Tag skill

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Tag! FO3.png
 
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Tag skills are the player character's specializations. At the start of every Fallout game, the player chooses three Tag skills which will be their specialties throughout the game. The Tag! perk allows you to pick an additional, fourth tag skill later in the game.

In Fallout, Fallout 2 and Fallout Tactics, tagged skills increase at double the rate of an untagged skill (i.e. One skill point translates to a 2% increase in the skill). In Fallout 3 and Fallout: New Vegas however, a tagged skill only gives an initial 15 point boost.

Tag skills are a vital part of the Fallout universe because they essentially dictate what type of character you will play. A fighter will tag combat skills whereas a diplomat may choose speech, barter and science. A well-rounded character usually includes at least one diplomatic and one combat skill.

Tag skill bonuses[edit | edit source]

Tagging skills also provides an immediate benefit to your starting equipment in Fallout, Fallout Tactics, and Fallout: New Vegas.

Fallout starting equipment[edit | edit source]

Tag Bonuses
Doctor:

First Aid:

Outdoorsman:

Repair:

Science:

Small Guns:

Steal or Lockpick:

Unarmed:

Throwing:

Fallout Tactics starting equipment[edit | edit source]

Tag Bonuses

Barter:

Big Guns:

Doctor:

Energy Weapons:

First Aid:

Gambling:

  • +$500

Lockpick:

Melee Weapons:

Outdoorsman:

Pilot:

Repair:

Science:

Small Guns:

Sneak:

Steal:

Throwing:

Traps:

Unarmed:

Fallout: New Vegas starting equipment[edit | edit source]

Tag Bonuses

Explosives:

Energy weapons:

Guns:

  • Up to 30 extra 9mm rounds

Lockpick:

  • Six addition bobby pins

Melee Weapons:

Unarmed:

Behind the scenes[edit | edit source]

  • Interestingly, early builds of Fallout 3 retained the 2-for-1 advancement feature of Fallout, Fallout 2, and Fallout Tactics, but it seems that it was scrapped later on.[1]

References

  1. Fallout 3 preview from CVG: "On top of these lie your skills (the numbers you can raise each time you level up, making you better at bartering, small guns, medicine, repair and the like), three of which you can specialise in and gain double the advance when it's gratz-time."