Fallout 76 legendary perks

This page lists all legendary perks available in Fallout 76. The perks were fully released with One Wasteland For All. The feature was heavily tested in the game's public test server, and was originally intended to be a part of The Legendary Run update before being pushed back to One Wasteland For All.
==Overview==
Legendary perks are a term for the 26 powerful, passive abilities that can be equipped by the player character, with the first legendary slot unlocking at level 50, and new ones at certain level milestones onward at 75, 100, 150, 200, and 300. Upon unlocking a slot, a single legendary perk card can be chosen and fit into that slot, offering its bonus immediately. 
Each legendary perk has four ranks and can be leveled up with "perk coins", which can be earned by scrapping normal perk cards, or through certain tiers in the Scoreboard. Ranking up varies at the following prices of 50, 100, and 150 coins for their respective ranks.
Legendary perk slots are account-wide, so those slots will be instantly available on any new or existing character, allowing a varying degree of legendary perk cards for each possible build, though without the benefit of having them at the maximum rank. Originally, there were 16 legendary perks. An additional 15 perks were added as of the patch 21 public test server update.
==List==
Legendary perks 	Legendary perks	Legendary perks	Legendary perks 	Legendary perks
Name 	Image 	Rank 	Description 	Form ID
Ammo Factory 	 	1 	Produce 50% more rounds when crafting ammunition. 	
Ammo Factory 	 	2 	Produce 75% more rounds when crafting ammunition. 	
Ammo Factory 	 	3 	Produce 100% more rounds when crafting ammunition. 	
Ammo Factory 	 	4 	Produce 150% more rounds when crafting ammunition. 	
Blood Sacrifice! 	 	1 	When you die, teammates gain +25 DR and heal 40 HP over 8 seconds. 	
Blood Sacrifice! 	 	2 	When you die, teammates gain +30 DR and heal 50 HP over 10 seconds. 	
Blood Sacrifice! 	 	3 	When you die, teammates gain +35 DR and heal 60 HP over 12 seconds. 	
Blood Sacrifice! 	 	4 	When you die, teammates gain +40 DR and heal 70 HP over 14 seconds. 	
Brawling Chemist 	 	1 	Generate 1 combat enhancing chem every hour. Up to a max of 3. 	
Brawling Chemist 	 	2 	Generate 1 combat enhancing chem every 50 minutes. Up to a max of 4. 	
Brawling Chemist 	 	3 	Generate 1 combat enhancing chem every 40 minutes. Up to a max of 5. 	
Brawling Chemist 	 	4 	Generate 2 combat enhancing chems every 40 minutes. Up to a max of 5. 	
Hack and Slash 	 	1 	20% chance for melee VATS attacks to do area damage. 	
Hack and Slash 	 	2 	30% chance for melee VATS attacks to do area damage. 	
Hack and Slash 	 	3 	40% chance for melee VATS attacks to do area damage. 	
Hack and Slash 	 	4 	50% chance for melee VATS attacks to do area damage. 	
Collateral Damage 	 	1 	Enemies killed with a melee weapon have a 10% chance to explode. 	
Collateral Damage 	 	2 	Enemies killed with a melee weapon have a 13% chance to explode. 	
Collateral Damage 	 	3 	Enemies killed with a melee weapon have a 16% chance to explode. 	
Collateral Damage 	 	4 	Enemies killed with a melee weapon have a 20% chance to explode. 	
Detonation Contagion 	 	1 	Enemies killed with a thrown explosive have a 20% chance to explode. 	
Detonation Contagion 	 	2 	Enemies killed with a thrown explosive have a 23% chance to explode. 	
Detonation Contagion 	 	3 	Enemies killed with a thrown explosive have a 26% chance to explode. 	
Detonation Contagion 	 	4 	Enemies killed with a thrown explosive have a 30% chance to explode. 	
Electric Absorption 	 	1 	10% chance enemy energy attacks recharge your power armor's fusion core.	
Electric Absorption 	 	2 	13% chance enemy energy attacks recharge your power armor's fusion core.	
Electric Absorption 	 	3 	16% chance enemy energy attacks recharge your power armor's fusion core.	
Electric Absorption 	 	4 	20% chance enemy energy attacks recharge your power armor's fusion core.	
Exploding Palm 	 	1 	While unarmed, 5% chance of triggering an explosion on attack hits. 	
