Armor perks

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Table of contents
 
Introduction
Rerolling
Armor experience
Gear XP boosters
Perk rank upgrades
See also
Armor perks
πŸ’ͺ SPECIAL
Bonus Strength
Bonus Perception
Bonus Endurance
Bonus Charisma
Bonus Intelligence
Bonus Agility
Bonus Luck
πŸ”§ Utility
Bonus Movement
Mechanic Patch
Medic Flag
Regeneration
Speed Mechanism
Strategic Improvement
Utility
Veil
πŸ›‘οΈ Defensive
Anti‑Thermal System
Bio Steel
Cured
Defense Enhancement
Defensive Belt
Fill The Gaps
Heavy
Iron Skin
Laser Reflector
Penetration Protection
Shock Protection
Special Force Bonus
Suppression
Survivalist
Terminator
Thwart Block
Wire Reflector
βš”οΈ Offensive
Combat Focus
Critical Shell
Explosive Belt
Integrated Gloves
Sneaky
Tesla Attacker
πŸ›‘οΈβš”οΈ PvP only
Advanced Plate
Firegeckon's Enhancement
Mirror System
Tesla Addition
🌟 Legendary (PvE only)
Advanced Defense
Great Shield
Nightmare Defense
Powered


Introduction

Armor perks are stat bonuses granted by the body armor you wear.

Your equipped armor gains experience when you kill NPCs. You can also give it XP by using Upgrade Parts on it. When enough experience is earned, it levels up, a new perk unlocks, and the armor's color changes.

Armor perks vary in effectiveness depending on their rank. Armor perk ranks you get are heavily influenced by item luck.

The first three armor perks that unlock as your armor gains levels are always the same for a specific suit of armor; see Armor for details.

The fourth perk can be chosen via a dialog window once unlocked. However, if you level up your armor using Upgrade Parts, this perk will be random.

The fifth perk is always random.

The sixth perk, known as the "legendary" perk, is selected from a separate table of perks and only applies against NPCs.

Every armor can be upgraded by Roger (Salt Lake City) with a T4 part, or by Cotsford (Las Vegas) with a "Wattz" Fusion Core to gain one additional perk.

List of armor perks

Advanced Plate

Grants normal damage threshold and normal damage protection (PvP only)
F E D C B A S S+
Normal DT +1 +1 +2 +2 +2 +3 +3 +3
Normal DP +2% +3% +3% +3% +4% +4% +4% +5%
Hubologist Toughness + Lethal Protection
Normal DT +1 +1 +2 +3 +4 +5 +6 +7
Normal DP +3% +4% +4% +5% +5% +6% +7% +8%
Perks - - - - * * * **

Anti-Thermal System

Grants fire and plasma damage resistance and lethal protection against fire and plasma damage
F E D C B A S S+
Fire and plasma DR +6% +6% +7% +7% +7% +8% +8% +8%
Lethal fire/plasma damage protection +66% +68% +70% +72% +74% +76% +78% +80%
Hubologist Atomic Savant + Firefighter
Fire and plasma DR +9% +9% +10% +10% +11% +11% +12% +12%
Lethal fire/plasma damage protection +125% +130% +135% +140% +145% +150% +155% +160%
Perks - - - - * * * **

Bio Steel

Modifies your DR cap and increases your healing received
F E D C B A S S+
DR cap +2% +2% +3% +3% +3% +4% +4% +4%
Healing received +4% +5% +6% +7% +8% +8% +9% +10%
Hubologist Reinforced Endurance + Vital Shielding
DR cap +3% +4% +5% +6% +7% +8% +9% +10%
Healing received +18% +19% +20% +21% +22% +23% +24% +25%
Perks - - - * * ** ** **

Bonus Agility

Grants bonus Agility, and reduces the number of APs you lose when you get knocked out
F E D C B A S S+
Agility +1 +1 +1 +1 +2 +2 +2 +2
AP loss via knockout -1 -2 -3 -4 -5 -6 -7 -8
Hubologist Gain Agility + Quick Recovery
Agility +1 +1 +2 +2 +3 +3 +4 +4
AP loss via knockout -5 -6 -7 -8 -9 -10 -11 -12
Perks - - - - * * * **

