\text{Initial level}\%=20+(2\times\text{Charisma})</math>
 
:<math>\text{Initial level}\%=20+(2\times\text{Charisma})</math>
   
  +
Like ''Fallout 2'', the [[skill]] only affects the price for which merchants offer an item. The player character's offer prices to the merchant are always the same as the base value of the item, regardless of Barter skill level.
Example: A starting [[Charisma]] of 5.
 
:<math>20+(2\times5)=30\%</math>
 
   
  +
Barter can more effective in ''Fallout'' compared to ''Fallout 3'' and later, due to a low number of [[Currency#Bottle_caps|caps]] located in-game. However, this is often offset by ease at which caps can be generated using the [[Gambling]] 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'' & ''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]].
+
Depending the level of Barter skill, item prices may be as high as 10x the value of an object, eg. [[Rad-X (Fallout)|Rad-X]] has a base value of 300 caps but may be purchased for as much as 3,000 caps, or [[Combat armor (Fallout)|combat armor]] has a base value of 6,500 caps and may be purchased for as much as 65,000 caps. Generally, the higher the Barter skill, the lower the purchase price will be.
  +
  +
===Ways to modify Barter===
  +
;Permanent
  +
* [[Gifted]] trait: -10% to all skills
  +
* [[Good Natured]] trait: +15% to all skills
  +
* [[Tag skill|Tagging]] Barter skill (at character creation or with [[Tag!]] perk): +20% Barter skill
  +
* [[Level|Leveling up]]: +1/+2% for each non-tagged/[[Tag skill|tagged]] skill per skill point assigned
  +
* [[Master Trader]] perk: +25% Barter skill, hidden <ref>http://www.nma-fallout.com/threads/fallout-and-fallout-2-barter-formula.217810/</ref>
  +
* Singing with [[Patrick the Celt]]: +1 [[Charisma]] (up to +2% Barter skill)
  +
;Temporary
  +
* Consuming a dose of [[Mentats (Fallout)|Mentats]]:
  +
** 0-24 hours after dose: +1 [[Charisma]] per dose (up to +2% Barter skill per dose)
  +
** 24-96 hours after dose: -2 [[Charisma]] per dose (up to -4% Barter skill per dose)
  +
;Other Modifiers
  +
* Difficulty Level: +20/+0/-10% to non-weapon skills for Easy/Normal/Hard difficulty
  +
* Reputation (aka. [[Karma]] for ''Fallout''): -25/+0/+50% to Barter skill for Bad/Neutral/Good reputation, hidden <ref>http://www.nma-fallout.com/threads/fallout-and-fallout-2-barter-formula.217810/</ref>
  +
  +
== ''Fallout 2''==
  +
:<math>\text{Initial level}\%=(4\times\text{Charisma})</math>
  +
  +
Like ''Fallout'', the skill only affects the prices for the vendor's items; the player character's items are always worth the same.
  +
 
Having the [[Master Trader]] perk will give the player character an automatic 25% off all goods, and the [[Good Natured]] trait will provide a +15% to the Barter [[skill]].
  +
  +
Barter is noticeably effective in ''2'' in case of limited funds. With a low Barter skill, item prices may be as high as $800 for [[Rad-X (Fallout)|Rad-X]] and $32,500 for [[Combat armor (Fallout)|combat armor]].
   
 
==''Fallout Tactics''==
 
==''Fallout Tactics''==
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Derived Values
 
Derived Values
:<math>Sale~value~\% = 45\% + \left \lceil Barter \times 0.45\% \right \rceil \times Modifier</math>
+
:<math>Sale~Value~ = Item~Value~ \times \left ( 0.45 + \left ( \frac{Barter~Skill~}{100} \times 0.45\right ) \right ) \times Modifier</math>
  +
:<math>Buy~value~\% = 155\% - \left \lceil Barter \times 0.45\% \right \rceil \times Modifier</math>
+
:<math>Buy~Value~ = Item~Value~ \times \left ( 1.55 - \left ( \frac{Barter~Skill~}{100} \times 0.45\right ) \right ) \times Modifier</math>
* 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.
 
  +
* The final value is rounded to the nearest integer at the end of the calculation.
  +
* The item value is the rated value of the item present in their Pip-Boy menu description.
  +
* The modifier is defaulted to 1 (or 100%), and it will change in accordance to other discounts or price increases coming from the specific vendor you're buying or selling from. For example, the 10% discount you get in [[Moriarty's Saloon]] for treating [[Gob]] kindly.
   
