Any 10x Legendary mods

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Fallout 76
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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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