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Raw physical strength. A high Strength is good for physical characters.Fallout in-game description

Strength is one of the seven primary statistics in the SPECIAL system.

Fallout, Fallout 2 and Fallout Tactics[]

Modifies: Hit Points, Melee Damage and Carry Weight

Strength is primarily relevant to two in-game mechanics: Carry Weight and satisfying the minimum Strength requirements on weapons. Each point of it grants 25 lbs. of Carry Weight (with the Small Frame trait, it is 15 instead). Not meeting a weapon's minimum Strength requirement penalizes aim accuracy with that weapon by -20% for each missing point in Strength.

Ways to increase Strength[]

Strength-based perks[]

Perk Required Level Additional Requirements Games
Bonus HtH Damage 6 3 Agility 6 Fallout, Fallout 2, Fallout Tactics
Stonewall 6 3 - Fallout 2, Fallout Tactics
Strong Back 6 3 Endurance 6 Fallout, Fallout 2, Fallout Tactics
Steady Arm 6 4 Super Mutant only Fallout Tactics
Adrenaline Rush <10 6 - Fallout 2, Fallout Tactics
Cancerous Growth <7 6 Ghoul only Fallout Tactics
Heave Ho! <9 6 - Fallout, Fallout 2, Fallout Tactics
Stunt Man 6 6 Endurance 6, Agility 6, Unavailable to deathclaws and dogs Fallout Tactics
Bonehead 7 7 - Fallout Tactics
Brutish Hulk 7 8 Endurance 5, Deathclaw only Fallout Tactics
Talon of Fear 6 12 Unarmed 60%, Deathclaw only Fallout Tactics
Weapon Handling <7 12 Agility 5 Fallout 2, Fallout Tactics
Slayer 8 18, 24 Agility 8 Fallout, Fallout 2, Fallout Tactics

Fallout 3[]

Modifies: Melee Weapons skill, Carry Weight, Melee damage bonus

Strength slightly increases melee damage and carrying capacity. Melee damage is at 1 damage for every 2 Strength (+5 damage at 10) and carrying capacity is an added 10 lbs for every point (+100 lbs at 10 Strength). Strength does not affect unarmed damage, even though Iron Fist requires 4 Strength. Unlike previous Fallout games, none of the weapons have a minimum Strength requirement, and a character with 1 Strength can use a minigun without penalties.

High Strength can sometimes be used to intimidate others when in a conversation.

While at first glance the damage bonus seems minor at best, the damage bonus is applied after a weapon's base damage has been adjusted by the Melee Weapons skill and weapon condition, making this a very significant increase for much of the game. Moreover, even with maximum Melee Weapons skill and weapon condition, high Strength can still amount to a 10% or better increase in the weapon's damage (see specific weapon pages for specifics). This is basically equivalent to, or better than, a free perk. Moreover, multipliers on damage (from perks like Entomologist) also affect the bonus damage.

Value Carry Weight Damage Bonus* Skill Modifiers
1 160 +0.5 Melee Weapons +2
2 170 +1 Melee Weapons +4
3 180 +1.5 Melee Weapons +6
4 190 +2 Melee Weapons +8
5 200 +2.5 Melee Weapons +10
6 210 +3 Melee Weapons +12
7 220 +3.5 Melee Weapons +14
8 230 +4 Melee Weapons +16
9 240 +4.5 Melee Weapons +18
10 250 +5 Melee Weapons +20

Note: Does not affect unarmed damage in any way (see discussion page).

Strength-based perks[]

Perk Required Level Additional Requirements
Little Leaguer 4 2
Iron Fist 4 4
Strong Back 5 8 Endurance 5

Ways to increase Strength[]

Permanent
Temporary

Fallout: New Vegas[]

Modifies: Melee Weapons skill, Melee Damage, Carry Weight and which weapons the Courier is strong enough to use.

Not meeting the Strength requirement of a weapon will decrease accuracy (for ranged weapons), or slower swings (for melee/unarmed weapons). The Strength requirement of weapons can be lowered by taking the Weapon Handling perk.

