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Fallout Wiki
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{{Infobox stat
 
{{Infobox stat
|games1 =FO1, FO2, FOT
+
|games1 =FO1, FO2, FOT
|name =Energy Weapons
+
|type =skill
|type =skill
+
|image =EnergyWeapons.png
|image =EnergyWeapons.png
+
|image2 =EnergyWeaponsFO3.png
 
|modifies1 =Accuracy with [[:Category:Energy Weapons skill weapons|Energy Weapons]]
|px =noresize
 
 
|governed by1 =[[Agility]]
|desc =[[Vault Boy]] image, as first appeared in ''[[Fallout]]''
 
  +
|initial value1 =10% + (1% x [[Agility]])
|modifies1 =Accuracy with [[:Category:Energy Weapons skill weapons|Energy Weapons]]
 
|govstat1 =[[Agility]]
+
|related traits1 =[[Small Frame]]
 
|games2 =FO3
|initial1 =10% + (1% x [[Agility]])
 
 
|modifies2 =Damage done by [[:Category:Fallout 3 Energy Weapons skill weapons|Energy Weapons]]
|traits1 =[[Small Frame]]
 
 
|governed by2 =[[Perception]]
|games2 =FO3
 
 
|initial value2 =2 + (2 x [[Perception]]) + ceil ([[Luck]] / 2)
|modifies2 =Damage done by [[:Category:Fallout 3 Energy Weapons skill weapons|Energy Weapons]]
 
 
|related perks2 =[[Cyborg (perk)|Cyborg]], [[Concentrated Fire]]
|govstat2 =[[Perception]]
 
 
|games3 =FNV
|initial2 =2 + (2 x [[Perception]]) + ceil ([[Luck]] / 2)
 
 
|modifies3 =Damage done by [[:Category:Energy Weapons|Energy Weapons]]
|perks2 =[[Cyborg (perk)|Cyborg]], [[Concentrated Fire]]
 
 
|governed by3 =[[Perception]]
|games3 =FNV
 
 
|initial value3 =2 + (2 x [[Perception]]) + ceil ([[Luck]] / 2)
|modifies3 =Damage done by [[:Category:Energy Weapons|Energy Weapons]]
 
 
|related perks3 =[[Run 'n Gun]], [[Plasma Spaz]], [[Meltdown]], [[Concentrated Fire]], [[Laser Commander]]
|govstat3 =[[Perception]]
 
 
|related traits3 =[[Good Natured]], [[Skilled]]
|initial3 =2 + (2 x [[Perception]]) + ceil ([[Luck]] / 2)
 
|perks3 =[[Run 'n Gun]], [[Plasma Spaz]], [[Meltdown]], [[Concentrated Fire]], [[Laser Commander]]
 
|traits3 =[[Good Natured]]
 
|extra =[[File:EnergyWeaponsFO3.png]]<br>''[[Fallout 3]]'' and ''[[Fallout: New Vegas]]'' Vault Boy image
 
 
}}{{Games|FO1|FO2|FO3|FNV|FOT}}
 
}}{{Games|FO1|FO2|FO3|FNV|FOT}}
   
{{Quotation|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]]''}}
+
{{Quotation|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: Brotherhood of Steel|Fallout Tactics]]''}}
   
 
{{Quotation|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]]''}}
 
{{Quotation|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]]''}}
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{{Quotation|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]]''}}
 
{{Quotation|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.
+
'''Energy Weapons''' is a ''[[Fallout]]'', ''[[Fallout 2]]'', ''[[Fallout 3]]'', ''[[Fallout: New Vegas]]'' and ''[[Fallout Tactics: Brotherhood of Steel|Fallout Tactics]]'' [[skill]]. This skill determines the players combat effectiveness with energy based weapons.
   
 
==''Fallout'', ''Fallout 2'' and ''Fallout Tactics''==
 
==''Fallout'', ''Fallout 2'' and ''Fallout Tactics''==
:<math>\text{Initial level}\%=10\%+(1\%\times\text{Agility})</math>
+
:<math>\text{Initial level}\%=10+\text{Agility}</math>
   
 
Example: A starting [[Agility]] of 5.
 
Example: A starting [[Agility]] of 5.
:<math>10\%+(1\%\times5)=15\%</math>
+
:<math>10+5=15\%</math>
   
 
===Ways to increase Energy Weapons skill===
 
===Ways to increase Energy Weapons skill===
 
; ''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. Inceases 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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===Ways to increase Energy Weapons===
 
===Ways to increase Energy Weapons===
 
; Permanent
 
; Permanent
* [[Level|Levelling up]] (up to +15)
+
* [[Level|Leveling up]] (10 + [[Intelligence|INT]] + 3 with [[Educated]] perk)
 
* [[Bobblehead - Energy Weapons]] (+10)
 
* [[Bobblehead - Energy Weapons]] (+10)
* [[Nikola Tesla and You (Fallout 3)|Nikola Tesla and You]] (+1, or +2 with [[Comprehension]])
+
* [[Nikola Tesla and You (Fallout 3)|Nikola Tesla and You]] (+1 or 2 with [[Comprehension]] perk)
* [[Cyborg]] (+10)
+
* [[Cyborg (perk)|Cyborg]] (+10)
 
* [[Tag!]] (+15)
 
* [[Tag!]] (+15)
 