 
{|class="va-table"
 
{|class="va-table"
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|}
 
|}
   
  +
Each 5th point increase in score increases the sale price of an item by 2.25 percent. And a Barter skill of 11 allows the [[Lone Wanderer]] to sell at practically 50% of the rated [[value]] of an item.
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.
+
A high Barter skill is a good choice for characters lacking [[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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===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 is 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]].
+
* 30, 50, or 70 are thresholds 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.
+
* 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]]''.
*70 Barter is needed to obtain [[Sergeant RL-3]] from [[Tinker Joe]] for 500 caps instead of 1,000.
+
* 70 Barter is needed to obtain [[Sergeant RL-3]] from [[Tinker Joe]] for 500 caps instead of 1,000.
   
 
===Ways to increase Barter===
 
===Ways to increase Barter===
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===Notes===
 
===Notes===
*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.
+
* 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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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.
 
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.
+
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 modify worth 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 mixed reputation (regardless of how good or bad it is), he will offer at 1:1 prices.
   
 
{| class="va-table"
 
{| class="va-table"
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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.
 
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 (Fallout: New Vegas)|Trudy]] for an additional 25 [[Bottle cap (Fallout: New Vegas)|caps]] for repairing her radio.
+
* 20 to convince [[Trudy (Fallout: New Vegas)|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.
+
* 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]].
+
* 25 to convince [[Chet (Fallout: New Vegas)|Chet]] to assist 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)}}
*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]].
+
* 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]].
*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]].
*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, ammunition, explosives, firearms or armor.)
*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 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.
*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.
*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 a monetary "encouragement" in the quest [[Anywhere I Wander]].
+
* 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]], bringing the Courier's final payment to 1250 caps.
+
* 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 the Courier the [[Thrust control modules|thrust controllers]] for 250 caps instead of 500 for the quest [[Come Fly With Me]].
+
* 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.
*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 up the [[Mysterious Magnum]] during the quest [[Talent Pool]].
+
* 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 a counterfeit passport for [[New Vegas Strip|The Strip]] at a reduced price of 375 caps (originally 500).
+
* 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 convince [[Tommy Torini]] to give the [[Courier]] a 5% cut in [[Talent Pool]].
*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 more easily convince [[Dean Domino]] to cooperate in [[Find Collar 14: Dean Domino]]. {{Icon|FNVDM|link=Dead Money}}
*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 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 Jack to start creating medicinal chems in [[Aba Daba Honeymoon]].
+
* 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.
+
* 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 [[pile of radscorpion eggs|radscorpion eggs]] in the Bleed Me Dry.
 
*60 to convince various merchants to sell food at a discount to [[William Farber|Farber]] in the [[Camp McCarran concourse]].
+
* 60 to convince Red Lucy for an additional 100 caps after bringing her [[pile of radscorpion eggs|radscorpion eggs]] in the Bleed Me Dry.
  +
* 60 to convince various merchants to sell food at a discount to [[William Farber|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.
+
* 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 [[Old Lady Gibson]] to obtain [[Rey]]'s brain for free in [[Nothin' But a Hound Dog]].
+
* 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)}}
 
*80 to convince Red Lucy for an additional 300 caps after bringing her [[nightstalker egg]]s in the side quest, Bleed Me Dry.
+
* 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 bribe the [[missionary]] involved with the quest G.I. Blues.
+
* 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 [[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.
*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)}}
+
* 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]].
   
 
===Available Discounts===
 
===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]]: [[Trudy (Fallout: New Vegas)|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 (Fallout: New Vegas)|Chet]] will give a discount with a mixed reputation in Goodsprings, but doing so will void the discount with Trudy. However, Chet 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 with a mixed reputation in Goodsprings, but doing so will void the discount with Trudy. However, Chet 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.
+
* 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 Courier a discount for making [[Meyers]] sheriff.
+
* [[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.
+
* [[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.
+
* [[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.
 
*[[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."
 
* [[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 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]]: [[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 Courier a discount after repairing the food processor during ''[[Not Worth a Hill of Corn and Beans]]''.
 
*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 [[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 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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* [[Vera's outfit]] from ''Dead Money'' (+5 and another +2 depending on current Charisma.)
 
* [[Vera's outfit]] from ''Dead Money'' (+5 and another +2 depending on current Charisma.)
 
