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This page describes the Legendary effects applicable to weapons.

Legendary weapon effects

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

1-star

1-Star weapon effects
Anti-Armor
005281B4
Ignores 50% of your target's armor.[note 1]
Aristocrat's
00606B71
Damage increases as caps increases[note 2]
Assassin's
004F5770
+50% damage to Humans[note 3]
Berserker's
004F6AA7
Lower Damage Resistance increases damage dealt[note 4]
Bloodied
004F6AA0
Damage increases as health decreases[note 5]
Executioner's
004F6AA1
+50% damage when your target is below 40% health[note 6]
Exterminator's
001F81EB
+50% damage to Mirelurks and bugs.[note 7]
Furious
004F577D
Damage increased after each consecutive hit on the same target[note 8]
Ghoul Slayer's
004F5779
+50% damage to ghouls[note 9]
Gourmand's
006069F2
Damage increases as you fill your hunger and thirst meters[note 10]
Hunter's
004F577A
+50% damage to animals[note 11]
Instigating
004F6AA5
Double damage if target is full health[note 12]
Juggernaut's
00606B73
Damage increases as health increases[note 13]
Junkie's
004F6AAB
Damage increases when suffering from addictions[note 14]
Mutant's
005299F5
Damage increased by 5% for each mutation[note 15]
Mutant Slayer's
004F577B
+50% damage to super mutants[note 16]
Nocturnal
004F6AAE
Damage increases with the night[note 17]
Suppressor's
005281B8
Reduce your target's damage output by 25% for 5s[note 18]
Troubleshooter's
004F577C
+50% damage to robots[note 19]
Vampire's
00527F84
Gain brief health regeneration when you hit an enemy[note 20]
Zealot's
004ED02B
+50% damage to Scorched[note 21]
Ranged-only
Medic's
00527F8B
V.A.T.S. crits will heal you and your group[note 22]
Quad
004F6AB1
[availability 1]
Quadruple ammo capacity[note 23]
Stalker's
004F6D77
[availability 2]
If not in combat, +100% VATS accuracy at +50% AP cost[note 24]
Two Shot
004F6D76
Shoots an additional projectile[note 25]

2-star

2-Star weapon effects
Crippling
004ED02C
+50% limb damage[note 26]
Inertial
00606B72
Replenish AP with each kill[note 27]
Lucky
0052414B
V.A.T.S. critical shots do +50% damage[note 28]
Ranged-only
Basher's
005299F9
Bashing damage increased by 50%[note 29]
Explosive
004F5771
00425E28 (Shotguns)

[availability 3]
Bullets explode for area damage[note 30]
Hitman's
0052414E
+25% damage while aiming[note 31]
Last Shot
006069EC

[availability 4]
The last round in a magazine has a 25% chance to deal 2x DMG[note 32]
Rapid
0052414F
25% faster fire rate
VATS Enhanced
00524153
+50% VATS hit chance[note 33]
Melee-only
Melee Speed
001A7BDA
40% faster swing speed
Power Attack Damage
001A7BE2
40% more power attack damage[note 34]
Riposting
001A7C39
Reflects 50% of melee damage back while blocking
Steady
00606B71
+25% damage while standing still[note 35]

3-star

3-Star weapon effects
Agility
005299FB
+1 Agility
Durability
0037F7D9
Breaks 50% slower
Lightweight
00524152
90% reduced weight[note 36]
Lucky
0052414C
Your V.A.T.S. critical meter fills 15% faster
VATS Enhanced
00524154
25% less V.A.T.S. Action Point cost
Ranged-only
Ghost's
00609E4F
Hits have a chance to generate a Stealth Field[note 37]
Nimble
004ED02E
Faster movement speed while aiming[note 38]
Perception
005299FA
+1 Perception
Rapid
00524150
15% faster reload
Resilient
004F5777
+250 Damage Resistance while reloading
Steadfast
004F5772
+50 Damage Resistance while aiming[note 39]
Melee-only
Cavalier's
005253FB
Take 15% less damage while blocking
Cavalier's
001A7BD3
Take 40% less damage while power attacking[note 40]
Endurance
005299FD
+1 Endurance
Strength
005299FC
+1 Strength

Special effects

Special modifiers are in addition other effects, acting as a "zero-star legendary effect" on an item. This special modifier also supersedes the all above modifier names, if present; i.e. a harpoon gun will have both the Executioner's and Cursed modifiers and will be named a Cursed Harpoon Gun.

