Legendary Effects
Legendary Weapons
Most legendary weapons will have one of the following prefixes, which acts as a short description of the weapon's effects.
Prefix Stat
Assassin's Does 50% more damage against humans.
Berserker's Does more damage the lower the player character's Armor Resistance. (Up to 200% at 0 resistance) Melee, Unarmed
Blazing Blocking has a 25% chance to set attackers on fire for 50 damage. Melee only
Bloodied Does more damage the lower the user's health is. (5% damage per 5% health lost, up to +95% damage at 5% HP) Melee, Unarmed
Cavalier's Reduces damage by 15% while blocking or sprinting. Melee, Unarmed
Charged 10% chance to deal 100 Electrical damage on a successful block. Melee
Crippling 50% more limb damage.
Deadeye Time slows down for a moment while aiming.(cancels all other slow time effects [i.e. Jet]) Ranged weapons
Defiant The final shot in the magazine deals twice the normal damage Ranged weapons
Duelist's 25% chance to disarm attackers on a successful block Melee, Unarmed
Enraging Critical hits cause target to frenzy.
Explosive Bullets explode on impact doing 15 points area-of-effect damage. Ballistic weapons
Exterminator's Does 50% more damage against Mirelurks and bugs.
Freezing Does 10 points cryo damage and will freeze targets on critical hits.
Frigid 20% chance to freeze the enemy when you block their attack Melee, Unarmed
Furious Damage increased by 15% after each consecutive hit on the same target. Melee, Unarmed
Ghoul slayer's Does 50% more damage against ghouls.
Hitman's Does 10% more damage when looking down the sights. Ranged Weapons
Hunter's Does 50% more damage against animals.
Incendiary Sets target on fire for 15 points of damage. Ballistic weapons
Instigating Does double damage if the target is at full health.
Irradiated Does 50 points additional radiation damage.
Junkie's Does increased amounts of damage the more withdrawal effects the Sole Survivor is suffering. (+195% dmg with 11 chem addictions, 1 alcohol addiction and dark craving)
Kneecapper 20% chance to cripple the target's leg.
Lucky Critical shots do double damage and the critical meter fills 15% faster.
Medic's Heals target instead of hurting them.
Mutant slayer's Does 50% more damage against Super Mutants.
Never Ending Sets ammo capacity equal to the amount one is carrying. Guns
Nimble Provides 75% faster movement while aiming. Guns
Nocturnal Does increasing amounts of damage as the night grows longer and less damage during the day.
Penetrating Ignores 30% of the target's damage and energy resistance.
Plasma infused Adds 10 points of energy damage and can turn enemies into goo. Ballistic weapons
Poisoner's Target is poisoned for 10 seconds. (3 points poison damage per second)
Powerful Provides 25% more damage.
Quickdraw Costs 25% fewer Action Points.
Rapid 25% faster fire rate, 15% faster reload. Ranged weapons
Relentless Refills Action Points on a critical hit.
Resilient +150 damage resistance while reloading Ranged Weapons
Resolute Slows time momentarily as the last round is chambered Ranged weapons
Sentinel's Take 15% less damage while standing and not moving. 001f5995 Melee, Unarmed
Staggering Chance to stagger on hit
Stalker's If not yet in combat, 100% increased V.A.T.S. accuracy, but costs 50% more AP. Ranged weapons
Steadfast +50 damage resistance while aiming Ranged Weapons
Troubleshooter's Does 50% more damage against robots.
Two Shot Fires an additional projectile, but has +25% more recoil. Ranged weapons
VATS enhanced +33% V.A.T.S. hit chance, 25% less Action Point cost for Ranged
VATS enhanced 40% less Action Point cost for Melee, Unarmed
Violent Deals +25% damage and limb damage, but has +25% more recoil. Ballistic weapons
Wounding Targets bleed for 25 points of additional damage, spread over 5 seconds. (excellent for shotguns or automatics)