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This page describes the Legendary effects applicable to armor.

Legendary armor effects[]

  • Note: for specific technical information, click the reference notes.
  • Note: each equipped Legendary mod increases the item value by +10%.

1-star[]

★
Aristocrat's
0060893C
Grants up to +20 Energy Resistance and Damage Resistance, the higher your caps[note 1]
Assassin's
004F6D78
-15% damage from Humans[note 2]
Auto Stim
00521915
Automatically use a Stimpak when hit while health is 25% or less, once every 60 seconds[note 3]
Bolstering
00521914
Grants up to +35 Energy Resistance and Damage Resistance, the lower your health[note 4]
Chameleon
00524146
Blend with the environment while sneaking and not moving[note 5]
Cloaking
00524147
Being hit in melee generates a Stealth Field once per 30 seconds[note 6]
Exterminator's
004F6D7C
-15% damage from Mirelurks and bugs[note 7]
Ghoul Slayer's
004F6D7E
-15% damage from ghouls[note 8]
Hunter's
004F6D7D
-15% damage from animals[note 9]
Life Saving
00529A0F
When incapacitated, gain a 50% chance to revive yourself with a Stimpak, once every minute[note 10]
Mutant's
00529A0C
+10 Damage Resistance and Energy Resistance if you are mutated[note 11]
Mutant Slayer's
004F6D80
-15% damage from Super Mutants[note 12]
Nocturnal
00524143
Damage and Energy Resistance increase at night[note 13]
Overeater's
00606C84
Increases Damage Reduction up to 6% as you fill your hunger and thirst meters[note 14]
Regenerating
00529A09
Slowly regenerate health while not in combat[note 15]
Troubleshooter's
004F6D7F
-15% damage from robots[note 16]
Unyielding
0052414A
Gain up to +3 to all stats (except END) when low health[note 17]
Vanguard's
00529A05
Grants up to +35 Energy Resistance and Damage Resistance, the higher your health[note 18]
Weightless
00529A14
[availability 1]
Weighs 90% less and does not count as armor for the Chameleon mutation[note 19]
Zealot's
004EE548
-15% damage from Scorched[note 20]

2-star[]

★★
Agility
004F6D85
+1 Agility
Antiseptic
00527F72
+25% Environmental Disease Resistance[note 21]
Charisma
004F6D83
+1 Charisma
Endurance
004F6D82
+1 Endurance
Fireproof
00606B39
+25 Fire Resistance
Glutton
00606B39
Hunger and Thirst grow 10% slower[note 22]
Hardy
00609E4E
Receive 7% less explosion damage[note 23]
HazMat
00527F6F
+25 Radiation Resistance
Intelligence
004F6D84
+1 Intelligence
Luck
004F6D86
+1 Luck
Perception
004F6D81
+1 Perception
Poisoner's
00527F6E
+25 Poison Resistance
Powered
00527F75
Increases Action Point refresh speed[note 24]
Strength
004EE54E
+1 Strength
Warming
00606B6F
+25 Cryo Resistance

3-star[]

★★★
Acrobat's
00527F79
Reduces falling damage by 50%[note 25]
Burning
00608371
5% chance to deal 100 Fire DMG to melee attackers[note 26]
Cavalier's
00527F76
Reduces damage while blocking by 15%[note 27]
Cavalier's
00527F77
75% chance to reduce damage by 15% while sprinting[note 28]
Dissipating
00606B6D
Slowly regen radiation damage while not in combat[note 29]
Diver's
00527F7A
Grants the ability to breathe underwater
Doctor's
00609C46
Stimpaks, RadAway, and Rad-X are 5% more effective[note 30]
Durability
0052BDBA
Breaks 50% slower[note 31]
Electrified
00608373
5% chance to deal 100 Energy DMG to melee attackers[note 32]
Frozen
00608372
5% chance to deal 100 Frost DMG to melee attackers[note 33]
Improved sneaking
0052BDB7
Become harder to detect while sneaking[note 34]
Reduced ammo weight
0052BDB4
Ammo weight reduced by 20%[note 35]
Reduced food/drink/chem weight
0052BDB5
Food, drink, and chem weights reduced by 20%[note 35]
Reduced junk weight
0052BDB6
Junk item weights reduced by 20%[note 35]
Reduced limb damage
0052BDBC
Receive 15% less limb damage[note 36]
Reduced weapon weight
00527F78
Weapon weights reduced by 20%[note 35]
Safecracker's
00527F7B
Increases size of sweet-spot while picking locks[note 37]
Sentinel's
004EE54C
75% chance to reduce damage by 15% while standing still[note 38]
Toxic
00608370
5% chance to deal 100 Poison DMG to melee attackers[note 39]

Special effects[]

Special modifiers are in addition other effects, acting as a "zero-star legendary effect" on an item.

