Fallout 76 Mods
Database
Looking for receivers, barrels, linings and other gear mods? Every weapon and armor piece page lists the mods it takes, slot by slot, with the stats updating as you pick them.
Legendary Weapon Effects
Legendary effects that can roll on weapons, by star tier.
Adrenal
+10% DMG Per Kill While on Kill Streak
Anti-armor
Armor Penetration +50%
Aristocrat's
Up to +50% Damage based on Caps you have
Assassin's
Damage to Humans +50%
Berserker's
Damage Increases up to +50 as Damage Resistance Decreases
Bloodied
Damage Increases up to +130% as Health Decreases
Executioner's
+50% More Damage when Your Target is Below 40% Health
Exterminator's
Damage to Insects +50%, Damage to Mirelurks +50%
Feral's
Target kills makes you go feral faster
Furious
+5% Damage per Onslaught stack, +9 max stacks
Ghoul Slayer's
Damage to Ghouls +50%
Gourmand's
Damage Increases up to +40% as you Fill Your Hunger and Thirst Meters. Human mod only.
Hunter's
Damage to Animals +50%
Instigating
+50% Damage Against Targets above 60% Health
Juggernaut's
Damage Increases up to +100% as Health Increases
Junkie's
Damage Increases per Addiction up to +100%
Lucid
Damage Increases up to +40% as you Fill Your Feral Meter
Medic's
Attacks will Heal Friendly Targets by 5% Health
Mutant Slayer's
Damage to Super Mutants +50%
Mutant's
Damage Increases up to +50% as you gain Mutations
Nocturnal
+50 Damage while Cloaked
Quad
Ammo Capacity: +300%
Sniper's
+100% Damage to distant Targets
Stalker's
Sneak Attack Damage +100%
Suppressor's
Reduce Your Target's Damage Output by 25% for 5 seconds
Troubleshooter's
Damage to Robots +50%
Two Shot
Spread (hip-fire): +50%
Recoil: +25%
Damage: +75%
Vampire's
Restore 2% Health over 2 seconds when you Hit a Target
Zealot's
Damage to Scorched +50%
Basher's
Bash Damage +50%
Crippling
Limb Damage +50%
Cryologist's
Cryo Damage +0.2
Explosive
Projectiles Explode for +20% Weapon Damage
Heavy Hitter's
Power Attack Damage +40%
Hitman's
+25% Damage While Aiming
Inertial
Replenish 15 Action Points with Each Kill
Last Shot
The last round in a magazine has a 25% chance to Deal +100% Damage
Pick Pocketer's
Target Kills have 50% chance to grant a low amount of caps.
Poisoner's
Poison Damage +0.2
Pyro-Technician's
Fire Damage +0.2
Rapid
Speed: +40%
Rapid
Speed: +25%
Riposting
Blocked Damage Reflection +50%
Steady
+25 Melee Damage While Not Moving
V.A.T.S. Enhanced
Chance to Hit a Target in V.A.T.S. +50%
Vital
Critical Damage Multiplier: +0.5
Agility
Agility +3
Barbarian
+ STR per kill while on a Kill Streak (Max 10).
Blocker
More Damage Blocked +15%
Charisma
Charisma +3
Defender's
Chance to Automatically Block Attacks +40%
Durability
Weapons break 50% slower
Endurance
Endurance +3
Ghost's
10% Chance to cause the Player to be Invisible for 2 seconds when Hitting a Target
Glowing
Target Kills Increase Rads by a small amount.
Intelligence
Intelligence +3
Lightweight
Luck
Luck +3
Lucky Hit
Critical Charge: +15
Nimble
+100% Faster Movement Speed While Aiming
Perception
Perception +3
Resilient
When Reloading, Gain +500 to All Resistances
Steadfast
+50 Damage Resistance While Aiming
Strength
Strength +3
Swift
Reload Speed: +15%
V.A.T.S. Optimized
AP Cost: -35%
Bully's
+25% Damage per Crippled Limb Your Target Has
Charged
Light Attacks Build Up Charge That Is Released With A Heavy Attack (Max Charges 3)
Combo-Breaker's
When Dealing Damage, 50% Chance to Not Use Action Points (10% Chance for Power Tools)
Conductor's
Critical Hits Restore 10 Health & Action Points instantly and 100 more over 5 seconds for Player & Teammates Within a 100ft 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
Cryo Damage: +20%
Pin-Pointer's
Damage to Weak Point +20%
Polished
Damage Increases up to +60 as Weapon Durability Increases Above 100%
Pounder's
+10% Damage per Onslaught stack, +10 max stacks
Pyromaniac's
+50% Damage to Burning Targets
Satiated
Kills Restore Hunger and Thirst
Severing
+50% Damage to Bleeding Targets
Stabilizer's
Improves Weapon Cone of Fire, Recoil, and Stability by 40%
Tarnished
Damage Increases up to +120 as Weapon Durability Decreases
Thrill-Seeker's
+3% Reload Speed & Melee Attack Speed Per Kill While on Kill Streak
Viper's
+50% Damage to Poisoned Targets
Legendary Armor Effects
Legendary effects that can roll on armor and power armor, by star tier.
