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m (→‎Ways to increase Energy Weapons: skill magazine italicisation + proper wording)
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; ''Fallout 2''
 
; ''Fallout 2''
 
* Join [[Salvatores|Family Salvatore]] in [[New Reno]]. [[Mason]], one of Salvatore's men, can teach you how to use the lightbringers. Increases Energy Weapons by 5%.
 
* Join [[Salvatores|Family Salvatore]] in [[New Reno]]. [[Mason]], one of Salvatore's men, can teach you how to use the lightbringers. Increases Energy Weapons by 5%.
* Get the [[Cat's Paw Issue No.5]] from [[Miss Kitty]] in [[New Reno]]. Increases Energy Weapons by 10%.
+
* Get the [[Cat's Paw issue no.5]] from [[Miss Kitty]] in [[New Reno]]. Increases Energy Weapons by 10%.
   
 
===Affected weapons===
 
===Affected weapons===
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:<math>2+(2\times5)+\left\lceil\frac{5}{2}\right\rceil=15</math>
 
:<math>2+(2\times5)+\left\lceil\frac{5}{2}\right\rceil=15</math>
   
* In ''Fallout: New Vegas'', energy weapons are more distinct. Lasers tends to have fast firing, accurate, moving beams and lower damage, while plasma has a slow moving yet powerful projectile.
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* In ''Fallout: New Vegas'', energy weapons are more distinct. Lasers tend to have fast firing, accurate beams and lower damage, while plasma has a slow moving yet powerful projectile.
   
 
===Ways to increase Energy Weapons===
 
===Ways to increase Energy Weapons===
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* [[Skilled]] (+5)
 
* [[Skilled]] (+5)
 
; Temporary
 
; Temporary
* [[Future Weapons Today]] (+10 or 20 with Comprehension perk)
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* ''[[Future Weapons Today]]'' (+10 or 20 with Comprehension perk)
 
* [[Absinthe]] (up to +6 with 100 [[Survival]], a perfect Perception of 10 will see no benefit, 8-9 will see reduced benefit.)
 
* [[Absinthe]] (up to +6 with 100 [[Survival]], a perfect Perception of 10 will see no benefit, 8-9 will see reduced benefit.)
 
* [[Enclave officer uniform]] (+10)
 
* [[Enclave officer uniform]] (+10)

Revision as of 00:55, 16 March 2014

 
Gametitle-FO1Gametitle-FO2Gametitle-FO3Gametitle-FNVGametitle-FOT
Gametitle-FO1Gametitle-FO2Gametitle-FO3Gametitle-FNVGametitle-FOT
The care and feeding of energy-based weapons. How to arm and operate weapons that use laser or plasma technology.— In-game description, Fallout, Fallout 2 and Fallout Tactics
The Energy Weapons skill determines your effectiveness with weapons such as the laser pistol, laser rifle, plasma rifle and plasma pistol.— In-game description, Fallout 3
The Energy Weapons skill determines your effectiveness with any weapon that uses small energy cells, micro fusion cells, electron charge packs, or flamer fuel as ammunition.— In-game description, Fallout: New Vegas

Energy Weapons is a Fallout, Fallout 2, Fallout 3, Fallout: New Vegas and Fallout Tactics skill. This skill determines the players combat effectiveness with energy based weapons.

Fallout, Fallout 2 and Fallout Tactics

Example: A starting Agility of 5.

Ways to increase Energy Weapons skill

Fallout 2

Affected weapons

Fallout
Fallout 2
Fallout Tactics

Fallout 3

Bobblehead Energy Weapons

"Arrive at peaceful resolutions by using superior firepower."

Example: A starting Perception of 5 and Luck of 5.

Ways to increase Energy Weapons

Permanent
Temporary

Affected weapons

Perks that require Energy Weapons skill

Perk Requirement Level Additional Requirements
Concentrated Fire 60 18 Small Guns 60

Fallout: New Vegas

Example: A starting Perception of 5 and Luck of 5.

  • In Fallout: New Vegas, energy weapons are more distinct. Lasers tend to have fast firing, accurate beams and lower damage, while plasma has a slow moving yet powerful projectile.

Ways to increase Energy Weapons

Permanent
Temporary

Affected weapons

Perks that require Energy Weapons skill

Perk Requirement Level Additional Requirements
Run 'n Gun 45 4
Plasma Spaz 70 10
Meltdown 90 16
Concentrated Fire 60 18 Guns 60
Laser Commander 90 22

Notable Energy Weapons skilled non-player characters

Fallout

  • Lieutenant, high commander of the Mutant Army and right hand of the Master.
  • Vincent, guardian of LA Vault's scientists and in charge of psykers in LA Vault.

Fallout 2

Fallout 3

  • Fawkes, an intelligent Vault 87 super mutant and possible companion of the Lone Wanderer.
  • Cross, a Star Paladin of the Brotherhood of Steel and possible companion of the Lone Wanderer.

Fallout: New Vegas