Armor perks

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Introduction

# Description
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, new perks unlock, and the armor's color changes.
Armor perks vary in effectiveness depending on their rank. Armor perk ranks you get and are heavily influenced by item luck.
Perk 1-3 The first three perks on tier 3 gear are always predefined. Some tier 4 items may have random perks even on the first three levels.
Perk 4 The fourth perk can be chosen via a dialog window once unlocked. However, if you level up your weapon using Upgrade Parts, this perk will be random.
Perk 5 The fifth perk is always random.
Legendary Perk The sixth perk, known as the "legendary" perk, is selected from a separate table of perks and only applies against NPCs.
Perk 7 Every weapon can be upgraded by Roger with a T4 part, or Cotsford in Last 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 +1 +2 +2 +2 +3 +3
Normal DP +8% +9% +10% +11% +12% +13% +14% +15%
Hubologist Toughness + Lethal Protection
Normal DT +1 +1 +2 +3 +4 +5 +6 +7
Normal DP +11% +13% +15% +17% +19% +21% +23% +25%
Perks - - - - * * * **


Anty-Termal System

Grants plasma and fire damage resistance and lethal protection against fire and plasma damage
F E D C B A S S+
Fire and plasma DR -2% +2% +3% +4% +5% +6% +7% +8%
Fire/plasma lethal damage protection +45% +50% +55% +60% +65% +70% +75% +80%
Hubologist Atomic Savant + Firefighter
Fire and plasma DR +2% +4% +6% +8% +10% +12% +14% +16%
Fire/plasma lethal damage protection +90% +100% +110% +120% +130% +140% +150% +160%
Perks - - - - * * * **


Bonus Movement

Grants movement speed and turn-based movement-only APs
F E D C B A S S+
Movement speed -4% +4% +6% +8% +10% +12% +14% +16%
Bonus turn-based movement APs 0 +1 +2 +3 +4 +5 +6 +7
Hubologist Bonus HtH Attacks + Bonus HtH Damage + Vampire
Movement speed +5% +8% +11% +14% +17% +20% +23% +26%
Bonus turn-based movement APs +2 +4 +6 +8 +10 +12 +14 +16
Perks - - * * ** ** *** ***


Cured

Grants normal damage resistance and lethal protection against normal damage
F E D C B A S S+
Normal DR -3% +3% +4% +5% +6% +7% +8% +9%
Normal lethal damage protection +65% +70% +75% +80% +85% +90% +95% +100%
Hubologist Toughness + Adrenaline Rush
Normal DR +5% +6% +7% +8% +9% +10% +11% +12%
Normal lethal damage protection +80% +90% +100% +110% +120% +130% +140% +150%
Perks - - - * * * ** **


Defense Enhancement

Grants a bonus to all DRs and a 20% chance to apply the Heresy status to attackers
F E D C B A S S+
All DR -1% +1% +1% +2% +2% +3% +3% +4%
Heresy time 0 1s 2s 3s 4s 5s 6s 7s
Hubologist Chance to apply Heresy to attackers = 50%
Dodger + Lifegiver + Livewire
All DR +1% +2% +3% +4% +5% +6% +7% +8%
Heresy time 3s 4s 5s 6s 7s 8s 9s 10s
Perks - - - * * ** ** ***


Defensive Belt

Grants damage protection, and applies a 40% Slow effect on attackers
F E D C B A S S+
DP -1% +0,5% +1% +1,5% +2% +2,5% +3% +3,5%
Slow effect duration 0 0 1s 3s 5s 7s 9s 11s
Hubologist Muscular Physique + Coolheaded
DP +1% +2% +3% +4% +5% +6% +7% +8%
Slow effect duration 3s 5s 7s 9s 11s 13s 15s 17s
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 100-1000 300-1100 500-1200 700-1300 900-1400 1100-1500 1300-1600 1500-1700
Attacker Lethality +3% -1% -2% -3% -4% -5% -6% -7%
Hubologist Gain Agility + Bonus Move + Action Boy
Damage 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 -5% +5% +9% +14% +20% +27% +35% +43%
Incoming critical damage 0 -10% -25% -40% -55% -70% -85% -100%
Hubologist Man of Steel + Stonewall + Iron Limbs
CC Resistance +5% +15% +25% +35% +45% +55% +65% +75%
Incoming critical damage -25% -50% -75% -100% -125% -150% -175% -200%
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 -5 +15 +20 +25 +25 +30 +35 +40
Fire and explosive DP +8% +9% +10% +11% +12% +13% +14% +15%
Hubologist Firefighter + Bonus Battle Stats + Pyromaniac
Fire and explosive DT +20 +25 +25 +30 +35 +40 +45 +50
Fire and explosive DP +11% +13% +15% +17% +19% +21% +23% +25%
Perks - - - - * * ** **