; Temporary
 
; Temporary
 
* [[Mentats]] (+2-10 depending on Perception, a perfect Perception of 10 will see no benefit.)
* [[Armored Vault jumpsuit]] (+5)
 
* [[Tesla armor (Fallout 3)|Tesla armor]] (+10)
+
* [[Armored Vault 101 jumpsuit]] (+5)
 
* [[Colonel Autumn's uniform]] (+5)
 
* [[Colonel Autumn's uniform]] (+5)
 
* [[Enclave officer uniform]] (+5)
 
* [[Enclave officer uniform]] (+5)
 
* [[Enclave officer uniform|Enclave officer hat]] (+5)
 
* [[Enclave officer uniform|Enclave officer hat]] (+5)
 
* [[Tesla armor (Fallout 3)|Tesla armor]] (+10)
* [[Mentats]] (+2-10 depending on [[Perception]], a perfect Perception of 10 will see no benefit)
 
* [[Metal master armor]] (+10) (''[[The Pitt (add-on)|The Pitt]]'')
+
* [[Metal Master armor]] (+10) {{icon|FO3TP|link=The Pitt (add-on)}}
   
 
===Affected weapons===
 
===Affected weapons===
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:<math>\text{Initial level}=2+(2\times\text{Perception})+\left\lceil\frac{\text{Luck}}{2}\right\rceil</math>
 
:<math>\text{Initial level}=2+(2\times\text{Perception})+\left\lceil\frac{\text{Luck}}{2}\right\rceil</math>
   
Example: A starting [[Perception]] of 5 and [[Luck]] of 5.
+
Example: A starting Perception of 5 and Luck of 5.
 
:<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 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===
 
; Permanent
 
; Permanent
* [[Level|Leveling up]] (up to +15)
+
* [[Level|Leveling up]] (10 + half of [[Intelligence|INT]] + 2 with Educated perk)
* [[Nikola Tesla and You (Fallout: New Vegas)|Nikola Tesla and You]] (+3 or 4 with [[Comprehension]])
+
* [[Nikola Tesla and You (Fallout: New Vegas)|Nikola Tesla and You]] (+3 or 4 with Comprehension perk)
 
* [[Perception Implant|Optics Enhancer]] (+2 depending on Perception, a perfect Perception of 10 will see no benefit.)
 
* [[Tag!]] (+15)
 
* [[Tag!]] (+15)
  +
* [[Skilled]] (+5)
 
; Temporary
 
; Temporary
* [[Future Weapons Today]] (+10 or 20 with Comprehension)
+
* ''[[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.)
* [[Remnants Tesla armor]] (+10)
 
* [[Gannon family Tesla armor]] ( +10)
 
* [[Absinthe]] (+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)
  +
* [[Gannon family Tesla armor]] (+10)
 
* [[Remnants Tesla armor]] (+10)
   
 
===Affected weapons===
 
===Affected weapons===
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===''Fallout 3''===
 
===''Fallout 3''===
* [[Fawkes]], an intelligent Vault 87 super mutant and possible companion of the Lone Wanderer.<!-- Use a energy weapons in the second encounter with him-->
+
* [[Fawkes]], an intelligent [[Vault 87 super mutant]] and possible companion of the Lone Wanderer.<!-- Use a energy weapons in the second encounter with him-->
 
* [[Cross]], a Star Paladin of the Brotherhood of Steel and possible companion of the Lone Wanderer.
 
* [[Cross]], a Star Paladin of the Brotherhood of Steel and possible companion of the Lone Wanderer.
   
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* [[Arcade Gannon]], Follower of the Apocalypse and possible companion of the Courier.
 
* [[Arcade Gannon]], Follower of the Apocalypse and possible companion of the Courier.
 
* [[Christine Royce]], former scribe of the Brotherhood of Steel and a companion of the Courier (''Dead Money'' add-on).
 
* [[Christine Royce]], former scribe of the Brotherhood of Steel and a companion of the Courier (''Dead Money'' add-on).
* [[Father Elijah]], former Elder of the Mojave Chapter of the Brotherhood of Steel (''Dead Money'' add-on).
+
* [[Elijah|Father Elijah]], former Elder of the Mojave Chapter of the Brotherhood of Steel (''Dead Money'' add-on).
 
* [[Jean-Baptiste Cutting]], second-in-command of the Mojave branch of the [[Van Graffs]].
 
* [[Jean-Baptiste Cutting]], second-in-command of the Mojave branch of the [[Van Graffs]].
 
* [[Veronica Santangelo]], active Brotherhood of Steel member and possible companion of the Courier.
 
* [[Veronica Santangelo]], active Brotherhood of Steel member and possible companion of the Courier.
  +
* [[Orion Moreno]], a retired Enclave soldier living in the outskirts of [[New Vegas]].
   
 
{{Navbox skills}}
 
{{Navbox skills}}
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[[Category:Fallout: New Vegas skills]]
 
[[Category:Fallout: New Vegas skills]]
 
[[Category:Fallout Tactics skills]]
 
[[Category:Fallout Tactics skills]]
  +
[[Category:Energy Weapons]]
   
 
[[pl:Broń energetyczna]]
 
[[pl:Broń energetyczna]]
 
[[ru:Энергетическое оружие]]
 
[[ru:Энергетическое оружие]]
  +
[[de:Energiewaffen]]
  +
[[zh:能量武器]]

Revision as of 21:53, 24 November 2015

 
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