Energy Weapons

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

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

Example: A starting Agility of 5.
 * $$10+5=15\%$$

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. 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

Fallout 3

 * $$\text{Initial level}=2+(2\times\text{Perception})+\left\lceil\frac{\text{Luck}}{2}\right\rceil$$

Example: A starting Perception of 5 and Luck of 5.
 * $$2+(2\times5)+\left\lceil\frac{5}{2}\right\rceil=15$$

Ways to increase Energy Weapons

 * Permanent
 * Leveling up (10 + INT + 3 with Educated perk)
 * Bobblehead - Energy Weapons (+10)
 * Nikola Tesla and You (+1 or 2 with Comprehension perk)
 * Cyborg (+10)
 * Tag! (+15)
 * Temporary
 * Mentats (+2-10 depending on Perception, a perfect Perception of 10 will see no benefit.)
 * Armored Vault 101 jumpsuit (+5)
 * Colonel Autumn's uniform (+5)
 * Enclave officer uniform (+5)
 * Enclave officer hat (+5)
 * Tesla armor (+10)
 * Metal Master armor (+10)

Affected weapons
Fallout 3 Energy Weapons skill weapons, 2

Fallout: New Vegas

 * $$\text{Initial level}=2+(2\times\text{Perception})+\left\lceil\frac{\text{Luck}}{2}\right\rceil$$

Example: A starting Perception of 5 and Luck of 5.
 * $$2+(2\times5)+\left\lceil\frac{5}{2}\right\rceil=15$$


 * 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
 * Leveling up (10 + half of INT + 2 with Educated perk)
 * Nikola Tesla and You (+3 or 4 with Comprehension perk)
 * Optics Enhancer (+2 depending on Perception, a perfect Perception of 10 will see no benefit.)
 * Tag! (+15)
 * Skilled (+5)
 * Temporary
 * 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.)
 * Enclave officer uniform (+10)
 * Gannon family Tesla armor (+10)
 * Remnants Tesla armor (+10)

Affected weapons
Fallout: New Vegas Energy Weapons skill weapons, 2

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.
 * Orion Moreno, a retired Enclave soldier living in the outskirts of New Vegas.

Broń energetyczna Энергетическое оружие Energiewaffen