Strength-based perks[]

Perk Required Level Additional Requirements
Heave, Ho! 5 2 Explosives 30
Strong Back 5 8 Endurance 5
Stonewall 6 8 Endurance 6
Super Slam! 6 8 Melee Weapons 45
Heavyweight Dead Money 7 12
Unstoppable Force 7 12 Melee Weapons 90
Weapon Handling <10 16
Burden to Bear Lonesome Road (add-on) 6 30 Endurance 6

Interactions that require Strength stat[]

Ways to increase Strength[]

Permanent
Temporary

Level names and statistics[]

Value Name Carry Weight Melee Damage Bonus Skill Modifiers
1 Wet Noodle 160 0.5 Melee Weapons +2
2 Beached Jellyfish 170 1.0 Melee Weapons +4
3 Doughy Baby 180 1.5 Melee Weapons +6
4 Lightweight 190 2.0 Melee Weapons +8
5 Average Joe 200 2.5 Melee Weapons +10
6 Barrel Chested 210 3.0 Melee Weapons +12
7 Beach Bully 220 3.5 Melee Weapons +14
8 Circus Strongman 230 4.0 Melee Weapons +16
9 Doomsday Pecs 240 4.5 Melee Weapons +18
10 Hercules' Bigger Cousin 250 5.0 Melee Weapons +20

Similar to Fallout 3, while at first glance the damage bonus seems minor at best, the damage bonus is applied after a weapon's base damage has been adjusted by the Melee Weapons skill and weapon condition. So, the damage bonus can be a very significant increase for much of the game.

In addition, with the changed use of Damage Threshold instead of Damage Resistance as an armor mechanic, the bonus damage from Strength can significantly increase the DPS of low-damage, high-attack-rate weapons against unarmored targets (such as the Katana).

Notes[]

  • If the Courier's Strength stat is the most extreme (highest or lowest), Doc Mitchell will either be surprised "anybody'd want to tangle with you. Heck, you could go Deathclaw hunting with a switch." (for highest) or that it is "some serious atrophy, even for someone who's been in bed awhile. It's a wonder you can move at all." (for lowest).
  • If overencumbered, it is possible to drop an item, or a "stacked" item, that reduces weight below the overencumbered status and return movement to normal. Pick up the item (or stacked item e.g. 20 cans= 1 item stacked) and carrying it in front of the view and once at the destined point pick it up to add it to the inventory as one should be holding it. Stow it or whatever at that point and continue normally. Fast traveling will drop the item and it cannot be carried through doorways. Items will need to be stowed if the intention is to fast travel and come back.

Fallout 4[]

Strength is a measure of your raw physical power. It affects how much you can carry, and determines the effectiveness of all melee attacks.

Modifies: Melee Damage, Carry Weight

The mechanics of Strength differ slightly from previous titles. In terms of game mechanics, it only directly affects Melee/Unarmed Damage and Carry Weight.

In other words, each point of strength gives the player an extra +10 carry capacity and 10 percentage points melee (and unarmed) damage.

Strength, like other SPECIAL stats in Fallout 4, also has a set of perks that fall under it.

Strength-based perks[]

Main article: Iron Fist (Fallout 4)
Required Strength Required Level Rank Description Damage Multiplier Disarm Chance Power Attack Cripple Chance Critical Paralyze Form ID
1
1 1 Channel your chi to unleash devastating fury! Punching attacks do 20% more damage to your opponent. 1.2 .00 .00 No 0001DAFE
9 2 Punching attacks now do 40% more damage and can disarm your opponent. 1.4 .10 .00 No 0001DAFF
18 3 Punching attacks now do 60% more damage. Unarmed Power Attacks have a chance to cripple one of your opponent's limbs. 1.6 .10 .10 No 0001DB00
31 4 Punching attacks now do 80% more damage. Unarmed Power Attacks have an increased chance to cripple one of your opponent's limbs. 1.8 .10 .15 No 00065E42
46 5 Punching attacks now do double damage. Criticals in V.A.T.S. will paralyze your opponent. 2.0 .10 .15 Yes 00065E43

Rank 5 is misleading; Overdrive will let you try to paralyze outside of VATS, and the effect works like a lock joint syringe, with an unknown duration.

Required Strength Required Level Rank Description Damage Multiplier Disarm Chance Area of Effect (Frontal Sweep) Cripple/Decapitate Chance Form ID
2
1 1 Swing for the fences! Do 20% more melee weapon damage. 1.2 .00 No .00 0004A0B5
7 2 You now do 40% more melee weapon damage and gain a chance to disarm your opponent. 1.4 .10 No .00 000E36FC
15 3 You now do 60% more melee weapon damage and gain an increased chance to disarm your opponent. 1.6 .15 No .00 000E36FD
27 4 You now do 80% more melee weapon damage and hit all targets in front of you. 1.8 .15 Yes .00 000E36FE
42 5 You now do double damage with a melee weapon, and gain a chance to cripple your opponent, or grand slam their head clean off! 2.0 .15 Yes .20 00065E05

Rank 4 is compulsory once the player has it, they will not ignore friendly or neutral targets, and the circumstances under which Rank 5 will decapitate rather than cripple are not well-understood.