* [[Daniel's outfit]] from ''Honest Hearts'' (+5)
 
* [[Daniel's outfit]] from ''Honest Hearts'' (+5)
*{{icon|FNVOWB|link=Old World Blues (add-on)}} [[Light Switch 02|"Mood Light"]] (+5-9 (depending on current Charisma) for 12 hours or until the player uses the [[Light Switch 01|"Smart Lights"]])
+
* {{Icon|FNVOWB|link=Old World Blues (add-on)}} [[Light Switch 02|"Mood Light"]] (+5-9 (depending on current Charisma) for 12 hours or until the player uses the [[Light Switch 01|"Smart Lights"]])
   
 
===Barter-based Perks===
 
===Barter-based Perks===
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==Notable Barter experts==
 
==Notable Barter experts==
 
===''Fallout 3''===
 
===''Fallout 3''===
*[[Burke (Fallout 3)|Mister Burke]] (77) - [[Allistair Tenpenny]]'s right-hand man, asking you to detonate the [[Megaton atomic bomb]].
+
* [[Burke (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 [[slaver]]s who have occupied the [[Lincoln Memorial]].
+
* [[Leroy Walker]] (68) - Leader of 6-man squad of [[slaver]]s who have occupied the [[Lincoln Memorial]].
*[[Victoria Watts]] (63) - [[The Railroad]] member, asking your help in protecting escaped android [[Harkness]].
+
* [[Victoria Watts]] (63) - [[The Railroad]] member, asking your help in protecting escaped android [[Harkness]].
   
 
===''Fallout: New Vegas''===
 
===''Fallout: New Vegas''===
*[[Elizabeth Kieran]] (98) - NCR Major providing aid to NCR squatters living in Freeside.
+
* [[Elizabeth Kieran]] (98) - NCR Major providing aid to NCR squatters living in Freeside.
*[[Jane (Freeside)|Lady Jane]] (98) - a caravan merchant living in [[Freeside]].
+
* [[Jane (Freeside)|Lady Jane]] (98) - a caravan merchant living in [[Freeside]].
  +
  +
==References==
  +
{{References}}
   
 
{{Navbox skills}}
 
{{Navbox skills}}
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[[Category:Van Buren skills]]
 
[[Category:Van Buren skills]]
   
  +
[[de:Feilschen]]
 
[[pl:Handel]]
 
[[pl:Handel]]
 
[[ru:Бартер]]
 
[[ru:Бартер]]
[[de:Feilschen]]
+
[[uk:Бартер]]
 
[[zh:交易]]
 
[[zh:交易]]

Revision as of 19:14, 28 October 2019

 
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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, purchase prices will be lowered and selling price will be higher. 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

Like Fallout 2, the skill only affects the price for which merchants offer an item. The player character's offer prices to the merchant are always the same as the base value of the item, regardless of Barter skill level.

Barter can more effective in Fallout compared to Fallout 3 and later, due to a low number of caps located in-game. However, this is often offset by ease at which caps can be generated using the Gambling skill.

Depending the level of Barter skill, item prices may be as high as 10x the value of an object, eg. Rad-X has a base value of 300 caps but may be purchased for as much as 3,000 caps, or combat armor has a base value of 6,500 caps and may be purchased for as much as 65,000 caps. Generally, the higher the Barter skill, the lower the purchase price will be.

Ways to modify Barter

Permanent
Temporary
  • Consuming a dose of Mentats:
    • 0-24 hours after dose: +1 Charisma per dose (up to +2% Barter skill per dose)
    • 24-96 hours after dose: -2 Charisma per dose (up to -4% Barter skill per dose)
Other Modifiers
  • Difficulty Level: +20/+0/-10% to non-weapon skills for Easy/Normal/Hard difficulty
  • Reputation (aka. Karma for Fallout): -25/+0/+50% to Barter skill for Bad/Neutral/Good reputation, hidden [2]

Fallout 2

Like Fallout, the skill only affects the prices for the vendor's items; the player character's items are always worth the same.

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

Barter is noticeably effective in 2 in case of limited funds. With a low Barter skill, item prices may be as high as $800 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

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

  • The final value is rounded to the nearest integer at the end of the calculation.
  • The item value is the rated value of the item present in their Pip-Boy menu description.
  • The modifier is defaulted to 1 (or 100%), and it will change in accordance to other discounts or price increases coming from the specific vendor you're buying or selling from. For example, the 10% discount you get in Moriarty's Saloon for treating Gob kindly.
Barter Sell % Buy %
0 45 155
20 54 146
40 63 137
80 81 119
100 90 110

Each 5th point increase in score increases the sale price of an item by 2.25 percent. And a Barter skill of 11 allows the Lone Wanderer to sell at practically 50% of the rated value of an item.

A high Barter skill is a good choice for characters lacking 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

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 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 modify worth 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 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.

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

References