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A combination of appearance and charm. A high Charisma is important for characters that want to influence people with words.
”— in-game description, FalloutCharisma is one of the seven Primary Statistics in the SPECIAL character system.
Fallout[]
Charisma is tied to Speech and Barter, determining their initial starting level. It also affects the prices of other party's goods. The effect it has on the game is negligible.
Albert Cole is a charismatic pre-made character.
Related perks[]
Ways to increase[]
- Patrick the Celt encounter (permanent +1)
- Mentats drug (temporary +1)
Fallout 2[]
In Fallout 2, apart from prices, Charisma also determines party size. Your player character can recruit a number of followers equal to their Charisma divided by 2, rounded down. The minimal party size is 1, at Charisma 1.
Related perks[]
Ways to increase[]
- Blue memory module installation (permanent +1)
- Gain Charisma perk (permanent +1)
- Mirrored shades item (temporary +1)
- Mentats drug (temporary +1)
Charisma checks[]
- Modoc: a Charisma of 8 is required to sleep with either Davin or Miria, or a Charisma of 7 if one has a good town reputation.
- Vault City: a Charisma of at least 8 and a Speech of at least 75 are required to become Captain of the Guard.
Fallout Tactics[]
Charisma is an interesting statistic. Although Fallout Tactics is a combat-heavy game, Charisma plays a vital role in determining the player character's rate of advancement through the ranks of the Brotherhood. A Charisma of 5 guarantees a reasonable rate of progression, opening new recruits and gear to the player.
Charisma also opens up perks: Loner (CH 4 or less), Team Player (CH 4), Leader (CH 6), and Divine Favor (CH 8).
Related perks[]
Ways to increase[]
- Gain Charisma perk (permanent +1)
- Mentats drug (temporary +1)
Fallout 3[]
The statistic affects Speech and Barter skills, as well as non-player character Disposition to a minor degree.
Charisma increases the disposition of all non-player characters, which makes speech checks easier. Disposition is also affected somewhat by karma (most non-player characters like good characters more), quests (doing a quest in a way a non-player character likes can dramatically boost disposition), and dialog options (being a jerk in conversations can lower disposition a little). Charisma also affects the Barter and Speech skills. Characters who use Speech will want at least a decent charisma, but adding points to the skill is almost always better than adding points to the score. Characters who do not use the Speech skill have little use for this SPECIAL score.
There are also general Charisma checks in dialogue with some characters, in addition to Speech checks.
Value | Skill Modifiers |
---|---|
1 | Barter +2, Speech +2 |
2 | Barter +4, Speech +4 |
3 | Barter +6, Speech +6 |
4 | Barter +8, Speech +8 |
5 | Barter +10, Speech +10 |
6 | Barter +12, Speech +12 |
7 | Barter +14, Speech +14 |
8 | Barter +16, Speech +16 |
9 | Barter +18, Speech +18 |
10 | Barter +20, Speech +20 |
Related perks[]
Perk | Requirement | Level | Additional Requirements |
---|---|---|---|
Child At Heart | 4 | 4 | |
Scoundrel | 4 | 4 | |
Impartial Mediation | 5 | 8 | |
Animal Friend | 6 | 10 | |
Master Trader | 6 | 14 | Barter 60 |
Ways to increase[]
- Charisma Bobblehead (permanent +1)
- Intense Training (permanent +1)
- Grape Mentats (temporary +5)
- Ant queen pheromones (temporary +3)
- Moonshine (temporary +2)
- Alcoholic beverages (temporary +1 CH)
- Eulogy Jones' suit (temporary +1 Charisma, +1 Small Guns)
- Eulogy's hat (temporary +1 Charisma, +1 Small Guns)
- Regulator duster (temporary +1 Charisma, +5 Small Guns)
- Sexy sleepwear (temporary +1 Charisma)
- Sheriff's duster (temporary +1 Charisma, +5 Small Guns)
- Tenpenny's suit (temporary +1 Charisma, +2 Small Guns)
- Vance's longcoat outfit (temporary +1 Charisma, +1 Perception, +10 Small Guns)
- Three Dog's headwear (temporary +1 Luck, +1 Charisma)
Fallout: New Vegas[]
Charisma in New Vegas modifies Barter, Speech and Companion Nerve. Companion Nerve gives each companion in the party +5% to their damage and armor, up to a maximum of +50% at 10 Charisma.
