During your Fallout 4 journey you are going to encounter legendary items. These items will all have a title that bestows different effects upon them. For example a piece of armor with “Fortified” prefix will provide you with +1 strength and +1 endurance. Here is a list of all the legendary prefixes for both weapons and armor.
What are the strongest weapon prefixes?
These is not definitively the strongest effects. Just the ones I have come to enjoy a lot (I pretty much 1 shot everything on survival mode)
Never Ending – This completely removes the shotgun’s biggest weakness which is it’s reload time (by removing reloading entirely). Make sure you carry a lot of ammo and you will never have any problems with enemies at close range again.
Wounding – This causes the target to bleed for additonal damage. It is only ok until you realize it stacks. Use a fast firing weapon and no target can withstand this for long.
Instigating – Double damage if the enemy is full health? This turns sniper rifles into 1 shot kills every time (with the correct perks).
Two Shot – Turns any high damage weapon into a weapon of mass destruction. Use it on a Fat Man for extra devastating results.
What are the strongest armor prefixes?
Freefall – Not taking fall damage can be very handy. Always nice to have this.
Chameleon – Really good for sneaking/stealth type builds and yes this can be stacked with multiple pieces.
Fortifying – +1 strength and +1 endurance. Any build involving melee or close ranged fighting should take advantage of these armor pieces.
List of Armor Prefixes
- Cunning- Agility +1, Perception +1
- V.A.T.S. Enhanced – 10% reduction in Action Point costs in V.A.T.S.
- Powered – Increases Action Point refresh speed
- Chameleon – Hard to detect while sneaking and not moving
- Sharp – Charisma +1, Intelligence +1
- Duelist’s – 10% chance to disarm melee attacker on hit
- Freefall – No falling damage
- Cavalier’s – 15% reduces damage while blocking or sprinting
- Titan’s – 15 % reduces damage while standing and not moving
- Hunter’s – 15% reduces damage from animals
- Exterminator’s – 15% reduces damage from Mirelurks and bugs
- Ghoul Slayer’s – 15% reduces damage from Ghouls
- Assassin’s – 15% reduces damage from humans
- Troubleshooter’s – 15% reduces damage from robots
- Mutant Slayer’s – 15% reduces damage from Super Mutants
- Acrobat’s – 50% reduced damage from falling. Seems redundant when Freefall grants immunity.
- Safecracker’s – Increases size of sweet spot while picking locks.
- Martyr’s – Temporarily slows time during combat when you are at 20% or less Health
- Lucky – Luck +2
- Herbalist’s – +25 poison resistance
- Punishing – Reflects 10% of melee damage back on attacker
- Bolstering – Grants increasing energy and damage resistance the lower your Health (up to +35)
- Sprinter’s – Increases wearer’s movement speed by 15%
- Fortifying – Strength +1, Endurance +1
- Low Weight – Low carry weight
- Almost Unbreakable – Quadruples durability
List of Weapon Prefixes
- Assassin’s – Deals 50% more damage against humans
- Automatic – Gives any weapon automatic fire mode (not as useful as it sounds but quite fun)
- Berserker’s – More damage the lower your damage resistance is
- Bloodied – More damage the lower your health is
- Cavalier’s – 15% less damage while blocking or sprinting
- Crippling – 50% more limb damage
- Enraging – Critical hits cause target to frenzy
- Explosive – Bullets explode on impact doing 15 area effect damage (incredible with the mini gun)
- Exterminator’s – 50% more damage against Mirelurks and bugs.
- Freezing – 10 points cryo damage and will freeze targets on critical hits
- Furious – Damage increase after each hit on same target
- Ghoul Slayer’s – 50% more damage against Ghouls
- Hunter’s – 50% more damage against animals
- Incendiary – Sets target on fire for 15 points of damage
- Instigating – 2x damage if the target is at full health
- Irradiated – 50 points additional radiation damage
- Junkie’s – Damage increase more withdrawal affects you are suffering
- Kneecapper – 20% chance to cripple the target’s leg
- Lucky Weapon – Critical shots do double damage and the critical meter fills 15% faster
- Medic’s – Heals targets instead of hurting them
- Mutant Slayer’s – 50% more damage against Super Mutants
- Never Ending – Unlimited ammo capacity. I feel this is a little misleading as it implies you will never run out of ammo. Actually you just never need to reload as long as you have the ammo to support it.
- Nimble – 75% faster movement while aiming
- Nocturnal – Does increasing amounts of damage as the night grows longer and less damage during the day
- Penetrating – Ignores 30% of the target’s damage and energy resistance
- Plasma Infused – Adds 10 points of energy damage and can turn enemies into goo
- Poisoner’s – Target is poisoned for 10 seconds
- Powerful – Provides 25% more damage
- Quickdraw – Costs 25% fewer Action Points
- Rapid – Provides 25% faster fire rate, 15% faster reload
- Relentless – Refills your Action Points on a critical hit
- Sentinel’s – Take 15% less damage while standing still
- Staggering – Chance to stagger enemy on hit
- Stalker’s – If you are not yet in combat, increases VATS accuracy but costs more AP
- Troubleshooter’s – Does 50% more damage against robots.
- Two Shot – Shoots an additional projectile
- VATS Enhanced – Improved VATS hit chance, 25% less Action Point cost
- VATS Enhanced – 40% less Action Point cost
- Violent – Deals +25% damage and limb damage, but has more recoil
- Wounding – Targets bleed for 25 points of additional damage
If there is anything you want to know/have clarified then comment below and ask. Hope this guide helped you, thanks for reading.