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It seems legendary armor effects can stack, for example luck. But somehow the legenadries don't drop a armor piece of the same type with the same stats. For example: leather armor. Tested this with equipping a leather chest piece with +1 char/+1 int. Did the reload trick with auto save, and tried to get the leather leg piece with the same effects as the leather chest piece. I get every effect, but not the one with+1 char/+1 int. Anyone else tested this?

Well, you are actually right, I've spent 8 hours farming second vats enhanced leather armor piece, with no luck. While getting raider armor took me 20 minutes. Also it looks like leaving it in settlement or somewhere on the ground doesn't help. Rzeźnik (talk) 22:27, December 14, 2015 (UTC)
UPDATE - I've found second vats enchanced armor piece, I have no idea why I couldn't get it previously. Rzeźnik (talk) 20:41, January 5, 2016 (UTC)

Legendary Power ArmorEdit

Did someone ever get a drop of legendary power armor pieces? I've been playing for more than 200 hours now and killed a handful of legendary power-armor-clad enemies in that time, yet I didn't find anything of the sort, certain uniques like Tessa's Fist, the Visionary's Helmet and so on notwithstanding. Just bad luck on my part or simply not featured in the game as it is?

Stacking Edit

Any limits to stacking? E.g 5 pieces of bolstering gear giving up to 175 energy and damage resistance?

No limit on stacking, 6x Sharp armor pieces give me +6 CHA & +6 INT

Can they stack with similar effect from perks? Such as Titan/Sentinel armor and the Lone Wanderer perk? —Preceding unsigned comment added by (talkcontribs) 20:36, April 30, 2016 (UTC). Please sign your posts with ~~~~!

Punishing armorEdit

With Punishing armor, is that 10% of the total attack's value or 10% of the damage after armor modifiers have been applied?

Punishing Melee - Non Humanoids Edit

Do attacks from non humanoids (creatures and animals) count as melee attacks? Or are they a different type of attack and are unaffected by Punishing armor? -- 22:54, December 22, 2015 (UTC)

Chameleon Edit

On PC, at least, this effect makes the Pip-Boy very difficult to read even when it's not glitched to be blank. The article doesn't mention that. The text is blurry and the whole display is distorted. It's so bad I don't even use armor with this effect.--BigMill (talk) 20:40, January 19, 2016 (UTC)

Legendary prefix only spawning on base variants of armor? Edit

Playing the game on PS4/PC and thus far (lvl 60) have only found Legendary armor prefixes on the base models of armor, e.g.: Regular leather armor instead of Sturdy or Hardened. Possible that it's programmed to only spawn on base model armor? May be worth noting.

Absolutely possible! Can't blame you for not knowing, it's kind of odd how they handle the different variants. If it's got a defense increase and misc mod (or in the case of a legendary modifier, one of either), the quality part of its name doesn't show. As in, an Ultralight Studded Leather Right Leg could be any variant of leather armor, while a Leather Right Leg is certainly standard. To know if a legendary piece of armor is Sturdy or heavy, look at the weight and defense compared to a standard piece with the same mods.
And judging by your note with Leather armor, I'll go out on a limb and assume you're in the early-mid game. Sturdy and heavy armor is more common at higher levels, in both normal and legendary versions. Miggy (hawk talk) 18:23, January 25, 2016 (UTC)

Legendary drop rates from Legendary enemiesEdit

I re-inserted a note of uncertainty about the drop rate of legendaries, albeit with much less uncertainty.

A legendary mob may, in fact, be intended to drop a legendary item 100% of the time, but by bug or intent, it does rarely fail to happen. On several occasions (out of months of play) I have encountered a legendary corpse with no legendary item and been fortunate enough to have a save just prior to killing the mob. Each time I reloaded the save and used the console to examine the live mob's inventory and confirm that, indeed, it had no legendary in its possession.

Like I say, I suspect this is not intended, but since it's an actual, observed behavior, it really ought to be documented that way. Aiken Drum (talk) 10:45, February 6, 2016 (UTC)

