Legendary perks were first introduced in The Legendary Race update.
Legendary perk cards refer to the 16 powerful passive abilities players have. The first legendary slot has an unlocked level of 50. While the new milestone of a specific level is 75, 100, 150, 200, and 300. In the slot, you can select a legendary perk card and put it in the slot, and provide rewards immediately.
Each legendary perk has four levels, which can be upgraded with “perk coin”, which can be obtained by scrapping the unused ordinary perk cards.
Legendary perk card slots are account-wide, so they will be immediately available on any new character. It offers varying degrees of legendary perk cards for each possible build, although it does not benefit at the highest level.
Unlike regular perk cards, most legendary perks feature a creature or robot; rather than Vault Boy or Vault Girl.
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Perk Name | Description |
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Blood Sacrifice | 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. |
Botany Buddy | Rank 1: 10% chance harvesting flora grants 2 HP a second and +25 DR to the team. Rank 2: 15% chance harvesting flora grants 3 HP a second and +30 DR to the team. Rank 3: 20% chance harvesting flora grants 4 HP a second and +35 DR to the team. Rank 4: 33% chance harvesting flora grants 5 HP a second and +40 DR to the team. |
Brawling Chemist | 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 chems every 40 minutes. Up to a max of 5. |
Collateral Damage | 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. |
Detonation Contagion | Rank 1: Enemies killed with a thrown explosive have a 20% chance to explode. Rank 2: Enemies killed with a thrown explosive have a 23% chance to explode. Rank 3: Enemies killed with a thrown explosive have a 26% chance to explode. Rank 4: Enemies killed with a thrown explosive have a 30% chance to explode. |
Electric Absorption | 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. |
Exploding Palm | 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. |
Far-Flung Fireworks | 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. |
Follow Through | 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. |
Heavy Duty | Rank 1: Take 15% less ranged damage when wearing full heavy armor. Rank 2: Take 20% less ranged damage when wearing full heavy armor. Rank 3: Take 25% less ranged damage when wearing full heavy armor. Rank 4: Take 30% less ranged damage when wearing full heavy armor. |
Power Armor Reboot | 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: 25% chance to auto-revive with full health if you die in Power Armor. Rank 4: 30% chance to auto-revive with full health if you die in Power Armor. |
Retribution | Rank 1: 20% chance to heal and deal better damage for 15 secs after blocking. Rank 2: 40% chance to heal and deal improved damage for 15 secs after blocking. Rank 3: 60% chance to heal and deal superior damage for 15 secs after blocking. Rank 4: 80% chance to heal and deal exceptional damage for 15 secs after blocking. |
Suited Up | Rank 1: Take 15% less ranged damage when wearing full sturdy armor. Rank 2: Take 20% less ranged damage when wearing full sturdy armor. Rank 3: Take 25% less ranged damage when wearing full sturdy armor. Rank 4: Take 30% less ranged damage when wearing full sturdy armor. |
Taking One For The 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. |
Thin Skinned | Rank 1: Take 15% less ranged damage when wearing full light armor. Rank 2: Take 20% less ranged damage when wearing full light armor. Rank 3: Take 25% less ranged damage when wearing full light armor. Rank 4: Take 30% less ranged damage when wearing full light armor. |
What Rads | Rank 1: +50 Rad Resist, restore 1 Rad per second. Rank 2: +75 Rad Resist, restore 2 Rads per second. Rank 3: +100 Rad Resist, restore 3 Rads per second. Rank 4: +300 Rad Resist, restore 6 Rads per second. |