ATOMIC ARCHIVESFO76…

LEGENDARY EFFECTS

★ 1-STAR (29)

  • Adrenal+10% DMG Per Kill While on Kill Streak
  • Anti-armor+50% Armor PenetrationArmor Penetration +50

    From “Anti-Armor” on The Fallout Wiki, CC BY-SA 4.0, adapted (formatting).

  • Aristocrat'sUp to +50% Damage based on Caps you have.
  • Assassin's+50% Damage to HumansDamage Vs Humans +50

    From “Assassin's (Fallout 76)” on The Fallout Wiki, CC BY-SA 4.0, adapted (formatting).

  • Berserker'sDamage Increases up to 50% as Damage Resistance Decreases.

    From “Berserker's” on The Fallout Wiki, CC BY-SA 4.0, adapted (formatting).

  • BloodiedDamage Increases up to +130% as Health Decreases.
  • Executioner's+50% More Damage when Your Target is Below 40% HealthExecute Damage +50

    From “Executioner's” on The Fallout Wiki, CC BY-SA 4.0, adapted (formatting).

  • Exterminator's+50% Damage to Insects · +50% Damage to MirelurksDamage Vs Bugs +50 · Damage Vs Mirelurks +50

    From “Exterminator's (Fallout 76)” on The Fallout Wiki, CC BY-SA 4.0, adapted (formatting).

  • Feral'sTarget kills makes you go feral faster
  • Furious+5% Damage per Onslaught stack, +9 max stacks

    From “Furious” on The Fallout Wiki, CC BY-SA 4.0, adapted (formatting).

  • Ghoul Slayer's+50% Damage to GhoulsDamage Vs Ghouls +50

    From “Ghoul Slayer's (Fallout 76)” on The Fallout Wiki, CC BY-SA 4.0, adapted (formatting).

  • Gourmand'sDamage Increases up to +40% as you Fill Your Hunger and Thirst Meters.
  • Hunter's+50% Damage to Animals.Damage Vs Animals +50

    From “Hunter's (Fallout 76)” on The Fallout Wiki, CC BY-SA 4.0, adapted (formatting).

  • Instigating+50% Damage Against Targets above 60% Health
  • Juggernaut'sDamage Increases up to +100% as Health Increases.
  • Junkie'sDamage Increases per Addiction up to +100%
  • LucidDamage Increases up to +40% as you Fill Your Feral Meter.
  • Medic'sAttacks will Heal Friendly Targets by 5% HealthMedic +5

    From “Medic's” on The Fallout Wiki, CC BY-SA 4.0, adapted (formatting).

  • Mutant Slayer's+50% Damage to Super MutantsDamage Vs Super Mutants +50

    From “Mutant Slayer's (Fallout 76)” on The Fallout Wiki, CC BY-SA 4.0, adapted (formatting).

  • Mutant'sDamage Increases up to +50% as you gain Mutations.
  • Nocturnal+50 Damage while Cloaked
  • Quad+300% Ammo CapacityAmmo Capacity +300%

    From “Quad” on The Fallout Wiki, CC BY-SA 4.0, adapted (formatting).

  • Sniper's+100% Damage to distant Targets

    From “Sniper's” on The Fallout Wiki, CC BY-SA 4.0, adapted (formatting).

  • Stalker's+100% Sneak Attack DamageSneak Attack Bonus +100

    From “Stalker's” on The Fallout Wiki, CC BY-SA 4.0, adapted (formatting).

  • Suppressor'sDebuff Target's Damage
  • Troubleshooter's+50% Damage to RobotsDamage Vs Robots +50

    From “Troubleshooter's (Fallout 76)” on The Fallout Wiki, CC BY-SA 4.0, adapted (formatting).

  • Two Shot+1 Projectile · +75% DamageMax Spread +50% · Min Spread +50% · Max Recoil +25% · Min Recoil +25% · Damage Bonus +75% · Projectiles +1

    From “Two Shot” on The Fallout Wiki, CC BY-SA 4.0, adapted (formatting).

  • Vampire'sRestore 2% Health over 2 seconds when you Hit a Target

    From “Vampire's” on The Fallout Wiki, CC BY-SA 4.0, adapted (formatting).

  • Zealot's+50% Damage to ScorchedDamage Vs Scorched +50

    From “Zealot's (Fallout 76)” on The Fallout Wiki, CC BY-SA 4.0, adapted (formatting).

★★ 2-STAR (13)

  • Basher's+50% Bash DamageDamage Bash +50

    From “Basher's” on The Fallout Wiki, CC BY-SA 4.0, adapted (formatting).

  • Crippling+50% Limb DamageDamage Limbs +50

    From “Crippling” on The Fallout Wiki, CC BY-SA 4.0, adapted (formatting).

  • ExplosiveProjectiles Explode for +20% Weapon DamageExplosive Payload +20

    From “Explosive (Fallout 76 Legendary Mod)” on The Fallout Wiki, CC BY-SA 4.0, adapted (formatting).

  • Heavy Hitter's+40% Power Attack DamageDamage Power Attack +40

    From “Heavy Hitter's” on The Fallout Wiki, CC BY-SA 4.0, adapted (formatting).

