Fallout 76 Resource guide

Fallout 76 Legendary Modules: How to Farm and Spend Them (2026)

Fallout 76 Legendary Modules: How to Farm and Spend Them (2026)

Fallout 76 legendary modules are the core material of endgame crafting: since the Milepost Zero update (September 3, 2024) they replaced Legendary Cores entirely. You buy them from Purveyor Murmrgh for legendary scrip and earn them from events, Expeditions, Daily Ops, Infestations and season rewards.

You spend them in legendary crafting. A targeted effect as a loose mod costs 15/30/60 modules at the Tinker's Workbench (120 for 4โ˜…) plus a special ingredient. Making an item legendary with random effects costs 5/10/15 modules for 1/2/3 stars, according to fallout.wiki. This guide covers where modules come from, how to farm the scrip you need, and how to spend both without wasting material.

What are Fallout 76 legendary modules?

Legendary modules are a crafting material, not gear. Since Milepost Zero they count as junk and weigh 0.15. In your stash they weigh only 0.05 since "The Slasher" update (September 15, 2026), according to the update notes. They are character-bound: you cannot trade or drop them, and trying to drop them destroys them. You do not lose them when you die.

With Fallout 1st you can keep them in the scrapbox. There is no daily limit and no holding cap, so stockpiling is safe.

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Where to get Fallout 76 legendary modules

There are several reliable sources, and mixing them works best:

  • Purveyor Murmrgh (The Rusty Pick): The molerat vendor sells modules for legendary scrip. The community-run fallout.wiki currently lists 100 scrip per module. Older guides still say 50; the price went up with the crafting rework. She stocks at most 100 modules, and her stock refreshes when you switch servers.
  • Public events: Since Milepost Zero, events drop modules directly instead of the old cores. The amount depends on the event.
  • Expeditions: Every completed Expedition gives at least one module plus several legendaries to scrap. More in our Expeditions guide.
  • Daily Ops: pay out scrip, legendaries and, depending on your time, good bonus rewards.
  • Infestations: The bosses drop modules and scrip on top of their guaranteed 4-star legendaries. Details are in the 4-star mods from Infestations guide.
  • Season rewards: Past season boards regularly included modules. The current season is covered in our Season 26 overview.

How to farm legendary scrip

Scrip is the real bottleneck, because no scrip means no module purchases from Murmrgh. You mostly get it by scrapping unused legendaries at a Legendary Exchange machine. More stars mean more scrip. Daily Ops, daily and ally quests, and Expeditions add more on top.

Keep in mind that your scrip is capped at 11,000 per character according to fallout.wiki, and it is not shared between characters. The wiki does not list a daily scrapping limit.

Key difference: If you scrap a legendary at a workbench instead of the scrip machine, you still get scrip, plus a chance at loose mods and recipes (see below). The scrip machine only gives scrip. So before each scrap, ask yourself whether the item carries an effect you want to learn.

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Spending modules: legendary crafting after Milepost Zero

The current system lets you pick your effects, but it costs more material than the old one. The process has three steps.

1. Make an item legendary (random effect)

You turn a freshly crafted or looted non-legendary item legendary at the weapons, armor or power armor workbench. The effects are random, so this first roll is still luck. Costs according to the Milepost Zero table on the fallout.wiki "Legendary crafting" page: 5 modules for 1โ˜…, 10 for 2โ˜… and 15 for 3โ˜…, the same for weapons, armor and power armor.

The page does not say outright whether these values stack star by star. The "1 module per armor piece, 2 per weapon" figure on the same wiki's module page describes the old system before Milepost Zero. Unique items cost more since "The Slasher": 30 modules for 3 stars and 65 for 4 stars, according to the update notes.

2. Targeted effects: learn and craft mods

For a specific effect you need the matching legendary mod. There are two ways to get one. When you scrap legendaries at a workbench, you have a 1.5% chance per star to get a loose mod of that effect and a 1% chance per item to learn its recipe permanently.

