Fallout 76 apparel

Overview

 * Apparel generally follows the pattern established by Fallout 4, with both full-body outfits and segmented apparel being available. The former occupy all available slots, while the latter can be mixed and matched as needed, and are worn with an underarmor layer (eg. the Vault 76 Jumpsuit).
 * The system is changed by the addition of costumes (or clothes, as the official game guide insists), which are worn over any equipped body armor, changing the cosmetic appearance of the player - but nothing else.
 * Notably, since Survival elements are integrated in the game, the choice of apparel is a little more nuanced than before. Each item has a Condition rating and will eventually break if not repaired.
 * Furthermore, the presence of diseases and mutations means that selecting gear is essential to avoiding catching them. Sealed headgear like gas masks or hazmat suits prevent catching airborne disease.
 * Armor legendary effects.

Spawning
In order for armor to become available for crafting and at vendors, players need to reach a specific level. However, the system is very complex and entering areas way above the player character's level or killing enemies who are stronger than the player and completing high level quests will yield higher level armor.

The following table is a general guideline, showing where weapons and their plans/recipes can spawn (qualifying vendors, in containers, etc):

Armor sets
Specialization matters a great deal when it comes to armor. The following notes apply to the top level variants of armor (heavy), but the general pattern also applies to lower grades.


 * Metal and raider armor offer the greatest ballistic protection, along with the lowest energy resistance, 5 to 1 and 2.5 to 1 respectively at top level. In absolute terms, it's 223/46 and 182/76 respectively.
 * Leather armor offers the greatest energy resistance, 2 to 1, or 264/116.
 * Combat and scout armor (Enclave) offer balanced protection against both, but they offer lower maximums than either of the specialized types of armor: 141/120 and 160/120 respectively, which corresponds to some 100-140 less than the specialized variants.
 * Trapper, robot, and Marine armor offer greatly reduced maximum protection 74/54/88, 110/110/75, and 122/75/19 respectively, but offer radiation resistance instead.

Underarmors
Underarmors are worn beneath equipped armor sets.
 * Brotherhood
 * Brotherhood Fatigues
 * Brotherhood Soldier Suit
 * Casual
 * Flannel Shirt and Jeans
 * Undershirt & Jeans
 * Enclave
 * Forest Operative Underarmor
 * Urban Operative Underarmor
 * Military
 * Military Fatgiues
 * Marine Wetsuit
 * Raider
 * Road Leathers
 * Harness
 * Vault 76 Jumpsuit
 * Vault 76 Jumpsuit

Hazmat suits
Hazmat suits do not have any meaningful resistances, except for conferring a total (or near-total in the case of the damaged suit) ability to resist radiation.
 * Damaged hazmat suit
 * Hazmat suit
 * Prototype hazmat suit

Protective headgear
The following headgear confers immunity to damage and diseases from airborne threats, like in the Ash Heap or the Mire:

Outfits
Outfits refers to a broad category of items worn over equipped armor, serving, effectively, as costumes. Unlike previous games, their function is cosmetic only - headgear and body outfits both

Headgear
Headgear refers to a broad category of items which collect worn over equipped armor, serving, effectively, as costumes. Unlike previous games, their function is cosmetic only Headgear Plans: Commonly part of a matching set that is located in multiple randomly spawned locations.


 * Halloween Skull Mask
 * Halloween Witch Hat

Costumes

 * Halloween Skull Costume
 * Halloween Witch Costume