  • Hitman's+25% Damage While Aiming
  • InertialReplenish 15 Action Points with Each KillAP On Kill +15

    From “Inertial” on The Fallout Wiki, CC BY-SA 4.0, adapted (formatting).

  • Last ShotThe last round in a magazine has a 25% chance to Deal +100% Damage

    From “Last Shot” on The Fallout Wiki, CC BY-SA 4.0, adapted (formatting).

  • Pick Pocketer'sTarget Kills have 50% chance to grant a low amount of caps.
  • RapidMelee: +40% Weapon Speed · Ranged: +25% Weapon SpeedSpeed +25% (guns) · Speed +40% (melee)

    From “Rapid” on The Fallout Wiki, CC BY-SA 4.0, adapted (formatting).

  • Riposting+50% Melee Damage Reflection While BlockingReflect Blocked Damage +50

    From “Riposting” on The Fallout Wiki, CC BY-SA 4.0, adapted (formatting).

  • Steady+25 Melee Damage While Not Moving
  • V.A.T.S. Enhanced+50% Chance to Hit a Target in V.A.T.S.VATS Accuracy +50

    From “V.A.T.S. Enhanced” on The Fallout Wiki, CC BY-SA 4.0, adapted (formatting).

  • Vital+50% Critical DamageCritical Damage +50%

    From “Vital” on The Fallout Wiki, CC BY-SA 4.0, adapted (formatting).

★★★ 3-STAR (20)

★★★★ 4-STAR (18)

  • Bully's+25% Damage per Crippled Limb Your Target HasDamage Per Crippled +25

    From “Bully's” on The Fallout Wiki, CC BY-SA 4.0, adapted (formatting).

  • ChargedLight Attacks Build Up Charge That Is Released With A Heavy Attack (Max Charges 3)

    From “Charged” on The Fallout Wiki, CC BY-SA 4.0, adapted (formatting).

  • Combo-Breaker'sWhen Dealing Damage, <GLOBAL=Legendary_ComboBreaker_ChanceToNotUseAPDefault>% Chance to Not Use Action Points (<GLOBAL=Legendary_ComboBreaker_ChanceToNotUseAPAuto>% Chance for Power Tools)
  • Conductor'sCritical Hits Restore 10 Health & Action Points instantly and 100 more over 5 seconds for Player & Teammates Within a 100ft Radius

    From “Conductor's” on The Fallout Wiki, CC BY-SA 4.0, adapted (formatting).

  • Electrician'sWhen Reloading, Emit a Shock Wave That Stuns Nearby Targets for 3s

    From “Electrician's” on The Fallout Wiki, CC BY-SA 4.0, adapted (formatting).

  • Encircler's+10% Damage For Each Combat Target Around You (up to +50%)

    From “Encircler's” on The Fallout Wiki, CC BY-SA 4.0, adapted (formatting).

  • Fencer's+12.5% Melee Damage. Additional +12.5% for Each Nearby Teammate (up to +50% on Full Team)

    From “Fencer's” on The Fallout Wiki, CC BY-SA 4.0, adapted (formatting).

  • Fracturer'sWhen Crippling Limbs, They Explode and Deal up to 50 Explosion Damage to Nearby Targets

    From “Fracturer's” on The Fallout Wiki, CC BY-SA 4.0, adapted (formatting).

  • Icemen's+20% Cryo DamageCryo Damage +20%

    From “Icemen's” on The Fallout Wiki, CC BY-SA 4.0, adapted (formatting).

  • Locked+40% Damage to distant Targets while aiming down sights.
  • Pin-Pointer's+20% Weak Spot DamageDamage Vs Weak Spot +20

    From “Pin-Pointer's” on The Fallout Wiki, CC BY-SA 4.0, adapted (formatting).

  • PolishedDamage Increases up to +60 as Weapon Durability Increases Above 100%.
  • Pounder's+10% Damage per Onslaught stack, +10 max stacks

    From “Pounder's” on The Fallout Wiki, CC BY-SA 4.0, adapted (formatting).

  • Pyromaniac'sWhen a Combat Target is Burning, Deal +50% Bonus DamageDamage Vs Burning +50

    From “Pyromaniac's” on The Fallout Wiki, CC BY-SA 4.0, adapted (formatting).

  • SatiatedKills Restore Hunger and Thirst
  • Stabilizer'sImproves Weapon Recoil by +35% & Stability by +20%Aim Model Base Stability +40% · Max Spread -80% · Aim Model Recoil Diminish Sights +40% · Max Recoil -40% · Min Recoil -40%

    From “Stabilizer's” on The Fallout Wiki, CC BY-SA 4.0, adapted (formatting).

  • TarnishedDamage Increases up to +120 as Weapon Durability Decreases.
  • Viper'sWhen a Combat Target is Poisoned, Deal +50% Bonus DamageDamage Vs Poisoned +50

    From “Viper's” on The Fallout Wiki, CC BY-SA 4.0, adapted (formatting).

Descriptions come from the game files, with curve-table values filled in. Where the game words an effect only in its interface, the wording is from The Fallout Wiki (credited on each effect) and the exact stat changes are shown underneath.