This guide breaks down all the legendary effects available in Fallout 76, covering everything from one-star bonuses to the powerful four-star combinations. Whether you're a seasoned vault dweller or a newcomer, this comprehensive list will help you make the most of your legendary gear.
Recommend: Fallout 76: Legendary 4th Star Mods Effects List
Anti-armor | +50% Armor Penetration |
Aristocrat's | [Armor] Grants up to +20 Energy Resistance and Damage Resistance, the higher Your Caps. Currently <+MAG> [Weapon] Up to +50% Damage based on Caps you have. Currently <+MAG>% |
Assassin's | [Armor] -15% Damage From Humans [Weapon] +50% Damage to Humans |
Auto Stim | Automatically use a Stimpak When Hit While Health is 25% or less, once every 60 seconds |
Berserker's | Damage Increases up to +50% as Damage Resistance Decreases. Currently <+MAG>% |
Bloodied | Damage Increases up to +95% as Health Decreases. Currently <+MAG>% |
Bolstering | Grants up to +35 Energy Resistance and Damage Resistance, the Lower Your Health. Currently <+MAG> |
Chameleon | Become Invisible While Sneaking and Not Moving |
Cloaking | Being Hit in Melee causes the Player to become Invisible Once Every 30 Seconds |
Executioner's | +50% More Damage when Your Target is Below 40% Health |
Exterminator's | [Armor] -15% Damage From Mirelurks and Insects [Weapon] +50% Damage to Mirelurks and Insects |
Furious | +5% Damage after Each Consecutive Hit on the Same Target, up to +45% |
Ghoul Slayer's | [Armor] -15% Damage From Ghouls [Weapon] +50% Damage to Ghouls |
Gourmand's | Damage Increases up to 24% as you Fill Your Hunger and Thirst Meters. Currently +24% |
Hunter's | [Armor] -15% Damage From Animals [Weapon] +50% Damage to Animals |
Instigating | +100% Damage Against Targets with Full Health |
Juggernaut's | Damage Increases up to +25% as Health Increases. Currently <+MAG>% |
Junkie's | Damage Increases per Addiction up to +50% Currently <+MAG>% |
Life Saving | When Incapacitated, Gain a 50% Chance to Revive Yourself with a Stimpak, Once Every 60 seconds |
Medic's | Attacks will Heal Friendly Targets by 5% Health |
Mutant Slayer's | [Armor] -15% Damage From Super Mutants [Weapon] +50% Damage to Super Mutants |
Mutant's | [Armor] +10 Damage Resistance and Energy Resistance While Mutated [Weapon] Damage Increases up to 25% as you gain Mutations. Currently <+MAG>% |
Nocturnal | [Armor] +40 Damage Resistance and Energy Resistance at Night [Weapon] +50% Damage at Night |
Overeater's | Increases Damage Reduction up to 6% as you Fill Your Hunger and Thirst Meters. Currently <+MAG>% |
Quad | +300% Ammo Capacity |
Regenerating | +0.5% Heal Rate |
Stalker's | If Not In Combat, +100% V.A.T.S. Accuracy at +50% Action Points Cost |
Suppressor's | Reduce Your Target's Damage Output by 25% for 5 seconds |
Troubleshooter's | [Armor] -15% Damage From Robots [Weapon] +50% Damage to Robots |
Two Shot | +1 Projectiles +25% Damage -150% Hip-Fire Accuracy +100% Recoil |
Unyielding | Gain up to +3 to All S.P.E.C.I.A.L. Stats (except END) when Health is Low. Currently <+MAG> |
Vampire's | Restore 2% Health over 2 seconds when you Hit a Target |
Vanguard's | Grants up to +35 Energy Resistance and Damage Resistance, the higher Your Health. Currently <+MAG> |
Weightless | -90% Weight |
Zealot's | [Armor] -15% Damage From Scorched [Weapon] +50% Damage to Scorched |
Agility | +2 Agility |
Antiseptic | +25% Reduced Disease Chance From Environmental Hazards |
Basher's | +50% Bash Damage |
Charisma | +2 Charisma |
Crippling | +50% Limb Damage |
Endurance | +2 Endurance |
Explosive | Projectiles explode for +20% weapon damage |
FIreproof | +25 Fire Resistance |
Glutton | Hunger and Thirst Grow 10% Slower |
Hardy | Receive 7% Less Explosion Damage |
HazMat | +25 Radiation Resistance |
Heavy Hitter's | +40% Power Attack Damage |
Hitman's | +25% Damage While Aiming |
Inertial | Replenish 15 Action Points with Each Kill |
Intelligence | +2 Intelligence |
Last Shot | The last round in a magazine has a 25% chance to Deal +100% Damage |
Luck | +2 Luck |
Perception | +2 Perception |
Poisoner's | +25 Poison Resistance |
Powered | +5% Action Point Regen |
Rapid | [Ranged] +25% Weapon Speed [Melee] +40% Weapon Speed |
Riposting | +50% Melee Damage Reflection While Blocking |
Steady | +25% Melee Damage While Not Moving |
Strength | +2 Strength |
V.A.T.S. Enhanced | +50% Chance to Hit a Target in V.A.T.S. |
Vital | +50% Critical Damage |
Warming | +25 Cryo Resistance |
Acrobat's | -50% Fall Damage |
Adamantium | Receive 15% less Limb Damage |
Agility | +3 Agility |
