For a cross-game overview of this skill, see Energy Weapons. |
“The Energy Weapons skill determines your effectiveness with weapons such as the laser pistol, laser rifle, plasma rifle and plasma pistol.”— In-game description
Energy Weapons is a skill in Fallout 3. This skill determines the player's combat effectiveness with energy-based weapons.
Initial level[]
Example: A starting Perception of 5 and Luck of 5.
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.