Fallout 76 wiki Star Boxes showcase

Fallout 76 Legendary Stars

When scrapped, you get legendary modules
  • ★ 3
  • ★★ 6
  • ★★★ 12
  • ★★★★ 24

1★ Boxes

Adrenal

Weapon +10 % DMG Per Kill While on Kill Streak.

Armor +10 Damage and Energy Resistance per kill while on a Kill Streak (Max 10).

Power Armor +10 Damage and Energy Resistance per kill while on a Kill Streak (Max 10).

Anti-armor

Weapon Armor Penetration: +50%

Aristocrat's

Weapon Up to +50 % Damage based on Caps you have.

Armor Reflect incoming damage based on caps held.

Power Armor Reflect incoming damage based on caps held.

Assassin's

Weapon +50% damage to humans.

Armor -15% damage taken from humans.

Power Armor -15% damage taken from humans.

Auto Stim

Armor Automatically use a Stimpak when Hit While Health is 25 % or less, once every 60 seconds.

Power Armor Automatically use a Stimpak when Hit While Health is 25 % or less, once every 60 seconds.

Berserker's

Weapon Damage increases as damage resistance decreases, up to +50%.

Bloodied

Weapon Damage Increases up to +130 % as Health Decreases.

Bolstering

Armor Damage and Energy Resistance increase as health decreases.

Power Armor Damage and Energy Resistance increase as health decreases.

Chameleon

Armor Blend with the environment while sneaking and not moving.

Power Armor Blend with the environment while sneaking and not moving.

Cloaking

Armor Being Hit in Melee causes the Player to become Invisible Once Every 30 Seconds.

Power Armor Being Hit in Melee causes the Player to become Invisible Once Every 30 Seconds.

Executioner's

Weapon +50% damage when the target is below 40% health.

Exterminator's

Weapon +50% damage to insects and mirelurks.

Armor -15% damage taken from insects and mirelurks.

Power Armor -15% damage taken from insects and mirelurks.

Feral's

Weapon Target kills makes you go feral faster.

Furious

Weapon +5 % Damage per Onslaught stack, +9 max stacks.

Ghoul Slayer's

Weapon +50% damage to ghouls.

Armor -15% damage taken from ghouls.

Power Armor -15% damage taken from ghouls.

Gourmand's
90

Weapon Damage Increases up to +40 % as you Fill Your Hunger and Thirst Meters.

Тут описание

Heavyweight

Armor Grants up to 10 % Damage Reduction at Higher Encumberance.

Hunter's

Weapon +50% damage to animals.

Armor -15% damage taken from animals.

Power Armor -15% damage taken from animals.

Instigating

Weapon +100% damage if the target is at full health.

Juggernaut's

Weapon Damage Increases up to +100 % as Health Increases.

Junkie's

Weapon Damage Increases per Addiction up to +100 %.

Life Saving

Armor Automatically Revive Yourself with a Stimpak. Cooldown 5 minutes, reduced by 60 seconds per additional Life Saving mod.

Lucid

Weapon Damage Increases up to +40 % as you Fill Your Feral Meter.

Armor Increases Damage Reduction up to +6 % as you Fill Your Feral Meter.

Power Armor Increases Damage Reduction up to +6 % as you Fill Your Feral Meter.

Medic's

Weapon V.A.T.S. critical hits heal you and your group.

Mutant Slayer's

Weapon +50% damage to super mutants.

Armor -15% damage taken from super mutants.

Power Armor -15% damage taken from super mutants.

Mutant's

Weapon Damage Increases up to +50 % as you gain Mutations.

Armor +10 Damage and Energy Resistance while mutated.

Power Armor +10 Damage and Energy Resistance while mutated.

Nocturnal

Weapon +50% damage at night.

Armor +4 Perception and Agility while invisible.

Power Armor +4 Perception and Agility while invisible.

Overeater's

Armor Increases Max Health up to +40 as you Fill Your Hunger and Thirst Meters.

Power Armor Increases Max Health up to +40 as you Fill Your Hunger and Thirst Meters.

Quad

Weapon Ammo Capacity: +3

Regenerating

Armor Slowly regenerates health while out of combat.

Power Armor Slowly regenerates health while out of combat.

Sniper's

Weapon +100 % Damage to distant Targets.

Stalker's

Weapon Sneak Attack Damage: +100

Suppressor's

Weapon Reduce Your Target's Damage Output by 25% for 5 seconds

Troubleshooter's

Weapon +50% damage to robots.

Armor -15% damage taken from robots.

Power Armor -15% damage taken from robots.