Bonus Strength

Grants bonus Strength and increases your Throwing range
F E D C B A S S+
Strength -1 0 +1 +1 +1 +1 +2 +2
Throwing range 0 +1 +2 +3 +4 +5 +6 +7
Hubologist Heave Ho! + Demolition Boy + Hit and Run
Strength +1 +1 +2 +2 +3 +3 +4 +4
Throwing range +2 +4 +6 +8 +10 +12 +14 +16
Perks - - - * * ** ** ***


Bonus Perception

Grants bonus Perception and increases your Sight range
F E D C B A S S+
Perception -1 0 +1 +1 +1 +1 +2 +2
Sight range +2 +4 +6 +8 +10 +12 +14 +16
Hubologist Gain Perception + Silent Running + Ghost
Perception +1 +1 +2 +2 +3 +3 +4 +4
Sight range +12 +14 +16 +18 +20 +22 +24 +26
Perks - - * * ** ** *** ***


Bonus Endurance

Grants bonus Endurance and increases your negative HP capacity
F E D C B A S S+
Endurance -1 0 +1 +1 +1 +1 +2 +2
Negative HP cap +10 +20 +30 +40 +50 +60 +70 +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 Charisma

Grants bonus Charisma and increases the amount of experience you gain
F E D C B A S S+
Charisma -1 0 +1 +1 +1 +1 +2 +2
Bonus XP +10% +20% +30% +40% +50% +60% +70% +80%
Hubologist Party Member + Cult of Personality + Awareness
Charisma +1 +1 +2 +2 +3 +3 +4 +4
Bonus XP +120% +140% +160% +180% +200% +220% +240% +260%
Perks - - * * ** ** *** ***


Bonus Intelligence

Grants bonus Intelligence and reduces your Replication timeout
F E D C B A S S+
Intelligence -1 0 +1 +1 +1 +1 +2 +2
Respawn delay -1s -3s -5s -8s -12s -16s -20s -25s
Hubologist Healer + Medic + Surgeon
Intellingence +1 +1 +2 +2 +3 +3 +4 +4
Respawn delay -20s -25s -30s -35s -40s -45s -55s Instant
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 0 +1 +1 +1 +1 +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 Luck

Grants bonus Luck, and increases your Engineering skill for armor condition loss calculation
F E D C B A S S+
Luck -1 0 +1 +1 +1 +1 +2 +2
Engineering for condition loss calculation +50 +100 +150 +200 +250 +300 +350 +400
Hubologist Lifegiver + Livewire + Dodger
Luck +1 +1 +2 +2 +3 +3 +4 +4
Engineering for condition loss calculation +200 +300 +400 +500 +600 +700 +800 +900
Perks - - * * ** ** *** ***


Heavy

Grants critical roll resistance and critical power resistance
F E D C B A S S+
Critical roll resistance -5 +5 +10 +15 +20 +30 +40 +50
Critical power resistance +3% +6% +9% +12% +15% +18% +21% +24%
Hubologist Man of Steel + Stonewall + Iron Limbs
Critical roll resistance +10 +15 +25 +40 +55 +70 +85 100
Critical power resistance +10% +15% +20% +25% +30% +35% +40% +45%
Perks - - * * ** ** *** ***