Once you know the recipe, you craft the mod at the Tinker's Workbench. Costs according to Nuka Knights: 15/30/60 modules for 1โ˜…/2โ˜…/3โ˜… (120 for 4โ˜…) plus an effect-specific ingredient. For example, Cavalier's also needs 10 oil. If you want a Bloodied effect, scrap items that carry exactly that effect.

3. Attach or swap a mod

You slot the finished mod into the matching star slot at the weapons or armor workbench. That costs legendary scrip, not modules. Since "The Slasher" update (September 15, 2026) the price is fixed according to the update notes: 50 scrip for 1 to 3-star mods and 100 scrip for 4-star mods. On unique items, swapping costs ten times as much; our guide to unique legendary mods breaks that down. The old escalating swap prices of up to 1,000 scrip are gone.

As soon as you apply an effect yourself, the item becomes character-bound: no more trading or dropping, only stash storage. If you want to keep an item tradable, craft a new item instead of modifying one you already have.

Module costs at a glance

Action1โ˜…2โ˜…3โ˜…
Make an item legendary (random effect)51015
Craft a mod (targeted, plus ingredient)153060

The "make an item legendary" row comes from the Milepost Zero table on fallout.wiki ("Legendary crafting"). Unique items cost 30 (3โ˜…) or 65 modules (4โ˜…) since "The Slasher". A 4-star mod costs 120 modules according to Nuka Knights. Attaching or swapping a mod costs a fixed 50 scrip (1โ€“3โ˜…) or 100 scrip (4โ˜…) since "The Slasher", but no modules.

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4-star mods: the special case

4-star mods came into the game with the Gleaming Depths raid, and Infestations added five more exclusive ones. They cannot be rolled randomly. A loose 4โ˜… mod, whether dropped, crafted or scrapped, only fits into an existing 3โ˜… item. Which mods those are and what they do is covered in detail in our guide to the 5 new 4โ˜… mods from Infestations. The raid itself is explained in our Gleaming Depths guide.

5 tips for spending Fallout 76 legendary modules wisely

  • Build first: Decide which effects you want before you burn modules. Rolling without a plan wastes material.
  • Scrap at the workbench, not the scrip machine: Only the workbench gives you the chance at loose mods and recipes, and you still get scrip there.
  • Craft and scrap in bulk for one effect: Crafting items with one wanted effect in bulk and scrapping them raises your odds of learning exactly that recipe.
  • Think about tradability: Swap costs are fixed since "The Slasher", but an item you modded yourself is character-bound. If you want to sell, craft a new item.
  • Do not let scrip go to waste: Your scrip caps at 11,000, so buy modules in time instead of sitting at the cap.

FAQ

Can you farm legendary modules, or only buy them?

Both. You can buy them from Purveyor Murmrgh for scrip. You farm them through public events, Expeditions, Daily Ops, Infestations and season rewards, which have paid out modules directly since Milepost Zero.

How much does a module cost at Purveyor Murmrgh?

The community-run fallout.wiki lists 100 legendary scrip per module, with a stock of at most 100. Older guides still say 50. Check the price with her in game to be sure.

How many Fallout 76 legendary modules does a 3-star weapon need?

The Milepost Zero table on fallout.wiki lists 5 modules for 1 star, 10 for 2 stars and 15 for 3 stars. The wiki does not say whether that is the total price or whether the values add up star by star, so go by the crafting menu. A unique 3-star weapon costs 30 modules since "The Slasher", per the update notes. Targeted effects via mods cost extra (15/30/60 modules per star plus an ingredient).

Why can't I trade my item after modding it?

As soon as you apply a legendary mod yourself, the item becomes character-bound. You can no longer trade or drop it, only store it in your stash.

Checked against Fallout 76 as of October 2026 ("The Slasher" update from September 15, 2026). All values refer to the crafting system after Milepost Zero. Fixed mod swap prices, the new stash weight and module costs for unique items come from "The Slasher" update notes. Murmrgh's price and stock, the 11,000 scrip cap and the module costs for making items legendary come from fallout.wiki; mod crafting costs come from Nuka Knights. Bethesda can change prices and drop amounts in any patch.

Jens Deckardt
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Jens Deckardt

Game guides for survival and building games โ€” written by players, checked against patch notes.