Regardless of Barter or Speech level, some interactions will not be available if your Charisma is too low (eg. when talking to Corporal Betsy). These ultimately do not have any significant effect on game play, nor do they provide any special bonuses.
Related perks[]
Perk | Requirement | Level | Additional Requirements |
---|---|---|---|
Ferocious Loyalty | 6 | 6 | — |
Animal Friend | 6 | 10 | Survival 45 |
Level names and statistics[]
Value | Name | Companion Armor & Damage | Skill Modifiers |
---|---|---|---|
1 | Misanthrope | +5% | Barter/Speech +2 |
2 | Old Hermit | +10% | Barter/Speech +4 |
3 | Creepy Undertaker | +15% | Barter/Speech +6 |
4 | Peevish Librarian | +20% | Barter/Speech +8 |
5 | Substitute Teacher | +25% | Barter/Speech +10 |
6 | Cheery Salesman | +30% | Barter/Speech +12 |
7 | Diplomat | +35% | Barter/Speech +14 |
8 | Movie Star | +40% | Barter/Speech +16 |
9 | Casanova | +45% | Barter/Speech +18 |
10 | Cult Leader | +50% | Barter/Speech +20 |
Ways to increase[]
- Charisma Implant (permanent +1)
- Intense Training (permanent +1)
- Party Time Mentats (temporary +5, can stack with normal Mentats)
- Ant queen pheromones (temporary +3)
- Alcohol (temporary +1 to +3, depending on the player's Survival skill)
- Mentats (temporary +1)
- Sexy sleepwear (temporary +1)
- T-51b Power Armor helmet (temporary +1)
- Sheriff's Duster (temporary +1)
- Bounty Hunter Duster (temporary +1)
- Vera's Outfit (temporary +1)
- Elite riot gear (temporary +1)
Notes[]
- If the player has a Charisma of 8 while having no stats at 1 or a Luck of 10/1, Doc Mitchell will say "Good to see them bullets didn't affect your charm none."
- If the player has a Charisma of 2 or lower, Doc Mitchell will say "Huh. Must be some frontal lobe damage."
Fallout 4[]
Charisma is your ability to charm and convince others. It affects your success to persuade in dialogue and prices when you barter.
”— Fallout 4 loading screen hintsCharisma is a bit more important in Fallout 4, as it controls the player's chances of becoming addicted to Chems, prices when bartering for goods, and the maximum number of settlers that can live in one of the player's Settlements.