Thwart Block

Reduces attackers' Strength for Heavy Handed calculation, and lowers attackers' knockback distance
F E D C B A S S+
Attacker Strength for HH calculation +5 -12 -13 -14 -15 -16 -17 -18
Attacker knockback distance 0 -1 -1 -2 -2 -3 -3 -4
Hubologist Stonewall + Muscular Physique
Attacker Strength for HH calculation +5 -12 -13 -14 -15 -16 -17 -18
Attacker knockback distance 0 -1 -1 -2 -2 -3 -3 -4
Perks - - - * * * ** **


Integrated Gloves

Grants bonus melee damage and reduces your attack delay (melee only)
F E D C B A S S+
Melee damage +1 +3 +6 +10 +15 +21 +28 +36
Melee attack delay +100 0 -50 -100 -150 -200 -250 -300
Hubologist Gain Strength + In Your Face! + Better HtH Criticals
Melee damage +10 +15 +21 +28 +36 +45 +55 +66
Melee attack delay -100 -150 -200 -250 -300 -350 -400 -450
Perks - - * * ** ** *** ***


Iron Skin

Grants hit points and reduces incoming melee damage
F E D C B A S S+
Hit points -5 +2 +5 +10 +15 +25 +35 +45
Incoming melee damage +3% +6% +9% +12% +15% +18% +21% +24%
Hubologist Firefighter + Lifegiver
Hit points +15 +25 +45 +65 +85 +105 +125 +150
Incoming melee damage +9% +14% +19% +24% +29% +34% +39% +44%
Perks - - - * * * ** **


Laser Reflector

Grants laser damage resistance and lethal protection against laser damage
F E D C B A S S+
Laser DR -3% +3% +4% +5% +6% +7% +8% +9%
Laser lethal damage protection +78% +81% +84% +87% +90% +93% +96% +99%
Hubologist Coolheaded + Dodger
Laser DR +5% +6% +7% +8% +9% +10% +11% +12%
Laser lethal damage protection +40% +60% +80% +100% +120% +140% +160% +180%
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 +3 +4 +5 +6 +7
Laser DP +8% +9% +10% +11% +12% +13% +14% +15%
Hubologist Coolheaded + Lethal Protection
Laser DT +4 +6 +8 +10 +12 +14 +16 +18
Laser DP +11% +13% +15% +17% +19% +21% +23% +25%
Perks - - - - * * * **


Penetration Protection

Grants damage resistance and damage threshold penetration resistance
F E D C B A S S+
DR penetration resistance -4% +2% +3% +4% +5% +6% +7% +8%
DT penetration resistance +18% +19% +20% +21% +22% +23% +24% +25%
Hubologist Medic + Healer + Surgeon
DR penetration resistance +8% +9% +10% +11% +12% +13% +14% +15%
DT penetration resistance +26% +28% +30% +32% +34% +36% +38% +40%
Perks - - - - * * * **


Regeneration

Grants bonus healing rate, and boosts your AP Regen
F E D C B A S S+
Healing rate -3 +3 +6 +9 +12 +15 +18 +21
AP Regen 0 +5 +10 +15 +20 +25 +30 +35
Hubologist Faster Healing + Gain Endurance + Quick Pockets
Healing rate +10 +20 +30 +40 +50 +60 +70 +80
AP Regen +10 +20 +30 +40 +50 +60 +70 +80
Perks - - * * ** ** *** ***