Two Shot

Weapon Damage: +75%; Projectiles: +1; Max Recoil: +25%; Max Spread: +50%; Min Recoil: +25%; Min Spread: +50%

Unyielding

Armor Gain up to +3 to All S.P.E.C.I.A.L. Stats (except END) when Health is Low.

Vampire's
220

Weapon Restore 2% Health over 2 seconds when you Hit a Target

Vanguard's
25 35

Armor Damage and Energy Resistance increase as health increases.

Power Armor Damage and Energy Resistance increase as health increases.

Craft at a legendary mod workbench

Zealot's

Weapon +50% damage to Scorched.

Armor -15% damage taken from Scorched.

Power Armor -15% damage taken from Scorched.

2★ Boxes

Agility

Armor +2 Agility.

Power Armor +2 Agility.

Antiseptic

Armor Environmental Disease Resistance: +25

Power Armor Environmental Disease Resistance: +25

Basher's

Weapon +50% bash damage.

Charisma

Armor +2 Charisma.

Power Armor +2 Charisma.

Crippling

Weapon Improved V.A.T.S. Hit Chance, 25% Less Action Point Cost.; Reduces damage while standing and not moving by 15%.; Does 50% More Damage Against Ghouls.; Reflects 10% of melee damage back on attacker.

Cryologist's

Armor +50 Cryo resistance.

Power Armor +50 Cryo resistance.

Elementalist

Armor Cryo resistance: +25; Poison resistance: +25; Energy resistance: +25; Fire resistance: +25; RadResistExposure: +25

Power Armor Cryo resistance: +25; Poison resistance: +25; Energy resistance: +25; Fire resistance: +25; RadResistExposure: +25

Endurance

Armor +2 Endurance.

Power Armor +2 Endurance.

Explosive

Weapon Bullets explode for 20% area weapon damage.

Fierce

Armor Fortify Limb Resistance based on Kill Streak count.

Glutton

Armor Hunger and Thirst Grow 10 % Slower.

Power Armor Hunger and Thirst Grow 10 % Slower.

Hardy

Armor -7% explosion damage taken.

Power Armor -7% explosion damage taken.

HazMat

Armor +50 Radiation resistance.

Power Armor +50 Radiation resistance.

Heavy Hitter's

Weapon Power Attack Damage: +40

Hitman's

Weapon +25 % Damage While Aiming.

Inertial

Weapon Replenish 15 Action Points with each kill.

Intelligence

Armor +2 Intelligence.

Power Armor +2 Intelligence.

Last Shot

Weapon Способность "Последний выстрел

Luck

Armor +2 Luck.

Power Armor +2 Luck.

Pain Killer

Armor Gain Health over time while on a Kill Streak. Effect becomes stronger the higher the Kill Streak.

Power Armor Gain Health over time while on a Kill Streak. Effect becomes stronger the higher the Kill Streak.

Perception

Armor +2 Perception.

Power Armor +2 Perception.

Pick Pocketer's

Weapon Target Kills have +50 % chance to grant a low amount of caps.

Poisoner's

Armor +50 Poison resistance.

Power Armor +50 Poison resistance.

Powered

Armor Action Point Regen: +5

Power Armor Action Point Regen: +5

Pyro-Technician's

Armor +50 Fire resistance.

Power Armor +50 Fire resistance.

Rapid

Weapon +25% fire rate.

Weapon +40% faster swing speed.

Riposting

Weapon Blocked Damage Reflection: +50

Rushing

Armor Gain Action Points over time while on a Kill Streak. Effect becomes stronger the higher the Kill Streak.

Power Armor Gain Action Points over time while on a Kill Streak. Effect becomes stronger the higher the Kill Streak.

Steady

Weapon +25 Melee Damage While Not Moving.

Strength

Armor +2 Strength.

Power Armor +2 Strength.

V.A.T.S. Enhanced

Weapon +50% V.A.T.S. hit chance.

Vital

Weapon Critical Damage: +50%

3★ Boxes

Acrobat's

Armor Fall Damage: -0.5

Active

Armor Max AP increased by +20.

Power Armor Max AP increased by +20.

Adamantium

Armor +50% limb damage.

Agility

Weapon +3 Agility.

Arms Keeper's

Armor -20% weapon weight.

Power Armor -20% weapon weight.

Barbarian

Weapon + STR per kill while on a Kill Streak (Max 10).

Belted

Armor Ammo Weight Reduction: +20

Power Armor Ammo Weight Reduction: +20

Blocker

Weapon Take 15% less damage while blocking.

Burning

Armor Melee attackers take up to 115 fire damage.

Power Armor Melee attackers take up to 115 fire damage.

