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(→‎Tag skill bonuses: These have already been linked just a few lines above.)
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==Tag skill bonuses==
 
==Tag skill bonuses==
Tagging skills also provides an immediate benefit to your starting equipment in ''[[Fallout]]'' and ''[[Fallout Tactics]]''.
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Tagging skills also provides an immediate benefit to your starting equipment in ''Fallout'' and ''Fallout Tactics''.
   
 
===''Fallout'' starting equipment===
 
===''Fallout'' starting equipment===

Revision as of 17:25, 4 February 2013

 
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Tag skills

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 a 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

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

Fallout starting equipment

Tag Bonuses
Small Guns:

Unarmed:

Throwing:

First Aid:

Doctor:

Steal or Lockpick:

  • +1 lock pick set

Science:

Repair:

Outdoorsman:

Fallout Tactics starting equipment

Tag Bonuses
Small Guns:

Big Guns:

Energy Weapons:

Unarmed:

Melee Weapons:

Throwing:

First Aid:

Doctor:

Sneak:

Lockpick:

Steal:

  • +$30
  • +100rp

Traps:

Science:

Repair:

Pilot:

Barter:

Gambling:

  • +$500

Outdoorsman: