“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
- Join Family Salvatore in New Reno. Mason, one of Salvatore's men, can teach you how to use the lightbringers. Inceases Energy Weapons by 5%.
- Get the Cat's Paw Issue No.5 from Miss Kitty in New Reno. Increases Energy Weapons by 10%.
Affected weapons
- Fallout
- Fallout 2
- Fallout Tactics
Fallout 3
Example: A starting Perception of 5 and Luck of 5.
Ways to increase Energy Weapons
- Permanent
- Levelling up (up to +23)
- Bobblehead - Energy Weapons (+10)
- Nikola Tesla and You (+1, or +2 with Comprehension)
- Cyborg (+10)
- Tag! (+15)
- Temporary
- Armored Vault jumpsuit (+5)
- Tesla armor (+10)
- Colonel Autumn's uniform (+5)
- Enclave officer uniform (+5)
- Enclave officer hat (+5)
- Mentats (+2-10 depending on Perception, a perfect Perception of 10 will see no benefit)
- Metal master armor (+10) (The Pitt)
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.
Ways to increase Energy Weapons
- Permanent
- Leveling up (up to +17)
- Nikola Tesla and You (+3 or 4 with Comprehension)
- Tag! (+15)
- Skilled (+5)
- Temporary
- Future Weapons Today (+10 or 20 with Comprehension)
- 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)
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
- Frank Horrigan, secret service agent of the Enclave and president bodyguard.
- Mason, right-hand of Louis Salvatore.
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
- 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).
- 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.
- Veronica Santangelo, active Brotherhood of Steel member and possible companion of the Courier.