Fallout 76 Legendary Perk Cards: Complete List and Details

Legendary Perk Cards - Featured
Approx Reading Time: 15 minutes

Legendary Perks are coming with Update 22. They will further increase the power of high-level characters as well as the alts of high-level characters.

The Legendary Perks system in Fallout 76 grants your characters up to a total of six legendary perk card slots. Every fifty levels, you can choose a legendary perk from twenty-six new perk cards. These perks can then be ranked up using Perk Coins attained through scrapping unused perk cards.

I’ve taken the time to detail all of the Legendary Perks in the game. You’ll find all the stats for each rank. I’ve also included my thoughts on how you can use them effectively in your builds.

Note that the newly added Legendary Perks don’t have complete images on the PTS. I’ll update them when they are available.

Ammo Factory

Ammo Factory - Legendary Perk Card
Ammo Factory – Legendary Perk Card

If you’re having problems with ammo, then the Ammo Factory legendary perk should help solve that problem. It will increase the amount that you receive when crafting ammo.

  • Rank 1: Produce 50% more rounds when crafting ammunition.
  • Rank 2: Produce 75% more rounds when crafting ammunition.
  • Rank 3: Produce 100% more rounds when crafting ammunition.
  • Rank 4: Produce 150% more rounds when crafting ammunition.

The real kicker to this is that it stacks with the Ammosmith perk. With Ammo Factory maxed and the Ammosmith perk added in for good measure, your ammo worries are entirely gone.

Blood Sacrifice!

Blood Sacrifice - Legendary Perk Card
Blood Sacrifice – Legendary Perk Card

The Blood Sacrifice legendary perk card is very much a team-focused perk. When your character dies, it grants the rest of your team damage resistance and heals their hit points over time.

  • Rank 1: When you die, teammates gain +25 DR and heal 40 HP over 8 seconds.
  • Rank 2: When you die, teammates gain +30 DR and heal 50 HP over 10 seconds.
  • Rank 3: When you die, teammates gain +35 DR and heal 60 HP over 12 seconds.
  • Rank 4: When you die, teammates gain +40 DR and heal 70 HP over 14 seconds.

I feel like this is a very situational perk and probably not worth taking unless you’ve got a particular build that could. I would think the goal would be to live through a fight, but maybe there could be some synergy with the Power Armor Full Reboot perk.

Brawling Chemist

Brawling Chemist - Legendary Perk Card
Brawling Chemist – Legendary Perk Card

Brawling Chemist grants your character special chems at regular intervals dependant on the rank you have in this perk. Depending on how potent the chem is, this could make for some interesting builds.

  • Rank 1: Generate 1 combat enhancing chem every hour. Up to a max of 3.
  • Rank 2: Generate 1 combat enhancing chem every 50 minutes. Up to a max of 4.
  • Rank 3: Generate 1 combat enhancing chem every 40 minutes. Up to a max of 5.
  • Rank 4: Generate 2 combat enhancing chem every 40 minutes. Up to a max of 5.

I can see some synergies with Chem Fiend. Maybe it’s possible to have the buff these chems provide indefinitely. I feel like the Chem Resistant perk is a must if using this build.

Collateral Damage

Collateral Damage - Legendary Perk Card
Collateral Damage – Legendary Perk Card

Collateral Damage is a no-brainer for melee characters. This perk grants a chance for enemies killed by a melee weapon to explode.

  • Rank 1: Enemies killed with a melee weapon have a 10% chance to explode.
  • Rank 2: Enemies killed with a melee weapon have a 13% chance to explode.
  • Rank 3: Enemies killed with a melee weapon have a 16% chance to explode.
  • Rank 4: Enemies killed with a melee weapon have a 20% chance to explode.

I assume there is some sort of area effect damage associated with the explosion. We’ll have to do more testing to see how this perk works precisely. 

Detonation Contagion

Detonation Contagion - Legendary Perk Card
Detonation Contagion – Legendary Perk Card

Detonation Contagion is the thrown explosive version of Collateral Damage. When you down an enemy with a thrown explosive like a Molotov or a grenade, there is a chance it will explode.