Exploding Palm 	 	2 	While unarmed, 10% chance of triggering an explosion on attack hits. 	
Exploding Palm 	 	3 	While unarmed, 15% chance of triggering an explosion on attack hits. 	
Exploding Palm 	 	4 	While unarmed, 20% chance of triggering an explosion on attack hits. 	
Far-Flung Fireworks 	 	1 	Enemies killed with a ranged weapon have a 10% chance to explode. 	
Far-Flung Fireworks 	 	2 	Enemies killed with a ranged weapon have a 13% chance to explode. 	
Far-Flung Fireworks 	 	3 	Enemies killed with a ranged weapon have a 16% chance to explode. 	
Far-Flung Fireworks 	 	4 	Enemies killed with a ranged weapon have a 20% chance to explode. 	
Funky Duds 	 	1 	+50 Poison Damage Resist when wearing a matching set of armor. 	
Funky Duds 	 	2 	+100 Poison Damage Resist when wearing a matching set of armor. 	
Funky Duds 	 	3 	+150 Poison Damage Resist when wearing a matching set of armor. 	
Funky Duds 	 	4 	+200 Poison Damage Resist when wearing a matching set of armor. 	
Follow Through 	 	1 	Ranged sneak damage increases damage to target by 10% for 10 seconds. 	
Follow Through 	 	2 	Ranged sneak damage increases damage to target by 20% for 10 seconds. 	
Follow Through 	 	3 	Ranged sneak damage increases damage to target by 30% for 10 seconds. 	
Follow Through 	 	4 	Ranged sneak damage increases damage to target by 40% for 10 seconds. 	
Legendary Agility 	 	1 	+1 AGI and +1 AGI Perk Points. Perk Points cap at 15. 	
Legendary Agility 	 	2 	+2 AGI and +2 AGI Perk Points. Perk Points cap at 15. 	
Legendary Agility 	 	3 	+3 AGI and +3 AGI Perk Points. Perk Points cap at 15. 	
Legendary Agility 	 	4 	+5 AGI and +5 AGI Perk Points. Perk Points cap at 15. 	
Legendary Charisma 	 	1 	+1 CHR and +1 CHR Perk Points. Perk Points cap at 15. 	
Legendary Charisma 	 	2 	+2 CHR and +2 CHR Perk Points. Perk Points cap at 15. 	
Legendary Charisma 	 	3 	+3 CHR and +3 CHR Perk Points. Perk Points cap at 15. 	
Legendary Charisma 	 	4 	+5 CHR and +5 CHR Perk Points. Perk Points cap at 15. 	
Legendary Endurance 	 	1 	+1 END and +1 END Perk Points. Perk Points cap at 15. 	
Legendary Endurance 	 	2 	+2 END and +2 END Perk Points. Perk Points cap at 15. 	
Legendary Endurance 	 	3 	+3 END and +3 END Perk Points. Perk Points cap at 15. 	
Legendary Endurance 	 	4 	+5 END and +5 END Perk Points. Perk Points cap at 15. 	
Legendary Luck 	 	1 	+1 LCK and +1 LCK Perk Points. Perk Points cap at 15. 	
Legendary Luck 	 	2 	+2 LCK and +2 LCK Perk Points. Perk Points cap at 15. 	
Legendary Luck 	 	3 	+3 LCK and +3 LCK Perk Points. Perk Points cap at 15. 	
Legendary Luck 	 	4 	+5 LCK and +5 LCK Perk Points. Perk Points cap at 15. 	
Legendary Intelligence 	 	1 	+1 INT and +1 INT Perk Points. Perk Points cap at 15. 	
Legendary Intelligence 	 	2 	+2 INT and +2 INT Perk Points. Perk Points cap at 15. 	
Legendary Intelligence 	 	3 	+3 INT and +3 INT Perk Points. Perk Points cap at 15. 	
Legendary Intelligence 	 	4 	+5 INT and +5 INT Perk Points. Perk Points cap at 15. 	
Legendary Perception 	 	1 	+1 PER and +1 PER Perk Points. Perk Points cap at 15. 	
Legendary Perception 	 	2 	+2 PER and +2 PER Perk Points. Perk Points cap at 15. 	
Legendary Perception 	 	3 	+3 PER and +3 PER Perk Points. Perk Points cap at 15. 	
