Armor
The thing most players get wrong about unique armour in Fallout 4 is where it lives. The instinct from every other game in the genre is that the special gear is at the bottom of something dangerous, and here it usually is not. Work through our unique armor list and the single largest category by a wide margin is armour you buy, from a named vendor, standing behind a counter, for caps.
That changes how you go about collecting it. This guide sorts the bucket by how a piece changes hands rather than by what it does, because the acquisition method is the part that decides whether you can have it today or need a questline first.
| How you get it | Typical example | What gates it |
|---|---|---|
| Bought from a named vendor | Commando Chest Piece, from Teagan | Caps, and sometimes a rank |
| Given for finishing a quest | Silver Shroud, Reginald's Suit | The quest itself |
| Found lying in a building | Grognak Costume, Freefall Armor legs | Knowing which room |
| Taken off a body | Tessa's Fist, the Minutemen General's gear | Getting there |
| Requisitioned | The Mark 2 and Mark 3 Synth pieces | Institute membership |
The vendors are the collection
A small group of traders accounts for most of the unique armour in the game, and knowing the list turns a scavenger hunt into a shopping route. Teagan on the Prydwen carries the Commando pieces plus Honor and Vengeance. Arturo in Diamond City has both Protector's armguards, one cutting human damage and one cutting super mutant damage. Becky Fallon in Fallon's Basement, Myrna at Diamond City Surplus, Deb at Bunker Hill, Daisy and KL-E-O in Goodneighbor, Alexis Combes in Vault 81, Penny Fitzgerald in Covenant and Lucas Miller between them cover most of the rest.
Two of those shelves are gated on something other than caps. Honor and Vengeance both require Brotherhood rank, Paladin for the first and Sentinel for the second, which means they are effectively rewards for the Brotherhood questline that happen to be sold rather than handed over. And the Apocalypse pieces and the Mark 4 Synth pieces come from the Level 4 Workshop Armor Merchant, which is not a place you travel to at all: it is a merchant you have to recruit into a settlement and then build a shop for.
That last one is worth stating plainly, because it is the least obvious dependency in the bucket. Some of the best armour in the game is behind the settlement system rather than behind a fight.
Armour you are given
The quest rewards are the pieces with personality, and several of them depend on choices rather than completion. Curtain Call gives Agatha's Dress or Reginald's Suit depending on whether you are playing as a woman or a man, and both are worth +3 Charisma, which is the largest single stat bonus on any piece in the list. Duty or Dishonor pays out the Exemplar's T-60c Torso specifically if you turn Clarke in rather than killing him or covering for him. The Last Voyage of the USS Constitution hands over two separate hats.
The Brotherhood miscellaneous line is unusually generous here: Steadfast BOS Combat Armor comes from The Lost Patrol and the Visionary's T-60c Helm from A Loose End, both of which are on our Brotherhood radiant and misc guide rather than the main questline page.
Armour lying in a room
The genuinely hidden pieces are the smallest group. The Grognak Costume is in a safe on the fourth floor of Hubris Comics. Both Freefall Armor legs are in Jack Rockford's office on the 28th floor of Mass Fusion, and they only do anything as a pair, at which point they cancel fall damage entirely. The DB Tech Varsity Uniform and the Mascot Head are both inside DB Tech High School. Zeke's Jacket and Jeans is at the Atom Cats Garage.
Two pieces are loot in the older sense. Tessa's Fist is on Tessa's body in the Quincy Ruins, and the Minutemen General's gear is on a corpse in the Castle, which you will be visiting anyway during Taking Independence.
Power armour is a separate problem
Everything above is apparel. Power armour is its own category, and the one set we cover in depth is the Automatron addition. Tesla armor is essentially an enhanced T-60 that pairs unusually well with energy weapons, and it changes hands in the most direct way possible: Ivey drops the torso and arm pieces when you beat her in the Fort Hagen Satellite Array during Headhunting.
The same fight also gives up the Tesla Rifle, which is worth knowing because the rifle does not need much aiming and jumps from target to target on its own. It does not hit hard, and against a group that stops mattering. Our Automatron quests guide covers the fight itself, and the general warning for that whole DLC applies here too: the Mr. Handy in the same facility explodes without warning hard enough to kill you outright.
The legendary layer underneath all of it
Named unique armour is only one of two sources for special effects. The other is legendary armour, which drops from legendary enemies and carries the same kinds of bonus without the name attached, from Cunning's +1 Agility and +1 Perception to V.A.T.S. Enhanced knocking 10 off your Action Point costs. Our unique armor page lists those effects alongside the named pieces.
Practically, that means you should not hold a slot empty waiting for a named piece. If you want a specific effect, a legendary kill can supply it, and the shopping list above is for the pieces you cannot get any other way. The unique weapons guide works on the same principle from the other side.