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In Fallout 76, legendary weapons and legendary armor, collectively known as legendary items, are items with special, permanent modifiers applied.

Characteristics

Legendary items have one to three special modifiers, affecting combat or character status. They may only be found with random effects, being earned as quest or Daily Ops rewards, looted from legendary enemies, or bought from Purveyor Murmrgh.

Normal enemies may occasionally spawn as legendary enemies. When killed, legendary enemies will drop at least one legendary item with at least one effect. For each legendary "star (Legendary)" an enemy has, a dropped legendary item may have up to that amount of effects.

Legendary enemy Legendary drop
Legendary Legendary (100%)
LegendaryLegendary Legendary (50%)
LegendaryLegendary (50%)
LegendaryLegendaryLegendary Legendary (33.33%)
LegendaryLegendary (33.33%)
LegendaryLegendaryLegendary (33.33%)

The specific type of effects a legendary item will be randomly generated from the options in the relevant tables below. The number and type of effects generated are not affected by any SPECIAL traits such as Luck. Legendary effects may only be generated randomly and cannot be obtained elsewhere. The player character cannot craft or apply legendary effects to existing items. Legendary modifiers are not found as loose mods like standard modifications for weapons or armor. Legendary items in Fallout 76 cannot be scrapped, but they can be modified, dropped, traded to other players, and sold to vendors for caps or to the legendary exchange machine for Legendary scrip (Legendary Scrip). The durability and normal statistics of legendary items remain the same as non-legendary weapons and armor.

Modifiers

Three tiers of legendary modifiers exist for both weapons and armor. A Tier 1 modifier appears on all legendary items, taking up the first "star." The modifier will be added to legendary weapon's dynamic naming as a prefix. Tier 2 modifiers comprise the second star of a legendary item and Tier 3 modifiers comprise the third. In general, Tier 2 and Tier 3 modifiers don't affect a legendary item's name. Legendary weapons and armor use different sets of modifiers and cannot use modifiers from the other's item type.

Although additional legendary modifier slots exist (Tier 4 and Tier 5 modifiers, respectively), 4 and 5-star legendary items are disabled. However, the Tier 4 and Tier 5 legendary effects are used in many of the quest-specific unique legendary weapons and armors, such as Perfect Storm or All Rise.

Legendary items can have a maximum of one modifier per category, based on the number of stars:

  • A 1-star legendary will have a Tier 1 modifier.
  • A 2-star legendary will have a Tier 1 modifier and a Tier 2 modifier.
  • A 3-star legendary will have a Tier 1 modifier, a Tier 2 modifier, and a Tier 3 modifier.

Legendary weapon modifiers

Note: for specific technical information, click the reference notes.

Tier 1 modifiers

Name Description Found in Form ID
Anti-Armor Ignores 50% of your target's armor.[note 1] Fancy pump action shotgun
Final Word
Somerset Special
Slug Buster
005281B4
Assassin's +10% damage to Humans.[note 2] Sole Survivor 004F5770
Berserker's Deal more damage the lower your Damage Resistance.[note 3] 004F6AA7
Bloodied Damage increases as health decreases. [note 4] Nailer
Unstoppable Monster
004F6AA0
Double Fallout 76 removed content Double ammo capacity [note 5] 004392CD
Executioner's +50% damage when your target is below 40% health. 004F6AA1
Exterminator's +30% damage against Mirelurks and Bugs.[note 6] Kingfisher 001F81EB
Furious Damage increased after each consecutive hit on the same target.[note 7] Commander's Charge 004F577D
Ghoul Slayer's Does 30% more damage against Ghouls.[note 8] The Farmhand
Mind Over Matter
004F5779
Hunter's Does 30% more damage against animals.[note 9] Acceptable Overkill 004F577A
Instigating Does double damage if the target is at full health.[note 10] Crushing Blow
The Guarantee
004F6AA5
Junkie's Deal more damage the more chem withdrawal effects you currently have.[note 11] The Quick Fix 004F6AAB
Medic's V.A.T.S. crits will heal you and your group.[note 12] Medical Malpractice
The V.A.T.S. Unknown
00527F8B
Mutant's Damage increased by 10% if you are mutated. 005299F5
Mutant Slayer's +30% damage to Super Mutants.[note 13] 004F577B
Nocturnal Does increasing amounts of damage as the night grows longer, but less damage during the day.[note 14] Night Light
Whistle in the Dark
004F6AAE
Quad Quadruple ammo capacity[note 15] 004F6AB1
Stalker's If not in combat, +100% V.A.T.S. accuracy at +50% AP cost. V.A.T.S.[note 16] 004F6D77
Suppressor's Reduce your target's damage output by 20% for 3 seconds. Disorderly Conduct
Oathbreaker
Pyrolyzer
Resolute Veteran
005281B8
Troubleshooter's +30% damage to robots Mechanic's Best Friend 004F577C
Two Shot Shoots an additional projectile[note 17] The Action Hero
The Fact Finder
Salt of the Earth
004F6D76
Vampire's Gain brief health regeneration when you hit an enemy.[note 18] 00527F84
Zealot's +30% damage to Scorched[note 19] 004ED02B