  • Rank 1: Enemies killed with a thrown explosive have a 20% chance to explode.
  • Rank 2: Enemies killed with a thrown explosive have a 30% chance to explode.
  • Rank 3: Enemies killed with a thrown explosive have a 40% chance to explode.
  • Rank 4: Enemies killed with a thrown explosive have a 50% chance to explode.

I feel like this one is a little less useful than Bethesda intended. The original explosion will probably make the resulting explosion useless, but we’ll see how this goes in testing.

Electric Absorption

Electric Absorption - Legendary Perk Card
Electric Absorption – Legendary Perk Card

Electric Absorption grants a chance that energy attacks made against you while wearing Power Armor will recharge your fusion core.

  • Rank 1: 10% chance enemy energy attacks recharge your power armor’s fusion core.
  • Rank 2: 13% chance enemy energy attacks recharge your power armor’s fusion core.
  • Rank 3: 16% chance enemy energy attacks recharge your power armor’s fusion core.
  • Rank 4: 20% chance enemy energy attacks recharge your power armor’s fusion core.

While fusion cores are easy enough to come by, I can see the value in effectively never worrying about finding fusion cores again for those that live their wasteland life in Power Armor.

Exploding Palm

Exploding Palm - Legendary Perk Card
Exploding Palm – Legendary Perk Card

Exploding Palm grants a chance that your unarmed hits will cause an explosion. This perk is an unarmed version of the other weapon type exploding perks.

  • Rank 1: While unarmed, 5% chance of triggering an explosion on attack hits.
  • Rank 2: While unarmed, 10% chance of triggering an explosion on attack hits.
  • Rank 3: While unarmed, 15% chance of triggering an explosion on attack hits.
  • Rank 4: While unarmed, 20% chance of triggering an explosion on attack hits.

One interesting thing to note about Exploding Palm is that it says hit not kill. Every time you hit something, there is a chance for an explosion—a fascinating and potentially exciting distinction for unarmed builds.

Far-Flung Fireworks

Far-Flung Fireworks - Legendary Perk Card
Far-Flung Fireworks – Legendary Perk Card

Far-Flung Fireworks gives your kills with ranged weapons to have a chance to cause that enemy to explode. I assume that this effect is similar to the other explosion perks.

  • Rank 1: Enemies killed with a ranged weapon have a 10% chance to explode.
  • Rank 2: Enemies killed with a ranged weapon have a 13% chance to explode.
  • Rank 3: Enemies killed with a ranged weapon have a 16% chance to explode.
  • Rank 4: Enemies killed with a ranged weapon have a 20% chance to explode.

It’s nice that this perk would appear to work with all ranged weapons and isn’t specific to rifles, shotguns, or pistols. I assume bows and crossbows will also fall under this category.

Follow Through

Follow Through - Legendary Perk Card
Follow Through – Legendary Perk Card

Follow Through increases the damage done to a target after it has been affected by a ranged sneak attack. There are a lot of very particular wordings in there.

  • Rank 1: Ranged sneak damage increases damage to target by 10% for 30 seconds.
  • Rank 2: Ranged sneak damage increases damage to target by 20% for 30 seconds.
  • Rank 3: Ranged sneak damage increases damage to target by 30% for 60 seconds.
  • Rank 4: Ranged sneak damage increases damage to target by 40% for 60 seconds.

It doesn’t appear to affect the sneak attack damage of the initial sneak attack. It will increase the damage done by subsequent attacks for a while. Those increases are significant in later ranks. Follow Through seems like a must-have for any ranged stealth build.

Funky Duds

Funky Duds - Legendary Perk Card
Funky Duds – Legendary Perk Card

The Funky Duds legendary perk is great for those more fashion-forward players. It will grant poison damage resist when you’re wearing a matching set of armor.

  • Rank 1: +50 Poison Damage Resist when wearing a matching set of armor.
  • Rank 2: +100 Poison Damage Resist when wearing a matching set of armor.
  • Rank 3: +150 Poison Damage Resist when wearing a matching set of armor.
  • Rank 4: +200 Poison Damage Resist when wearing a matching set of armor.