  • Level 03: Armorer
  • Protect yourself from the dangers of the wasteland. If you're the sort to tinker at an armor workbench and want to craft some impressively protective gear for yourself or your companions, choose this perk.
Rank Level Strength Level Description
1 / 3 Gain access to base level and Rank 1 armor mods.
2 13 3 Gain access to Rank 2 armor mods.
3 25 3 Gain access to Rank 3 armor mods.
4 39 3 Gain access to Rank 4 armor mods.
  • Level 04: Blacksmith
  • Fire up the forge! If you enjoy swinging a melee weapon into the skulls of your adversaries, it pays to craft modified variants at a weapons workbench.
Rank Level Strength Level Description
1 / 4 Gain access to base level and Rank 1 melee weapon mods.
2 16 4 Gain access to Rank 2 melee weapon mods.
3 29 4 Gain access to Rank 3 melee weapon mods.
  • Level 05: Heavy Gunner
  • Thanks to practice and conditioning, you're able to utilize the weightiest of weapons with an extra degree of precision.
Rank Level Strength Level Description
1 / 5 Heavy guns do 20% more damage.
2 11 5 Heavy guns do 40% more damage and have improved hip-fire accuracy.
3 21 5 Heavy guns do 60% more damage and hip-fire accuracy is improved even more.
4 35 5 Heavy guns do 80% more damage and have a chance to stagger your opponent.
5 47 5 Heavy guns now do double damage.
  • Level 06: Strong Back
  • What are you? Part pack mule? Though those favouring heavier weapons and armor are likely to take this perk on general principle, it's also hugely beneficial to scavengers; spend more time in the wilderness gathering loot to sell or trade or carry a greater complement of killing equipment.
    • Ranks 1 and 2 of this perk are equivalent to 2.5 points of Strength, but only for modifying the player's carrying capacity.
Rank Level Strength Level Description
1 / 6 Gain +25 to carry weight.
2 10 6 Gain +50 to carry weight.
3 20 6 When overburdened you can use action points to run.
4 30 6 When overburdened you can Fast-Travel.
  • Level 07: Steady Aim
  • Stay on target! If you enjoy the benefits of gun-play without entering V.A.T.S to accomplish your violent goal, then increase the accuracy of any projectile weapon with this perk. This allows you a little more leeway when manually firing at foes, and also without aiming down iron-sights or scopes.
Rank Level Strength Level Description
1 / 7 Hip fire accuracy is improved when firing any gun.
2 28 7 Hip fire accuracy is improved even more when firing any gun.
  • Level 08: Basher
  • Get up close and personal! The amount of time you use the butt of your gun to inflict a bloody nose (or worse) at close quarters reflects how important you deem this perk to be. But it does increase the flexibility of more complex combat situations where you may not wish to switch between a favored firearm and a different weapons type.
    • Each rank of this perk is equivalent to 2.5 points of Strength, but only for modifying the player's melee damage with ranged weapons, in addition to the other effects accrued at higher ranks.
Rank Level Strength Level Description
1 / 8 Gun bashing does 25% more damage.
2 5 8 Gun bashing does 50% more damage and possibly cripples your opponent.
3 14 8 Gun bashing does 75% more damage and has an increased chance to cripple your enemy.
4 26 8 Gun bashing does double damage and has an increased chance to cripple your opponent and inflict a critical hit.
  • Level 09: Rooted
  • You're part tree! Though ostensibly used when you're standing there trading close quarter blows with a hapless idiot, this can also be used when you're sneaking behind a foe, stopping, and delivering a killing blow.
Rank Level Strength Level Description
1 / 9 While standing still, you gain 25 Damage Resistance and your melee and unarmed attacks deal 25% more damage. (Contrary to the description, the player also gains 25 Energy Resistance.)
2 22 9 While standing still, you gain 50 Damage Resistance and your melee and unarmed attacks deal 50% more damage. (Contrary to the description, the player also gains 50 Energy Resistance.)
3 43 9 While standing still you may (+25% chance) automatically disarm enemies that use melee weapons against you. (Contrary to the description, this does work on ranged weapons used to make melee attacks (i.e. gun bashing); as per the description, it doesn't work on unarmed weapons.)
  • Level 10: Pain Train
  • Choo-Choo! All Aboard! Turning Power Armor into an offensive weapon! What an exceptional idea! As long as you have the Action points to complete a sprint before switching to your favorite weapon and you're focusing on Power Armor as a main source of protection, this can prove an excellent deterrent at any time during combat.
Rank Level Strength Level Description
1 / 10 While wearing Power Armor, sprinting into enemies hurts and staggers them. (Robots and oversized enemies are immune to the stagger.)
2 24 10 Sprinting into enemies while wearing Power Armor now causes severe damage and a more powerful stagger. (Robots and oversized enemies are immune to the stagger.)
3 50 10 Sprinting into enemies while wearing Power Armor now causes massive damage and knocks them down. Impact landing near enemies inflicts even more damage.

