Difference between revisions of "Caravans"

From FOnline 3 wiki
Jump to navigation Jump to search
(Created page with "You can join a caravan as a guard and earn caps and xp by protecting it from wasteland threats. There is a Caravan coordinator in Hub that knows where certain caravans go,...")
 
(Caravan agents: Added four additional images showing caravan leader locations (Wind of War, Hawthorne, New Vault City, Gordon's Gas Station))
 
(15 intermediate revisions by the same user not shown)
Line 1: Line 1:
You can join a caravan as a guard and earn caps and xp by protecting it from wasteland threats. There is a Caravan coordinator in [[Hub]] that knows where certain caravans go, where they are now and where they are currently headed. To join a caravan as a guard, talk with the Caravan Master NPC (guy with Combat Armor and 250 [[Hit Points|hp]]) when he is in town. You need to be at least level 9 to join a caravan, but most of these get pretty rough so it is advised to be more fully leveled first. Bring plenty of ammo, a backup weapon, combat drugs, and [[Super Stimpak]]s.
+
'''Caravans''' are co-op escort missions that vary in difficulty but have a common objective: protect a group of traders, and their precious cargo, on their way from point A to point B.
  
'''Note''': It is also advised to avoid bringing your Companion followers on caravans, or at least to avoid arming them with burst weapons since they are a bit reckless in combat.
+
A caravan progresses towards its destination through a series of random encounters. The progress earned from an encounter depends on the route segment where the encounter takes place and the caravan's player count. Because of this, groups can finish caravans faster than solo players provided they can handle the difficulty, which scales with group size.
  
Caravans are a popular way to level up, because the amount of rewarded [[XP]] scales up as you level. So the higher level you are, the more [[XP]] you get when you successfully guard a caravan to its intended destination. The rewards are also scaled based on the journey (they range from 1000 to 4000 caps).
+
== Basic information ==
  
While employed guarding a caravan, you can encounter exclusive [[Caravan Encounters]] which are tougher than ordinary encounters.
+
*When a caravan run starts, there is an announcement in the [https://discord.com/channels/360781249616412672/1044060125163434024 #eventlog] channel <small>([https://discord.gg/U7uXqag Discord invite link])</small>
 +
*Caravan runs have an open lobby for 3 minutes before departure
 +
*There is no limit to the number of players/companions that can join a caravan
 +
*The caravan leader and NPC guards start with T1/T2 items but players have an option of upgrading their gear (armor, helmets, and weapons) via donation
 +
*Caravans work like they did in Fallout 2, going from location to location instantly
 +
*Caravan encounters cannot be entered from the world map
 +
*Caravan encounters scale with the number of players and the difficulty of the route
 +
*All caravan members are on the same team, which means that they share XP and Leader buffs. This includes players and the NPCs they control, the caravan leader, and caravan guard NPCs
 +
*Players cannot leave the caravan until it reaches the next point on its route which can take significantly longer than an hour
 +
*If the current caravan leader dies, one of guards assumes his role
 +
*NPC friendly fire is mostly disabled but AoE ground effects might bypass this so a bit of caution is needed
 +
*A caravan run is successful if "caravan progress" reaches 100%; individual encounters grant progress based on their difficulty: easy ones grant between 2% and 5%, the toughest ones can grant much more
 +
*Failure to complete a caravan run results in the loss of 5 caravan reputation points (capped at 0)
 +
 +
== Rewards ==
  
If you fail and your caravan job status gets broken, you can pay 2500 caps to reset it.
+
Rewards for successfully getting a caravan to its destination may include:
 +
*[[Currency]]
 +
*[[Vault-Tec Case]]s or [[faction case]]s
 +
*[[Level Book]]s
 +
*Caravan [[reputation]] points if you manage to complete the full route (from The Hub to The Hub)
 +
**Reputation points allow you to purchase rare items, combat implants, gear mods, and dungeon keys from a dedicated store at a significant discount; the inventory scales with the current Patch number
 +
**The caravan reputation trader refreshes his inventory once an hour
 +
*Completing a full Far Go Traders run has a 10% x Patch chance of rewarding a [[WE stat]] or a [[mutation]]
  
'''Note''': Be aware that some of the encounters will have semi-hostile NPCs. These are the ones that yell at players if they see any weapons armed in Slot 1. You have only a few moments to put your weapon away (or move it to Slot 2) before they go hostile and attack you. When this happens, do not expect your caravan NPCs to help you.
+
== Caravan routes ==
  
[[File:Caravan_coordinator.JPG|279px|thumb|right|Caravan coordinator in Hub]]
+
There are seven different caravan routes. Completing an entire route (all of its segments) rewards reputation proportional to the route's length and difficulty.
  
