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The ability to communicate in a practical and efficient manner. The skill of convincing others that your position is correct. The ability to lie and not get caught.— In-game description

Speech is a skill in Fallout 3. It determines the chance to succeed in a speech challenge.

Initial level[]

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

Bobblehead Speech

"Let words be your weapon."

During dialogue with characters, a Speech Challenge may be presented. A Speech Challenge is a response preceded by the word "[Speech XXX%]", 'XXX' being the percentage chance of success (e.g. [Speech 25%]). Speech Challenges open up additional possibilities in dialogue with characters, such as getting them to reveal information they would otherwise keep hidden or pay larger sums of bottle caps for a task. Not every Speech Challenge will have the same chance of success, since some characters may be harder to persuade than others. If failed, a Speech Challenge cannot be repeated.

The percentage of success is determined by various factors. The primary factor is the player character's Speech skill. The higher it is, the better the chance of success. Charisma itself has an effect on the percentage of success. A character with a 1 in Charisma and 100 in Speech will be less effective than one with a 10 in Charisma and a similar Speech level. Having a weapon drawn will also have a slight effect on the possibility of success. Finally, succeeding in a Speech Challenge with a character will make future Speech Challenges with that character easier to pass, if applicable.

Certain Speech challenges are not checked against the Speech skill, but against other factors. These can include S.P.E.C.I.A.L. statistics, certain perks (Lady Killer/Black Widow, Child at Heart, etc.), or Karma. In these cases, "[Speech]" will be replaced with the relevant item being checked against ([Strength], [Karma], [Toughness], etc.). Such checks will occasionally override normal Speech Challenges. These options, unlike a Speech check, will automatically succeed if their requirement is met. Karma is an exception, as being evil or good will influence the response.

Speech success chance[]

Every speech check is assigned one of 5 difficulty levels; higher difficulty implies the check is harder to pass but rewards more experience.

Difficulty Level Difficulty Value Difficulty Multiplier XP reward
Very Easy 10 0.9 5
Easy 40 0.6 10
Average 55 0.45 20
Hard 70 0.3 30
Very Hard 80 0.2 50

The precise chance of success is based on the target actor's base disposition and responsibility values, as well as the player's karma, Charisma, and Speech. Having a weapon drawn is equivalent to losing a point of Charisma without impacting Speech level, and the impact of that portion of the check is such that if the weapon is sheathed when talking, Charisma 1 is worth 1/4 of Charisma 10. This is then added to a number based on player karma such that the overall effect is greater when karma is closer to 0 and lesser when karma is closer to 1000 or -1000).

Assuming player karma is 0 (truly neutral) and the actor has base disposition 35 (usually true), without any skill points put into Speech the odds of success are quadratic in Charisma, because Charisma will both modify the raw Charisma check and provide Speech points.

Difficulties[]

Sample difficulties for early Speech Checks with 5 Charisma (and weapon sheathed), 50 Speech, and 0 Karma are a 31% chance (Average) to convince Lucas Simms to increase his reward, a 47% chance (Easy, BaseDisposition 9) to convince Gob to reveal information, and a 63% chance (Very Easy) to convince Jericho to talk to the player. With 100 Speech, the player has a 63%, 94%, and 100% chance with these checks respectively.

All checks that are 90% or higher will always succeed. However, he highest achievable success rates on Very Hard checks is 62%, assuming 10 Charisma and no target-based influence on the check, so it is not possible to automatically pass all Speech checks even at the highest Speech level.