Tier 2 modifiers

Name Description Requirements Form ID
Basher's Bashing damage increased by 40% Ranged-only 005299F9
Explosive Bullets explode for area damage (20% base dmg)[note 20] 004F5771
Hitman's +10% damage while aiming[note 21] 0052414E
Lucky V.A.T.S. critical shots do +50% damage 0052414B
Rapid 25% faster fire rate 0052414F
VATS Enhanced +33% VATS hit chance 00524153
Melee Speed 40% increased swing speed Melee-only 001A7BDA
Power Attack Damage 40% more power attack damage 001A7BE2
Riposting Reflects 50% of melee damage back while blocking 001A7C39
Crippling +50% limb damage 004ED02C

Tier 3 modifiers

Name Description Requirements Form ID
Lucky Your V.A.T.S. critical meter fills 15% faster Ranged-only 0052414C
Nimble Faster movement speed while aiming[note 22] 004ED02E
Perception +1 Perception 005299FA
Rapid 15% faster reload 00524150
Resilient +250 Damage Resistance while reloading 004F5777
Steadfast +50 Damage resistance while aiming[note 23] 004F5772
VATS Enhanced 25% less V.A.T.S. Action Point cost 00524154
Cavalier's Take 15% less damage while blocking Melee-only 005253FB
Cavalier's In-game spelling Take 40% less damage while power attacking 001A7BD3
Endurance +1 Endurance 005299FD
Strength +1 Strength 005299FC
Agility +1 Agility 005299FB
Lightweight 90% reduced weight[note 24] 00524152

Tier 4 modifiers

Name Description Found in Form ID
Blazing Block Fallout 76 unused content 25% chance to deal 50 Fire damage on a successful block 00527F6D
Charged Fallout 76 unused content 10% chance to deal 40 Electrical damage on a successful block 001A7B88
Enraging Fallout 76 unused content Critical hits cause target to frenzy 00527F6C
Freezing Fallout 76 unused content Critical hits freeze targets 005299FE
Freezing Block Fallout 76 unused content 25% chance to freeze your opponent on a successful block 001A7B80
Frenzying Block Fallout 76 unused content 10% chance to frenzy your opponent on a successful block 001A7AF6
Incendiary Targets burn for 24 damage over 3 seconds Perfect Storm 004F5773
Irradiating Fallout 76 unused content 50% chance to deal 50 Rads on a successful block 001A7AB2
Kneecapper Fallout 76 unused content Chance to cripple a limb 00525401
Poisoner's Fallout 76 unused content Target is poisoned for 50 damage over 10 seconds 004F5778
Staggering Fallout 76 unused content Chance to stagger on hit 00525400
Wounding Fallout 76 unused content Targets bleed for 25 damage over 5 seconds 004ED02F

Tier 5 modifiers

Name Description Found in Form ID
Active +10 Action Points Civil Unrest 00529A04
Dangerous 20% more damage Bunker Buster 00529A02
Healthy +10 Health (Hit Points) All Rise 00529A03

Special event modifiers

Currently, only the Cursed effect is available for the harpoon gun, pickaxe, and shovel and only from the A Colossal Problem event added in the Wastelanders update. Special event modifiers are in addition other effects and can be a fourth effect on a three-star legendary. This special modifier also supersedes the all above modifier names, i.e. a harpoon gun will have both the executioner's and cursed modifiers and will be named a Cursed Harpoon Gun.