Poison damage isn’t a massive part of the game right now. I imagine that it will become more common at some point.

Hack and Slash

Hack and Slash - Legendary Perk Card
Hack and Slash – Legendary Perk Card

This one seems like a no-brainer for any melee build. Hack and Slash will grant a chance for melee VATS attacks to do area damage.

  • Rank 1: 20% chance for melee VATS attacks to do area damage.
  • Rank 2: 30% chance for melee VATS attacks to do area damage.
  • Rank 3: 40% chance for melee VATS attacks to do area damage.
  • Rank 4: 50% chance for melee VATS attacks to do area damage.

Those who love to wade into the fray weapons swinging are going to want this perk. Even if VATS isn’t your thing, I can see this being useful even if only for the occasional large packs that can come out of nowhere.

Legendary Agility

Legendary Agility - Legendary Perk Card
Legendary Agility – Legendary Perk Card

Legendary Agility gives additional Agility and matching perk points as well. You are still limited to fifteen perk points.

  • Rank 1: +1 AGI and +1 AGI Perk Points. Perk Points cap at 15.
  • Rank 2: +2 AGI and +2 AGI Perk Points. Perk Points cap at 15.
  • Rank 3: +3 AGI and +3 AGI Perk Points. Perk Points cap at 15.
  • Rank 4: +5 AGI and +5 AGI Perk Points. Perk Points cap at 15.

For Agility, I’m not sure this will get used in too many builds. Agility is one of those S.P.E.C.I.A.L.S that you probably already maxed out of don’t have many points and don’t need it.

Legendary Charisma

Legendary Charisma - Legendary Perk Card
Legendary Charisma – Legendary Perk Card

Legendary Charisma gives additional Charisma and matching perk points as well. You are still limited to fifteen perk points.

  • Rank 1: +1 CHA and +1 CHA Perk Points. Perk Points cap at 15.
  • Rank 2: +2 CHA and +2 CHA Perk Points. Perk Points cap at 15.
  • Rank 3: +3 CHA and +3 CHA Perk Points. Perk Points cap at 15.
  • Rank 4: +5 CHA and +5 CHA Perk Points. Perk Points cap at 15.

I feel like the Charisma perks are underutilized, with a few notable exceptions. Legendary Charisma might get people to use more than Lone Wanderer and Tenderizer in their builds. 

Legendary Endurance

Legendary Endurance - Legendary Perk Card
Legendary Endurance – Legendary Perk Card

Legendary Endurance gives additional Endurance and matching perk points as well. You are still limited to fifteen perk points.

  • Rank 1: +1 END and +1 END Perk Points. Perk Points cap at 15.
  • Rank 2: +2 END and +2 END Perk Points. Perk Points cap at 15.
  • Rank 3: +3 END and +3 END Perk Points. Perk Points cap at 15.
  • Rank 4: +5 END and +5 END Perk Points. Perk Points cap at 15.

I’m a little more excited about this than I should be. I always want to include more Endurance perks in my builds. Unfortunately, Endurance perks always seem to get bumped for more offensive focused perks. Hopefully, this will solve that problem, but providing five more points of dedicated Endurance perks.

Legendary Intelligence

Legendary Intelligence - Legendary Perk Card
Legendary Intelligence – Legendary Perk Card

Legendary Intelligence gives additional Intelligence and matching perk points as well. You are still limited to fifteen perk points.

  • Rank 1: +1 INT and +1 INT Perk Points. Perk Points cap at 15.
  • Rank 2: +2 INT and +2 INT Perk Points. Perk Points cap at 15.
  • Rank 3: +3 INT and +3 INT Perk Points. Perk Points cap at 15.
  • Rank 4: +5 INT and +5 INT Perk Points. Perk Points cap at 15.

Legendary Intelligence will see some use for sure. Most of my builds have five points in Intelligence for crafting. This perk would take care of crafting and have Scrapper on full-time.