Special armor effects
Shadowed
00183313
Covert scout armor
Become 5% harder to detect when in shadows[note 40]
Gun accuracy
0052BDBF
Last Bastion
Gain +5% accuracy with guns

Set bonuses[]

Special modifiers that require a full set in order to activate.

Set Bonuses
Solar
00551FFC
Solar armor
Regenerates Health for you and nearby teammates while your Health is above 60%[note 41]
Thorn
005535F6
Thorn armor
Become harder to detect while sneaking. Melee attackers bleed.[note 42]

Cut effects[]

Cut effects
Cunning
001CF580
Cut content
Increased Agility and Perception
Fortifying
001CF583
Cut content
Increased Strength and Endurance
Health
004E89B6
Cut content
+5 Health
Martyr's
001F2D3C
Cut content
Slow time when low health
Punishing
004E89B3
Cut content
Reflects 10% of melee damage back on attacker
Rad Powered
0011170F
Cut content
Strength increases as Rads increases
Sharp
001CF581
Cut content
Increased Charisma and Intelligence
Sprinter's
004E89B5
Cut content
Increases wearer's movement speed by 10%
★
Heavyweight's
00609C47
Cut content
Grants up to +20 Energy Resistance and Damage Resistance, the higher your carry weight[note 43]
★★
Sprinter's
00609C47
Cut content
Increases movement speed by 5%
★★★★
Cryogenic
00527F7D
Cut content
10% chance to freeze melee attackers, once every 20 seconds
Duelist's
00527F81
Cut content
10% chance to disarm melee attackers
Incendiary
00527F7F
Cut content
30% chance to ignite melee attackers, once every 20 seconds
Punishing
004EE54B
Cut content
Reflects 10% of melee damage back on attacker
Reflect Projectiles
0052BDC2
Cut content
Gain a 5% chance to reflect projectiles back at the attacker
VATS Enhanced
00527F82
Cut content
10% reduced Action Point costs in V.A.T.S.
★★★★★
Action Points
0052BDC8
Cut content
+5 Action Points
Health
0052BDC7
Cut content
+5 Health
Resistances
0052BDC5
Cut content
+5 Damage Resistance and Energy Resistance

Unique armor[]

Unique armor which comes with predetermined legendary effects. They may be obtained as quest, event or challenge rewards. Others may be crafted.

Unique armor
Item Effects
Last Bastion Gun accuracy
Silver Lining Endurance
Stand Fast Improved sneaking
Trail Warden Perception

Notes[]