Bonus Charisma

Grants bonus Charisma and increases your damage protection against NPCs
F E D C B A S S+
Charisma +1 +1 +1 +1 +2 +2 +2 +2
Damage protection vs. NPCs +3.6% +3.8% +4% +4.2% +4.4% +4.6% +4.8% +5%
Hubologist Party Member + Cult of Personality + Gain Charisma
Charisma +1 +1 +2 +2 +3 +3 +4 +4
Damage protection vs. NPCs +3% +4% +5% +6% +7% +8% +9% +10%
Perks - - - * * ** ** ***

Bonus Endurance

Grants bonus Endurance and increases your negative HP capacity
F E D C B A S S+
Endurance +1 +1 +1 +1 +2 +2 +2 +2
Negative HP cap +66 +68 +70 +72 +74 +76 +78 +80
Hubologist Gain Endurance + Surgeon
Endurance +1 +1 +2 +2 +3 +3 +4 +4
Negative HP cap +120 +140 +160 +180 +200 +220 +240 +260
Perks - - - - * * * **

Bonus Intelligence

Grants bonus Intelligence and increases your lethal damage
F E D C B A S S+
Intelligence +1 +1 +1 +1 +2 +2 +2 +2
Lethal damage +1 +2 +3 +4 +5 +6 +7 +8
Hubologist Healer + Medic + Surgeon
Intelligence +1 +1 +2 +2 +3 +3 +4 +4
Lethal damage +5 +6 +7 +8 +9 +11 +12 +13
Perks - - * * ** ** *** ***

Bonus Luck

Grants bonus Luck, and increases your Engineering skill for armor condition loss calculation
F E D C B A S S+
Luck +1 +1 +1 +1 +2 +2 +2 +2
Engineering for condition loss calculation +330 +340 +350 +360 +370 +380 +390 +400
Hubologist Quick Recovery + Livewire + Dodger
Luck +1 +1 +2 +2 +3 +3 +4 +4
Engineering for condition loss calculation +830 +840 +850 +860 +870 +880 +890 +900
Perks - - * * ** ** *** ***

Bonus Movement

Grants movement speed and turn-based movement-only APs
F E D C B A S S+
Movement speed +8% +9% +10% +11% +12% +13% +14% +15%
Bonus turn-based movement APs 6 6 6 6 7 7 7 7
Hubologist Bonus HtH Attacks + Bonus HtH Damage + Vampire
Movement speed +18% +19% +20% +21% +22% +23% +24% +25%
Bonus turn-based movement APs 9 9 9 9 10 10 10 10
Perks - - * * ** ** *** ***

Bonus Perception

Grants bonus Perception and increases your Sight range
F E D C B A S S+
Perception +1 +1 +1 +1 +2 +2 +2 +2
Sight range +9 +10 +11 +12 +13 +14 +15 +16
Hubologist Gain Perception + Silent Running + Ghost
Perception +1 +1 +2 +2 +3 +3 +4 +4
Sight range +18 +19 +20 +21 +22 +23 +24 +25
Perks - - * * ** ** *** ***

Bonus Strength

Grants bonus Strength and increases your Throwing range
F E D C B A S S+
Strength +1 +1 +1 +1 +2 +2 +2 +2
Throwing range +4 +5 +6 +7 +4 +5 +6 +7
Hubologist Heave Ho! + Demolition Boy + Hit and Run
Strength +1 +1 +2 +2 +3 +3 +4 +4
Throwing range +9 +10 +11 +12 +13 +14 +15 +16
Perks - - - * * ** ** ***

Combat Focus

Modifies critical rate and increases damage multiplier
F E D C B A S S+
Critical rate -130 ms -140 ms -150 ms -160 ms -170 ms -180 ms -190 ms -200 ms
Damage multiplier +0.2% +0.5% +0.7% +1% +1.2% +1.5% +1.7% +2%
Hubologist Focused Striker + Deadeye + Bonus Damage Multi
Critical rate -430 ms -440 ms -450 ms -460 ms -470 ms -480 ms -490 ms -500 ms
Damage multiplier +2.6% +2.8% +3% +3.2% +3.4% +3.6% +3.8% +4%
Perks - - * * ** ** *** ***

