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Explosives

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Explosives
modifiesDamage done by , ability of handling explosive traps
governed by
initial value2 + (2 x ) + ceil ( / 2)
related perks, ,
modifiesDamage done by , ability of handling explosive traps
governed by
initial value2 + (2 x ) + ceil ( / 2)
related perks, , , ,
related traits
 

Explosives is a and , replacing the and skills from previous games. Its governing is .

Contents

[] Fallout 3

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

Example: A starting of 5 and of 5.

2+(2\times5)+\left\lceil\frac{5}{2}\right\rceil=15

"The best way to solve a problem is to make it go away."

The Explosives skill governs the ability to use all mines, grenades and (excluding and - see ).

The higher your skill, the higher the damage you inflict. The Explosives skill also affects the distance and accuracy of a thrown bomb (e.g. , etc.)

The players Explosives skill determines how close you can get to mines before it detects you, as well as how long the mine will take before it explodes. There does not appear to be a minimum Explosives skill necessary to disarm a mine, so long as you can run up and activate it fast enough.

[] Ways to increase Explosives

Permanent
Temporary

[] Affected weapons

[] Perks that require Explosives skill

Perk Required Level Additional Requirements
50 6 Explosives 50

[] Interactions that require Explosives skill

Specific levels of Explosives are required to disarm certain explosive-based .

Note: The skill is used to disarm any trip wires or pressure plates associated with traps.

[] Fallout: New Vegas

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

Example: A starting of 5 and of 5.

2+(2\times5)+\left\lceil\frac{5}{2}\right\rceil=15

In , many more types of weapons fall into the Explosives category. Any weapon that was originally a in Fallout 3 and used explosion type ammunition (such as the ), was moved to this category when Big Guns was removed. The rough calculation of damage is 2 points in the explosives skill equals +1 damage (e.g. +20 from adds +10 damage from 80–100).

[] Ways to increase Explosives

Permanent
Temporary

[] Affected weapons

[] Perks that require Explosives skill

Perk Required Level Additional Requirements
30 2 5
50 6
Gun Runners' ArsenalGametitle-FNV GRA.png 45 6 45
Honest Hearts 20 8 45
60 12
70 12
70 12

[] Interactions that require Explosives skill

[] Notes

  • Explosives placed prior to temporary boosts wearing off will still retain the boosted damage bonus from the higher explosives skill when they were placed. In other words, a frag mine placed prior to a wearing off will inflict the same damage after those items have worn off.