Ways to increase Strength[]

Permanent
Temporary

Fallout 76[]

Strength is a measure of your raw physical power. It affects how much you can carry, and the damage of all melee attacks.

Modifies: Melee Damage, Carry Weight

As with other SPECIAL attributes, Strength has a maximum base value of 15 but can be increased with buffs to a hard cap of 100.

Weight capacity without any Strength is 150. Each point of Strength increases carry weight by 5 and allows an additional point of Strength perks to be used. The game starts with Strength = 1 and carry capacity = 155. At Strength = 12, carry capacity without perks is 150 + (12*5) = 210. Wearing a power armor chassis overrides weight based on Strength with a flat 205 carry capacity until the weight based on Strength exceeds 205 at Strength = 12.

Carry Weight:

Unarmed:

1H / 2H:

Strength-based perks[]

Name Level Rank Description
Bandolier 22 1 Ballistic weapon ammo weighs 45% less.
2 Ballistic weapon ammo weighs 90% less.
Barbarian 14 1 Every point of Strength adds +2 Damage Resist (Max 40). (No Power Armor)
2 Every point of Strength adds +3 Damage Resist (Max 60). (No Power Armor)
3 Every point of Strength adds +4 Damage Resist (Max 80). (No Power Armor)
Basher 11 1 Gun bashing does +25% damage with a 5% chance to cripple your opponent
2 Gun bashing does +50% damage with a 10% chance to cripple your opponent
Bear Arms 35 1 Heavy Guns weigh 30% less.
2 Heavy Guns weigh 60% less.
3 Heavy Guns weigh 90% less.
Blocker 21 1 Take 15% less damage from your opponents' melee attacks.
2 Take 30% less damage from your opponents' melee attacks.
3 Take 45% less damage from your opponents' melee attacks.
Bullet Shield 39 1 Gain 20 damage resistance while firing a heavy gun.
2 Gain 40 damage resistance while firing a heavy gun.
3 Gain 60 damage resistance while firing a heavy gun.
Expert Gladiator 20 1 Your one-handed melee weapons now do +10% damage.
2 Your one-handed melee weapons now do +15% damage.
3 Your one-handed melee weapons now do +20% damage.
Expert Heavy Gunner 40 1 Your non-explosive heavy guns now do +10% damage.
2 Your non-explosive heavy guns now do +15% damage.
3 Your non-explosive heavy guns now do +20% damage.
Expert Shotgunner 23 1 Your shotguns now do +10% damage.
2 Your shotguns now do +15% damage.
3 Your shotguns now do +20% damage.
Expert Slugger 24 1 Your two-handed melee weapons now do +10% damage.
2 Your two-handed melee weapons now do +15% damage.
3 Your two-handed melee weapons now do +20% damage.
Full Charge 33 1 Sprinting in Power Armor consumes half as much Fusion Core energy.
2 Sprinting in Power Armor consumes no extra Fusion Core energy.
Gladiator 2 1 Your one-handed melee weapons now do +10% damage.
2 Your one-handed melee weapons now do +15% damage.
3 Your one-handed melee weapons now do +20% damage.
Heavy Gunner 30 1 Your non-explosive heavy guns now do +10% damage.
2 Your non-explosive heavy guns now do +15% damage.
3 Your non-explosive heavy guns now do +20% damage.
Incisor 34 1 Your melee attacks ignore 25% of your target's armor. (only for pointed weapons)
2 Your melee attacks ignore 50% of your target's armor. (only for pointed weapons)
3 Your melee attacks ignore 75% of your target's armor. (only for pointed weapons)
Iron Fist 5 1 Your punching attacks now do +10% damage.
2 Your punching attacks now do +15% damage.
3 Your punching attacks now do +20% damage.
Lock and Load 37 1 Heavy guns reload +10% faster.
2 Heavy guns reload +20% faster.
3 Heavy guns reload +30% faster.
Martial Artist 16 1 Your melee weapons weigh 20% less, and you can swing them 10% faster.