Cavalier's

Armor -15% damage taken while sprinting or blocking.

Power Armor -15% damage taken while sprinting or blocking.

Charisma

Weapon +3 Charisma.

Defender's

Weapon Chance to automatically block attacks.

Armor Chance to automatically block attacks.

Power Armor Chance to automatically block attacks.

Dissipating

Armor Slowly removes radiation while out of combat.

Power Armor Slowly removes radiation while out of combat.

Diver's

Armor +3 HP Per Second.

Doctor's

Armor Stimpaks, RadAway, and Rad-X are 5% more effective per armor piece (up to +25%).

Power Armor Stimpaks, RadAway, and Rad-X are 5% more effective per armor piece (up to +25%).

Durability

Weapon Breaks 50% slower

Armor Breaks 50 % Slower.

Power Armor Breaks 50 % Slower.

Electrified

Armor Melee attackers take up to 105 energy damage.

Power Armor Melee attackers take up to 105 energy damage.

Endurance

Weapon +3 Endurance.

Frozen

Armor Melee attackers take up to 72 cryo damage.

Power Armor Melee attackers take up to 72 cryo damage.

Ghost's

Weapon Hits have a 10% chance to generate a stealth field for 2 seconds.

Glowing

Weapon Target Kills Increase Rads by a small amount.

Healthy

Armor Max HP Increased by +20.

Power Armor Max HP Increased by +20.

Intelligence

Weapon +3 Intelligence.

Lightweight

Weapon -90% weapon weight.

Luck

Weapon +3 Luck.

Lucky Hit

Weapon +15% critical meter fill speed.

Nimble

Weapon +100% movement speed while aiming.

Pack Rat's

Armor -20% junk weight.

Power Armor -20% junk weight.

Perception

Weapon +3 Perception.

Reflex

Armor Evade Chance: +2

Resilient

Weapon When Reloading, Gain +500 to All Resistances.

Safecracker's

Armor Hacking Skill: +1; Lockpicking Skill: +1

Power Armor Hacking Skill: +1; Lockpicking Skill: +1

Secret Agent's

Armor Less Noise While Sneaking: +25; Reduce Detection Chance: +25

Sentinel's

Armor -15% damage taken while standing still.

Power Armor -15% damage taken while standing still.

Steadfast

Weapon +50 Damage Resistance While Aiming.

Strength

Weapon +3 Strength.

Swift

Weapon Reload Speed: +15%

Thru-hiker's

Armor -20% food, drink, and chem weight.

Power Armor -20% food, drink, and chem weight.

Toxic

Armor Melee attackers take up to 70 poison damage.

Power Armor Melee attackers take up to 70 poison damage.

V.A.T.S. Optimized

Weapon -35 % action point cost

4★ Boxes

Aegis

Power Armor Fortifies Physical & Energy Resists by +50 and Poison, Cryo & Fire Resists by +20 for Wearer & Teammates Within a 50ft Radius

Battle-Loader's

Armor 15% Chance to Instantly Reload When Bashing Enemies (up to 75% Chance on Full Stack)

Power Armor 15% Chance to Instantly Reload When Bashing Enemies (up to 75% Chance on Full Stack)

Bruiser's

Armor Melee Weapons Deal +5% Bonus Damage (up to +25% on Full Stack)

Power Armor Melee Weapons Deal +5% Bonus Damage (up to +25% on Full Stack)

Brutalist's

Weapon Each Kill Gives +1 Strength For 5 Mins (Max +10)

Bully's

Weapon Damage per Crippled Limb: +25%

Charged

Weapon Light Attacks Build Up Charge That Is Released With A Heavy Attack (Max Charges 3)

Choo-Choo's

Power Armor Sprinting into targets with Power Armor deals damage and causes bleeding (integrated with Pain Train perk).

Combo-Breaker's

Weapon Способность сокрушающего оружия

Conductor's

Weapon Critical Hits Restore 10 Health & Action Points instantly and 100 more over 5 seconds for Player & Teammates Within a 100ft Radius

Crusaders

Armor +1 S.P.E.C.I.A.L. Point For Each Equipped Armor Piece (up to +5 on Full Stack)

Power Armor +1 S.P.E.C.I.A.L. Point For Each Equipped Armor Piece (up to +5 on Full Stack)

Electrician's

Weapon When Reloading, Emit a Shock Wave That Stuns Nearby Targets for 3s

Encircler's

Weapon +10% Damage For Each Combat Target Around You (up to +50%)

Fencer's

Weapon +12.5% Melee Damage. Additional +12.5% for Each Nearby Teammate (up to +50% on Full Team)

Fracturer's

Weapon When Crippling Limbs, They Explode and Deal up to 50 Explosion Damage to Nearby Targets

Hauler's

Armor Increases Carry Capacity by 30.

