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Fallout 4 legendary weapon effects

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Fallout 4 weapons can have various legendary effects. They are dropped at random by legendary enemies (distinguished by a star by their name) and can have one effect from the list below.

Other articles: legendary armor effects and unique apparel that can drop them.

List of effects[edit | edit source]

Base game[edit | edit source]

Name of effect Description Notes
Assassin's Does 50% more damage against humans.
Automatic Automatic fire mode.
Berserker's Does more damage the lower your damage resistance is.
Bloodied Does more damage the lower your health is. +5% damage per 5% missing health (caps at +95%)
Cavalier's Take 15% less damage while blocking or sprinting.
Crippling 50% more limb damage.
Enraging Critical hits cause target to frenzy.
Explosive Bullets explode on impact doing 15 points area-of-effect damage.
Exterminator's Does 50% more damage against Mirelurks and bugs.
Freezing Does 10 points cryo damage and will freeze targets on critical hits.
Furious Increased damage after each consecutive hit on the same target.
Ghoul Slayer's Does 50% more damage against Ghouls.
Hunter's Does 50% more damage against animals.
Incendiary Sets target on fire for 15 points of damage.
Instigating Does double damage if the target is at full health.
Irradiated Does 50 points additional radiation damage.
Junkie's Does increasing amounts of damage the more withdrawal effects you are suffering.
Kneecapper Provides 20% chance to cripple the target’s leg.
Lucky Weapon Critical shots do double damage and the critical meter fills 15% faster.
Medic's Heals targets instead of hurting them.
Mutant Slayer's Does 50% more damage against Super Mutants.
Never Ending Unlimited ammo capacity.
Nimble Provides 75% faster movement while aiming.
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.
Poisoner's Target is poisoned for 10 seconds.
Powerful Provides 25% more damage.
Quickdraw Costs 25% fewer Action Points.
Rapid Provides 25% faster fire rate, 15% faster reload.
Relentless Refills your Action Points on a critical hit.
Sentinel's Take 15% less damage while standing and not moving.
Staggering Chance to stagger on hit.
Stalker's If you are not yet in combat, increases VATS accuracy but costs more AP.
Troubleshooter's Does 50% more damage against robots.
Two Shot Shoots an additional projectile.
VATS Enhanced Improved VATS hit chance, 25% less Action Point cost.
VATS Enhanced 40% less Action Point cost.
Violent Deals +25% damage and limb damage, but has more recoil.
Wounding Targets bleed for 25 points of additional damage.

Automatron[edit | edit source]

Name of effect Description Notes
Charging Charged by reloading repeatedly. The more charges, the higher the damage. (Irradiates user.) Only used by the salvaged assaultron head
Lightning Fires an electrical discharge that arcs between targets. Only used by the Tesla rifle

Far Harbor[edit | edit source]

Name of effect Description Notes
Defiant The final shot in the magazine deals twice the normal damage.
Resolute Time slows down for a moment when chambering the final round in the magazine.
Hitman's +10% damage while aiming.
Steadfast +50 damage resistance while aiming.
Deadeye Time slows down for a moment while aiming.
Resilient +150 damage resistance while reloading.
Blazing 25% chance to deal 50 Fire damage on a successful block.
Duelist's 25% chance to disarm attackers on a successful block.
Charged 10% chance to deal 100 Electrical damage on a successful block.
Frigid 20% chance to freeze the enemy when you block their attack.