Critical Shell

Increases your critical chance and modifies your lethal rate
F E D C B A S S+
Critical chance +8% +9% +10% +11% +12% +13% +14% +15%
Lethal rate -430 ms -440 ms -450 ms -460 ms -470 ms -480 ms -490 ms -500 ms
Hubologist Providence + Lone Wanderer
Critical chance +13% +14% +15% +16% +17% +18% +19% +20%
Lethal rate -1130 ms -1140 ms -1150 ms -1160 ms -1170 ms -1180 ms -1190 ms -1200 ms
Perks - - - * * ** ** **

Cured

Grants normal damage resistance and lethal protection against normal damage
F E D C B A S S+
Normal DR +6% +6% +7% +7% +7% +8% +8% +8%
Lethal normal damage protection +78% +81% +84% +87% +90% +93% +96% +99%
Hubologist Toughness + Adrenaline Rush
Normal DR +9% +9% +10% +10% +11% +11% +12% +12%
Lethal normal damage protection +110% +120% +130% +140% +150% +160% +170% +180%
Perks - - - - * * * **

Defense Enhancement

Grants a bonus to all DRs and a 20% chance to apply Heresy to attackers
F E D C B A S S+
All DR +1% +1% +2% +2% +3% +3% +4% +4%
Heresy duration 5s 5s 6s 6s 6s 7s 7s 7s
Hubologist Dodger + Quick Recovery + Livewire
All DR +1% +2% +3% +4% +5% +6% +7% +8%
Heresy duration 3s 4s 5s 6s 7s 8s 9s 10s
Perks - - - * * ** ** ***

Defensive Belt

Grants damage protection, and applies a 40% Slow to attackers
F E D C B A S S+
DP +0.6% +0.8% +1% +1.2% +1.4% +1.6% +1.8% +2%
Slow duration (in seconds) 3 4 4 5 5 6 6 7
Hubologist Muscular Physique + Coolheaded
DP +2.8% +2.9% +3% +3.1% +3.2% +3.3% +3.4% +3.5%
Slow duration (in seconds) 10 11 12 13 14 15 16 17
Perks - - - - - * * **

Explosive Belt

Grants the ability to self-detonate to deal AoE explosive damage, and lowers attackers' Lethality
F E D C B A S S+
Damage (potentially outdated) 100‑1000 300‑1100 500‑1200 700‑1300 900‑1400 1100‑1500 1300‑1600 1500‑1700
Attacker Lethality -4% -4% -5% -5% -6% -6% -7% -7%
Hubologist Gain Agility + Bonus Move + Action Boy
Damage (potentially outdated) 500‑2000 600‑2200 700‑2400 700‑2600 800‑2800 900‑3000 1000‑3200 1100‑3400
Attacker Lethality -4% -5% -6% -7% -8% -9% -10% -11%
Perks - - - * * ** ** ***

Fill The Gaps

Grants critical chance resistance and lowers attackers' critical damage
F E D C B A S S+
CC resistance +26% +27% +28% +29% +30% +31% +32% +33%
Incoming critical damage -36% -38% -40% -42% -44% -46% -48% -50%
Hubologist Man of Steel + Unbreakable + Iron Limbs
CC resistance +43% +44% +45% +46% +47% +48% +49% +50%
Incoming critical damage -86% -88% -90% -92% -94% -96% -98% -100%
Perks - - - * * ** ** ***

Firegeckon's Enhancement

Grants fire and explosive damage threshold and damage protection (PvP only)
F E D C B A S S+
Fire and explosive DT 33 34 35 36 37 38 39 40
Fire and explosive DP +2% +3% +3% +3% +4% +4% +4% +5%
Hubologist Firefighter + Bonus Battle Stats + Pyromaniac
Fire and explosive DT 43 44 45 46 47 48 49 50
Fire and explosive DP +3% +4% +4% +5% +5% +6% +7% +8%
Perks - - - - * * ** ***

