Nuke Codes (Week: 18th May -25th May 2026 (20:00))
Alpha: 61952546
Bravo: 57631629
Charlie: 58612449
Nuke Codes
Week: 18th May -25th May 2026 (20:00)
Alpha:
61952546
Bravo:
57631629
Charlie:
58612449
Season 24: "Rip Daring and the Cryptids from Beyond the Cosmos"   Still 14/91 Days Left
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Legendary Crafting Guide - Choose any effect (Patch 54 / Milepost Zero)

Legendary Crafting Guide - Choose any effect (Patch 54 / Milepost Zero)

[Update 2nd Sept 2024] Final info and amounts for crafting
[Update 15th Aug 2024] Info about converting legendary cores
[Update 19th July 2024] Particles removed, Scrip needed, legendary modules from events
[Update 12th July 2024] Cost for new legendary stars adjusted to PTS update

On the current PTS called "Milepost Zero" there are fundamental changes to the production of legendary weapons and armor. "Rolling" now works a little differently than before. And you have much more influence on the result. This system is available from 3rd september 2024 in the live version.

Update: Legendary Cores will be converted to Scrip

Developer "hydraskillz" from Bethesda revealed in the PTS section of the Bethesda Discord what will happen to your collected legendary cores on September 3rd, 2024. All legendary cores will be converted to legendary scrip 1:1 and the scrip limit will be raised to 11.000. The reason is an existing limit of legendary cores of 5k and an existing limit of legendary scrip of 6k. During the conversion, both should therefore be able to be credited together to a maximum.

Update: Legendary Modules are now Event Rewards

Previously, legendary modules were only available on expeditions and in exchange for legendary scrip from the legendary Purveyor. Now the legendary modules are needed in larger quantities to produce legendary effects and are now a reward from public events. Instead of legendary cores, you now receive legendary modules, e.g. 5 legendary modules from Encryptid, 2 from the Queen.

The legendary modules are now also a junk item, only weight 0.15 (0.04 with pack rat perk) and can therefore be stored in the scrapbox or reduced in weight with perks. If you die, you do not drop the modules.

Legendary Modules are now Junk Items
Legendary Modules are now Junk Items

Crafting of new legendary effects or "rolling"

Crafting the first legendary effect is still RNG gambling per star. If you craft or find a new weapon, you can make it legendary at the weapon workbench. You "roll" the first star for 5 legendary modules, the 2nd star for 10, and the 3rd star for 15. These items are still tradeable (if they were without stars).

The legendary cores are no longer necessary for crafting

Basically, the production of a new legendary weapon is now much more expensive than before. But the interesting part comes in the next step.

Add random legendary Effects

 

Changing individual legendary effects

Unlike before, you can now select the desired effect for each star, but there are a few hurdles. To create a certain effect, you need the effect as a "Legendary Mod". For example, a "Vampire's" mod. But the mod alone is not enough, you also need legendary scrip.

Legendary Shard (Vampire`s)
Legendary Shard (Vampire`s)

If you want to change a weapon from "Mutant's" to "Vampire's", for the first attempt you need 10 legendary scrip and 1 "Vampire's" mod. The costs increase with each subsequent change to the effects: 10/15/25/45/70 etc. From the 20th change on, mounting a mod costs 1000 legendary scrip. So it makes little sense to change a weapon or armor multiple times.

Disadvantage: After you have changed a legendary effect yourself, the item can no longer be traded or droppped, except to the stashbox.

Modification of specific legendary effects

 

Where do you get the legendary mods?

You get the legendary mods by scrapping legendary weapons or armor.

Every time you scrap legendary items at a workbench, you get the following (priorized in this order):

  1. normal scrap
  2. legendary scrip
    • 6 legendary scrip for a 4 Star Item
    • 4 legendary scrip for a 3 Star Item
    • 2 for 2 Stars
    • 1 for 1 Star
  3. the chance to learn mechanical mods from armor and weapons (as usual)
    If mods are learned during scrapping, the process is ended and there is no more chance to get or learn legendary mods in this run. Is restarted on every item scrapping.
  4. 1.5% chance of getting a legendary mod with an effect of the scrapped weapon
    Applies once per star, so a 3 star weapon/armor has 3x 1% chance.
  5. 1% chance of learning the plan for a legendary mod
    Chance only applies once per item, no matter how many stars.

The more stars a weapon or armor has, the higher the chance of getting one of the effects as a mod.

Example: In the first Nuka Knights video on the topic, I scrapped 10 weapons and got 1 mod. In further attempts, I scrapped 10 again and got nothing. So the chances of getting the legendary mods are not very high.

The cost of crafting a 1/2/3 star mod is then 15/30/60 legendary modules (plus another ingredient) at the tinker workbench.

Scrapping a legendary Weapon at a Workbench
Scrapping a legendary Weapon at a Workbench
Legendary Mods at a Tinker Workbench
Legendary Mods at a Tinker Workbench
Legendary Unyielding Mod Crafting with X-Cell
Legendary Unyielding Mod Crafting with X-Cell

An overview of all legendary Mods and all additional ingredients for crafting can be found here:
[Legendary Mods: All Descriptions and Usages

Legendary Mods

Legendary Mods are tradable and can be dropped. Legendary mods can also be sold in your vending machine. On death you do not drop them.

The legendary Mod for legendary crafting will probably be particularly popular in the trading market once this function goes live. No one needs to trade the perfect weapon anymore. Anyone can turn a good weapon or armor into a godroll version.