Special weapon effects
Cursed
005A70C0
005A70C1
005A70C2
005FDE0D

[availability 5]
Improved damage, attack rate. Low durability.[note 41]

Cut effects

Cut effects
Double
004392CD
Fallout 76 removed content
[availability 6]
Double ammo capacity[note 42]
4-Star weapon effects
Blazing Block
00527F6D
Cut content
25% chance to deal 50 Fire damage on a successful block
Charged
001A7B88
Cut content
10% chance to deal 40 Electrical damage on a successful block
Enraging
00527F6C
Cut content
Critical hits cause target to frenzy
Freezing
005299FE
Cut content
Critical hits freeze targets
Freezing Block
001A7B80
Cut content
25% chance to freeze your opponent on a successful block
Frenzying Block
001A7AF6
Cut content
10% chance to frenzy your opponent on a successful block
Incendiary
004F5773
Perfect Storm
Targets burn for 24 damage over 3 seconds
Irradiating
001A7AB2
Cut content
50% chance to deal 50 Rads on a successful block
Kneecapper
00525401
Cut content
Chance to cripple a limb
Poisoner's
004F5778
Cut content
Target is poisoned for 50 damage over 10 seconds
Staggering
00525400
Cut content
Chance to stagger on hit
Wounding
004ED02F
Cut content
Targets bleed for 25 damage over 5 seconds
5-Star weapon effects
Active
00529A04
Civil Unrest
+10 Action Points
Dangerous
00529A02
Bunker Buster
20% more damage
Healthy
00529A03
All Rise
+10 Health

