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==
==Perks that require Energy Weapons skill==
Perk 	Requirement	Level	Additional Requirements
Concentrated Fire	60 	18 	Small Guns 60
==Notable 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.
Category:Fallout 3 skills
de:Energiewaffen
fr:Armes à énergie
pl:Broń energetyczna
pt:Armas de Energia
ru:Энергетическое оружие
uk:Енергетична зброя
zh:能量武器