For a cross-game overview of this skill, see Speech. |
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.
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. |
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 |
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
- Leveling up (10+INT (+3 with Educated perk))
- Bobblehead - Speech (+10)
- Lying, Congressional Style (+1 or +2 with Comprehension)
- Paradise Lost (+1 or +2 with Comprehension)
- Survival Expert (+2, 4 or 6)
- Scoundrel (+5 with each rank)
- Tag! (+15)
- Yew's bear charm (+10)
- Temporary
Note: 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)