Have you considered it could be a bug? I believe the "all legendary ennemies carry a legendary piece of equipment" comes from a canon source but I cannot remember which. A verification would be useful. --YoDsanklai (talk, blogs) 10:47, February 6, 2016 (UTC)
Yes, I said specifically in the first sentence above that it could be a bug. Nevertheless, it's an observed behavior that I've verified several times. I would guess that the anon contributor whose edit was reverted had also experienced it, though I can't vouch for their verification process, only mine.
If it's how the game currently works, that's how it should be written, at least until/unless they fix the bug. If you have a canon source that says it should be otherwise then we should mark it "always" in the main text and annotate with a footnote in the bugs section that the actual results vary from expectations. People come here to know what is, not what should be. Aiken Drum (talk) 02:25, February 7, 2016 (UTC)
There is the in-game help on legendary enemies stating: "Far tougher than their standard counterparts, Legendary enemies provide bonus Experience Points when defeated and have a chance to drop Legendary items." But that is not how the game actually works, not getting a legendary item from a legendary enemy sems to be a rare fluke. I'm not sure how it can happen, looking at the game data it shouldn' happen. The item is added per spell found at the race. All the races that have legendary creatures have that spell. It's actually a script, that checks if the created leveled creature is legendary, and adds a legendary item to the inventory at creation time if so. For not receiving an legendary item I see only two possibilties: The created enemies race data is faulty and it gets assigned the defaultrace which lacks that spell. If that is the case, the name of the enemy failing to give a legendary item would help to track it down. The other possibility is that the legendary item fails to be created - it's a deeply nested leveled list of possible items that are chosen randomly, if one of the many sublists is faulty it wouldn't create an item in a few cases. --Alfwyn (talk) 05:10, February 7, 2016 (UTC)
Have you seen the script itself, by any chance? Is it something where the pex has to be decompiled, or are we talking about condition records in the database? I'm curious whether there's a die roll at all in there, because I've seen a number of things where the devs mixed up fraction & percentage, giving a 100x or (or 1/100x) chance vs. what they intended. If your quote is right and there is only supposed to be a chance of a legendary, let's say 50% just for example, then maybe someone took a [0.0 .. 100.0) random range and mistakenly compared to 0.5 instead of 50. Aiken Drum (talk) 19:11, February 7, 2016 (UTC)
It's mostly pex; decompilers create really hard to read output for it, so I'm hoping they will release sources with the CK like they did for Skyrim. There is the MGEF 001ccda4, it has the condition check for the EncTypeLegendary keyword and a short script referring to LegendaryItemQuest (001ccda5) that is just a large script. Apparently it uses the LVLI 001ccda5 001ccda8 for item creation. --Alfwyn (talk) 19:43, February 7, 2016 (UTC)
The fact that an NPCs will grab and use a legendary dropped weapon does not help the matters any. One time I could not find the legendary's corpse. But later found an unaccountable legendary weapon in the companion's inventory. And another time I saw a non-legendary mob change to another weapon after I dropped the legendary one. The subsequent body search determined that the weapon was a legendary and of course missing from its original owner. Either of these things could have happened unbeknownst to a player resulting in a false positive for a legendary mob spawning without the legendary drop. Although I also had at least one case when I am absolutely positive that it indeed happened.

Speaking as the anonymous contributor who first changed the articles on Legendary weapon and armor to note that drops did not always occur, I only made that change after observing the drop failure three times (first two times were dragonflies, so thought maybe the game had "decided" that items were too heavy.) Have since observed this two more times. With Piper as my companion, have noted that she will take large weapons, including Legendary, from fallen enemies. The rascal even took my Unique dagger once. Have also observed a super mutant taking a Legendary weapon from a fallen Legendary super mutant. So far have not observed anyone taking Legendary armor, only weapons. NPCs will take Power Armor and power cubes from my stash as noted in power armor discussion. Of course it is impossible to observe whether the failure to drop is armor or weapon or both :)

Ok, I'll pitch in with personal experience. I have not commented here previously on this thing. I had 2 long playthoughs (level 80+) when the game was new(ish) and I had the missing legendary thing happen regularly but not frequently (and no, no other NPC picked it up). I restarted the game recently and am on an even longer playthough (level 100+) with the newest official patch and the unofficial one (from Nexus). I have NOT ONCE had a legendary go missing now. So either it was patched somehow or I am just lucky. And peeps, sign your posts with the quadruple tilde, makes it so much easier when you know WHEN a comment was made 17:31, April 17, 2017 (UTC)

Unique Armor effects Edit

Thought it might be some use to also list the two unique armour effects form Far Harbor, so here they are: DiMA - +1 Agility, Intelligence and Endurance - xx043225 Atom's Bulwark - Increases Damage and Energy resistances xx057054

Acadia's Shield? Edit

Anyone know what the legendary effect on Acadia's Shield is?

That's "DiMA", xx043225. -Skogarr

It should be added to the list of mods. -Athloren

Low WeightEdit

Did anyone ever have the "Low Weight" mod show up on anything? If not it should be marked as unavailable. 20:46, April 16, 2017 (UTC)

Damage Reduction stacking Edit

The article claims that equipping 7 pieces of damage-reducing armor of the same type (e.g. "-15% Damage taken from humans") will negate all damage (from that enemy type). How much has this been tested? I tried to test it: I equipped seven pieces of "Assassin's" armor (2 legs, 2 arms, helmet, chest, clothing; the clothing was modified by a cheat) and walked into Concord. One raider started wailing on my character with a bladed tire iron and I definitely took damage--a surprisingly large amount of damage considering that the clothing had the highest level of ballistic weave. (I glanced at my HP in the Pip-Boy between hits and saw it going down maybe 30 or so points per hit, but I didn't write down the numbers. Also, I looked at the bladed tire iron later and it was not legendary--it did not deal poison or fire damage.) Anyway, I killed that raider and only then did the other raiders panic and run away. Since then, whenever I wear this set of armor, all hostile humans (i.e. Raiders) panic and run away the moment they see me (shouting amusing things like "Fine! Keep your stuff!"), without trying to damage me, so I'm unable to do any further testing of the actual effectiveness against damage. I mean, it is effective against damage, in the sense that enemy humans don't try to damage me. But I'm not completely convinced that 7 pieces actually would prevent damage. Of course, I am only on a console, and maybe someone with a PC has been able to do more thorough testing. Callimas (talk) 22:34, January 31, 2018 (UTC)

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