Legendary Perception 	 	4 	+5 PER and +5 PER Perk Points. Perk Points cap at 15. 	
Legendary Strength 	 	1 	+1 STR and +1 STR Perk Points. Perk Points cap at 15. 	
Legendary Strength 	 	2 	+2 STR and +2 STR Perk Points. Perk Points cap at 15. 	
Legendary Strength 	 	3 	+3 STR and +3 STR Perk Points. Perk Points cap at 15. 	
Legendary Strength 	 	4 	+5 STR and +5 STR Perk Points. Perk Points cap at 15. 	
Master Infiltrator 	 	1 	Auto-unlock skill 0 terminals and locks. +3 Lockpick and Hacking skills.	
Master Infiltrator 	 	2 	Auto-unlock skill 1 terminals and locks. +3 Lockpick and Hacking skills.	
Master Infiltrator 	 	3 	Auto-unlock skill 2 terminals and locks. +3 Lockpick and Hacking skills.	
Master Infiltrator 	 	4 	Auto-unlock skill 3 terminals and locks. +3 Lockpick and Hacking skills.	
Power Armor Reboot 	 	1 	15% chance to auto-revive with full health if you downed in Power Armor.	
Power Armor Reboot 	 	2 	20% chance to auto-revive with full health if you downed in Power Armor.	
Power Armor Reboot 	 	3 	25% chance to auto-revive with full health if you downed in Power Armor.	
Power Armor Reboot 	 	4 	40% chance to auto-revive with full health if you downed in Power Armor.	
Power Sprinter 	 	1 	While in Power Armor, Sprinting consumes 20% fewer Action Points 	
Power Sprinter 	 	2 	While in Power Armor, Sprinting consumes 30% fewer Action Points 	
Power Sprinter 	 	3 	While in Power Armor, Sprinting consumes 40% fewer Action Points 	
Power Sprinter 	 	4 	While in Power Armor, Sprinting consumes 50% fewer Action Points 	
Retribution 	 	1 	Restore 1 HP and 1 AP per second for 15 secs after blocking. 	
Retribution 	 	2 	Restore 2 HP and 2 AP per second for 15 secs after blocking. 	
Retribution 	 	3 	Restore 3 HP and 3 AP per second for 15 secs after blocking. 	
Retribution 	 	4 	Restore 4 HP and 4 AP per second for 15 secs after blocking. 	
Sizzling Style 	 	1 	+50 Fire Damage Resist when wearing a matching set of armor. 	
Sizzling Style 	 	2 	+100 Fire Damage Resist when wearing a matching set of armor. 	
Sizzling Style 	 	3 	+150 Fire Damage Resist when wearing a matching set of armor. 	
Sizzling Style 	 	4 	+200 Fire Damage Resist when wearing a matching set of armor. 	
Survival Shortcut 	 	1 	Generate 1 survival aiding chem every 30 minutes. Up to a max of 5. 	
Survival Shortcut 	 	2 	Generate 1 survival aiding chem every 25 minutes. Up to a maximum of 6. 	
Survival Shortcut 	 	3 	Generate 1 survival aiding chem every 20 minutes. Up to a maximum of 7. 	
Survival Shortcut 	 	4 	Generate 2 survival aiding chem every 20 minutes. Up to a maximum of 10.	
Taking One for the Team	 	1 	Enemies take 10% more damage when they attack you, if you're on a team. 	
Taking One for the Team	 	2 	Enemies take 20% more damage when they attack you, if you're on a team. 	
Taking One for the Team	 	3 	Enemies take 30% more damage when they attack you, if you're on a team. 	
Taking One for the Team	 	4 	Enemies take 40% more damage when they attack you, if you're on a team. 	
What Rads? 	 	1 	+50 Rad Resist, restore 1 Rad per second. 	
What Rads? 	 	2 	+75 Rad Resist, restore 2 Rads per second. 	
What Rads? 	 	3 	+100 Rad Resist, restore 3 Rads per second. 	
What Rads? 	 	4 	+300 Rad Resist, restore 6 Rads per second. 	