Heavy

Grants critical roll resistance and critical power resistance
F E D C B A S S+
Critical roll resistance 16 18 20 22 24 26 28 30
Critical power resistance +8% +9% +10% +11% +12% +13% +14% +15%
Hubologist Man of Steel + Unbreakable + Iron Limbs
Critical roll resistance 36 38 40 42 44 46 48 50
Critical power resistance +18% +19% +20% +21% +22% +23% +24% +25%
Perks - - - * * ** ** ***

Integrated Gloves

Grants bonus melee damage and reduces your attack delay (melee only)
F E D C B A S S+
Melee damage +18 +19 +20 +21 +22 +23 +24 +25
Melee attack delay (ms) -230 -240 -250 -260 -270 -280 -290 -300
Hubologist Gain Strength + In Your Face! + Better HtH Criticals
Melee damage +33 +34 +35 +36 +37 +38 +39 +40
Melee attack delay (ms) -380 -390 -400 -410 -420 -430 -440 -450
Perks - - - * * ** ** ***

Iron Skin

Grants hit points and reduces incoming melee damage
F E D C B A S S+
Hit points +25 +26 +25 +26 +27 +28 +29 +30
Melee defense +13% +14% +15% +16% +17% +18% +19% +20%
Hubologist Firefighter + Lifegiver
Hit points +93 +94 +95 +96 +97 +98 +99 +100
Melee defense +23% +24% +25% +26% +27% +28% +29% +30%
Perks - - - - * * * **

Laser Reflector

Grants laser damage resistance and lethal protection against laser damage
F E D C B A S S+
Laser DR +6% +6% +7% +7% +7% +8% +8% +8%
Lethal laser damage protection +93% +94% +95% +96% +97% +98% +99% +100%
Hubologist Coolheaded + Dodger
Laser DR +9% +9% +10% +10% +11% +11% +12% +12%
Lethal laser damage protection +145% +150% +155% +160% +165% +170% +175% +180%
Perks - - - - * * * **

Mechanic Patch

Increases your Engineering skill for building objects
F E D C B A S S+
Engineering skill for building objects +165 +170 +175 +180 +185 +190 +195 +200
Hubologist Turret Mechanic + Animal Friend + Engineer
Engineering skill for building objects +730 +740 +750 +760 +770 +780 +790 +800
Perks - - * * ** ** *** ***

Medic Flag

Increases your healing received and modifies the number of hit points restored by your stimpaks
F E D C B A S S+
Healing received +13% +14% +15% +16% +17% +18% +19% +20%
Bonus hit points restored per stimpak +23 +24 +25 +26 +27 +28 +29 +30
Hubologist Medic + Quick Pockets + Bonus AP Regen
Healing received +26% +27% +28% +29% +30% +31% +32% +33%
Bonus hit points restored per stimpak +66 +68 +70 +72 +74 +76 +78 +80
Perks - - * * ** ** *** ***

Mirror System

Grants laser damage threshold and laser damage protection (PvP only)
F E D C B A S S+
Laser DT +1 +1 +2 +2 +2 +3 +3 +3
Laser DP +2% +3% +3% +3% +4% +4% +4% +5%
Hubologist Coolheaded + Lethal Protection
Laser DT +1 +1 +2 +3 +4 +5 +6 +7
Laser DP +3% +4% +4% +5% +5% +6% +7% +8%
Perks - - - - * * * **

Penetration Protection

Grants DR penetration resistance
F E D C B A S S+
DR penetration resistance +5% +5% +6% +6% +7% +7% +8% +8%
Hubologist Medic + Healer + Surgeon
DR penetration resistance +8% +9% +10% +11% +12% +13% +14% +15%
Perks - - - * * ** ** ***

Regeneration

Grants bonus healing rate, and boosts your AP Regen
F E D C B A S S+
Healing rate +10 +11 +12 +13 +14 +15 +16 +17
AP Regen +23 +24 +25 +26 +27 +28 +29 +30
Hubologist Faster Healing + Gain Endurance + Lifegiver
Healing rate +59 +62 +65 +68 +71 +74 +77 +80
AP Regen +73 +74 +75 +76 +77 +78 +79 +80
Perks - - - * * ** ** ***

