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)