===Unused===
Unused perks 	Unused perks	Unused perks	Unused perks 	Unused perks
Name 	Image 	Rank 	Description 	Form ID
Antivenom 	 	 	 	
Arms Breaker 	 	1 	Power Armor melee attacks have a 10% chance to break an enemy's weapon 	
Arms Breaker 	 	2 	Power Armor melee attacks have a 13% chance to break an enemy's weapon 	
Arms Breaker 	 	3 	Power Armor melee attacks have a 16% chance to break an enemy's weapon 	
Arms Breaker 	 	4 	Power Armor melee attacks have a 20% chance to break an enemy's weapon 	
Botany Buddy 	 	1 	10% chance harvesting flora grants 2 HP a second and +25 DR to the team.	
Botany Buddy 	 	2 	15% chance harvesting flora grants 3 HP a second and +30 DR to the team.	
Botany Buddy 	 	3 	20% chance harvesting flora grants 4 HP a second and +35 DR to the team.	
Botany Buddy 	 	4 	33% chance harvesting flora grants 5 HP a second and +40 DR to the team.	
Cleave 	 	 	 	
Fire Lining 	 	 	 	
Heavy Duty 	 	1 	Take 15% less ranged damage when wearing full heavy armor. 	
Heavy Duty 	 	2 	Take 20% less ranged damage when wearing full heavy armor. 	
Heavy Duty 	 	3 	Take 25% less ranged damage when wearing full heavy armor. 	
Heavy Duty 	 	4 	Take 30% less ranged damage when wearing full heavy armor. 	
Nuclear Proliferator	 	1 	Generate 1 lightweight mini-nuke every hour. Up to a max of 3. 	
Nuclear Proliferator	 	2 	Generate 1 lightweight mini-nuke every 50 minutes. Up to a max of 4. 	
Nuclear Proliferator	 	3 	Generate 1 lightweight mini-nuke every 40 minutes. Up to a max of 5. 	
Nuclear Proliferator	 	4 	Generate 2 lightweight mini-nukes every 40 minutes. Up to a max of 5. 	
Rewards Hound 	 	1 	You gain +% more junk, caps, experience, and legendary scrip 	
Rewards Hound 	 	2 	You gain +% more junk, caps, experience, and legendary scrip 	
Rewards Hound 	 	3 	You gain +% more junk, caps, experience, and legendary scrip 	
Rewards Hound 	 	4 	You gain +% more junk, caps, experience, and legendary scrip 	
Suited Up 	 	1 	Take 15% less ranged damage when wearing full sturdy armor. 	
Suited Up 	 	2 	Take 20% less ranged damage when wearing full sturdy armor. 	
Suited Up 	 	3 	Take 25% less ranged damage when wearing full sturdy armor. 	
Suited Up 	 	4 	Take 30% less ranged damage when wearing full sturdy armor. 	
Thin Skinned 	 	1 	Take 15% less ranged damage when wearing full light armor. 	
Thin Skinned 	 	2 	Take 20% less ranged damage when wearing full light armor. 	
Thin Skinned 	 	3 	Take 25% less ranged damage when wearing full light armor. 	
Thin Skinned 	 	4 	Take 30% less ranged damage when wearing full light armor. 	
==Notes==
* Unlike regular perk cards, legendary perks (with the exception of the S.P.E.C.I.A.L. cards) feature a creature or robot rather than Vault Boy or Vault Girl.
* Legendary perks were originally slated to be included with patch 20, but the feature was delayed following feedback in the game's private test server.Fallout 76: Inside the Vault - June Updates
** Before this, a feature known as "Legendary Players" was slated for release with Nuclear Winter, per the first 2019 roadmap. Prior to patch 1.7.6.7 on August 22, 2023, it was possible to obtain more than the current 6 Legendary Perk slots. Once reaching Level 2,000, it was possible to acquire 16 total slots to be able to equip all 16 Legendary Perk cards. After the update, this is no longer the case.
* On July 16, the public test server update changed the names of certain perks. "Cleave" was renamed to "Hack and Slash," "Fire Lining" was renamed to "Sizzling Style," and "Anti-Venom" was renamed to "Funky Duds."
* If the player creates a new character, they will be able to use the same number of legendary perk cards as the highest level character they own. This means if the player owns a level 300 character and creates a new one, they can immediately use all 6 legendary perk slots without leveling to their respective levels. The ranks do not carry over between characters, so if a rank 4 Master Infiltrator card is owned on the old level 300 character, it will be rank 1 on the new character. 
==References==
 
es:Extras legendarios
fr:Aptitudes légendaires
pt:Vantagens Lendárias do Fallout 76
ru:Легендарные способности