Shock Protection

Grants explosive and electrical damage resistance and lethal protection against explosive and electrical damage
F E D C B A S S+
Explosive and electrical DR +6% +6% +7% +7% +7% +8% +8% +8%
Lethal explosive/electrical damage protection +13% +14% +15% +16% +17% +18% +19% +20%
Hubologist Lethal Protection + Firefighter
Explosive and electrical DR +9% +9% +10% +10% +11% +11% +12% +12%
Lethal explosive/electrical damage protection +19% +21% +23% +25% +27% +29% +31% +33%
Perks - - - - * * * **

Sneaky

Grants bonus Stealth, and increases your critical chance resistance penetration
F E D C B A S S+
Stealth 79 82 85 88 91 94 97 100
CCR penetration +14% +15% +16% +17% +18% +19% +20% +21%
Hubologist Silent Running + Ghost + Gain Perception
Stealth 455 460 465 470 480 490 495 500
CCR penetration +26% +27% +28% +29% +30% +31% +32% +33%
Perks - - - * * ** ** ***

Special Force Bonus

Grants a bonus to all DTs, and increases Bleed resistance
F E D C B A S S+
All DTs +1 +1 +1 +1 +2 +2 +2 +2
Bleed resistance 34% 36% 38% 40% 42% 44% 46% 48%
Hubologist Toughness + Atomic Savant
All DTs +1 +1 +2 +2 +3 +3 +4 +4
Bleed resistance 65% 70% 75% 80% 85% 90% 95% 100%
Perks - - - - * * * **

Speed Mechanism

Grants bonus action points, and reduces the Slow power of incoming attacks
F E D C B A S S+
APs +1 +1 +2 +2 +2 +3 +3 +3
Slow AD protection +15% +16% +17% +18% +19% +20% +21% +22%
Hubologist Action Boy + Bonus Move + Gain Agility
APs +2 +2 +3 +3 +4 +4 +5 +5
Slow AD protection +33% +34% +35% +36% +37% +38% +39% +40%
Perks - - - * * ** ** ***

Strategic Improvement

Increases your armor class, and grants you a number of extra shots in turn-based mode
F E D C B A S S+
AC +136 +138 +140 +142 +144 +146 +148 +150
TB shots 5 5 6 6 7 7 8 8
Hubologist Bonus Rate of Fire + Cowboy + Fast Attacks
AC +365 +370 +375 +380 +385 +390 +395 +400
TB shots 12 12 13 13 14 14 15 15
Perks - - - * * ** ** ***

Suppression

Alters your attackers' critical rate and increases their attack delay
F E D C B A S S+
Attacker's critical rate +860 ms +880 ms +900 ms +920 ms +940 ms +960 ms +980 ms +1000 ms
Attacker's attack delay +330 ms +340 ms +350 ms +360 ms +370 ms +380 ms +390 ms +400 ms
Hubologist Unbreakable + Quick Recovery
Attacker's critical rate +2300 ms +2400 ms +2500 ms +2600 ms +2700 ms +2800 ms +2900 ms +3000 ms
Attacker's attack delay +530 ms +540 ms +550 ms +560 ms +570 ms +580 ms +590 ms +600 ms
Perks - - - * * ** ** **

Survivalist

Boosts your poison resistance and Burn resistance, and increases your poison resistance cap by 10
F E D C B A S S+
Poison resistance +43% +44% +45% +46% +47% +48% +49% +50%
Burn resistance +43% +44% +45% +46% +47% +48% +49% +50%
Hubologist Bleed immunity
Poison resistance +93% +94% +95% +96% +97% +98% +99% +100%
Burn resistance +93% +94% +95% +96% +97% +98% +99% +100%

Terminator

Increases your damage threshold caps, and gives you the ability to activate Terminator mode for 10 seconds
that significantly slows down your movement but grants you immunity to critical hits
and increases your DTs (ignoring caps) and damage resistances.
F E D C B A S S+
Terminator DT 18 19 20 21 22 23 24 25
Terminator DR +43% +44% +45% +46% +47% +48% +49% +50%
DT cap 1 1 2 2 3 3 4 4
Hubologist
Terminator DT 37 38 39 40 41 42 43 44
Terminator DR +83% +84% +85% +86% +87% +88% +89% +90%
DT cap 3 3 4 4 5 5 6 6
Terminator damage multiplier +12% +13.5% +15% +16.5% +18% +19.5% +21% +22.5%