Power Armor Increases Carry Capacity by 30.

Icemen's

Weapon +20% cryo damage.

Limit-Breaking

Armor Each Worn Armor Piece Reduces the Cost of Critical Hits by -10% (up to -50% on Full Stack)

Power Armor Each Worn Armor Piece Reduces the Cost of Critical Hits by -10% (up to -50% on Full Stack)

Metabolic

Armor All Chems, Serums, Bobbleheads & Magazines Buffs Last 5% Longer (up to 25% on Full Stack)

Power Armor All Chems, Serums, Bobbleheads & Magazines Buffs Last 5% Longer (up to 25% on Full Stack)

Miasma's

Armor Способность зловонной брони

Power Armor Способность зловонной брони

Over-Loader's

Power Armor 10% Chance To Trigger An EMP Pulse When Hit (up to 50% on Full Stack), Dealing 50 Energy Damage To Nearby Enemies For 5 Seconds

Pin-Pointer's

Weapon Damage to Weak Points: +20%

Polished

Weapon The better the equipped item's condition (+100%), the more damage the weapon deals (up to +60%).

Pounder's

Weapon +10 % Damage per Onslaught stack, +10 max stacks.

Propelling

Power Armor Movement & Sprint Speed Increased by +5% (up to +25% on Full Stack)

Pyromaniac's

Weapon Damage to Burning: +50

Radioactive-Powered

Power Armor Gain +2 Action Point Regen at the Cost of RADS (up to +10 Action Point Regen on Full Stack)

Raging

Armor Gain 5% Damage for 10 Seconds When Hit (Up to +25% on Full Stack)

Power Armor Gain 5% Damage for 10 Seconds When Hit (Up to +25% on Full Stack)

Ranger's

Armor Ranged Weapons Deal +5% Bonus Damage (up to +25% on Full Stack)

Power Armor Ranged Weapons Deal +5% Bonus Damage (up to +25% on Full Stack)

Rebounders

Armor Return 10% of Ballistic & Explosive Damage Received From An Enemy Target Back Towards Them (up to 50% on Full Stack)

Reflective

Power Armor Return 10% of Damage Received from an Enemy Target Back Towards Them (up to 50% on Full Stack)

Rejuvenator's

Power Armor Gain Health and Action Point Regeneration as You Fill Your Hunger and Thirst Meters.

Ruiner's

Weapon Single Shot Weapons Have A 5% Chance To Deal An Additional 500 Damage For Every 5 Luck

Runner's

Armor Sprinting Action Point Cost Reduced by -20% (up to -100% on Full Stack)

Power Armor Sprinting Action Point Cost Reduced by -20% (up to -100% on Full Stack)

Satiated

Weapon Kills Restore Hunger and Thrist.

Sawbones

Armor Health Regenerates Slowly (+1 Health per second) (up to +5 Health per second on Full Stack).

Power Armor Health Regenerates Slowly (+1 Health per second) (up to +5 Health per second on Full Stack).

Scanner's

Power Armor Action Point Cost of V.A.T.S. Attacks Reduced by -5% (up to -25% on Full Stack)

Severing

Weapon Damage to Bleeding: +50

Sightseer's

Weapon +50% Range & Damage When Aiming Down Sights

Stabilizer's

Weapon Improves Weapon Cone of Fire, Recoil, and Stability by 40%

Stagger-Proof

Power Armor 15% Chance to Not Stagger from any Damage Types (up to 80% on Full Stack)

Stalwart's

Power Armor Power Armor Breaks 5% Slower For Owner & All Teammates Within A 50ft Radius (up to 25% Slower on Full Stack)

Tanky's

Armor +200 Damage Resist for 10s When Standing Still (20s Cooldown) (up to +1000 on Full Stack)

Power Armor +200 Damage Resist for 10s When Standing Still (20s Cooldown) (up to +1000 on Full Stack)

Tarnished

Weapon The lower the weapon's condition, the higher the damage boost (+120% Max).

Thrill-Seeker's

Weapon +3% Reload Speed & Melee Attack Speed Per Kill While on Kill Streak

Vector

Armor Gain 10% Bonus V.A.T.S. Accuracy Against Distant Targets

Power Armor Gain 10% Bonus V.A.T.S. Accuracy Against Distant Targets

Viper's

Weapon Damage to Poisoned: +50

Voltaic

Power Armor Sprinting Builds Up A Charge & Releases An EMP Shockwave When You Stop That Stuns & Deals Energy Damage To Nearby Enemies