Legendary Luck

Legendary Luck - Legendary Perk Card
Legendary Luck – Legendary Perk Card

Legendary Luck gives additional Luck and matching perk points as well. You are still limited to fifteen perk points.

  • Rank 1: +1 LCK and +1 LCK Perk Points. Perk Points cap at 15.
  • Rank 2: +2 LCK and +2 LCK Perk Points. Perk Points cap at 15.
  • Rank 3: +3 LCK and +3 LCK Perk Points. Perk Points cap at 15.
  • Rank 4: +5 LCK and +5 LCK Perk Points. Perk Points cap at 15.

For those that don’t have Luck maxed out, Legendary Luck will be excellent. There are so many great luck perks, but I feel like a lot of builds aren’t able to get all that they would want from that tree. Legendary Luck will allow for a lot more diversity.

Legendary Perception

Legendary Perception - Legendary Perk Card
Legendary Perception – Legendary Perk Card

Legendary Perception gives additional Perception and matching perk points as well. You are still limited to fifteen perk points.

  • Rank 1: +1 PER and +1 PER Perk Points. Perk Points cap at 15.
  • Rank 2: +2 PER and +2 PER Perk Points. Perk Points cap at 15.
  • Rank 3: +3 PER and +3 PER Perk Points. Perk Points cap at 15.
  • Rank 4: +5 PER and +5 PER Perk Points. Perk Points cap at 15.

Legendary Perception, much like Legendary Agility, is probably one that you either have maxed or very few points. In the case of the former, this won’t be helpful. In the latter, it could be useful.

Legendary Strength

Legendary Strength - Legendary Perk Card
Legendary Strength – Legendary Perk Card

Legendary Strength gives additional Strength and matching perk points as well. You are still limited to fifteen perk points.

  • Rank 1: +1 STR and +1 STR Perk Points. Perk Points cap at 15.
  • Rank 2: +2 STR and +2 STR Perk Points. Perk Points cap at 15.
  • Rank 3: +3 STR and +3 STR Perk Points. Perk Points cap at 15.
  • Rank 4: +5 STR and +5 STR Perk Points. Perk Points cap at 15.

I feel like any build that doesn’t have max Strength should take Legendary Strength. There is just too many good quality of life perks in the Strength tree to ignore this one.

Master Infiltrator

Master Infiltrator - Legendary Perk Card
Master Infiltrator – Legendary Perk Card

Master Infiltrator will auto-unlock terminals and locks as well as grants plus three to Lockpick and Hacking skills.

  • Rank 1: Auto-unlock skill 0 terminals and locks.+3 Lockpick and Hacking skills.
  • Rank 2: Auto-unlock skill 1 terminals and locks.+3 Lockpick and Hacking skills.
  • Rank 3: Auto-unlock skill 2 terminals and locks.+3 Lockpick and Hacking skills.
  • Rank 4: Auto-unlock skill 3 terminals and locks.+3 Lockpick and Hacking skills.

Massive quality of life here. With this skill maxed out, all locks and terminals will open automatically. There is no need to swap in the appropriate perks to attempt it. It will be on a lot of builds.

Power Armor Reboot

Power Armor Reboot - Legendary Perk Card
Power Armor Reboot – Legendary Perk Card

Power Armor Reboot grants a chance to be automatically revived and returned to full health when you die wearing power armor.

  • Rank 1: 15% chance to auto-revive with full health if you die in Power Armor.
  • Rank 2: 20% chance to auto-revive with full health if you die in Power Armor.
  • Rank 3: 30% chance to auto-revive with full health if you die in Power Armor.
  • Rank 4: 40% chance to auto-revive with full health if you die in Power Armor.

This perk falls in that category of perks that I just don’t like. My goal is always to survive a fight. While technically you are surviving the battle, I prefer to acquire perks that will help me never go down in the first place.

Power Sprinter

Power Sprinter - Legendary Perk Card
Power Sprinter – Legendary Perk Card

Power Sprinter causes you to use fewer Action Points when sprinting in Power Armor.