Tesla Addition

Boosts your plasma and electrical damage thresholds, and grants plasma/electrical damage protection (PvP only)
F E D C B A S S+
Plasma and electrical DT 6 6 7 7 7 8 8 8
Plasma and electrical DP +2% +3% +3% +3% +4% +4% +4% +5%
Hubologist Atomic Savant + Lethal Protection
Plasma and electrical DT 11 12 13 14 15 16 17 18
Plasma and electrical DP +3% +4% +4% +5% +5% +6% +7% +8%
Perks - - - - * * * **

Tesla Attacker

Grants the ability to "discharge" your armor to deal AoE electrical damage,
and a chance to paralyze the target with electrical damage
F E D C B A S S+
Discharge damage 74‑153 75‑154 76‑155 77‑156 77‑157 78‑158 79‑159 80‑160
Discharge AP cost 7 7 6 6 6 5 5 5
Paralysis chance 13% 14% 15% 16% 17% 18% 19% 20%
Hubologist Bonus Battle Stats + Demolition Boy
Discharge damage 113‑393 114‑394 115‑395 116‑396 117‑397 118‑398 119‑399 220‑400
Discharge AP cost 4 4 4 4 3 3 3 3
Paralysis chance 26% 28% 30% 32% 34% 36% 38% 40%
Perks - - - - * * * **

Thwart Block

Reduces attackers' Strength for Heavy Handed calculation, and reduces incoming damage by a flat amount
F E D C B A S S+
Attacker Strength for HH calculation 11 12 13 14 15 16 17 18
Incoming damage reduction 1 1 2 2 3 3 4 4
Hubologist Stonewall + Muscular Physique
Attacker Strength for HH calculation 18 19 20 21 22 23 24 25
Incoming damage reduction 3 4 5 6 7 8 9 10
Perks - - - - * * * **

Utility

Grants bonus radiation resistance and carry weight capacity, and:

  • increases your radiation resistance cap by 10;
  • increases your item luck by 10;
  • reduces your reload cost by 1
F E D C B A S S+
Radiation resistance +59% +60% +61% +62% +63% +64% +65% +66%
Carry weight cap 229 232 235 238 241 244 247 250
Hubologist Muscular Physique + Bonus Rate of Fire
Radiation resistance +93% +94% +95% +96% +97% +98% +99% +100%
Carry weight cap 630 640 650 660 670 680 690 700
Perks - - - - * * * **

Veil

Grants sneak detection protection
F E D C B A S S+
Sneak detection protection 3 3 4 4 5 5 6 6
Hubologist Baiter + Crasher + Long Arms
Sneak detection protection 13 14 15 16 17 18 19 20
Perks - - * * ** ** *** ***

Wire Reflector

Provides laser/electrical damage reflection and a chance to perform a melee counter-attack against hex-adjacent attackers
F E D C B A S S+
Laser/electrical damage reflection +13% +14% +15% +16% +17% +18% +19% +20%
Melee counter-attack damage +16% +18% +20% +22% +24% +26% +28% +30%
Hubologist Energy Deflection + Baiter
Laser/electrical damage reflection +33% +34% +35% +36% +37% +38% +39% +40%
Melee counter-attack damage +45% +50% +55% +60% +65% +70% +75% +80%
Perks - - - * * * * **

List of legendary armor perks

Legendary armor perks grant all of their listed bonuses up to an including the one assigned to their current rank.