- Settlements
The maximum number of settlers that can live in one of the player's established Settlements is equal to ten, plus the player's Charisma score. (i.e. between 11 and 20 settlers)
- Bartering
The Barter Buy/Sell prices break down thusly:
Charisma | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16+ |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Buying | 3.35 | 3.2 | 3.05 | 2.9 | 2.75 | 2.6 | 2.45 | 2.30 | 2.15 | 2.00 | 1.85 | 1.70 | 1.55 | 1.40 | 1.25 | 1.20 |
Selling | 0.2985 (1/3.35) |
0.3125 (1/3.2) |
0.3279 (1/3.05) |
0.3448 (1/2.9) |
0.3636 (1/2.75) |
0.3846 (1/2.6) |
0.4082 (1/2.45) |
0.4348 (1/2.3) |
0.4651 (1/2.15) |
0.5000 (1/2) |
0.5405 (1/1.85) |
0.5882 (1/1.70) |
0.6452 (1/1.55) |
0.7143 (1/1.40) |
0.8000 (1/1.25) |
0.8000 (1/1.25) |
The price is further modified by Tales of a Junktown Jerky Vendor magazine, the Barter bobblehead, and the Cap Collector perk:
Modifier | Buying Price Modifier | Selling Price Modifier |
---|---|---|
Cap Collector 1 | 0.90 | 1.10 |
Cap Collector 2 | 0.80 | 1.20 |
Barter Bobblehead | 0.95 | 1.05 |
# of Jerky Vendor issues = 0 | 1.00 | 1.00 |
# of Jerky Vendor issues = 1 | 0.97 | 1.00 |
# of Jerky Vendor issues = 2 | 0.94 | 1.00 |
# of Jerky Vendor issues = 3 | 0.91 | 1.00 |
# of Jerky Vendor issues = 4 | 0.88 | 1.00 |
# of Jerky Vendor issues = 5 | 0.85 | 1.00 |
# of Jerky Vendor issues = 6 | 0.82 | 1.00 |
# of Jerky Vendor issues = 7 | 0.79 | 1.00 |
# of Jerky Vendor issues = 8 | 0.76 | 1.00 |
Charisma can be boosted beyond the 10 point cap, though the bonus/discount cap is reached at 16 Charisma (15 with Cap Collector 1, 13 with Cap Collector 2). If the player reaches a buying modifier of less than 1.2, the game will default to 1.2. Likewise, if they reach a sell modifier higher than 0.8, the game will default to 0.8. As such, the most an item can sell for is 80% of its base price, and the least it can be bought for is 120% of its base price.
To get the best prices:
- Without any of the other factors above, the player will need 16 CHA for buying, 15 CHA for selling.
- Cap Collector 1 Perk: 15 CHA for both buying and selling.
- Cap Collector 2 Perk: 13 CHA for both buying and selling.
- With Cap Collector 2 Perk, plus the Barter Bobblehead: 12 CHA for selling.
- With Cap Collector 2 Perk, the Barter Bobblehead, and all 8 Jerky Vendor issues: 8 CHA for buying.
[]
Name | Rank | Level | Description | Base ID |
---|---|---|---|---|
CHA 1 Cap Collector |
1 | – | You've mastered the art of the deal! Buying and selling prices at vendors are better. | 001d2456 |
2 | 20 | Buying and selling prices of vendors are now much better. | 000d75e2 | |
3 | 41 | You can now invest a total of 500 caps to raise a store's buying capacity. | 001d2457 | |
CHA 2 Lady Killer / Black Widow |
1 | – | You're charming... and dangerous. Men/Women suffer +5% damage in combat, and are easier to persuade in dialogue. | 0004a0d4 00019aa3 |
2 | 7 | Men/Women now suffer +10% damage in combat, and are even easier to persuade in dialogue. They are also easier to pacify with the Intimidation perk. | 00065e33 00065e31 | |
3 | 16 | Men/Women now suffer +15% damage in combat, and are much easier to persuade in dialogue. They are now even easier to pacify with the Intimidation perk. | 00065e34 00065e32 | |
CHA 3 Lone Wanderer |
1 | – | Who needs friends, anyway? When adventuring without a companion, you take 15% less damage and carry weight increases by 50. | 001d246b |
2 | 17 | When adventuring without a companion, you take 30% less damage and carry weight increases by 100 | 001d246d | |
3 | 40 | When adventuring without a companion, you do 25% more damage. | 001d246e | |
CHA 4 Attack Dog |
1 | – | Your faithful canine companion can hold an enemy, giving you a greater chance to hit them in V.A.T.S. | 0004b26d |