Name Description Reward from Possible weapons Form ID
Cursed Faster swing speed/fire rate, higher damage, lower durability A Colossal Problem Harpoon gun, Pickaxe, Shovel

Legendary armor modifiers

Note: for specific technical information, click the reference notes.
Note: all effects stack additively. 5 Assassin's pieces will reduce incoming damage by 40%, and the 75% chance will calculate one time regardless of the number of equipped parts.

Tier 1 modifiers

Name Description Form ID
Assassin's 75% chance to reduce damage by 8% from Humans[note 25] 004F6D78
Auto Stim Automatically use a Stimpak while health is 25% or less, once every 60 seconds 00521915
Bolstering Grants up to +35 Energy Resistance and Damage Resistance, the lower your health 00521914
Chameleon Blend with the environment while sneaking and not moving 00524146
Cloaking Being hit in melee generates a Stealth field once per 30 seconds 00524147
Exterminator's -15% damage from Mirelurks and Bugs[note 26] 004F6D7C
Ghoul Slayer's -15% damage from ghouls and human ghouls[note 27] 004F6D7E
Hunter's -15% damage from animals[note 28] 004F6D7D
Life saving While incapacitated, gain a 50% chance to revive yourself with a Stimpak, once every minute 00529A0F
Mutant's +10 Damage Resistance and Energy Resistance if you are mutated 00529A0C
Mutant Slayer's -15% damage from super mutants 004F6D80
Nocturnal Damage and Energy Resistance increase with the night and decrease with the day[note 29] 00524143
Regenerating Slowly regenerates health while out of combat[citation needed] 00529A09
Troubleshooter's -15% damage from robots 004F6D7F
Unyielding Gain up to +3 to all stats (except END) when low health[citation needed] 0052414A
Vanguard's Grants up to +35 Energy Resistance and Damage Resistance, the higher your health.[citation needed] 00529A05
Weightless Weighs 90% less and does not count as armor for the Chameleon mutation 00529A14
Zealot's -15% damage from Scorched[1] 004EE548

Tier 2 modifiers

Name Description Form ID
Agility +1 Agility 004F6D85
Antiseptic +25% Environmental Disease Resistance 00527F72
Charisma +1 Charisma 004F6D83
Endurance +1 Endurance 004F6D82
HazMat +25 Radiation Resistance 00527F6F
Intelligence +1 Intelligence 004F6D84
Luck +1 Luck 004F6D86
Perception +1 Perception 004F6D81
Poisoner's* +25 Poison Resistance 00527F6E
Powered* Increases action point refresh speed 00527F75
Strength +1 Strength 004EE54E

Tier 3 modifiers

Name Description Form ID
Acrobat's* Reduces falling damage by 50% 00527F79
Cavalier's Reduces damage while blocking by 15% 00527F76
Cavalier's* In-game spelling 75% chance to reduce damage by 15% while sprinting. 00527F77
Diver's Grants the ability to breathe underwater 00527F7A
Durability 50% more durability than normal 0052BDBA
Improved sneaking Become harder to detect while sneaking 0052BDB7
Reduced ammo weight Ammo weight reduced by 20%[note 30] 0052BDB4
Reduced food/drink/chem weight Food, drink, and chem weights reduced by 20%[note 30] 0052BDB5
Reduced junk weight Junk item weights reduced by 20%[note 30] 0052BDB6
Reduced limb damage Receive 15% less limb damage 0052BDBC
Reduced weapon weight Weapon weights reduced by 20%[note 30] 00527F78
Sentinel's* 75% chance to reduce damage by 15% while standing still[note 31] 004EE54C
Safecracker's* Increases size of sweet-spot while picking locks 00527F7B