== Caravans ==
+
{| class="mw-collapsible mw-collapsed wikitable"
*'''Crimson Caravan''': [[Hub]]<->[[Shady Sands]]<->[[Broken Hills]]<->[[Vault City]]<->[[New Reno]]
+
| Caravan reputation rewards by route&nbsp;
*'''Far Go Traders''': [[Hub]]<->[[San Francisco]]<->[[Redding]]<->[[Modoc]]<->[[Vault City]]<->[[New Reno]]
+
|-
*'''Van Graffs''': [[Klamath]]<->[[Den]]<->[[Redding]]
+
|
*'''Stockman's Association''': [[Redding]]<->[[New Reno]]<->[[Shady Sands]]<->[[Junktown]]<->[[Hub]]
+
{| class="wikitable" style="text-align: center;"
*'''Goods'n'Go''': [[Gecko]]<->[[Broken Hills]]<->[[New Reno]]<->[[Shady Sands]]
+
! Route !! Reputation
*'''Hang Transportation''': [[Hub]]<->[[New Adytum]]<->[[San Francisco]]
+
|-
*'''Gun Runners''': [[Gun Runners]]<->[[Hub]]<->[[Shady Sands]]
+
| Goods'n'Go || 3
 +
|-
 +
| Hang Transportation || 3
 +
|-
 +
| Gun Runners || 3
 +
|-
 +
| Van Graffs || 8
 +
|-
 +
| Stockman's Association || 8
 +
|-
 +
| Crimson Caravan || 10
 +
|-
 +
| Far Go Traders || 35
 +
|}
 +
|}
  
== Joining ==
+
The tables below contain the following information:
To join a caravan, go to [[Hub]] or one of the other towns where caravans go. Talk with one of the Caravan Leaders (guys standing there sometimes in Combat Armor) to see where they are going next, and join his caravan run. If you're at Hub and you don't see a Caravan leader there, check with the Caravan Master to get information about where the caravans are now, and where they're headed. To get paid, you can only join a caravan between runs, in a town.
 
  
Once you join a caravan, you'll be in a caravan party led by an NPC. You'll have to wait a short while for the caravan to depart, during which time other players can also join it. The fewer players join your caravan, the more NPC guards will be assigned to it when it departs, but their number is capped at 4 plus the leader. If enough player characters join the caravan, no NPC guards will be assigned to it other than the leader.
+
*<u>Route segment</u>: the two locations that the caravan travels between in sequence; to start the next segment you will need to talk to the caravan leader that spawns at the destination of the previous
  
== Fights ==
+
*<u>Individual contribution per encounter</u>: the amount of progress that will be awarded to the group for each player guarding the caravan every time an encounter is completed
Caravans get into encounters, most of which require fighting hostiles. The fight must end before the caravan can continue, and the NPC leader must survive the fight. If he dies, guarding the caravan fails and you cannot get paid for that run. It's wise to carry some [[Super Stimpak]]s along to keep him healed. The caravan NPCs do not carry any stims, but they do all have unlimited ammo. They sometimes suffer injuries that diminish their ability to fight effectively, so it's ideal to have some decent [[Doctor]] skill too.
 
  
Once a caravan fight ends well, the NPC leader will announce they'll be on their way again soon. You have a few moments to reload, heal up, doctor someone, do some looting, etc before the caravan party is back on the worldmap heading again to its intended destination.
+
*<u>Total group progress per encounter</u>: the final amount of progress that a caravan group will be awarded per encounter
 +
{| class="wikitable" style="text-align: center;"
 +
|+ Goods'n'Go
 +
! # !! Route segment !! <small>Individual contribution<br>per encounter</small> !! <small>Total group progress<br>per encounter</small>
 +
|-
 +
| 1 || The Hub → Junktown || 0–50% || 25–100%
 +
|-
 +
| 2 || Junktown → Las Vegas || 0–10% || 5–20%
 +
|-
 +
| 3 || Las Vegas → Salt Lake City || 0–1% || 0–2%
 +
|-
 +
| 4 || Salt Lake City → Las Vegas || 0–1% || 0–2%
 +
|-
 +
| 5 || Las Vegas → Junktown || 0–10% || 5–20%
 +
|-
 +
| 6 || Junktown → The Hub || 0–50% || 25–100%
 +
|}
  