Adrenal
+10 Damage and Energy Resistance per kill while on a Kill Streak (Max 10).
Adrenal
+10 Damage and Energy Resistance per kill while on a Kill Streak (Max 10).
Aristocrat's
Reflect incoming damage based on caps held
Aristocrat's
Reflect incoming damage based on caps held
Assassin's
-15% Damage from Humans
Assassin's
-15% Damage from Humans
Auto Stim
Automatically use a Stimpak when Hit While Health is 25% or less, once every 60 seconds
Auto Stim
Automatically use a Stimpak when Hit While Health is 25% or less, once every 60 seconds
Bolstering
Grants up to 10% Damage Reduction at lower Health Percent
Bolstering
Grants up to 10% Damage Reduction at lower Health Percent
Chameleon
Become Invisible While Sneaking and Not Moving
Chameleon
Become Invisible While Sneaking and Not Moving
Cloaking
Being Hit in Melee causes the Player to become Invisible Once Every 30 Seconds
Cloaking
Being Hit in Melee causes the Player to become Invisible Once Every 30 Seconds
Exterminator's
-15% Damage from Mirelurks and Insects
Exterminator's
-15% Damage from Mirelurks and Insects
Ghoul Slayer's
-15% Damage from Ghouls
Ghoul Slayer's
-15% Damage from Ghouls
Heavyweight
Grants up to 10% Damage Reduction at Higher Encumberance
Hunter's
-15% Damage From Animals
Hunter's
-15% Damage From Animals
Life Saving
Automatically Revive Yourself with a Stimpak. Cooldown 5 minutes, reduced by 60 seconds per additional Life Saving mod
Lucid
Increases Damage Reduction up to +6% as you Fill Your Feral Meter
Lucid
Increases Damage Reduction up to +6% as you Fill Your Feral Meter
Mutant Slayer's
-15% Damage from Super Mutants
Mutant Slayer's
-15% Damage from Super Mutants
Mutant's
Up to 5% Damage Reduction as you acquire more Mutations
Mutant's
Up to 5% Damage Reduction as you acquire more Mutations
Nocturnal
+4 PER and AGI while Cloaked
Nocturnal
+4 PER and AGI while Cloaked
Overeater's
Increases Max Health up to +40 as you Fill Your Hunger and Thirst Meters
Overeater's
Increases Max Health up to +40 as you Fill Your Hunger and Thirst Meters
Regenerating
Heal Rate +0.5
Regenerating
Heal Rate +0.5
Troubleshooter's
-15% Damage from Robots
Troubleshooter's
-15% Damage from Robots
Unyielding
Gain up to +3 to All S.P.E.C.I.A.L. Stats (except END) when Health is Low
Vanguard's
Grants up to 6% Damage Reduction as Health Increases
Vanguard's
Grants up to 6% Damage Reduction as Health Increases
Zealot's
-15% Damage from Scorched
Zealot's
-15% Damage from Scorched
Agility
Agility +2
Agility
Agility +2
Antiseptic
Environmental Disease Resistance +25%
Antiseptic
Environmental Disease Resistance +25%
Charisma
Charisma +2
Charisma
Charisma +2
Cryologist's
Cryo resistance: +50
Cryologist's
Cryo resistance: +50
Elementalist
Increase All Resistances by +25
Elementalist
Increase All Resistances by +25
Endurance
Endurance +2
Endurance
Endurance +2
Fierce
Fortify Limb Resistance based on Kill Streak count.
Glutton
Hunger and Thirst Grow 10% Slower
Glutton
Hunger and Thirst Grow 10% Slower
Hardy
Receive 7% Less Explosion Damage
Hardy
Receive 7% Less Explosion Damage
HazMat
Radiation resistance: +50
HazMat
Radiation resistance: +50
Intelligence
Intelligence +2
Intelligence
Intelligence +2
Luck
Luck +2
Luck
Luck +2
Pain Killer
Gain Health over time while on a Kill Streak. Effect becomes stronger the higher the Kill Streak.
Pain Killer
Gain Health over time while on a Kill Streak. Effect becomes stronger the higher the Kill Streak.
Perception
Perception +2
Perception
Perception +2
Poisoner's
Poison resistance: +50
Poisoner's
Poison resistance: +50
Powered
Action Point Regen +5
Powered
Action Point Regen +5
Pyro-Technician's
Fire resistance: +50
Pyro-Technician's
Fire resistance: +50
Rushing
Gain Action Points over time while on a Kill Streak. Effect becomes stronger the higher the Kill Streak.