Shock Protection

Grants explosive and electrical damage resistance and lethal protection against explosive and electrical lethal damage
F E D C B A S S+
Explosive and electrical DR -3% +2% +4% +5% +6% +7% +8% +9%
Explosive/electrical lethal damage protection +13% +14% +15% +16% +17% +18% +19% +20%
Hubologist Lethal Protection + Firefighter
Explosive and electrical DR +2% +4% +6% +8% +10% +12% +14% +16%
Explosive/electrical lethal 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 -20 +20 +40 +60 +80 +100 +120 +140
CCR penetration 0 +3% +6% +9% +12% +15% +18% +21%
Hubologist Silent Running + Ghost + Gain Perception
Stealth +100 +200 +300 +400 +500 +600 +700 +800
CCR penetration +6% +9% +12% +15% +18% +21% +24% +37%
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 0 +1 +1 +1 +1 +1 +2
Bleed resistance 6% 12% 18% 24% 32% 38% 42% 48%
Hubologist Toughness + Atomic Savant
All DTs +1 +1 +2 +2 +3 +3 +4 +4
Bleed resistance 30% 40% 50% 60% 70% 80% 90% 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 0 +1 +1 +2 +2 +3 +3
Slow resistance 0 -1% -2% -6% -10% -14% -18% -22%
Hubologist Action Boy + Bonus Move + Gain Agility
APs +2 +2 +3 +3 +4 +4 +5 +5
Slow resistance -5% -10% -15% -20% -25% -30% -35% -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 -25 +25 +50 +75 +100 +125 +150 +175
TB shots +1 +2 +3 +4 +5 +6 +7 +8
Hubologist Earlier Sequence + Cowboy + Fast Attacks
+50 +100 +150 +200 +250 +300 +350 +400
TB shots +2 +4 +6 +8 +10 +12 +14 +16
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 -5% +5% +10% +20% +30% +40% +50% +60%
Burn resistance +5% +10% +20% +30% +40% +50% +60% +70%
Hubologist Bleed immunity
Poison resistance +10% +30% +50% +70% +90% +110% +130% +150%
Burn resistance +20% +40% +60% +80% +90% +95% +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 0 +5 +10 +15 +20 +25 +30 +35
Terminator DR +20 +28 +36 +42 +50 +58 +62 +68
DT cap -1 0 0 +1 +1 +2 +2 +3
Hubologist
Terminator DT +20 +30 +40 +50 +60 +70 +80 +90
Terminator DR +55 +60 +65 +70 +75 +80 +85 +90
Terminator damage multiplier +70% +85% +100% +115% +130% +145% +160% +175%
DT cap 0 +1 +1 +2 +3 +3 +4 +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 -1 +3 +4 +5 +6 +7 +8 +9
Plasma and electrical DP +8% +9% +10% +11% +12% +13% +14% +15%
Hubologist Atomic Savant + Lethal Protection
Plasma and electrical DT +4 +6 +8 +10 +12 +14 +16 +18
Plasma and electrical DP +11% +13% +15% +17% +19% +21% +23% +25%
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 10-20 20-40 30-60 40-80 50-100 60-120 70-140 80-160
Discharge AP cost 10 9 8 7 6 5 4 3
Paralysis chance 0 1% 4% 8% 12% 16% 20% 24%
Hubologist Bonus Battle Stats + Demolition Boy
Discharge damage 10-50 40-100 70-150 100-200 130-250 160-300 190-350 220-400
Discharge AP cost 5 5 4 4 3 3 2 2
Paralysis chance 12% 16% 20% 24% 28% 32% 36% 40%
Perks - - - * * * ** **


Utility

Grants bonus radiation resistance and carry weight capacity; 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 -5% +5% +10% +15% +30% +45% +60% +90%
Carry weight cap 0 +5 +20 +35 +50 +65 +80 +95
Hubologist Muscular Physique + Bonus Rate of Fire
Radiation resistance +10% +25% +40% +55% +70% +85% +100% +200%
Carry weight cap +50 +100 +150 +200 +250 +300 +350 +400
Perks - - - * * * ** **


Patch 6.4.5 perks

Bio Steel

Modifies your DR cap and increases your healing multiplier
F E D C B A S S+
DR cap -1% 0% +1% +2% +3% +3% +4% +4%
Healing multiplier +5% +10% +15% +20% +25% +30% +35% +40%
Hubologist Reinforced Endurance + Vital Shielding
DR cap +3% +4% +5% +6% +7% +8% +9% +10%
Healing multiplier +30% +40% +50% +60% +70% +80% +90% +100%
Perks - - - * * ** ** **


Combat Focus

Modifies critical rate and increases damage multiplier
F E D C B A S S+
Critical rate +50ms 0ms -50ms -70ms -100ms -120ms -150ms -200ms
Damage multiplier +1% +1% +1% +1% +2% +2% +2% +2%
Hubologist Focused Striker + Deadeye + Bonus Damage Multi
Critical rate -50ms -100ms -150ms -200ms -250ms -300ms -450ms -500ms
Damage multiplier +1% +2% +3% +3% +3% +4% +4% +5%
Perks - - * * ** ** *** ***