Arms Keeper's | Weapon Weights Reduced by 20% |
Belted | Ammo Weight Reduced by 20% |
Burning | 5% chance to deal 12 Fire damage per second for 3 to Melee Attackers. |
Cavalier's | [Armor] 75% Chance to Reduce Damage by 15% While Sprinting [Weapon Melee] -15% Damage Taken While Blocking |
Charisma | +3 Charisma |
Defender's | [Armor] -15% Damage Taken While Blocking [Weapon Melee] -40% Damage Taken While Power Attacking |
Dissipating | +0.25% Radiation Damage Recovery |
Diver's | Breathe Underwater |
Doctor's | +5% Effectiveness of Stimpaks, RadAway, and Rad-X |
Durability | Breaks 50% slower |
Electrified | 5% chance to deal 12 Energy damage per second for 3 to Melee Attackers. |
Endurance | +3 Endurance |
Frozen | 5% chance to deal 12 Cryo damage per second for 4 to Melee Attackers. |
Ghost's | 10% Chance to cause the Player to be Invisible for 2 seconds when Hitting a Target |
Intelligence | +3 Intelligence |
Lightweight | -90% weight |
Luck | +3 Luck |
Lucky | +15 Bonus V.A.T.S. Critical Charge |
Nimble | +100% Faster Movement Speed While Aiming |
Pack Rat's | Junk Item Weights Reduced by 20% |
Perception | +3 Perception |
Resilient | +250 Damage Resistance While Reloading |
Safecracker's | Increases Size of Sweet-Spot While Picking Locks by 2 |
Secret Agent's | +25% Less Noise While Sneaking +25% Reduce Detection Chance |
Sentinel's | 75% Chance to Reduce Damage by 15% While Not Moving |
Steadfast | +50 Damage Resistance While Aiming |
Strength | +3 Strength |
Swift | +15% Reload Speed |
Thru-hiker's | Food, Drink, and Chem Weights Reduced by 20% |
Toxic | 5% chance to deal 12 Poison damage per second for 7 to Melee Attackers. |
V.A.T.S. Optimized | -25% Action Point Cost |
Aegis | Fortifies Physical & Energy Resists by +50 and Poison, Cryo & Fire Resists by +20 for Wearer & Teammates Within a 50ft Radius |
Battle-Loader's | 15% Chance to Instantly Reload When Bashing Enemies (up to 75% Chance on Full Stack) |
Bruiser's | Melee Weapons Deal +5% Bonus Damage (up to +25% on Full Stack) |
Bully's | When Attacking Outside of V.A.T.S., Deal +50% Bonus Weak-Point Damage |
Choo-Choo's | 10% Chance for 500 Damage & "Bloody Mess" When Sprinting Into Targets (up to 50% Chance on Full Stack) |
Combo-Breaker's | When Dealing Damage, 50% Chance to Not Use AP (10% Chance for Auto Melee Weapons) |
Conductor's | Critical Hits Restore 5% of Health & Action Points for Player & Teammates Within a 50ft Radius |
Electrician's | When Reloading, Emit a Shock Wave That Stuns Nearby Targets for 3s |
Encircler's | +10% Damage For Each Combat Target Around You (up to +50%) |
Fencer's | +12.5% Melee Damage. Additional +12.5% for Each Nearby Teammate (up to +50% on Full Team) |
Fracturer's | When Crippling Limbs, They Explode and Deal up to 50 Explosion Damage to Nearby Targets |
Icemen's | Applies Cryo On Hit That Slow Targets When Dealing Damage in V.A.T.S. |
Limit-Breaking | Each Worn Armor Piece Reduces the Cost of Critical Hits by -10% (up to -50% on Full Stack) |
Miasma's | When Hit, a Poisonous DoT Cloud Harms Nearby Targets for 10s (DoT DMG Increases Per Equipped Piece) |
Pin-Pointer's | +50% Damage When Targeting Enemy Appendages (i.e. Arms, Legs) |
Polished | The Greater the Equipped Item Condition (+100%), the Greater the Weapon Damage (up to +60%) |
Pounder's | +1% Auto & +10% Non-Auto Damage Buff After Each Consecutive Melee Hit on the Same Combat Target (up to +100%) |
Propelling | Movement & Sprint Speed Increased by +5% (up to +25% on Full Stack) |
Pyromaniac's | When a Combat Target is Burning, Deal +50% Bonus Damage |
Radioactive-Powered | Gain +2 AP Regeneration at the Cost of RADS (up to +10 AP on Full Stack) |
Ranger's | Ranged Weapons Deal +5% Bonus Damage (up to +25% on Full Stack) |
Reflective | Return 10% of Damage Received from an Enemy Target Back Towards Them (up to 50% on Full Stack) |
Rejuvenator's | Gradually Restores Wearer's & Teammates Health & Action Points Within A 50ft Radius |
Runner's | Sprinting Action Point Cost Reduced by -20% (up to -100% on Full Stack) |
Sawbones's | Health Regenerates Slowly (+1 Health per second) (up to +5 Health per second on Full Stack) |
Scanner's | Action Point Cost of V.A.T.S. Attacks Reduced by -5% (up to -25% on Full Stack) |
Stabilizer's | Improves Weapon Recoil & Stability by 50% |
Stalwart's | Power Armor Breaks 5% Slower For Owner & All Teammates Within A 50ft Radius (up to 25% Slower on Full Stack) |
Tanky's | +200 Damage Resist for 10s When Standing Still (20s Cooldown) (up to +1000 on Full Stack) |
Viper's | When a Combat Target is Poisoned, Deal +50% Bonus Damage |