Energy Weapons (Fallout)

Energy Weapons is a skill in Fallout, Fallout 2 and Fallout Tactics. This skill determines the player's combat effectiveness with energy-based weapons.

Initial level
Fallout:
 * $$\text{Initial level}\%=10+\text{Agility}$$

Fallout 2 and Fallout Tactics:
 * $$\text{Initial level}\%=2\times\text{Agility}$$

Fallout

 * Talk to Larry, he may then give one a laser pistol, as well as some info about Energy Weapons that gives you a +5% bonus.
 * Thomas would have been able to teach the Vault Dweller about energy weapons resulting in a +5% bonus to the skill, however this was never implemented into the game.

Fallout 2

 * Join 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%.

Affected weapons

 * Fallout

Fallout Energy Weapons skill weapons, 2


 * Fallout 2

Fallout 2 Energy Weapons skill weapons, 2


 * Fallout Tactics

Fallout Tactics Energy Weapons skill weapons, 2

Named Energy Weapons skilled non-player characters

 * Fallout
 * Lieutenant (92%), high commander of the Mutant Army and right hand of the Master.
 * Vincent (99%), guardian of mad scientists and in charge of psychics in The Cathedral's vault.


 * Fallout 2
 * Frank Horrigan (185%), secret service agent of the Enclave and president bodyguard.
 * Mason (95%), right-hand of Louis Salvatore.