Fallout Equestria: Remains Wiki
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There's a variety of weapons in the game - from knives, through rifles and flamethrowers to missile launchers.

Obtaining weapons[]

Most weapons can be found in various containers such as chests, gun cabinets/cases, and safes. Enemies that use weapons will drop them when killed, allowing you to pick them up.

Some weapons are guaranteed to be sold from merchants. Certain upgraded versions however can only be obtained from specific locations, trials, enemies and quests.

Inventory and repairs[]

All weapons you've found are carried in your inventory at any time. If you decide to leave a weapon at the Weapons rack at "Prancing pony" camp, it will just be hidden, and you can unhide it at any time by clicking the "Show hidden" button in your PipBuck's inventory/weapons section. This will allow you to equip the weapon, but not repair it.

You can have only one instance of a weapon at any given time - this also includes weapon variants (you can't have a basic and upgraded variant at the same time). Finding and picking up more of the same weapon repairs the one that you already have.

Weapons can also be repaired by yourself at workbenches (also at portable workbench), consuming weapon fragments, or by merchants, consuming money.

Parameters explanation[]

Type of weapon[]

What skill is used to determine the weapon's effectiveness. Melee weapons covers 'melee', Firearms covers 'firearms', Energy weapons covers 'magical energy', Explosives covers 'explosive' and Repair covers 'hoofmade'.

Additionally Magic covers 'spell' and Telekinesis covers 'telekinesis' for offensive spells.

Required skill level[]

The level you must be in the weapon's skill type to effectively use the weapon. Being under the required level will reduce it's stats or make it unusable. Being over the required level will increase it's damage slightly.

Your skill[]

The level you are currently at in the weapon's skill type, for easy comparison with the requirements.

Damage[]

The amount of damage you do for every use of the weapon. Number without brackets is the weapon's base damage. Number in brackets is the weapons current damage, adding all bonuses and penalties you have. Number in square brackets is how many projectiles will be shot every time it's fired.

Attacks per second[]

How many times per second you can use a weapon. The higher the better. Melee weapons suffer a penalty in attacks per second when you have insufficient level.

Reload time [s][]

A stat that is not shown in-game. How many seconds it takes to reload the weapon. The lower the better. Not all weapons require reloading (e.g. melee weapons).

Damage per second[]

The average amount of damage every second you can deal, when used as much as possible. Number without brackets is the weapon's damage per second without ceasing your attacks.

Number with brackets is the weapon's damage per second, but also includes reload times. This number will always be lower then the first one, and will be far lower for weapons that need to reload often.

Note: damage per second is based on hitting only a single target with no armor or damage resistance, with 100% accuracy, and doesn't take into account critical hits, special ammunition or unique firing mechanics such as burst fire. Actual damage per second may vary depending on your weapon and opponents.

Critical damage chance[]

The chance that your weapon will perform a critical hit, dealing extra damage. Includes anything that also boosts critical chance.

Critical damage multiplier[]

A stat that is not shown in-game. The number that your damage is multiplied by when you score a critical hit. x2 is double damage.

Damage piercing[]

A stat that is not shown in-game. The percentage of damage you deal to additional enemies after hitting an enemy already. Only applies to weapons that can pierce through enemies.

Damage type[]

The type of damage the weapon inflicts. Enemies may be resistant to certain types of damage, which lowers your weapon's effectiveness.

Ammunition[]

What ammunition the weapon uses, including special variants.

Magazine size[]

How much ammunition the weapon can hold before needing to be reloaded. In brackets is how much ammo is used every shot.

Range[]

The amount of blocks that projectiles can travel with 100% accuracy. Every block traveled beyond will increase your chance to miss. Having insufficient level has a chance to miss regardless of range.

Armor piercing[]

The amount of armor/magic protection and damage threshold the weapon will ignore on enemies. Does not ignore resistances to damage type.

AP[]

The amount of Action Points used in S.A.T.S. to fire the weapon. In square brackets is how many times the weapon will be used. Having insufficient level increases AP cost.

Perk[]

What perk will boost the weapon. The boost the weapon gets depends on the perk, and whether you have it or not.

Inflicts debuffs[]

A stat that is not shown in-game. What status effects the weapon can inflict.

Weapon slots[]

Only available in Limited Inventory Mode. How many slots the weapon will take.

Weight[]

Only available in Limited Inventory Mode. How heavy a grenade, mine or bomb is.

Basic and upgraded variants[]

WeaponsNamed

Normal Crowbar vs upgraded Crowbar aka "Burglar's mate"

Many weapons have two variants. One is "basic" - nothing special to say about it. Second is an "upgraded" version that has a few differences:

  • Unique name (usually in quotes) - for example Crowbar (basic) and "Burglar's mate" (upgraded)
  • Slightly better stats (see the image for example)
  • Different look (not always)

Upgraded variants can sometimes be randomly found. Some weapons however can be acquired only as a reward from trials, bosses, or must simply be bought from merchants.

Game "prefers" upgraded variants. When you find an upgraded version of the weapon it replaces the basic one - you can't use it anymore. If you find the basic version again, it will just repair the upgraded one.

Weapon list[]

Sword

Melee weapons

Melee weapons have short range but most of them don't require any ammunition.
Assault carbine

Firearms

Firearms are ranged weapons that mostly do bullet damage. Their ammunition is varied and more common than that of energy weapons.
Laser rifle

Energy weapons

Energy weapons are ranged weapons that don't work underwater, though with some exceptions. They have a variety of damage types and effects.
Automatic grenade launcher

Explosives

Explosives are various grenades, mines, launchers and bombs that deal high amounts of damage to enemies around their impact area.
Saw blade launcher

Other weapons

Other weapons (also known as hoofmade weapons) are various weapons that need to be crafted first.

Notes[]

  • Weapons can be added with the weapon <weapon id> <upgraded>, or item <weapon id> command. It is possible to spawn basic or upgraded variants of weapons. For more info see Console commands.
  • Ammunition can be added with the ammo <ammo id> <amount>, or item <ammo id> <amount> command.
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