Notes

  1. Anti-Armor:
    Only alters physical & energy damage resistance, not radiation, poison, fire or cryo resistances (as of Fallout 76 patch 1.2.3.9).
    • If armor penetration effects, such as the Stabilized or Tank Killer perks, are equipped, the armor reduction bonus is stacked multiplicatively with Anti-Armor.
  2. Aristocrat's:
    0 ≤ Caps < 1000 = +0% Damage
    1000 ≤ Caps < 2000 = +3% Damage
    2000 ≤ Caps < 3000 = +5% Damage
    3000 ≤ Caps < 4000 = +7% Damage
    4000 ≤ Caps < 5000 = +8% Damage
    5000 ≤ Caps < 6000 = +10% Damage
    6000 ≤ Caps < 7000 = +12% Damage
    7000 ≤ Caps < 8000 = +13% Damage
    8000 ≤ Caps < 9000 = +15% Damage
    9000 ≤ Caps < 10000 = +17% Damage
    10000 ≤ Caps < 11000 = +18% Damage
    11000 ≤ Caps < 12000 = +20% Damage
    12000 ≤ Caps < 13000 = +22% Damage
    13000 ≤ Caps < 14000 = +23% Damage
    14000 ≤ Caps < 15000 = +25% Damage
    15000 ≤ Caps < 16000 = +27% Damage
    16000 ≤ Caps < 17000 = +28% Damage
    17000 ≤ Caps < 18000 = +30% Damage
    18000 ≤ Caps < 19000 = +32% Damage
    19000 ≤ Caps < 20000 = +33% Damage
    20000 ≤ Caps < 21000 = +35% Damage
    21000 ≤ Caps < 22000 = +37% Damage
    22000 ≤ Caps < 23000 = +38% Damage
    23000 ≤ Caps < 24000 = +40% Damage
    24000 ≤ Caps < 25000 = +42% Damage
    25000 ≤ Caps < 26000 = +43% Damage
    26000 ≤ Caps < 27000 = +45% Damage
    27000 ≤ Caps < 28000 = +47% Damage
    28000 ≤ Caps < 29000 = +48% Damage
    29000 ≤ Caps < 30000 = +50% Damage
    30000 ≤ Caps ≤ 40000 = +50% Damage
  3. Assassin's:
    Applies to both humans and players
  4. Berserker's:
    0 = DR = +50% Damage
    0 < DR ≤ 20 = +30% Damage
    20 < DR ≤ 40 = +17% Damage
    40 < DR ≤ 60 = +5% Damage
    60 < DR = +0% Damage
  5. Bloodied:
    90% < HP ≤ 95% = +5% Damage
    85% < HP ≤ 90% = +10% Damage
    80% < HP ≤ 85% = +15% Damage
    75% < HP ≤ 80% = +20% Damage
    70% < HP ≤ 75% = +25% Damage
    65% < HP ≤ 70% = +30% Damage
    60% < HP ≤ 65% = +35% Damage
    55% < HP ≤ 60% = +40% Damage
    50% < HP ≤ 55% = +45% Damage
    45% < HP ≤ 50% = +50% Damage
    40% < HP ≤ 45% = +55% Damage
    35% < HP ≤ 40% = +60% Damage
    30% < HP ≤ 35% = +65% Damage
    25% < HP ≤ 30% = +70% Damage
    20% < HP ≤ 25% = +75% Damage
    15% < HP ≤ 20% = +80% Damage
    10% < HP ≤ 15% = +85% Damage
    5% < HP ≤ 10% = +90% Damage
    0% < HP ≤ 5% = +95% Damage
  6. Executioner's:
  7. Exterminator's:
    Does not apply to hermit crabs
  8. Furious:
    +5% damage per stack; nine stacks 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 count each individual "hit" as a stack.
      • Example: When using a shotgun with the explosive effect (16 total "hits"), if 9 or more "hits" from the first shot hit one creature, the second shot will receive the full +45% damage bonus.
        Further reading
  9. Ghoul Slayer's:
    Applies to both human ghouls and feral ghouls. Does not apply to wendigos, wendigo colossus or radstag ghoul / yaoguai ghoul.
  10. Gourmand's:
    Damage bonuses from hunger and thirst are added together separately
    +12% Damage from Fully Fed and +12% Damage from Fully Hydrated
    0-20% fill = +0% Damage
    21-40% fill = +3% Damage
    41-60% fill = +6% Damage
    61-80% fill = +9% Damage
    81-100% fill = +12% Damage
  11. Hunter's:
    Applies to all animals except deathclaws. Applies to scorchbeasts and all scorched animals.
  12. Instigating:
    +100% base damage; does not deal double damage
  13. Juggernaut's:
    0% < HP < 5% = +0% Damage
    5% ≤ HP = +1% Damage
    10% < HP ≤ 15% = +3% Damage
    15% < HP ≤ 20% = +4% Damage
    20% < HP ≤ 25% = +6% Damage
    25% < HP ≤ 30% = +7% Damage
    30% < HP ≤ 35% = +8% Damage
    35% < HP ≤ 40% = +9% Damage
    40% < HP ≤ 45% = +10% Damage
    45% < HP ≤ 50% = +12% Damage
    50% < HP ≤ 55% = +13% Damage
    55% < HP ≤ 60% = +15% Damage
    60% < HP ≤ 65% = +16% Damage
    65% < HP ≤ 70% = +17% Damage
    70% < HP ≤ 75% = +18% Damage
    75% < HP ≤ 80% = +19% Damage
    80% < HP ≤ 85% = +21% Damage
    85% < HP ≤ 90% = +22% Damage
    90% < HP ≤ 95% = +23% Damage
    95% ≤ HP ≤ 100% = +25% Damage
  14. Junkie's:
    Less than 5 addictions: +10% Damage for each addiction
    5 or more addictions: +50% Damage
  15. Mutant's:
    Stacks up to +25% damage at 5 or more mutations
  16. Mutant Slayer's:
    Applies to Super Mutants and Super Mutant Behemoths only.
  17. Nocturnal:
    +50% damage between 9:00 PM and 5:59 AM (in-game time)
  18. Suppressor's:
  19. Troubleshooter's:
    Robots and turrets
  20. Vampire's:
    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.
  21. Zealot's:
    Applies to all scorched creatures, Scorched and Scorchbeasts.
  22. Medic's:
    Heals 5 HP per second for 1 second
  23. Quad:
    Increases clip size by +300% base value
  24. Stalker's:
    Multiplicative: ×2.0 VATS accuracy and ×2.0 AP Cost
    Does not actually cost +50% AP
    Not in combat means that combat music is not playing, or the player has not been detected
  25. Two Shot:
    +25% Damage and adds an extra projectile, splitting weapon damage across all projectiles.
  26. Crippling
    Additive
    Only increases limb condition damage, not actual damage dealt to HP bar
  27. Inertial:
    +15 AP per kill
  28. Lucky (damage)
    Additive
  29. Basher's:
    Multiplicative: Bash damage x1.5
  30. Explosive:
    Projectile overridden; will now explode for 20% base damage
    Reduces accuracy in VATS and increases spread
    Damage is not divided between projectiles, each deals 20% base damage (or, multiplied by # projectiles)
    Shotguns-only: explosions deal 3% base damage
    BUG: Energy/Radiation/Poison/Fire/Cryo damage explosions deal 100% base damage
  31. Hitman's:
    Additive: +25% damage
    Applies while aiming down with iron/glow/reflex sights; will not apply when using VATS or aiming with a scope.
  32. Last Shot:
    Additive: +100% damage
    BUG: not ×2.0 damage
  33. VATS Enhanced (accuracy):
    Multiplicative: VATS hit chance x1.5
  34. Power Attack Damage:
    Additive: +40% damage while power attacking
  35. Steady:
    Additive: +25% Melee Damage
    Standing still means not moving; still works while sneaking, jumping or jetpacking
  36. Lightweight:
    Does not apply to weight added by weapon mods.
  37. Ghost's:
    10% chance to grant invisibility for 2 seconds
  38. Nimble:
    +100% movespeed while aiming
    Applies while aiming down with iron sights, glow sights or reflex sights; will not apply when aiming with VATS or with a scope.
  39. Steadfast:
    Applies while aiming down with iron sights, glow sights or reflex sights. Will not apply when aiming with VATS or with a scope.
  40. Cavalier's (power attack):
    Increases all damage, not just melee attack damage
  41. Cursed:
    +15% damage, +20% swing speed/fire rate, -4 durability
    Blocks the ability to be Legendary Crafted
  42. Double:
    Increases clip size by 100% base value

