Fallout 4 is full of dangerous and sometimes wonderfully hilarious things to discover. If you’re few hours in then its a good chance you’ve encountered legendary enemies, usually found around well-protected loot stashes. If you’re on a higher difficulty setting, you’ve got an even greater chance seeing them roaming the wild post-apocalyptic wasteland.
Legendary enemies are not only greatly stronger than their counterparts. They also drop unique weapons and armor only obtainable by killing them. Defeating them is no easy feat, however, be prepared for a fight.
Hunting legendary enemies for unique gear greatly increases replayability later on in the game. With over 35 different perks available for almost every weapon and armor type. Fallout 4’s great gear customization along with these perks unlock potential for tons of unique playstyle builds. For example, there’s a perk called “junkie” which increases weapon damage when suffering from chem withdrawals. So playing a psycho addled maniac wielding a “junkie’s double-barreled shotgun” could prove to be an effective playstyle.
In alphabetical order, here’s a list of the 36 known perks available by killing Legendary enemies.
Fallout 4 legendary weapon perks
Automatic: “automatically” Adds a auto fire mode to the gun.
Berserker: Decreases your damage resistances whilst increasing the damage output of the weapon.
Bloodied: Increased damage the lower your health gets.
Cavalier: Whilst sprinting or blocking, damage is reduced by 15%.
Crippling: An increased 50% more limb damage when using the weapon.
Enraging: Critical hits on enemies will cause them to frenzy.
Explosive: Bullets explode on impact, dealing 15 AOE damage.
Exterminator: 50% damage increase on Mirelurk, Bloatfly and other bugs.
Freezing: Critical Hits deal 10 points cryo damage and freeze the enemy.
Furious: Hitting the same target multiple times increases damage dealt.
Ghoul Slayer’s: 50% damage increase against all types of ghouls.
Hunter: 50% damage increase to all animals.
Incendiary: Additional 15 fire damage and sets enemies alight.
Instigating: Double damage if the enemy has full health.
Irradiated: Deals an extra 50 points of radiation damage.
Junkie: The more chem withdrawal effects you’re under the more damage output the weapon has.
Kneecapper: 20% chance to cripple targets legs.
Lucky Weapon: Critical meter will replenish 15# faster and critical hits deal twice the damage.
Medic: Targets hit by a weapon with this perk are healed instead of damaged.
Mutant Slayer: 50% damage increase to super mutants.
Nimble: Move 75% faster while aiming your weapon.
Never Ending: Allows you to constantly shoot without ever reloading.
Nocturnal: Weapon damage decreased during the day and increased at night.
Penetrating: damage ignores 30% of the targets armor.
Plasma Infused: Additional 10 points of energy damage and a chance to turn enemy into goo.
Poisoner: each hit poisons the enemy for 10 seconds.
Powerful: Increase weapon damage by 25%.
Quickdraw: Action points used in V.A.T.S decreased by 25%
Relentless: Critical Hits instantly refill your Action Points..
Sentinel: Standing still decreases damage dealt on you by 15%.
Staggering: Every hit on an enemy has a chance to stagger them.
Stalker’s: If out of combat, V.A.T.S accuracy increased with additional action point cost.
Troubleshooter’s: 50% damage increase to robots.
Two Shot: Firing your weapon produces 2 shots instead of one.
Violent: 25% increased critical hit damage but higher recoil.
Wounding: damaging enemies cause them to bleed for 25 points of damage.