Advanced Defense

F +2% damage protection against NPCs
E Reduces by 4% the cap on the % of your max HP that a single NPC attack can remove
D 20% slower armor condition loss
C +2% damage protection against NPCs (stacks with F)
B +4% DR penetration protection against NPCs
A +5% DT penetration protection against NPCs
S Reduces by 6% the cap on the % of your max HP that a single NPC attack can remove (stacks with E)
S+ +4% damage protection against NPCs (stacks with F and C)
S++ When an NPC kills you, instantly revive at full health (Cooldown: 60 minutes)

Powered

F Damage from NPC attacks reduced by 1
E +1 to all DTs against NPCs (ignores the cap)
D 20% slower armor condition loss
C Damage from NPC attacks reduced by 1 (stacks with F)
B +10% lethal protection against NPCs
A +60% melee protection against NPCs
S +1 to all DTs against NPCs (ignores the cap; stacks with E)
S+ Damage from NPC attacks reduced by 2 (stacks with F and C)
S++ +15% damage protection against 1-hex NPC attacks


Great Shield

F Completely blocks one NPC attack (Cooldown: 250 seconds)
E +10% critical chance resistance against NPCs
D 20% slower armor condition loss
C Completely blocks one NPC attack (Cooldown: 230 seconds)
B Damage multiplier of NPC attackers reduced by 2%
A Grants critical power resistance equal to your critical chance resistance against NPCs
S +10% critical chance resistance against NPCs (stacks with E)
S+ Completely blocks one NPC attack (Cooldown: 210 seconds)
S++ NPCs lose their critical chance resistance penetration


Nightmare Defense

F NPCs lose 1 AP when they attack you
E NPCs lose 15 HP when they attack you
D 20% slower armor condition loss
C NPCs lose 1 AP when they attack you (stacks with F)
B Apply 60% Slow to NPC attackers
A NPCs get taunted for 5 seconds after attacking you
S NPCs lose 25 HP when they attack you (stacks with E)
S+ NPCs lose 2 APs when they attack you (stacks with F and C)
S++ NPCs gain Bleed stacks when they attack you


Rerolling

Armor perks can be rerolled by Boyce in Junktown or Randal in New Vault City. The cost is in local currency and applies to a single reroll. Since the outcome is randomized, multiple rerolls will likely be necessary to achieve the desired perk configuration.

Level Cost
1 15,000
2 100,000
3 200,000
4 50,000
5 6,000,000
6 50,000

Armor experience

The total amount of gear experience (gear XP) required for armor to level up depends on its tier, type, and current level.

Total XP needed for armor to level up = Base XP requirement * XP requirement multiplier

The XP requirement multiplier only applies to levels 1–4. For levels 5 and 6, all armor types use the base (100%) values.

Base gear XP needed to level up by armor tier
Grayrobe.png Tier I Tier II Tier III Tier IV Tier V Tier VI
Level 1 7 500 15 000 30 000 60 000 180 000 900 000
Level 2 50 000 100 000 200 000 400 000 1 200 000 6 000 000
Level 3 100 000 200 000 400 000 800 000 2 400 000 12 000 000
Level 4 625 000 1 250 000 2 500 000 5 000 000 15 000 000 75 000 000
Level 5 800 000 1 400 000 3 000 000 5 750 000 16 000 000 65 000 000
Level 6 1 600 000 2 800 000 6 000 000 11 500 000 30 000 000 130 000 000
Armor type XP req.
multi
Precalculated
values
Leather armor
75%
XP-per-level (leather armor) 
Ltharmor.gif Tier I Tier II Tier III Tier IV Tier V Tier VI
Level 1 5,625 11,250 22,500 45,000 135,000 675,000
Level 2 37,500 75,000 150,000 300,000 900,000 4,500,000
Level 3 75,000 150,000 300,000 600,000 1,800,000 9,000,000
Level 4 468,750 937,500 1,875,000 3,750,000 11,250,000 56,250,000
Level 5 800,000 1,400,000 3,000,000 5,750,000 16,000,000 65,000,000
Level 6 1,600,000 2,800,000 6,000,000 11,500,000 30,000,000 130,000,000
Metal armor
80%
XP-per-level (metal armor) 
Mtlarmor.gif Tier I Tier II Tier III Tier IV Tier V Tier VI
Level 1 6,000 12,000 24,000 48,000 144,000 720,000
Level 2 40,000 80,000 160,000 320,000 960,000 4,800,000
Level 3 80,000 160,000 320,000 640,000 1,920,000 9,600,000
Level 4 500,000 1,000,000 2,000,000 4,000,000 12,000,000 60,000,000
Level 5 800,000 1,400,000 3,000,000 5,750,000 16,000,000 65,000,000
Level 6 1,600,000 2,800,000 6,000,000 11,500,000 30,000,000 130,000,000
Combat robes
100%
XP-per-level (combat robes) 
Robeinv.gif Tier I Tier II Tier III Tier IV Tier V Tier VI
Level 1 7,500 15,000 30,000 60,000 180,000 900,000
Level 2 50,000 100,000 200,000 400,000 1,200,000 6,000,000
Level 3 100,000 200,000 400,000 800,000 2,400,000 12,000,000
Level 4 625,000 1,250,000 2,500,000 5,000,000 15,000,000 75,000,000
Level 5 800,000 1,400,000 3,000,000 5,750,000 16,000,000 65,000,000
Level 6 1,600,000 2,800,000 6,000,000 11,500,000 30,000,000 130,000,000
Combat armor
150%
XP-per-level (combat armor) 
Cbtarmor.gif Tier I Tier II Tier III Tier IV Tier V Tier VI
Level 1 11,250 22,500 45,000 90,000 270,000 1,350,000
Level 2 75,000 150,000 300,000 600,000 1,800,000 9,000,000
Level 3 150,000 300,000 600,000 1,200,000 3,600,000 18,000,000
Level 4 937,500 1,875,000 3,750,000 7,500,000 22,500,000 112,500,000
Level 5 800,000 1,400,000 3,000,000 5,750,000 16,000,000 65,000,000
Level 6 1,600,000 2,800,000 6,000,000 11,500,000 30,000,000 130,000,000