Technical notes
  1. ↑ Aristocrat's:
    0 ≤ Caps < 1000 = +0
    1000 ≤ Caps < 2000 = +0.67
    2000 ≤ Caps < 3000 = +1.33
    3000 ≤ Caps < 4000 = +2
    4000 ≤ Caps < 5000 = +2.67
    5000 ≤ Caps < 6000 = +3.33
    6000 ≤ Caps < 7000 = +4
    7000 ≤ Caps < 8000 = +4.67
    8000 ≤ Caps < 9000 = +5.33
    9000 ≤ Caps < 10000 = +6
    10000 ≤ Caps < 11000 = +6.67
    11000 ≤ Caps < 12000 = +7.33
    12000 ≤ Caps < 13000 = +8
    13000 ≤ Caps < 14000 = +8.67
    14000 ≤ Caps < 15000 = +9.33
    15000 ≤ Caps < 16000 = +10
    16000 ≤ Caps < 17000 = +10.67
    17000 ≤ Caps < 18000 = +11.33
    18000 ≤ Caps < 19000 = +12
    19000 ≤ Caps < 20000 = +12.67
    20000 ≤ Caps < 21000 = +13.33
    21000 ≤ Caps < 22000 = +14
    22000 ≤ Caps < 23000 = +14.67
    23000 ≤ Caps < 24000 = +15.33
    24000 ≤ Caps < 25000 = +16
    25000 ≤ Caps < 26000 = +16.67
    26000 ≤ Caps < 27000 = +17.33
    27000 ≤ Caps < 28000 = +18
    28000 ≤ Caps < 29000 = +18.67
    29000 ≤ Caps < 30000 = +19.33
    30000 ≤ Caps ≤ 40000 = +20
  2. ↑ Assassin's:
    Maximum of 75% reduction; applies to both humans and players.
  3. ↑ Auto Stim:
    Requires one or more Stimpaks, Super Stimpaks or Stimpak: diluted in order to activate
  4. ↑ Bolstering:
    0% < HP ≤ 10% = +35
    10% < HP ≤ 20% = +32
    20% < HP ≤ 30% = +28
    30% < HP ≤ 40% = +24
    40% < HP ≤ 50% = +20
    50% < HP ≤ 60% = +16
    60% < HP ≤ 70% = +12
    70% < HP ≤ 80% = +8
    80% < HP ≤ 90% = +4
  5. ↑ Chameleon:
    +20 Stealth Field per piece (may exceed 100); May be used while jumping/jetpacking
  6. ↑ Cloaking:
    Grants invisibility for 2 seconds; only activates if the player is hit by a melee attack
  7. ↑ Exterminator's:
    Maximum of 75% reduction; Flags: ActorTypeBug, ActorTypeRadscorpion, ActorTypeMirelurk, ActorTypeMirelurkHunter, ActorTypeMirelurkKing, ActorTypeMirelurkQueen
  8. ↑ Ghoul Slayer's:
    Maximum of 75% reduction; Applies to human ghouls; Flags: ActorTypeGhoul, ActorTypeFeralGhoul, ActorTypeGlowingOne
  9. ↑ Hunter's:
    Maximum of 75% reduction; Flags: ActorTypeAnimal
  10. ↑ Life Saving:
    Having multiple pieces does not allow to be revived multiple times and does not reduce the timer, but it increases the chance of triggering (1 - 50%, 2 - 75%, 3 - 87.5%, 4 - 93.75%, 5 - 96.875%). Timer is not reset after death.
  11. ↑ Mutant's:
    Will always be +10 regardless of the number of current mutations
  12. ↑ Mutant Slayer's:
    Maximum of 75% reduction; Flags: ActorTypeSuperMutant, ActorTypeBehemoth
  13. ↑ Nocturnal:
    +40 Damage Resistance and Energy Resistance between 9 PM and 6 AM (in-game time)
  14. ↑ Overeater's:
    Chart
    0-20% fill = 0% Damage Reduction
    21-40% fill = 1% Damage Reduction
    41-60% fill = 2% Damage Reduction
    61-80% fill = 2% Damage Reduction
    81-100% fill = 3% Damage Reduction
    With multiple pieces, Damage Reduction from hunger and thirst are added together separately before the Reduction is calculated. 5 parts (max) = 15% Reduction from Fully Fed and 15 % Reduction from Fully Hydrated.
    Total Reductions from hunger and thirst are mutliplied separately.
    1 - (0.97 x 0.97) = 5.9% Reduction with one part
    1 - (0.85 x 0.85) = 27.8% Reduction with 5 parts
  15. ↑ Regenerating:
    Increases heal rate by 5%
  16. ↑ Troubleshooter's:
    Maximum of 75% reduction; Flags: ActorTypeRobot
  17. ↑ Unyielding:
    +1 between 60-40% HP
    +2 between 40-20% HP
    +3 at or below 20% HP
  18. ↑ Vanguard's:
    90% < HP ≤ 100% = +35
    80% < HP ≤ 90% = +28
    70% < HP ≤ 80% = +21
    60% < HP ≤ 70% = +14
    50% < HP ≤ 60% = +7
  19. ↑ Weightless:
    Removes ChameleonBlockingArmor keyword; -90% base weight
  20. ↑ Zealot's:
    Maximum of 75% reduction; Flags: ActorTypeScorched, ActorTypeScorchbeast
  21. ↑ Antiseptic:
    Stacks additively to a maximum of 125%[verification needed]
  22. ↑ Glutton:
    Stacks to a maximum of -50%
  23. ↑ Hardy:
    1 part = -7%
    2 parts = -14%
    3 parts = -21%
    4 parts = -28%
    5 parts = -35%
  24. ↑ Powered:
    Increase AP Regen by 5 per part
    Compare to Kinetic Servos (+1 per part), Core Assembly (+6), Company Tea (+10)
  25. ↑ Acrobat's:
    Effects stack additively; 2 or more parts will reduce fall damage by 100%
  26. ↑ Burning:
    25 damage over 4 seconds
    WeaponTypeUnarmed and WeaponTypeMeleeGeneral only
    Does not stack.
  27. ↑ Cavalier's (blocking):
    5 parts will reduce incoming damage by 75%.
  28. ↑ Cavalier's (sprinting):
    5 parts will reduce incoming damage by 75%, and the 75% chance will calculate one time regardless of the number of equipped parts.
  29. ↑ Dissapating: Increases radiation regeneration by 0.25; compare to Sun Kissed (1.0/2.5)
  30. ↑ Doctor's:
    Stacks to a maximum of +25%
  31. ↑ Durability:
    Reduces condition loss of all armor pieces equipped by 50%
    Does not stack
  32. ↑ Electrified:
    25 damage over 4 seconds
    WeaponTypeUnarmed and WeaponTypeMeleeGeneral only
    Does not stack.
  33. ↑ Frozen:
    25 damage over 4 seconds
    WeaponTypeUnarmed and WeaponTypeMeleeGeneral only
    Does not stack.
  34. ↑ Improved Sneaking:
    Reduces movement sound and detection chance by 25%.
  35. ↑ 35.0 35.1 35.2 35.3 Reduce Weight:
    Weight reduction effects from armor stack up to 90% for each item type instead of a complete 100% reduction.
    • When used with any weight reduction perk, the cap remains at 90% reduced weight. The reduction effects are additive but do not exceed a 90% reduction.
    • For example, combining the 75% reduced junk weight perk with 20% reduced junk weight armor does not cause an item weighing 10 pounds to weigh 0.5 pounds (10 * 0.05), nor two pounds ((10 * 0.25) * 0.8), but rather one pound (10 * 0.1).
  36. ↑ Applies to all limbs
    Does not stack.
  37. ↑ Safecracker's:
    Increases sweet spot by 100% per part
  38. ↑ Sentinel's:
    Player must be stationary; Effect is broken during a stagger; jumping/jetpacking does not break the effect
    5 parts will reduce incoming damage by 75%, and the 75% chance will calculate one time regardless of the number of equipped parts.
  39. ↑ Toxic:
    25 damage over 4 seconds
    WeaponTypeUnarmed and WeaponTypeMeleeGeneral only
    Does not stack.
  40. ↑ Shadowed:
    This is exactly the same and stacks with the Shadowed armor mod
  41. ↑ Solar:
    +4 HP per second (35 range).
    Note: This will only apply to teammates/squadmates. This healing effect persists while taking damage.
  42. ↑ Thorn:
     Â· +15% sneak
     Â· -5% detection from moving
     Â· +5 Bleed bleed damage per second (10 seconds)
  43. ↑ Heavyweight's:

    200 Carry Weight = +1
    0.1267 (Carry Weight) -24.33 = +DR/ER
    350 Carry Weight = +20
Availability and restrictions
  1. ↑ Weightless:
    No longer available on Thorn armor and Solar armor.
Changelog
Update 28
  • Assassin's - damage reduction increased from 8% to 15%; no longer has a 25% chance of not applying in combat.
  • Nocturnal - no longer reduces damage during the daytime. Now increases Damage Resistance and Energy Resistance by +10% per piece during the nighttime (up to a maximum of +50%).
  • Aristocrat's - new
  • Burning - new
  • Dissipating - new
  • Doctor's - new
  • Electrified - new
  • Fireproof - new
  • Frozen - new
  • Glutton's - new
  • Hardy - new
  • Overeater's - new
  • Toxic - new
  • Warming - new
Update 24
Update 22
  • Assassin's - now affects human NPCs. This change set the Assassin's effect to apply against the HumanRace "Human" [RACE:00013746], which includes Player [NPC_: 00000007] and Human NPCs.
Update 9
  • Assassin's - reduced the chance of the legendary effect applying in combat from 100% to 75%.
  • Cavalier's (sprinting) - reduced the chance of the legendary effect applying in combat from 100% to 75%.
  • Sentinel's - reduced the chance of the legendary effect applying in combat from 100% to 75%.
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