Availability and restrictions

  1. Quad:
    Excludes single-shot weapons: Fat Man, missile launcher, M79 grenade launcher, black powder weapons (blunderbuss, dragon, pistol and rifle), bows, crossbows and compound bows. Is not intended to drop on "core" weapons (laser gatling, ultracite laser gatling and plasma gatling), however, these may drop from Ally daily quests and will have no impact on ammo capacity. No longer drops on crossbows. May now drop on all automatic weapons (no "cores").
  2. Stalker's:
    No longer available on melee weapons.
  3. Explosive:
    Cannot drop on energy weapons, explosive weapons or bows (see list)
  4. Last Shot:
    No single-shot weapons; such as bows or black powder weapons.
    BUG: may drop on the M79 grenade launcher.
  5. Cursed:
    A Colossal Problem: (Harpoon gun · Pickaxe · Shovel)
    Mole miner pails: (Rolling pin)
  6. Legacy content
    Did not drop on melee weapons, Fat Man, missile launcher, grenade launchers, gamma gun, ultracite gatling laser and black powder weapons.
Explosive blacklist
Explosive blacklist
Alien blaster Auto grenade launcher Bow
Broadsider Compound bow Crossbow Fallout 76 legacy content
Cryolator Fallout 76 legacy content Enclave plasma gun Fat Man
Flamer Fallout 76 legacy content Gamma gun Fallout 76 legacy content Gatling laser
Gatling plasma Fallout 76 legacy content Gauss minigun Gauss pistol
Gauss rifle Fallout 76 legacy content Gauss shotgun[1] Harpoon gun Fallout 76 legacy content
Hellstorm missile launcher Laser gun Fallout 76 legacy content M79 grenade launcher
Missile launcher Pepper Shaker Plasma caster
Plasma gun Radium rifle Fallout 76 legacy content Salvaged Assaultron head Fallout 76 legacy content
Tesla rifle Fallout 76 legacy content Ultracite gatling laser Fallout 76 legacy content Ultracite laser gun Fallout 76 legacy content

References

  1. Can be obtained as from Ally: Get the Item daily quests, due to bug
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