Itemized gear upgrades

There are two item types that can help your gear achieve the optimal perk configuration: upgrade parts (which provide an immediate gear XP boost), and gear mod upgrades (which have a chance of increasing the rank of your already unlocked perks).

Gear experience boosters

Found mostly in dungeon lockers, Upgrade Parts add experience directly to your gear. Note that any perks unlocked via this method will be randomized, even if you would normally be able to select the one you want.

To use Upgrade Parts on an item: (1) place the item on the ground; (2) click and hold the left mouse button on it; (3) from the drop‑down menu, select the bag icon; (4) in the inventory window that appears, click on the stack of Upgrade Parts you wish to use.

Gear experience boosters
Image Name Description
Upgrade Parts.png Upgrade Parts Adds 10,000 XP to a piece of gear
Upgrade Parts MKII.png Upgrade Parts MKII Adds 100,000 XP to a piece of gear
Upgrade Parts MKIII.png Upgrade Parts MKIII Adds 1,000,000 XP to a piece of gear

10 x Upgrade Parts can be combined into 1 x Upgrade Parts MKII, and 10 x Upgrade Parts MKII can be combined into 1 x Upgrade Parts MKIII via Fix-Boy, which may come in handy if you're planning to craft Water Chips.

Gear perk rank upgrades

If the rank of the perks on your gear could use a little tune-up, there are several items that you may find interesting, see the table below.

To use any of them: (1) place your armor/weapon on the ground; (2) click and hold the left mouse button on it; (3) from the drop‑down menu, select the bag icon; (4) in the inventory window that appears, click on the item you wish to use.

Gear mod upgrades
Image Item name Function Loot drop pool Success chance
Rustplate Wrench.png Rustplate Wrench Upranks perk #1 Common (trash cans)
  • F β†’ E: 100%
  • E β†’ D: 100%
  • D β†’ C: 100%
  • C β†’ B: 100%
  • B β†’ A: 100%
  • A β†’ S: 50%
  • S β†’ S+: 10%
Boltgrip Tuner.png Boltgrip Tuner Upranks perk #2 Tools
Chromed Gearwheel.png Chromed Gearwheel Upranks perk #3 SPECIAL implants
Vault-Lock Calibrator.png Vault-Lock Calibrator Upranks perk #4 Combat implants
Neon Flux Core.png Neon Flux Core Upranks perk #5 Vertibird parts
Echelon Overdrive Chip.png Echelon Overdrive Chip Upranks perk #6 T6 dungeons only
Wattz Precision Coil.png Wattz Precision Coil Upranks the Roger perk Rare items

Note: GMU1000 does not appear on the list above because it can only be used to modify Alien weapons.

See also