Critical Shell

Increases your critical chance and modifies your lethal rate
F E D C B A S S+
Critical chance +1% +3% +5% +7% +9% +11% +13% +15%
Lethal rate +50ms 0ms -50ms -100ms -200ms -300ms -400ms -500ms
Hubologist Providence + Lone Wanderer
Critical chance +5% +6% +7% +8% +9% +12% +16% +20%
Lethal rate -500ms -600ms -700ms -800ms -900ms -1000ms -1100ms -1200ms
Perks - - - * * ** ** **


Mechanic Patch

Grants extra Luck for armor deterioration calculation only, and increases your Engineering skill for building objects
F E D C B A S S+
Luck for armor deterioration calculation +1 +2 +3 +4 +5 +6 +7 +8
Engineering skill for building objects +50 +70 +90 +110 +130 +150 +170 +200
Hubologist Turret Mechanic + Animal Friend + Engineer
Luck for armor deterioration calculation +13 +14 +15 +16 +17 +18 +19 +20
Engineering skill for building objects +100 +200 +300 +400 +500 +600 +700 +800
Perks - - * * ** ** *** ***


Medic Flag

Increases your healing multiplier and modifies the number of hit points restored by your stimpaks
F E D C B A S S+
Healing multiplier +30% +40% +50% +60% +70% +80% +90% +100%
Bonus hit points restored per stimpak -5 0 +5 +10 +15 +20 +25 +30
Hubologist Medic + Quick Pockets + Bonus AP Regen
Healing multiplier +110% +130% +150% +170% +190% +210% +230% +250%
Bonus hit points restored per stimpak +10 +20 +30 +40 +50 +60 +70 +80
Perks - - * * ** ** *** ***


Suppression

Alters your attackers' critical rate and increases their attack delay
F E D C B A S S+
Attacker's critical rate -100ms 0ms +100ms +200ms +400ms +600ms +800ms +1000ms
Attacker's attack delay +10ms +30ms +60ms +100ms +150ms +210ms +280ms +400ms
Hubologist Unbreakable + Quick Recovery
Attacker's critical rate +200ms +300ms +500ms +800ms +1200ms +1700ms +2300ms +3000ms
Attacker's attack delay +50ms +100ms +200ms +300ms +400ms +500ms +550ms +600ms
Perks - - - * * ** ** **


Veil

Grants sneak detection protection and makes you Noiseless.
F E D C B A S S+
Sneak detection protection -1 0 +1 +2 +3 +4 +5 +6
Noiseless effect +1% +2% +3% +4% +5% +6% +7% +8%
Hubologist Phantom Presence + Undetected + Gain Intelligence
Sneak detection protection +6 +8 +10 +12 +14 +16 +18 +20
Noiseless effect +12% +16% +20% +24% +28% +32% +36% +40%
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 0% +2% +5% +8% +11% +14% +17% +20%
Melee counter-attack chance +4% +6% +8% +10% +15% +20% +25% +30%
Hubologist Energy Deflection + Baiter
Laser/electrical damage reflection +15% +20% +25% +30% +35% +40% +45% +50%
Melee counter-attack chance +10% +20% +30% +40% +50% +60% +70% +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 Defence

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 Defence

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 Experience
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

Base XP requirement and Experience modifiers to get specific equipment to a specific level can be seen in tables below:

Base armor XP required to level up per tier
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 3 000 000 6 000 000 12 000 000 24 000 000 72 000 000 360 000 000
Level 6 25 000 000 50 000 000 100 000 000 200 000 000 600 000 000 3 000 000 000
Armor Type XP req.
multi
Leather armor 75%
Metal armor 80%
Combat robes 100%
Combat armor 150%

Note: The XP requirement multiplier only applies at levels 1-4.

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 → E: 100%
  • E → D: 100%
  • D → C: 100%
  • C → B: 100%
  • B → A: 100%
  • A → S: 50%
  • S → 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

See also