  • Rank 1: While in Power Armor, Sprinting consumes 20% fewer Action Points
  • Rank 2: While in Power Armor, Sprinting consumes 30% fewer Action Points
  • Rank 3: While in Power Armor, Sprinting consumes 40% fewer Action Points
  • Rank 4: While in Power Armor, Sprinting consumes 50% fewer Action Points

There is a quality of life aspect to Power Sprinter, but I’m not sure how useful it will be overall.

Retribution

Retribution - Legendary Perk Card
Retribution – Legendary Perk Card

Retribution now restores Hit Points and Action Points for some time after blocking a melee attack.

  • Rank 1: Blocking a melee attack restores 1 HP and 1 AP for 15 seconds.
  • Rank 2: Blocking a melee attack restores 2 HP and 2 AP for 15 seconds.
  • Rank 3: Blocking a melee attack restores 3 HP and 3 AP for 15 seconds.
  • Rank 4: Blocking a melee attack restores 4 HP and 4 AP for 15 seconds.

Retribution has changed a lot since we saw it originally on the PTS. This revision shows us the amount of HP/AP that is being restored but only works when blocking melee attacks.

Sizzling Style

Sizzling Style - Legendary Perk Card
Sizzling Style – Legendary Perk Card

The Sizzling Style legendary perk mimics the Funky Duds perk except for fire-based damage. It grants increased resistance to fire damage.

  • Rank 1: +50 Fire Damage Resist when wearing a matching set of armor.
  • Rank 2: +100 Fire Damage Resist when wearing a matching set of armor.
  • Rank 3: +150 Fire Damage Resist when wearing a matching set of armor.
  • Rank 4: +200 Fire Damage Resist when wearing a matching set of armor.

This damage type is not overly common in Appalachia, but I’d be willing to be that will change over time.

Survival Shortcut

Survival Shortcut - Legendary Perk Card
Survival Shortcut – Legendary Perk Card

Survival Shortcut grants survival chems every twenty to thirty minutes, depending on your rank.

  • Rank 1: Generate 1 survival aiding chem every 30 minutes. Up to a max of 5.
  • Rank 2: Generate 1 survival aiding chem every 25 minutes. Up to a maximum of 6.
  • Rank 3: Generate 1 survival aiding chem every 20 minutes. Up to a maximum of 7.
  • Rank 4: Generate 2 survival aiding chem every 20 minutes. Up to a maximum of 10.

Survival Shortcut is similar to Brawling Chemist. Instead of a chem that provides buffs, this gives a chem that cures diseases, reduces hunger and thirst, and restores health — excellent quality of life perk for sure.

Taking One For The Team

Taking One For The Team - Legendary Perk Card
Taking One For The Team – Legendary Perk Card

Taking One For The Team is another one of the team-based perks. When an enemy attacks you, that enemy will suffer significantly more damage, but only if you’re on a team.

  • Rank 1: Enemies take 10% more damage when they attack you, if you’re on a team.
  • Rank 2: Enemies take 20% more damage when they attack you, if you’re on a team.
  • Rank 3: Enemies take 30% more damage when they attack you, if you’re on a team.
  • Rank 4: Enemies take 40% more damage when they attack you, if you’re on a team.

Taking One For The Team is a tremendous tanking perk. I can see the big guy in Power Armor absorbing damage for the rest of the team. At the same time causing the team to do increased damage.

What Rads?

What Rads - Legendary Perk Card
What Rads – Legendary Perk Card

What Rads grants the character an increase to radiation resistance as well as restoring radiation damage every second.

  • Rank 1: +50 Rad Resist, restore 1 Rad per second.
  • Rank 2: +75 Rad Resist, restore 2 Rad per second.
  • Rank 3: +100 Rad Resist, restore 3 Rad per second.
  • Rank 4: +300 Rad Resist, restore 6 Rad per second.

The amount of radiation resistance at rank four is impressive. Some synergies out there could make it possible to exist a lot more easily in nuke zones without a rad suit or Chinese Stealth Armor.

Ariden

When not writing gaming guides and managing AridenKane.com he can usually be found streaming all kind of games or hanging out with family and friends.