* Item adds modifier name as prefix

Tier 4 modifiers

Name Description Found in Form ID
Cryogenic Fallout 76 unused content 10% chance to freeze melee attackers, once every 20 seconds 00527F7D
Duelist's Fallout 76 unused content 10% chance to disarm melee attackers 00527F81
Gun Accuracy Gain +5% accuracy with guns Last Bastion 0052BDBF
Incendiary Fallout 76 unused content 30% chance to ignite melee attackers, once every 20 seconds 00527F7F
Punishing Fallout 76 unused content Reflects 10% of melee damage back on attacker 004EE54B
Reflect Projectiles Fallout 76 unused content Gain a 5% chance to reflect projectiles back at the attacker 0052BDC2
VATS Enhanced Fallout 76 unused content 10% reduced Action Point costs in V.A.T.S. 00527F82

Tier 5 modifiers

Name Description Found in Form ID
Action Points Fallout 76 unused content +5 Action Points 0052BDC8
Health Fallout 76 unused content +5 Health (Hit Points) 0052BDC7
Resistances Fallout 76 unused content +5 Damage Resistance and Energy Resistance 0052BDC5

Set bonus modifiers

Set bonus modifiers are effects that only take effect once a full set of the respective armor is equipped. Set bonus modifiers are in addition other effects and can be a forth effect on a three-star legendary.

Name Description Armor set Form ID
Excavator +100 carry weight. Increased ore yield from mining.[note 32] Excavator power armor 005303FF
Solar Regenerates Health for you and nearby teammates while your Health is above 60%[note 33] Solar armor 00551FFC
Strangler Deals poison damage to nearby enemies. Adds poison damage to attacks.[note 34] Strangler heart power armor 005535F7
Thorn Become harder to detect while sneaking. Melee attackers bleed.[note 35] Thorn armor 005535F6

Generated items

Excluded

A majority of the weapons in Fallout 76 can be obtained as legendary items. The following list contains items that cannot appear as legendary items.

Weapons
¹Only obtainable as unique items

Plans required

Some items cannot be obtained as legendary versions without knowing the relevant plan. These items cannot drop from legendary enemies, but can still be obtained via crafting, Purveyor, Daily Ops rewards or rewarded by Scorched Earth and season events, such as Fasnacht. The following lists contain items that may only appear as legendary items after learning the prerequisite plan.

Weapons
Armor

Past balance changes

Weapons

  • Explosive: Patch 1.0.5.10 reduced the damage bonus from +100% to +20% of base weapon damage, with explosive radius damage.
  • Two Shot: Patch 1.0.5.10 reduced the damage bonus from +100% to +25% of base weapon damage.

Armor

  • Assassin: Patch 1.1.4.3 reduced the chance of the legendary effect applying in combat from 100% to 75%.
  • Cavalier: Patch 1.1.4.3 reduced the chance of the legendary effect applying in combat from 100% to 75%.
  • Sentinel: Patch 1.1.4.3 reduced the chance of the legendary effect applying in combat from 100% to 75%.
  • Assassin: Patch 1.4.0.20 applied the legendary effect to human NPCs. This change set the Assassin's effect to apply against the HumanRace "Human" [RACE:00013746], which includes Player [NPC_: 00000007] and Human NPCs.
  • Exterminator: Steel Dawn applied the legendary effect to cave crickets.

Notes

While not currently available, 4 star legendary items are planned to be added in the Tales From the Stars update, however it is unknown as to whether they will be using the current Tier 4 effects or creating new ones.