Rushing
Gain Action Points over time while on a Kill Streak. Effect becomes stronger the higher the Kill Streak.
Strength
Strength +2
Strength
Strength +2
Acrobat's
Fall Damage -0.5
Active
Max AP increased by +20
Active
Max AP increased by +20
Adamantium
Limb Damage Resistance +15%
Arms Keeper's
Weapon Weights Reduced by 20%
Arms Keeper's
Weapon Weights Reduced by 20%
Belted
Ammo Weight Reduced by 20%
Belted
Ammo Weight Reduced by 20%
Burning
5% Chance to deal 19 Fire Damage per second for 3 sec to Melee Attackers.
Burning
5% Chance to deal 19 Fire Damage per second for 3 sec to Melee Attackers.
Cavalier's
10% Damage Reduction while sprinting.
Cavalier's
10% Damage Reduction while sprinting.
Defender's
Chance to Automatically Block Attacks +5%
Defender's
Chance to Automatically Block Attacks +5%
Dissipating
Radiation Damage Recovery +100
Dissipating
Radiation Damage Recovery +100
Diver's
Regenerate Health While in Water
Doctor's
+5% Effectiveness of Stimpaks, RadAway, and Rad-X
Doctor's
+5% Effectiveness of Stimpaks, RadAway, and Rad-X
Durability
Breaks 50% Slower
Durability
Breaks 50% Slower
Electrified
5% Chance to deal 18 Energy Damage per second for 3 sec to Melee Attackers.
Electrified
5% Chance to deal 18 Energy Damage per second for 3 sec to Melee Attackers.
Frozen
5% Chance to deal 12 Cryo Damage per second for 4 sec to Melee Attackers.
Frozen
5% Chance to deal 12 Cryo Damage per second for 4 sec to Melee Attackers.
Healthy
Max HP Increased by +20
Healthy
Max HP Increased by +20
Pack Rat's
Junk Item Weights Reduced by 20%
Pack Rat's
Junk Item Weights Reduced by 20%
Reflex
Evade Chance +2%
Safecracker's
Lockpicking Skill +1, Hacking Skill +1
Safecracker's
Lockpicking Skill +1, Hacking Skill +1
Secret Agent's
Reduce Detection Chance +25%, Less Noise While Sneaking +25%
Sentinel's
5% Damage Reduction while standing still.
Sentinel's
5% Damage Reduction while standing still.
Thru-hiker's
Food, Drink, and Chem Weights Reduced by 20%
Thru-hiker's
Food, Drink, and Chem Weights Reduced by 20%
Toxic
5% Chance to deal 12 Poison Damage per second for 7 sec to Melee Attackers.
Toxic
5% Chance to deal 12 Poison Damage per second for 7 sec to Melee Attackers.
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)
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)
Bruiser's
Melee Weapons Deal +5% Bonus Damage (up to +25% on Full Stack)
Choo-Choo's
Enemies Hit by Pain Train Bleed for 0 Damage over 5 Seconds
Hauler's
Increases Carry Capacity by 30.
Hauler's
Increases Carry Capacity by 30.
Limit-Breaking
Each Worn Armor Piece Reduces the Cost of Critical Hits by -10% (up to -50% on Full Stack)
Limit-Breaking
Each Worn Armor Piece Reduces the Cost of Critical Hits by -10% (up to -50% on Full Stack)
Miasma's
Poison Damage per Second to Nearby Targets +10
Miasma's
Poison Damage per Second to Nearby Targets +10
Propelling
Movement & Sprint Speed Increased by +5% (up to +25% on Full Stack)
Radioactive-Powered
Gain +2 Action Point Regen at the Cost of RADS (up to +10 Action Point Regen on Full Stack)
Raging
Gain 5% Damage for 10 Seconds When Hit (Up to +25% on Full Stack)
Raging
Gain 5% Damage for 10 Seconds When Hit (Up to +25% on Full Stack)
Ranger's
Ranged Weapons Deal +5% Bonus Damage (up to +25% 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
Gain Health and Action Point Regeneration as You Fill Your Hunger and Thirst Meters.
Runner's
Sprinting Action Point Cost Reduced by -20% (up to -100% on Full Stack)
Runner's
Sprinting Action Point Cost Reduced by -20% (up to -100% on Full Stack)
Sawbones
Health Regenerates Slowly (+1 Health per second) (up to +5 Health per second on Full Stack)
Sawbones
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)
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)
Tanky's
+200 Damage Resist for 10s When Standing Still (20s Cooldown) (up to +1000 on Full Stack)
Vector
Gain 10% Bonus V.A.T.S. Accuracy Against Distant Targets
Vector
Gain 10% Bonus V.A.T.S. Accuracy Against Distant Targets