2 | 9 | When your dog holds an enemy, there's a chance he'll cripple the limb he's biting. | 001d244d | |
3 | 25 | When your dog holds an enemy, there's a chance he'll cause them to bleed. | 001d244e | |
CHA 5 Animal Friend |
1 | – | Commune with beasts! With your gun, aim at any animal below your level and gain a chance to pacify it. | 0001e67f |
2 | 12 | When you successfully pacify an animal, you can incite it to attack | 0004a0d9 | |
3 | 28 | When you successfully pacify an animal, you can give it specific commands | 001d2450 | |
CHA 6 Local Leader |
1 | – | As the ruler everyone turns to, you are able to establish supply lines between your workshop settlements. | 001d2468 |
2 | 14 | You can build stores and workstations at workshop settlements. | 0004d88d | |
CHA 7 Party Boy / Party Girl |
1 | – | Nobody has a good time like you! There's no chance you'll get addicted to alcohol. | 0004d887 0004d888 |
2 | 15 | The effects of alcohol are doubled. | 001d2473 001d2475 | |
3 | 37 | Your Luck is increased by 3 while you're under the influence of alcohol. | 001d2474 001d2476 | |
CHA 8 Inspirational |
1 | – | Because you lead by example, your companion does more damage in combat, and cannot hurt you. | 001d2461 |
2 | 19 | Your companion resists more damage in combat, and can't be harmed by your attacks. | 001d2462 | |
3 | 43 | Your companion can carry more items. | 001d2463 | |
CHA 9 Wasteland Whisperer |
1 | – | Master the post-apocalypse! With your gun, aim at any Wasteland creature below your level and gain a chance to pacify it. | 001d248a |
2 | 21 | When you successfully pacify a creature, you can incite it to attack. | 001d248b | |
3 | 49 | When you successfully pacify a creature, you can give it specific commands. | 001d248c | |
CHA 10 Intimidation |
1 | – | Time to show everyone who's boss! With your gun, aim at any human opponent below your level and gain a chance to pacify them. | 001d02b5 |
2 | 23 | When you successfully pacify someone, you can incite them to attack. | 001d02b6 | |
3 | 50 | When you successfully pacify someone, you can give them specific commands. | 001d02b7 |
Ways to increase Charisma[]
- Permanent
- Charisma bobblehead (+1)
- Charisma Training (+1)
- You're SPECIAL! book (+1)
- Temporary
- Armor and clothing
- Clean black suit (+2)
- Orange shirt western outfit (+1)
- Cowhide western outfit (+1)
- Hubologist outfit (+2)
- Western outfit & chaps (+1)
- Nuka-Girl rocketsuit (+1)
- Black-rim glasses (+1)
- Fashionable glasses (+1)
- Formal hat (+1)
- Tuxedo (+1)
- Western outfit (+1)
- Chems
- Grape Mentats (+5)
- Day Tripper (+3)
- X-Cell (+2)
- Power armor modifications
- Vault-Tec paint (+1)
Fallout 76[]
Charisma is your ability to lead and help others. It allows you to share higher point Perks and also affects your rewards from Group Quests and prices when you barter.
- Bartering
The Barter Buy/Sell prices break down thusly:
Charisma | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10-19 | 20-24 | 25+ |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Buying | 2.50 | 2.40 | 2.40 | 2.30 | 2.30 | 2.20 | 2.20 | 2.10 | 2.10 | 2.00 | 1.80 | 1.75 |
Selling | 0.10 | 0.10 | 0.125 | 0.125 | 0.15 | 0.15 | 0.175 | 0.175 | 0.20 | 0.20 | 0.25 | 0.25 |
These multipliers rely on curve tables, and while the selling curve table caps at 25% of base price the buying curve table doesn't have a minimum, so theoretically if you were to get 100 Charisma items would buy for their base price.
Lionheart[]
The character’s looks and charm are Charisma. The higher the character’s Charisma, the easier it is to deal with non-player characters (non-player characters). Magic Wielders use this attribute to influence their spirit, so Mana is partially determined by Charisma.[1]
References
- ↑ Lionheart: Legacy of the Crusader manual
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