Any 5 legendary mods

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You can mix and match any mods of your choice. List of mods/Descriptions below.
Let me know in message which mods you’d like.
1st Star Mods
* Adrenal: [Weapon] +10% damage per kill while on a Kill Streak. [Armor] +10 Damage and Energy Resistance per kill while on a Kill Streak (Max 10).
* Anti-armor: +50% Armor Penetration.
* Aristocrat's: [Armor] Reflect incoming damage based on caps held (Max 10%). [Weapon] Up to +50% Damage based on Caps you have.
* 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.
* Bloodied: Damage Increases up to +130% as Health Decreases.
* Bolstering: Grants up to 10% Damage Reduction at lower Health Percent.
* 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.
* Feral's: [Ghoul] Target kills makes you go feral faster.
* Furious: +5% Damage per Onslaught stack, +9 max stacks.
* Ghoul Slayer's: [Armor] -15% Damage From Ghouls. [Weapon] +50% Damage to Ghouls.
* Gourmand's: Damage Increases up to 40% as you Fill Your Hunger and Thirst Meters.
* Heavyweight: Grants up to 10% Damage Reduction at Higher Encumbrance (Max at 150% Encumbrance).
* Hunter's: [Armor] -15% Damage From Animals. [Weapon] +50% Damage to Animals.
* Instigating: +50% Damage Against Targets above 60% Health.
* Juggernaut's: Damage Increases up to 100% as Health Increases (1000HP = 100%).
* Junkie's: Damage Increases per Addiction up to +100%.
* Life Saving: When Incapacitated, Gain a 50% Chance to Revive Yourself with a Stimpak, Once Every 60 seconds.
* Lucid: [Ghoul] [Armor] Increases Damage Reduction up to 6% as you Fill Your Feral Meter.
* 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] Up to 5% Damage Reduction as you acquire more Mutations. [Weapon] Damage Increases up to 50% as you gain Mutations.
* Nocturnal: [Armor] 4 Perception and Agility while Cloaked. [Weapon] +50% Damage while Cloaked.
* Overeater's: Increases Max Health up to 40 as you Fill Your Hunger and Thirst Meters.
* Quad: +300% Ammo Capacity.
* Regenerating: +0.5% Heal Rate.
* Sniper's: 100% Damage to distant Targets.
* Stalker's: +100% Sneak Attack Damage.
* 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 +75% 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.
* Vampire's: Restore 2% Health over 2 seconds when you Hit a Target.
* Vanguard's: Grants up to 6% Damage Reduction as Health Increases.
* Zealot's: [Armor] -15% Damage From Scorched. [Weapon] +50% Damage to Scorched.
2nd Star Mods
* Agility: +2 Agility
* Antiseptic: +25% Reduced Disease chance
* Basher's: +50% Bash Damage
* Charisma: +2 Charisma
* Crippling: +50% Limb Damage
* Elementalist: Increase all Resistances by 25
* Endurance: +2 Endurance
* Explosive: Projectiles explode for +20% weapon damage
* Fireproof: +50 Fire Resistance
* Glutton: Hunger/Thirst grow 10% slower
* Hardy: Receive 7% less Explosion damage
* HazMat: +50 Radiation Resistance
* Heavy Hitter's: +40% Power Attack Damage
* Hitman's: +25% Damage while aiming
* Inertial: Replenish 15 AP with each kill
* Intelligence: +2 Intelligence
* Last Shot: Last round in mag has 25% chance for +100% Damage
* Luck: +2 Luck
* Powered: +5% Action Point Regen
* Rapid: +25% Wpn Speed (Ranged) / +40% (Melee)
* Steady: +25% Melee Damage while not moving
* V.A.T.S. Enhanced: +50% Chance to hit in V.A.T.S.
* Vital: +50% Critical Damage
* Warming: +50 Cryo Resistance
3rd Star Mods
* Acrobat's: -50% Fall Damage
* Active: Max AP increased by +20
* Adamantium: Receive 15% less Limb Damage
* Agility: +3 Agility
* Arms Keeper's: Weapon weight reduced by 20%
* Barbarian: +1 STR per kill on streak (Max 10)
* Belted: Ammo Weight Reduced by 20%
* Blocker: 15% More Damage Blocked
* Burning: 5% chance to deal 12 Fire damage per second for 3 seconds to Melee Attackers.
* Cavalier's: -10% Damage Taken While Sprinting
* Charisma: +3 Charisma
* Defender's: [Armor] 5% Chance To Automatically Block Attacks / [Weapon Melee] 40% Chance To Automatically Block Attacks
* 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 seconds to Melee Attackers.
* Endurance: +3 Endurance
* Frozen: 5% chance to deal 12 Cryo damage per second for 4 seconds to Melee Attackers.
* Ghost's: 10% Chance to cause the Player to be Invisible for 2 seconds when Hitting a Target
* Glowing: [Ghoul] Target Kills Increase Glow by a small amount / [Human] Target Kills Increase Rads by a small amount (20 RADs)
* Healthy: Max HP Increased by +20
* 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
* Reflex: 2% Evade
* Resilient: +500 Damage Resistance While Reloading
* Safecracker's: +1 Lockpicking Skill and +1 Hacking Skill
* Secret Agent's: +25% Less Noise While Sneaking and +25% Reduced Detection Chance
* Sentinel's: -5% Damage Taken 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 seconds to Melee Attackers.
* V.A.T.S. Optimized: -35% Action Point Cost
4th Star Legendary Mods
* 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 +25% damage per crippled limb the target has.
* Charged Light Attacks Build Up Charge That Is Released With A Heavy Attack (Max Charges 3).
* 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 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 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 +20% Weak Spot Damage.
* Polished The Greater the Equipped Item Condition (+100%), the Greater the Weapon Damage (up to +60%).
* Pounder's +10% Damage per Onslaught stack, +10 max stacks.
* 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).
* Thrill-Seeker's Reload Speed & Melee Attack Speed increases based on Killstreak Count (2% per Kill).
* Viper's When a Combat Target is Poisoned, Deal +50% Bonus Damage.
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