Speech challenges[]

Place (or closest map marker) Location in place Person Point in conversation
Various (See Fallout 3 random encounters) Mel Convince Mel to leave OR convince him to take 5 caps and then leave
Various (See Fallout 3 random encounters) Ghoul wastelanders/slaves with refrigerator of purified water Convince survivors to split their water with the player
Various (See Fallout 3 random encounters) 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 Tunnel Snakes 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 Trouble on the Homefront sidequest Overseer Convince Overseer to step down
Springvale Silver's Ranch Silver Convincing Silver to pay the player 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 Supply Moira Brown Lie to Moira about scouting the Super-Duper Mart (Quest: Wasteland Survival Guide)
Megaton Craterside Supply Moira Brown Convince Moira that writing the Wasteland Survival Guide is a bad idea. This will end the quest and give the Dream Crusher perk.
Megaton Craterside Supply Moira Brown Find any frag mine then lie to Moira about Minefield.
Megaton Craterside Supply Moira Brown Lie to Moira about the mole rat repellant (Quest: Wasteland Survival Guide)
Megaton Craterside Supply Moira Brown Ask her if she has info on the android. (Quest: The Replicated Man)
Megaton Moriarty's Saloon Colin Moriarty Convincing Colin Moriarty to speak about dad
Megaton Moriarty's Saloon or anywhere else he is located Jericho Convincing Jericho to tell the player what he knows about the Wasteland
Megaton Moriarty's Saloon Mister Burke Convince Mister Burke to pay the player 1000 caps for destroying the town
Megaton Anywhere he is found Lucas Simms Convince Lucas Simms to pay the player 500 caps for disarming the bomb
Megaton Moriarty's Saloon Gob Convince Gob to talk about the player's father
Megaton Moriarty's Saloon Nova Convince Nova to tell the player Moriarty's password
Megaton The Brass Lantern, Water processing plant 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 the player the Grayditch dumpster key
Marigold station Doctor Lesko's lab Doctor Lesko Convincing him to give his reward after killing the Marigold ant queen
Marigold station Maintenance room Lug-Nut Convince Lug-Nut to let the player keep the naughty nightwear they found
Northwest Seneca Station Home of Murphy and Barrett Murphy Convince Murphy to pay the player 30 caps for Sugar Bombs instead of 15
Meresti Metro station Home of The Family Robert Convince Robert that the player is ok
Meresti Metro station Home of The Family Vance Convince Vance that the player doesn't need further explanation
Meresti Metro station Home of The Family Vance Convince Vance to give the player the access code to speak to Ian West
Various (See Fallout 3 random encounters) Escaped Slaves/Wasteland Settlers Convince Escaped Slaves/Wasteland Settlers to share half the water they found
Meresti Metro station Home of The Family Justin Convince Justin to give the player the access code to speak to Ian West
Meresti Metro station Home of The Family Ian West Convince Ian West to go home
Meresti Metro station Home of The Family Vance Convince Vance to leave Arefu alone
Canterbury Commons Main street Uncle Roe Convince Uncle Roe to pay the player 200 more caps for stopping the feud between AntAgonizer and the Mechanist
Canterbury Commons AntAgonizer's lair AntAgonizer Convince AntAgonizer to abandon her life as a supervillain
Canterbury Commons Robot repair center Mechanist Convince the Mechanist to abandon his life as a superhero
Dukov's Place Inside Dukov Ask for Dukov's special key for Mister Crowley during the quest You Gotta Shoot 'Em in the Head
Dukov's Place Inside Dukov Ask where Fort Constantine is after asking where Mister Crowley died (Part of You Gotta Shoot 'Em in the Head)
Dukov's Place Inside Cherry Convince her to follow the player 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 Squirrel and Sammy were already convinced 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 that Ted Strayer was killed if he is kept alive during You Gotta Shoot 'Em in the Head
Underworld Carol's Place (Across from The Ninth Circle) Mister Crowley Convince Crowley that Dukov was killed if he is kept alive during You Gotta Shoot 'Em in the Head
Underworld Carol's Place (Across from The Ninth Circle) Mister Crowley Convince Crowley that Dave was killed if he is kept alive 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
GNR building plaza Galaxy News Radio Three Dog Convince Three Dog to tell the player about Dad without first helping him
Tenpenny Tower Front Gate Intercom Chief Gustavo Tell him the player has an offer for Mr. Tenpenny and convince him to allow entry 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 the player.