More options for legendary effects

Bethesda has already mentioned in the PTS patch notes that the rules for legendary effects are being relaxed. And some combinations that were "legacy" for a while should be possible again. e.g. quad crossbow or a pepper shaker with exploding bullets.

Also the exploding projectiles on energy weapons are back. But not in the former contition. They are balanced to +20% bonus damage now, regardless of the amount of projectiles. On flamers, plasma flamers and the gatling plasma beam splitter the explosive effect does not work.

See also on Youtube: [PTS] Explosive Energy Weapons Test

Quad Explosive Pepper Shaker
Quad Explosive Pepper Shaker

Conclusion

This fundamental change brings completely new possibilities into the game and now also offers players who have had no luck with the game's RNG rewards the opportunity to get the perfect equipment without having to trade a lot.

The problem now is, of course, that it could become too easy to get "god rolls" and long-term motivation could suffer. For most veterans, this is precisely what keeps them hoping for new good rewards.

What do you think of this system? Feel free to write in the comments.

 

See also: PTS Patchnotes "Milepost Zero"

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Comments:

Lotzi
Klingt erstmal gut. In der Praxis wird es dann wohl gemerkt werden, wie schwierig es tatsächlich sein wird, das passende Zeug zu bekommen.
07.07.2024 at 18:23:24
Klimaschurke
Und das Handeln von Waffen wird noch weiter eingeschränkt. Es macht kein Sinn  welche zu verkaufen. Wenn, dann zu utopischen Mengen an Kronkorken. Die Einschränkungen in dem Spiel werden immer mehr. Schade.
Aber das Beth die Lagerkiste erhöht, wird ein Wunschtraum bis in alle Ewigkeit und viel weiter bleiben.
08.07.2024 at 08:12:26
skywalka
Das Lagerproblem wird immer da sein. Der Platz wurde ja schon ein paar Mal erhöht. Und dennoch ist sie immer wieder schnell voll. Sie wird auch immer voll sein, wenn der Lagerplatz auf 2000 hochgesetzt wird ;) 08.07.2024 at 10:57:48
RicoBlaze
Thank you for the article . 09.07.2024 at 07:27:20
skywalka
You're welcome! 09.07.2024 at 10:39:34
Auslieferator
Also.......
1.)
Wenn ich ne *** Waffe (z.B. mit Vampir, +15% Krit und -90% Gewicht ) schrotte, WELCHE Eigenschaft wird dann, wenn überhaupt zur Scherbe? Immer die erste, oder ist das zufällig?
2.)
Welche Waffen-  Rüstungsteile geben die meisten Partikel aus?

Genrell finde ich die Idee ganz gut, habe letztens knapp 2000 Scheine verrollt, (etliche Serverwechsel eingeschlossen) um EIN PA-Rüstungsteil auf VORHUT zu pimpen....da sinkt die Laune und viel teurer kanns ja nu nicht mehr werden ;-P

Gibt es denn schon berechnete Dropchancen, mit denen man rechnen kann?
Wenn das so läuft wie mit den Fasnachts-Masken ;) dann aber Prost Mahlzeit O.o  Hihi

20.07.2024 at 23:00:30
HereWeGoAgain
If explosive energy weapons are back, does this mean previous “legacy” weapons will get their explosive “roll” back? For example, ones put on an alternate character when explo was taken out 21.07.2024 at 07:20:32
skywalka
@Auslieferator Es wird ein zufälliger Effekt der verschrotteten Waffe entweder mit 1% Chance als Mod zurück gegeben, oder 0.1% als Plan gelernt. Zusätzlich bekommt man nun Scrip. Es lohnt also also bei allen Waffen oder Rüstungen, auf denen mindestens 1 Effekt ist, den man lernen oder nutzen möchte, diese an der Werkbank zu verschrotten. Alles andere einfach wie gewohnt im Automaten.
Partikel wurden gerade abgeschafft, statt dessen ist nun Scrip erforderlich. Ich aktualisiere den Artikel hier noch. Ein YouTube Video über die Änderung habe ich bereits hochgeladen.
21.07.2024 at 16:52:37
skywalka
@HereWeGoAgain Well, no. I checked it on the workbench with an old BE Laser Rifle, and the effect didn't come back. It just had 1 star. The explosive effect on energy weapons is now a new variation and must be applied again. I'd just keep the old weapons, maybe something happens with them one day. New explosive energy weapons can be crafted and maybe they will even drop from enemies and events. 21.07.2024 at 16:55:15
Auslieferator
Ah okay, vielen Dank!
Und das selbe gilt dann auch für Rüstungen aller Art, nehm ich an....
und ob Scripscrap oder Partikel...schnurz! ;)
21.07.2024 at 20:51:08
skywalka
Ja, genau. Gilt auch für Rüstung. 22.07.2024 at 00:22:04
HereWeGoAgain
Thanks for the info! @skywalka 22.07.2024 at 05:16:04
skywalka
The Article is updated now. 22.07.2024 at 13:12:33
skywalka
Info about conversion of legendary cores added. 15.08.2024 at 08:44:33
Zavier2011
Hoping for "Good Rolls" because they are feeding a Gambling Addiction is not a good way to distribute gear.

RNG has it's place and when it comes to getting gear it is less than ideal with a pool that large. The same way instances in WoW give certain gear means eventually you will get the gear you are chasing, with the current system Fo76 has there is the chance you will never get the gear you want.
15.08.2024 at 19:37:20
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