2 Your melee weapons weigh 40% less, and you can swing them 20% faster.
3 Your melee weapons weigh 60% less, and you can swing them 30% faster.
Master Gladiator 43 1 Your one-handed melee weapons now do +10% damage.
2 Your one-handed melee weapons now do +15% damage.
3 Your one-handed melee weapons now do +20% damage.
Master Heavy Gunner 50 1 Your non-explosive heavy guns now do +10% damage.
2 Your non-explosive heavy guns now do +15% damage.
3 Your non-explosive heavy guns now do +20% damage.
Master Shotgunner 45 1 Your shotguns now do +10% damage.
2 Your shotguns now do +15% damage.
3 Your shotguns now do +20% damage.
Master Slugger 48 1 Your two-handed melee weapons now do +10% damage.
2 Your two-handed melee weapons now do +15% damage.
3 Your two-handed melee weapons now do +20% damage.
Ordnance Express 31 1 Explosives weigh 30% less.
2 Explosives weigh 60% less.
3 Explosives weigh 90% less.
Pack Rat 7 1 The weight of all junk items is reduced by 25%.
2 The weight of all junk items is reduced by 50%.
3 The weight of all junk items is reduced by 75%.
Pain Train 41 1 Damage and stagger enemies by sprinting into them with Power Armor.
2 Smash and stagger enemies by sprinting into them with Power Armor.
3 Devastate and stagger enemies by sprinting into them with Power Armor.
Scattershot 18 1 Shotguns now weigh 30% less and you reload them 10% faster.
2 Shotguns now weigh 60% less and you reload them 20% faster.
3 Shotguns now weigh 90% less and you reload them 30% faster.
Shotgunner 10 1 Your shotguns now do +10% damage.
2 Your shotguns now do +15% damage.
3 Your shotguns now do +20% damage.
Slugger 6 1 Your two-handed melee weapons now do +10% damage.
2 Your two-handed melee weapons now do +15% damage.
3 Your two-handed melee weapons now do +20% damage.
Strong Back 26 1 Gain +10 to carry weight.
2 Gain +20 to carry weight.
3 Gain +30 to carry weight.
4 Gain +40 to carry weight.
Sturdy Frame 13 1 Armor weighs 25% less than normal.
2 Armor weighs 50% less than normal.
Traveling Pharmacy 3 1 Weights of all Chems (including Stimpaks) are reduced by 30%.
2 Weights of all Chems (including Stimpaks) are reduced by 60%.
3 Weights of all Chems (including Stimpaks) are reduced by 90%.

Ways to increase Strength[]

All stat boosts in Fallout 76 are temporary.

Fallout Shelter[]

Strength affects how efficient a dweller is while working in the power generator and nuclear reactor facilities. It can be increased on different dwellers by assigning them to the weight room.

Fallout: The Roleplaying Game[]

Agility defines a character's Melee Damage as well as the character's max Carry Weight. Strength is also used as the default for skill tests involving Athletics, Melee Weapons and Unarmed Damage.

Strength-based perks[]

Fallout: The Board Game[]

Unlike other games, Strength is not treated as a variable ranging from 1 to 10, but instead as a token that can be obtained at the start or when leveling up. A player character with the Strength token gets free rerolls during certain tests, as well as during fights if equipped with a Strength-based weapon.

The super mutant player character always begins the game with Strength and any player character wearing T-60e power armor is treated as having Strength. During any Strength test or fight, Buffout can be used to gain one free hit.

Strength-based perks[]

Strength-based weapons[]

Gallery[]

Video[]

Fallout_4_S.P.E.C.I.A.L._Video_Series_-_Strength

Fallout 4 S.P.E.C.I.A.L. Video Series - Strength

Fallout 4 Strength promotional video

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