[[Category:Articles]]
+
{| class="wikitable" style="text-align: center;"
 +
|+ Hang Transportation
 +
! # !! Route segment !! <small>Individual contribution<br>per encounter</small> !! <small>Total group progress<br>per encounter</small>
 +
|-
 +
| 1 || The Hub → Sarmatia || 0–15% || 7–30%
 +
|-
 +
| 2 || Sarmatia → Steel Town || 0–15% || 7–30%
 +
|-
 +
| 3 || Steel Town → San Francisco || 0–15% || 7–30%
 +
|-
 +
| 4 || San Francisco → Steel Town || 0–15% || 7–30%
 +
|-
 +
| 5 || Steel Town → Sarmatia || 0–15% || 7–30%
 +
|-
 +
| 6 || Sarmatia → The Hub || 0–15% || 7–30%
 +
|}
 +
 
 +
{| class="wikitable" style="text-align: center;"
 +
|+ Gun Runners
 +
! # !! Route segment !! <small>Individual contribution<br>per encounter</small> !! <small>Total group progress<br>per encounter</small>
 +
|-
 +
| 1 || The Hub → New Adytum || 0–33% || 16–66%
 +
|-
 +
| 2 || New Adytum → San Diego || 0–15% || 7–30%
 +
|-
 +
| 3 || San Diego → Point Poseidon || 0–15% || 7–30%
 +
|-
 +
| 4 || Point Poseidon → The Glow || 0–50% || 25–100%
 +
|-
 +
| 5 || The Glow → Necropolis || 0–10% || 5–20%
 +
|-
 +
| 6 || Necropolis → The Hub || 0–20% || 10–40%
 +
|}
 +
 
 +
{| class="wikitable" style="text-align: center;"
 +
|+ Van Graffs
 +
! # !! Route segment !! <small>Individual contribution<br>per encounter</small> !! <small>Total group progress<br>per encounter</small>
 +
|-
 +
| 1 || The Hub → Hawthorne || 0–6% || 3–12%
 +
|-
 +
| 2 || Hawthorne → New Reno || 0–10% || 5–20%
 +
|-
 +
| 3 || New Reno → New Vault City || 0–10% || 5–20%
 +
|-
 +
| 4 || New Vault City → Modoc || 0–25% || 12–50%
 +
|-
 +
| 5 || Modoc → New Vault City || 0–25% || 12–50%
 +
|-
 +
| 6 || New Vault City → New Reno || 0–10% || 5–20%
 +
|-
 +
| 7 || New Reno → Hawthorne || 0–10% || 5–20%
 +
|-
 +
| 8 || Hawthorne → The Hub || 0–6% || 3–12%
 +
|}
 +
 
 +
{| class="wikitable" style="text-align: center;"
 +
|+ Stockman's Association
 +
! # !! Route segment !! <small>Individual contribution<br>per encounter</small> !! <small>Total group progress<br>per encounter</small>
 +
|-
 +
| 1 || The Hub → Gordon's Gas Station || 0–5% || 2–10%
 +
|-
 +
| 2 || Gordon's Gas Station → Redding || 0–15% || 7–30%
 +
|-
 +
| 3 || Redding → The Den || 0–15% || 7–30%
 +
|-
 +
| 4 || The Den → Klamath || 0–66% || 33–132%
 +
|-
 +
| 5 || Klamath → The Den || 0–66% || 33–132%
 +
|-
 +
| 6 || The Den → Redding || 0–15% || 7–30%
 +
|-
 +
| 7 || Redding → Gordon's Gas Station || 0–15% || 7–30%
 +
|-
 +
| 8 || Gordon's Gas Station → The Hub || 0–5% || 2–10%
 +
|}
 +
 
 +
{| class="wikitable" style="text-align: center;"
 +
|+ Crimson Caravan
 +
! # !! Route segment !! <small>Individual contribution<br>per encounter</small> !! <small>Total group progress<br>per encounter</small>
 +
|-
 +
| 1 || The Hub → Wind of War || 0–10% || 5–20%
 +
|-
 +
| 2 || Wind of War → NCR || 0–33% || 16–66%
 +
|-
 +
| 3 || NCR → Broken Hills || 0–10% || 5–20%
 +
|-
 +
| 4 || Broken Hills → Vault 8 || 0–7% || 3–14%
 +
|-
 +
| 5 || Vault 8 → Gecko || 0–66% || 33–132%
 +
|-
 +
| 6 || Gecko → Broken Hills || 0–10% || 5–20%
 +
|-
 +
| 7 || Broken Hills → NCR || 0–33% || 16–66%
 +
|-
 +
| 8 || NCR → Wind of War || 0–10% || 5–20%
 +
|-
 +
| 9 || Wind of War → The Hub || 0–10% || 5–20%
 +
|}
 +
 
