Energy Weapons (Fallout 3)

Energy Weapons is a skill in Fallout 3. This skill determines the player's combat effectiveness with energy-based weapons.

Initial level

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

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

Named Energy Weapons skilled non-player characters

 * Fawkes, an intelligent super mutant and possible companion of the Lone Wanderer.
 * Cross (50), a star paladin of the Brotherhood of Steel and possible companion of the Lone Wanderer.