In Fallout 76, Legendary weapons and legendary armor have 1 to 3 special combat/status modifiers (mods), and these items can only be generated by looting legendary enemies. For each legendary "star" an enemy has, that is the maximum possible number of mods that a legendary drop may have. There will always be at least 1 legendary drop on with at least 1 mod from these enemies, and these could be either legendary weapons or a legendary armor. Legendary enemies can and do drop multiple legendary items.
The specific type of legendary mod(s) on each item will be randomly generated from the options in the relevant tables below. The number and type of mods generated are not affected by any SPECIAL traits (e.g. Luck). These mods cannot be obtained elsewhere. You cannot craft/apply these mods for existing weapons, and they are not found in and around Appalachia like mods for normal weapons or armor. Legendary items in Fallout 76 cannot be scrapped, but they can be modified, dropped, traded to other players, or sold to vendors. Their durability (repair) and general use function like normal weapons and armor aside from the legendary bonuses.
Legendary weapon modifiersEdit
Legendary weapons can carry up to 3 different modifiers based on the number of stars.
- A 1-star legendary will have a prefix modifier
- A 2-star legendary will have a prefix modifier and a major modifier
- A 3-star legendary will have a prefix modifier, a major modifier, and a minor modifier
Prefix modifiers modify the name of the weapon. For example, a hunting rifle with the Anti-Armor modifier will be an anti-armor hunting rifle. Prefix modifiers are found on all legendary weapons.
|Name||Description||Form ID||Applicable weapons||Found in|
|Anti-Scorched||+25% damage against Scorched, -20% against everything else.||????????||Anti-Scorched training pistol|
|Anti-Armor|| Ignores 50% of your target's armor.|
Only alters physical & energy damage resistance (as of Fallout 76 patch 184.108.40.206, not radiation or poison resistances.
If the Stabilized or Tank Killer perk is equipped, the perk's armor reduction bonus is halved.
|Assassin's||+10% damage to players.||004f5770||All||Sole Survivor|
|Berserker's|| Deal more damage the lower your Damage Resistance.|
+50% damage while at 0 DR, linearly scaling down to -50% damage around 110 DR.
|Bloodied|| Does more damage the lower your health.|
Below 80% health: +25% damage.
Below 60% health: +50% damage.
Below 40% health: +75% damage.
Below 20% health: ?
|004f6aa0||All|| Unstoppable Monster|
|Double||Double ammo capacity (no longer drops)||????????||(Ranged weapons)|
|Executioner's||+50% damage when your target is below 40% health.||004f6aa1||All|
|Exterminator's||+30% damage against Mirelurks and bugs.||001f81eb||All||Kingfisher|
|Furious|| Damage increased after each consecutive hit on the same target.|
+5% damage per stack, 9 stack maximum for a total of +45% damage.
|Ghoul Slayer's||Does 30% more damage against Ghouls.||004f5779||All|
|Hunter's||Does 30% more damage against animals.||004f577a||All||Acceptable Overkill|
|Instigating||Does double damage if the target is at full health.||004f6aa5||All|| Crushing Blow|
|Junkie's|| Deal more damage the more chem withdrawal effects you currently have.|
1 addiction: +10% damage.
2 addictions: +20% damage.
3 addictions: +30% damage.
4 addictions: +40% damage.
5 or more addictions: +50% damage.
|004f6aab||All||The Quick Fix|
|Medic's||V.A.T.S. crits will heal you and your group.||00527f8b||Ranged weapons||Medical Malpractice|
|Mutant's||Damage increased by 10% if you are mutated.||005299f5||All|
|Mutant Slayer's||+30% damage to Super Mutants.||004f577b||All|
|Nocturnal||Does increasing amounts of damage as the night grows longer, but less damage during the day.||004f6aae||All|| Night Light|
Whistle in the Dark
|Quad||Quadruple ammo capacity||????????||Ranged weapons except for explosive and black powder weapons|
|Stalker's||If not in combat, +100% V.A.T.S. accuracy at +50% AP cost.||004f6d77||Ranged weapons|
|Suppressor's||Reduce your target's damage output by 20% for 3 seconds.||005281b8||All|| Pyrolyzer|
|Troubleshooter's||+30% damage to robots||004f577c||All||Mechanic's Best Friend|
|Two Shot||Each time a round is fired, the weapon shoots twice the normal number of projectiles. Each projectile from the Two Shot weapon has a base damage that is 62.5% of the base damage of a projectile from the normal weapon.||004f6d76||Ranged weapons except for energy weapons|| The Action Hero|
Salt of the Earth
|Vampire's||Gain brief health regeneration when you hit an enemy.||00527f84||All|
|Zealot's||+30% damage to Scorched||004ed02b||All|
A major modifier affects the weapon like a prefix modifier, but will only show up on a 2-star or 3-star weapon. Major modifiers do not affect the name of a weapon.