 +
{| class="wikitable" style="text-align: center;"
 +
|+ Far Go Traders
 +
! # !! Route segment !! <small>Individual contribution<br>per encounter</small> !! <small>Total group progress<br>per encounter</small>
 +
|-
 +
| 1 || The Hub → Necropolis || 0–20% || 10–40%
 +
|-
 +
| 2 || Necropolis → Junktown || 0–20% || 10–40%
 +
|-
 +
| 3 || Junktown → Wind of War || 0–20% || 10–40%
 +
|-
 +
| 4 || Wind of War → Las Vegas || 0–15% || 7–30%
 +
|-
 +
| 5 || Las Vegas → NCR || 0–15% || 7–30%
 +
|-
 +
| 6 || NCR → Hawthorne || 0–20% || 10–40%
 +
|-
 +
| 7 || Hawthorne → Broken Hills || 0–10% || 5–20%
 +
|-
 +
| 8 || Broken Hills → Salt Lake City || 0–6% || 3–12%
 +
|-
 +
| 9 || Salt Lake City → Gecko || 0–8% || 4–16%
 +
|-
 +
| 10 || Gecko → Vault 8 || 0–66% || 33–132%
 +
|-
 +
| 11 || Vault 8 → Modoc || 0–10% || 5–20%
 +
|-
 +
| 12 || Modoc → New Vault City || 0–25% || 12–50%
 +
|-
 +
| 13 || New Vault City → The Den || 0–15% || 7–30%
 +
|-
 +
| 14 || The Den → Klamath || 0–66% || 33–132%
 +
|-
 +
| 15 || Klamath → Redding || 0–8% || 4–16%
 +
|-
 +
| 16 || Redding → New Reno || 0–10% || 5–20%
 +
|-
 +
| 17 || New Reno → Gordon's Gas Station || 0–25% || 12–50%
 +
|-
 +
| 18 || Gordon's Gas Station → San Francisco || 0–8% || 4–16%
 +
|-
 +
| 19 || San Francisco → Steel Town || 0–15% || 7–30%
 +
|-
 +
| 20 || Steel Town → Sarmatia || 0–15% || 7–30%
 +
|-
 +
| 21 || Sarmatia → New Adytum || 0–10% || 5–20%
 +
|-
 +
| 22 || New Adytum → San Diego || 0–15% || 7–30%
 +
|-
 +
| 23 || San Diego → Point Poseidon || 0–15% || 7–30%
 +
|-
 +
| 24 || Point Poseidon → The Glow || 0–50% || 25–100%
 +
|-
 +
| 25 || The Glow → The Hub || 0–6% || 3–12%
 +
|}
 +
 
 +
=== Example ===
 +
 
 +
*Your Far Go Traders caravan is going from NCR to Hawthorne (route segment #6)
 +
*Your individual contribution per encounter is 0–20%, which means that you can contribute as much as 20% or as little as 0% to the total progress of your group
 +
*Your group's total progress per encounter is 10–40%, which means that the group as a whole can progress by as much as 40% or as little as 10%
 +
*If you're playing solo, and roll 0%, the 10% lower cap will help you by increasing your progress from 0% to 10%
 +
*If you're playing in a group of 5 players, and you all roll 20%, the upper cap will hinder you by reducing your progress from 100% to 40%
 +
 
 +
== Caravan agents ==
 +
 
 +
When a caravan completes a route segment, players must talk to the caravan leader/master/foreman/driver/trader/agent that spawns in the location they traveled to if they wish to continue the run.
 +
 
 +
If you're tired of playing hide-and-seek with your current caravan leader, here's where he's hiding:
 +
 
 +
<gallery widths="180" heights="120">
 +
File:Caravan Agent in The Hub.png|<center>The Hub</center>
 +
File:Caravan Agent in New Reno.png|<center>New Reno (east)</center>
 +
File:Caravan Agent in Wind of War.jpg|<center>Wind of War</center>
 +
File:Caravan Agent in Steel Town.png|<center>Steel Town</center>
 +
File:Caravan Agent in San Diego.png|<center>San Diego</center>
 +
File:Caravan Agent in Redding.png|<center>Redding</center>
 +
File:Caravan Agent in Modoc.png|<center>Modoc</center>
 +
File:Caravan Agent in Hawthorne.jpg|<center>Hawthorne</center>
 +
File:Caravan Agent in Salt Lake City.png|<center>Salt Lake City (north)</center>
 +
File:Caravan Agent in New Vault City.jpg|<center>New Vault City</center>
 +
File:Caravan Agent at Gordon's Gas Station.jpg|<center>Gordon's Gas Station</center>
 +
 