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 compound Inside the compound Reilly Offer to assist with collecting mapping data after completing Reilly's Rangers.
Republic of Dave Capitol Building Dave Tell him the player is an ambassador from the wastelands
Republic of Dave Capitol Building Dave Ask for the key for Mister Crowley during "You Gotta Shoot 'Em in the Head" (quest)
Republic of Dave Republic of Dave Bob Talk Bob into running for President
Republic of Dave Republic of Dave Rosie Talk Rosie into running for President
Republic of Dave Republic of Dave Shawna Convince Shawna that the player has "Dave Relics" for the museum, opening trade with her
Temple of the Union Somewhere inside the building Hannibal Hamlin During the quest Lincoln's Profit Margins(optional quest) the player can sell the items to him for a speech check each time with an increasing difficulty. The player can then pickpocket them back off him, but can only re-sell the hat back, and if they already did the Speech check there will not be another Speech check.
Lincoln Memorial In the side door on the left of the main stairs Leroy Walker During the quest Lincoln's Profit Margins(optional quest) the player can sell the items to him for a speech check each time with an increasing difficulty. The speech check will be there even if the items were already sold to Hannibal.
Rivet City Rivet City science lab Madison Li Convince Dr. Li to help the player (gives five stimpaks)
Rivet City In Rivet City Ted Strayer Ask for the key for Mister Crowley during You Gotta Shoot 'Em in the Head
Rivet City In Mid Deck Abraham Washington During the quest Lincoln's Profit Margins(optional quest) the player can sell the items to him for a speech check each time with an increasing difficulty. If the player already did the Speech check and sold the items to Hannibal then pickpocketed them back, there will not be another Speech check.
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
Rivet City Various Paulie Cantelli Get location of his chem stash.
Agatha's house Agatha's house Agatha Convince Agatha that finding the Soil Stradivarius is worth a reward
National Archives National Archives Strongroom Button Gwinnett Convince him that the player is 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 the player The Nuka-Cola Challenge without taking her tour.
Girdershade Inside Sierra Petrovita 's shack Sierra Petrovita Convince Sierra to tell the player the secret prize for completing The Nuka-Cola Challenge before accepting it.
Nuka-Cola plant Factory Floor Milo Convince Milo the player is a factory employee
Red Racer factory Outside front door Goalie Ledoux Convince Goalie Ledoux to pay the player 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 the player 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 the player 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 reveal 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, outside the player's prison cell Enclave officer Convince the guard that President Eden allowed the player to leave the cell
Raven Rock Area 1A President Eden Convince him to destroy himself
Citadel Citadel laboratory Knight Captain Gallows Ask him his real name
Citadel Citadel laboratory Knight 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 (Check appears regardless of whether or not Raven Rock was destroyed.)
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
Outcast outpost Stairs Defender Morrill Convince him that the player is an Outcast who outranks him (Only works while wearing Outcast power armor)
Operation: Anchorage Simulation General Jingwei Convince General Jingwei to surrender.
Operation: Anchorage Simulation Quartermaster The player will receive a scoped Gauss rifle alongside their requested gear
The Pitt The Mill Brand Ask what he wants.
The Pitt Train tunnel Ramsey Convince him that the player is from The Pitt.
Broken Steel Underworld Griffon Convince him that the player 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 the player stay.

Strategy[]

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 the Well Rested status and the Swift Learner perk. Other rewards may include significant increases in caps for completing quests, gaining access to keys or passwords, Karma boosts, additional items, or even the chance to peacefully resolve some quests without the need for violence.

Unlike Barter, which affects many transactions in the game, the Speech skill only affects specific dialogue options for the non-player characters that present speech challenges in the game, which are a relatively uncommon subset out of the whole.

Ways to increase Speech[]

Permanent
Temporary

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

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