|50% limb damage|
|40% increased swing speed||Only found on melee weapons|
|40% more power attack damage||Only found on melee weapons|
|Reflect 50% of damage while blocking||Only found on melee weapons|
|VATS critical shots do +50% damage||Only found on ranged weapons|
|25% increased fire rate||Only found on ranged weapons|
|Bashing damage increased by 40%||Only found on ranged weapons|
|10% increased damage while aiming||Only found on ranged weapons|
|Bullets explode for area damage at 20% base effect||Only found on ranged weapons (No longer drops on energy variants)|
|+33% VATS hit chance||Only found on ranged weapons|
A minor modifier affects the weapon like a prefix modifier, but will only show up on a 3-star weapon. Minor modifiers do not affect the name of a weapon.
|1 Endurance||Only found on melee weapons|
|1 Perception||Only found on ranged weapons|
|1 Strength||Only found on melee weapons|
|15% faster reload||Only found on ranged weapons|
|25% less VATS Action Point cost||Only found on ranged weapons|
|250 damage resistance while reloading||Only found on ranged weapons|
|50 Damage resistance while aiming||Only found on ranged weapons|
|90% reduced weight|
|Move faster while aiming||Only found on ranged weapons|
|Take 15% less damage while blocking||Only found on melee weapons|
|Take 40% less damage while power attacking||Only found on melee weapons|
|Your VATS critical meter fills 15% faster||Only found on ranged weapons|
Legendary armor modifiersEdit
Much like legendary weapons, legendary armors are able to have modifiers applied to them based on the number of stars they have.
Prefix modifiers modify the name of the armor. They are found on all legendary armors.
|Auto Stim||Automatically use a Stimpak when hit while health is 25% or less, once every 60 seconds|
|Life saving||While incapacitated, gain a 50% chance to revive yourself with a Stimpack, once every minute|
|Weightless||Weighs 90% less and does not count as armor for the Chameleon mutation|
|Chameleon||Blend with the environment while sneaking and not moving|
|Cloaking||Being hit in melee generates a Stealth field once per 30 seconds|
|Regenerating||Slowly regenerates health while out of combat|
|Vanguard's||Grants up to 35 Damage and Energy Resistance, the higher your health|
|Bolstering||Grants up to 35 Damage and Energy Resistance, the lower your health|
|Unyielding||Gain +3 to all stats except END when low health|
|Nocturnal||Damage and Energy Resistance increase with the night and decrease with the day|
|Assassin's||75% chance to reduce damage by 8% from players|
|Exterminator's||-15% damage from Mirelurks and bugs|
|Hunter's||-15% damage from animals|
|Troubleshooter's||-15% damage from robots|
|Ghoul Slayer's||-15% damage from ghouls|
|Mutant Slayer's||-15% damage from super mutants|
|Zealot's||-15% damage from scorched|
|Mutant's||10 Damage and Energy Resist if you are mutated|
A major modifier affects the armor like a prefix modifier, but will only show up on a 2-star or 3-star armor. Major modifiers generally do not affect the name of an armor.
|Increases action point refresh speed||Gives the "Powered" name prefix|
|25 Environmental Disease Resistance|
|25 Radiation Resistance|
|25 poison resistance||Gives the "Poisoner's" name prefix|
A minor modifier affects the armor like a prefix modifier, but will only show up on a 3-star armor. Minor modifiers do not generally affect the name of an armor.
|Ammo weight reduced by 20%||(20%/40%/60%/80%/90%)|
|Weapon weights reduced by 20%||(20%/40%/60%/80%/90%)|
|Food, drink, and chem weights reduced by 20%||(20%/40%/60%/80%/90%)|
|Junk weight reduced by 20%||(20%/40%/60%/80%/90%)|
|Grants the ability to breathe underwater|
|Become harder to detect while sneaking|
|50% more durability than normal|
|Receive 15% less limb damage|
|75% chance to reduce damage by 15% while standing still||Gives the "Sentinel's" name prefix|
|Reduces damage while blocking by 15%|
|75% chance to reduce damage by 15% while sprinting||Gives the "Cavalier's" name prefix|
|Falling damage reduced by 50%||Gives the "Acrobat's" name prefix|
|Increases size of sweet spot while picking locks||Gives the "Safecracker's" name prefix|
- Weight reduction effects on armor stack up to (20%/40%/60%/80%/90%) for each type, instead of a complete 100% reduction. When used with any weight reduction perk, the cap remains at 90% reduced weight. The reduction effects are additive but do not exceed 90% reduction. For example, combining the 75% reduced junk weight perk with 20% reduced junk weight armor does not cause an item weighing 10 pounds to weigh .5 pounds (10 * 0.05) or 2 pounds (10 * 0.25) * 0.8) but rather 1 pound (10 * 0.1).