References

  1. Only alters physical & energy damage resistance, not radiation, poison, fire or cryo resistances (as of Fallout 76 patch 1.2.3.9).
  2. Applies to both humans and players.
  3. Berserker damage scaling:
    • +50% damage while at 0 DR
    • +39% damage while between 1 - 20 DR
    • + 25% damage while between 21 - 40 DR
    • + 13% damage while between 41 - 60 DR
    • No damage change while between 61 - 80 DR
    • - 20% damage while between 81 - 100 DR
    • - 40% damage while at 101 + DR
  4. +5% damage per -5% HP.
    100% health: +0% damage.
    95% health: +5% damage.
    50% health: +50% damage.
    5% health: +95% damage.
  5. No longer drops. Did not drop on melee weapons, fat man, missile launcher, grenade launchers, gamma gun, ultracite gatling laser and black powder weapons.
  6. Does not apply to hermit crabs and mirelurk spawns.
  7. +5% damage per stack; nine stack maximum for a total of +45% damage.
    • Stacks reset to 0 after not hitting the target for 10 seconds, but are not lost on missed attacks.
    • Stacks are reset on target swap, although the first attack on a new target may obtain the damage boost before resetting.
    • Shotguns and other multiple-projectile weapons test each individual projectile. For example, if 9 projectiles from the first shot hit one creature, the second shot will receive the full +45% damage bonus.[1]
  8. Applies to both human ghouls and feral ghouls. Does not apply to wendigos, wendigo colossus or radstag ghoul / yaoguai ghoul.
  9. Applies to all animals except deathclaws. Applies to scorchbeasts and all scorched animals.
  10. +100% damage.
  11. 1 addiction: +10% damage.
    2 addictions: +20% damage.
    3 addictions: +30% damage.
    4 addictions: +40% damage.
    5 or more addictions: +50% damage.
  12. Ranged weapons only. Heals 5hp for 1 second.
  13. Applies to super mutants and super mutant behemoths only.
  14. 12AM-6AM: +50%
    6AM-9PM: 65%
    9PM-10:30PM: +25%
    10:30PM-12AM: +40%
    Note that bonus damage is additive, while negative damage is multiplicative
  15. Ranged weapons only. Excludes Fat Men, missile and grenade launchers, black powder weapons, miniguns, laser and plasma gatlings, 10mm and .45 SMGs, bows and compound bows. No longer drops on crossbows.
  16. No combat music playing and hidden.
  17. Ranged weapons only.
    • 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.
  18. Heals limb damage. Gives 1% of hp for 2 seconds. Shotguns and other multiple projectile weapons heal per each projectile. For example if 8 projectiles hit a creature, player will be healed for total 16% of hp.
  19. Applies to all scorched creatures, humans and scorchbeasts.
  20. No longer appears on energy weapons. Reduces accuracy in VATS and increases spread.
  21. Applies while aiming down with iron sights, glow sights or reflex sights. Will not apply when aiming with VATS or with a scope.
  22. Applies while aiming down with iron sights, glow sights or reflex sights. Will not apply when aiming with VATS or with a scope.
  23. Applies while aiming down with iron sights, glow sights or reflex sights. Will not apply when aiming with VATS or with a scope.
  24. Does not apply to weight added by weapon mods.
  25. Applies to both humans and players.
  26. Does not apply to hermit crabs and mirelurk spawns.
  27. Applies to both human ghouls and feral ghouls. Does not apply to wendigos, wendigo colossus or radstag ghoul / yaoguai ghoul.
  28. Applies to all animals except deathclaws. Applies to scorchbeasts and all scorched animals.
  29. 12AM-6AM: +8DR +8ER
    9PM-10:30PM: +4DR +4ER
    10:30PM-12AM: +6DR +6ER
    There are no negative effects
  30. 30.0 30.1 30.2 30.3 Weight reduction effects from armor stack up to 90% for each item 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 a 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), nor two pounds ((10 * 0.25) * 0.8), but rather one pound (10 * 0.1).
  31. Player must be stationary and not crouched. Effect is broken during a stagger.
  32. x2 yield with both Left and Right arms. x2 yield with Torso. x4 yield with all three.
  33. +4 HP per second (35 range). This will only apply to teammates/squadmates. This healing effect persists while taking damage.
  34. +4 Acid damage per second (15 range)
     · +10 Acid damage per second (3s); 4 second cooldown.
  35.  · +15% sneak
     · -5% detection from moving
     · +5 Bleed damage per second (10s)
  1. Includes any Scorched creature variant, Scorched and Scorchbeasts
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