 +
</gallery>
 +
 
 +
[[Category:Quests]]

Latest revision as of 10:53, 15 June 2026

Caravans are co-op escort missions that vary in difficulty but have a common objective: protect a group of traders, and their precious cargo, on their way from point A to point B.

A caravan progresses towards its destination through a series of random encounters. The progress earned from an encounter depends on the route segment where the encounter takes place and the caravan's player count. Because of this, groups can finish caravans faster than solo players provided they can handle the difficulty, which scales with group size.

Basic information

  • When a caravan run starts, there is an announcement in the #eventlog channel (Discord invite link)
  • Caravan runs have an open lobby for 3 minutes before departure
  • There is no limit to the number of players/companions that can join a caravan
  • The caravan leader and NPC guards start with T1/T2 items but players have an option of upgrading their gear (armor, helmets, and weapons) via donation
  • Caravans work like they did in Fallout 2, going from location to location instantly
  • Caravan encounters cannot be entered from the world map
  • Caravan encounters scale with the number of players and the difficulty of the route
  • All caravan members are on the same team, which means that they share XP and Leader buffs. This includes players and the NPCs they control, the caravan leader, and caravan guard NPCs
  • Players cannot leave the caravan until it reaches the next point on its route which can take significantly longer than an hour
  • If the current caravan leader dies, one of guards assumes his role
  • NPC friendly fire is mostly disabled but AoE ground effects might bypass this so a bit of caution is needed
  • A caravan run is successful if "caravan progress" reaches 100%; individual encounters grant progress based on their difficulty: easy ones grant between 2% and 5%, the toughest ones can grant much more
  • Failure to complete a caravan run results in the loss of 5 caravan reputation points (capped at 0)

Rewards

Rewards for successfully getting a caravan to its destination may include:

  • Currency
  • Vault-Tec Cases or faction cases
  • Level Books
  • Caravan reputation points if you manage to complete the full route (from The Hub to The Hub)
    • Reputation points allow you to purchase rare items, combat implants, gear mods, and dungeon keys from a dedicated store at a significant discount; the inventory scales with the current Patch number
    • The caravan reputation trader refreshes his inventory once an hour
  • Completing a full Far Go Traders run has a 10% x Patch chance of rewarding a WE stat or a mutation

Caravan routes

There are seven different caravan routes. Completing an entire route (all of its segments) rewards reputation proportional to the route's length and difficulty.

Caravan reputation rewards by route 
Route Reputation
Goods'n'Go 3
Hang Transportation 3
Gun Runners 3
Van Graffs 8
Stockman's Association 8
Crimson Caravan 10
Far Go Traders 35

The tables below contain the following information:

  • Route segment: the two locations that the caravan travels between in sequence; to start the next segment you will need to talk to the caravan leader that spawns at the destination of the previous
  • Individual contribution per encounter: the amount of progress that will be awarded to the group for each player guarding the caravan every time an encounter is completed
  • Total group progress per encounter: the final amount of progress that a caravan group will be awarded per encounter
Goods'n'Go
# Route segment Individual contribution
per encounter
Total group progress
per encounter
1 The Hub → Junktown 0–50% 25–100%
2 Junktown → Las Vegas 0–10% 5–20%
3 Las Vegas → Salt Lake City 0–1% 0–2%
4 Salt Lake City → Las Vegas 0–1% 0–2%
5 Las Vegas → Junktown 0–10% 5–20%
6 Junktown → The Hub 0–50% 25–100%
Hang Transportation
# Route segment Individual contribution
per encounter
Total group progress
per encounter
1 The Hub → Sarmatia 0–15% 7–30%
2 Sarmatia → Steel Town 0–15% 7–30%
3 Steel Town → San Francisco 0–15% 7–30%
4 San Francisco → Steel Town 0–15% 7–30%
5 Steel Town → Sarmatia 0–15% 7–30%
6 Sarmatia → The Hub 0–15% 7–30%
Gun Runners
# Route segment Individual contribution
per encounter
Total group progress
per encounter
1 The Hub → New Adytum 0–33% 16–66%
2 New Adytum → San Diego 0–15% 7–30%
3 San Diego → Point Poseidon 0–15% 7–30%
4 Point Poseidon → The Glow 0–50% 25–100%
5 The Glow → Necropolis 0–10% 5–20%
6 Necropolis → The Hub 0–20% 10–40%
Van Graffs
# Route segment Individual contribution
per encounter
Total group progress
per encounter
1 The Hub → Hawthorne 0–6% 3–12%
2 Hawthorne → New Reno 0–10% 5–20%
3 New Reno → New Vault City 0–10% 5–20%
4 New Vault City → Modoc 0–25% 12–50%
5 Modoc → New Vault City 0–25% 12–50%
6 New Vault City → New Reno 0–10% 5–20%
7 New Reno → Hawthorne 0–10% 5–20%
8 Hawthorne → The Hub 0–6% 3–12%
Stockman's Association
# Route segment Individual contribution
per encounter
Total group progress
per encounter
1 The Hub → Gordon's Gas Station 0–5% 2–10%
2 Gordon's Gas Station → Redding 0–15% 7–30%
3 Redding → The Den 0–15% 7–30%
4 The Den → Klamath 0–66% 33–132%
5 Klamath → The Den 0–66% 33–132%
6 The Den → Redding 0–15% 7–30%
7 Redding → Gordon's Gas Station 0–15% 7–30%
8 Gordon's Gas Station → The Hub 0–5% 2–10%
Crimson Caravan
# Route segment Individual contribution
per encounter
Total group progress
per encounter
1 The Hub → Wind of War 0–10% 5–20%
2 Wind of War → NCR 0–33% 16–66%
3 NCR → Broken Hills 0–10% 5–20%
4 Broken Hills → Vault 8 0–7% 3–14%
5 Vault 8 → Gecko 0–66% 33–132%
6 Gecko → Broken Hills 0–10% 5–20%
7 Broken Hills → NCR 0–33% 16–66%
8 NCR → Wind of War 0–10% 5–20%
9 Wind of War → The Hub 0–10% 5–20%
Far Go Traders
# Route segment Individual contribution
per encounter
Total group progress
per encounter
1 The Hub → Necropolis 0–20% 10–40%
2 Necropolis → Junktown 0–20% 10–40%
3 Junktown → Wind of War 0–20% 10–40%
4 Wind of War → Las Vegas 0–15% 7–30%
5 Las Vegas → NCR 0–15% 7–30%
6 NCR → Hawthorne 0–20% 10–40%
7 Hawthorne → Broken Hills 0–10% 5–20%
8 Broken Hills → Salt Lake City 0–6% 3–12%
9 Salt Lake City → Gecko 0–8% 4–16%
10 Gecko → Vault 8 0–66% 33–132%
11 Vault 8 → Modoc 0–10% 5–20%
12 Modoc → New Vault City 0–25% 12–50%
13 New Vault City → The Den 0–15% 7–30%
14 The Den → Klamath 0–66% 33–132%
15 Klamath → Redding 0–8% 4–16%
16 Redding → New Reno 0–10% 5–20%
17 New Reno → Gordon's Gas Station 0–25% 12–50%
18 Gordon's Gas Station → San Francisco 0–8% 4–16%
19 San Francisco → Steel Town 0–15% 7–30%
20 Steel Town → Sarmatia 0–15% 7–30%
21 Sarmatia → New Adytum 0–10% 5–20%
22 New Adytum → San Diego 0–15% 7–30%
23 San Diego → Point Poseidon 0–15% 7–30%
24 Point Poseidon → The Glow 0–50% 25–100%
25 The Glow → The Hub 0–6% 3–12%

Example

  • Your Far Go Traders caravan is going from NCR to Hawthorne (route segment #6)
  • Your individual contribution per encounter is 0–20%, which means that you can contribute as much as 20% or as little as 0% to the total progress of your group
  • Your group's total progress per encounter is 10–40%, which means that the group as a whole can progress by as much as 40% or as little as 10%
  • If you're playing solo, and roll 0%, the 10% lower cap will help you by increasing your progress from 0% to 10%
  • If you're playing in a group of 5 players, and you all roll 20%, the upper cap will hinder you by reducing your progress from 100% to 40%

Caravan agents

When a caravan completes a route segment, players must talk to the caravan leader/master/foreman/driver/trader/agent that spawns in the location they traveled to if they wish to continue the run.

If you're tired of playing hide-and-seek with your current caravan leader, here's where he's hiding: