Discover the best Tag! skills and how to allocate your points effectively in Fallout 3. Get advice on Lockpick, Science, Small Guns, Repair, Sneak, and more for an optimal playthrough.
Alright, let's talk about how to best spend those precious skill points in Fallout 3. This is super important early on, as it'll shape how you play the game and what you can do. Think of your 'Tag! Skills' as your starting boost – you get to pick three skills that get an extra 15 points right off the bat. Choosing wisely here can make a huge difference.
Tag! Skills: The Big Decisions
- Lockpick / Science: Both of these are awesome because they unlock stuff and give you experience. Honestly, Lockpick is usually the better pick. Why? Because tons of locked doors and containers are basically just locks, and many computers you hack are just fancy locks. Plus, you'll stumble across way more locked doors, safes, and lockers than hackable computers. So, more locked things mean more opportunities for Lockpick!
- Small Guns / Repair / Sneak: These are your combat and utility powerhouses. Small Guns makes your bullets go further because you hit more often and deal more damage. Repair does the same for your killing power, but it also lets you combine gear into better, more efficient versions, which is a lifesaver. Sneak lets you nab loot without anyone noticing, or helps you avoid nasty fights early on. It can also let you get the drop on enemies, dealing more damage and saving ammo. All three of these skills make you a more effective killer, which in turn helps you earn more experience and caps. Pick the one (or two) that sound most appealing to you! Just a heads-up, early on, Sneak won't let you ghost past super tough enemies, and you can't just steal anything you want with impunity. Sneak is kind of an all-or-nothing deal, and even then, it really shines when you have the 'Silent Running' perk and can avoid being seen. Still, it's a key skill, and that 15-point boost means you'll be much more capable, much faster.
- Barter / Speech (Honorable Mentions): These are good, but you can totally live without them at the start. If you're not planning on diving straight into quests, you can probably skip Speech for now. Even if you are, you can always save and reload until your speech checks pass. For Barter, you can often get enough caps from the other skills you're focusing on. They're solid skills, but there are more impactful choices for your early game.
Skill Point Allocation: The Long Game
When you start leveling up, the general idea is to keep all your skills pretty balanced, but definitely give a little extra love to the more useful ones first. Aim to get skills like Lockpick, Repair, Science, Small Guns, Sneak, and Unarmed into the 50s relatively early. Unarmed is actually pretty decent at lower levels since you can find or buy Spiked Knuckles before you've got a massive stash of ammo. Once you've got most of your core skills around 50 (or 60 if you've snagged the Bobblehead for it), it's time to push Lockpick and Science to 75. After that, focus on getting all your skills into the 80s.
Keep an eye on those Skill Bobbleheads you've collected, any perks you're planning on (like Cyborg or Silent Running), and remember that the Almost Perfect perk (which you get at level 30) gives a massive boost to all your skills. For instance, with Almost Perfect, Speech and Barter will both get an extra 16 points. So, don't over-invest in those skills too early, or you'll end up wasting points!
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