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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[]
- T-51b power armor increases Strength by 3.
- Advanced power armor increases Strength by 4.
- The Brotherhood of Steel can perform an operation to increase Strength by 1, assuming it can be afforded (Fallout) or finding the appropriate module chip (Fallout 2).
- Buffout temporarily increases Strength by 2.
- Several perks increase Strength. Adrenaline Rush raises Strength by 1 when the Chosen One has less than 50% health. Gain perk can be used to boost Strength by 1. Some perks raise Strength when checking for modifiers. Heave Ho! raises Strength by 2 for purposes of throwing weapons. Weapon Handling raises Strength by 3 for purposes of checking the minimum requirement to use a weapon.
- The Bruiser trait raises Strength by 2, but lowers Action Points by the same amount.
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
- Bobblehead - Strength (+1)
- Ant Might quest perk (+1)
- Intense Training perk (+1)
- No Weaknesses perk (will raise base to 5 if below 5)
- Almost Perfect perk (will raise base to 9 if below 9)
- Temporary
- Armor and clothing
- Enclave power armor
- Linden's Outcast power armor (+1)
- Ashur's power armor (+1)
- Tribal power armor (+1)
- Laborer outfit (+1)
- Enclave Hellfire armor (+1)
- Brotherhood power armor (+2)
- Lyons' Pride power armor (+2)
- Outcast power armor (+2)
- Power armor (+2)
- Consumables
- Perks
- Nerd Rage! (raised to 10 when Hit Points are below 20%)
- Solar Powered (+2 between 6 AM and 6 PM)
Fallout: New Vegas[]
Modifies: Melee Weapons skill, Melee Damage, Carry Weight and which weapons the Courier is strong enough to use.
Weapons strength requirement[]
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 | 7 | 12 | — |
Unstoppable Force | 7 | 12 | Melee Weapons 90 |
Weapon Handling | <10 | 16 | — |
Burden to Bear | 6 | 30 | Endurance 6 |
Interactions that require Strength stat[]
- 6 Strength to intimidate No-bark Noonan into talking about the local happenings in Novac.
- 7 Strength to "convince" Tyrone to hand over the drug chemicals for free during Don't Make a Beggar of Me.
- 7 Strength to put Carlyle St. Clair III in a sleeper hold (non-lethally rendering him unconscious) during Beyond the Beef.
- 7 Strength to scare Private Edwards into giving up his NCR dogtag to give to First Sergeant Astor during We Will All Go Together.
- 7 Strength to force the vagrant to tell you where to find Max and the "odd gun" he has during I Could Make You Care.
- 8 Strength to threaten the Gomorrah receptionist into giving up Cachino's room key during How Little We Know.
- 9 Strength to successfully intimidate the Omerta thugs into backing off during Bye Bye Love (8 Strength results in only the lead thug attacking).
Ways to increase Strength[]
- Permanent
- Strength Implant available at the New Vegas medical clinic (+1)
- Intense Training perk (+1)
- The Apocalypse or The End will allow raising any one primary statistic by 1. Completing the quest
- Can switch between these two perks after completing the Old World Blues quest:
- Spineless perk (+1)
- Reinforced Spine perk (+2)
- The bonus is not added to base Strength, so when leveling it will not count toward qualifying for perks.
- Temporary
- Armor and clothing
- Brotherhood T-51b power armor (+1)
- Remnants power armor (+1)
- T-51b power armor (+1)
- Lobotomite jumpsuit (+1)
- Courier duster (+1, Caesar's Legion)
- Marked tribal armor (+1)
- Scorched Sierra power armor (+1)
- Brotherhood T-45d power armor (+2)
- T-45d power armor (+2)
- Consumables
- Food
- Bighorner steak (+1 - +3 depending on Survival skill)
- Brahmin steak (+1 - +3 depending on Survival skill)
- Cook-Cook's Fiend stew (+1 - +3 depending on Survival skill)
- Mole rat stew (+1 - +3 depending on Survival skill)
- Alcohol (effects do not stack)
- Beer (+1 - +3 depending on Survival skill)
- Dixon's whiskey (+1 - +3 depending on Survival skill)
- Jake Juice (+1 - +3 depending on Survival skill)
- Rum & Nuka (+1 - +3 depending on Survival skill)
- Scotch (+1 - +3 depending on Survival skill)
- Vodka (+1 - +3 depending on Survival skill)
- Whiskey (+1 - +3 depending on Survival skill)
- Wine (+1 - +3 depending on Survival skill)
- Irradiated beer (+1 - +3 depending on Survival skill)
- Irradiated scotch (+1 - +3 depending on Survival skill)
- Irradiated whiskey (+1 - +3 depending on Survival skill)
- Moonshine (+2)
- Sierra Madre martini (+2)
- Wasteland tequila (+2 - +6 depending on Survival skill)
- Battle Brew (+2 for 20 seconds, then +1)
- Large wasteland tequila (+3 - +9 depending on Survival skill)
- Chems
- Buffout (+2)
- Ant nectar (+4)
- Food
- Perks
- Meat of Champions (+1 for 60 seconds after eating a corpse)
- Nerd Rage! (raised to 10 when Hit Points are below 20%)
- Solar Powered (+2 between 6 AM and 6 PM when outdoors)
- Atomic! (+2 while taking radiation damage)
- Traits
- Claustrophobia (+1 while outdoors, but -1 indoors)
- Early Bird (+2 between 6am and 12pm, but -1 between 6pm and 6am)
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[]
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[]
Rank | Description | 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 | 0001DAFE | ||
9 | 2 | Punching attacks now do 40% more damage and can disarm your opponent. | 1.4 | .10 | .00 | 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 | 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 | 00065E42 | ||
46 | 5 | Punching attacks now do double damage. Criticals in V.A.T.S. will paralyze your opponent. | 2.0 | .10 | .15 | 00065E43 |
Rank | Description | Form ID | ||||||
---|---|---|---|---|---|---|---|---|
2 | ||||||||
1 | 1 | Swing for the fences! Do 20% more melee weapon damage. | 1.2 | .00 | .00 | 0004A0B5 | ||
7 | 2 | You now do 40% more melee weapon damage and gain a chance to disarm your opponent. | 1.4 | .10 | .00 | 000E36FC | ||
15 | 3 | You now do 60% more melee weapon damage and gain an increased chance to disarm your opponent. | 1.6 | .15 | .00 | 000E36FD | ||
27 | 4 | You now do 80% more melee weapon damage and hit all targets in front of you. | 1.8 | .15 | .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 | .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
- Level (+1)
- Strength bobblehead (+1)
- You're SPECIAL! book (+1)
- SCAV! - Motivationally Moneyless (+1/2/3 depending on current amount of bottlecaps)
- Temporary
- Armor and clothing
- Champion left arm (+1)
- Black Ops chest piece (+1)
- Army fatigues (+1)
- Baseball uniform (+1)
- Dirty army fatigues (+1)
- Furry undergarments (+1)
- Patchwork sweater & furry pants (+1)
- Mason's outfit (+1)
- Grognak costume (+2)
- Wildman rags (+2)
- Power armor frame Strength set to 11. This can exceed the normal SPECIAL limit of 10 to potentially going as high as 14 with military paint job (+1) and motion-assist servos (+2).
- Legendary armor effects
- Fortifying (+1)
- Rad Powered (Up to +7)
- Consumables
- Food
- Grilled hermit crab (+2)
- Alcohol (Effects do not stack) (Effects are doubled with Party Boy/Girl (rank 2))
- Beer (+1)
- Bobrov's Best moonshine (+1)
- Bourbon (+1)
- Gwinnett ale (+1)
- Gwinnett brew (+1)
- Gwinnett lager (+1)
- Gwinnett pale (+1)
- Gwinnett pilsner (+1)
- Gwinnett stout (+1)
- Ice cold beer (+1)
- Ice cold Gwinnett ale (+1)
- Ice cold Gwinnett brew (+1)
- Ice cold Gwinnett lager (+1)
- Ice cold Gwinnett pale (+1)
- Ice cold Gwinnett pilsner (+1)
- Ice cold Gwinnett stout (+1)
- Ice cold Nuka-Bombdrop (+1)
- Ice cold Nuka-Cola Dark (+1)
- Nuka-Bombdrop (+1)
- Nuka-Cola Dark (+1)
- Poisoned wine (+1)
- Rum (+1)
- Vodka (+1)
- Wine (+1)
- Whiskey (+2)
- Dirty Wastelander (+3)
- Chems
- X-cell (+2)
- Buffout (+2)
- Buffjet (+3)
- Bufftats (+3)
- Psychobuff (+3)
- Mysterious serum (+5)
- Strong sludge cocktail (+1 - +5 based on rads)
- Food
- Perks
- Solar Powered (rank 1) (+2 between 6:00 a.m. - 6:00 p.m.)
- SCAV! - Motivationally Moneyless (+1 - +3 based on caps possessed)
- Settlement objects
- Weight bench (+1) (grants Strength Training perk, can be replaced if other stat-boosting objects are used)
Fallout 76[]
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.
- Bobblehead: Strength (+2 for 1 hour or 2 hours with Curator)
- Armor and apparel:
- Power armor chassis Increases Strength to 11 if below.
- "Brotherhood of Steel," "Enclave" or "Marine" underarmor with a treated lining mod (+1)
- "Secret Service" underarmor with a treated lining mod (+2)
- "Brotherhood of Steel" or "Marine" underarmor with a resistant lining mod (+1)
- "Enclave" underarmor with a resistant lining mod (+2)
- "Marine" or "Vault suit" underarmor with a protective lining mod (+1)
- "Brotherhood of Steel," "Enclave" or "Secret Service" underarmor with a protective lining mod (+2)
- "Vault suit" underarmor with a shielded lining mod (+1)
- "Brotherhood of Steel" or "Marine" underarmor with a shielded lining mod (+2)
- "Enclave" underarmor with a shielded lining mod (+3)
- "Secret Service" underarmor with a shielded lining mod (+4)
- Legendary effects:
- Strength (+1)
- Unyielding (+3)
- Magazines
- Mutations:
- Herd Mentality (+2 if grouped, -2 if solo)
- Perks:
- Solar Powered (+1 to +3 during the day)
- Radicool (up to +5)
- Legendary Strength (up to +5)
- Consumables:
- Food:
- Deathclaw steak (+2)
- Deathclaw Wellington (+3)
- Mole rat chunks (+1)
- Stingwing filet (+2)
- Drinks:
- Beer (+1)
- Blackwater Brew (+1)
- Bourbon (+1)
- Chally's milk (+1)
- Cranberry moonshine (+1)
- Mountain honey (+1)
- New River Red Ale (+1)
- Nuka-Cola Dark (+1)
- Oak Holler Lager (+1)
- Old Possum (+1)
- Pickaxe Pilsner (+1)
- Simple fern flower tea (+1)
- Steeped fern flower tea (+2)
- Rodgers' Reserve beer (+2)
- Rum (+1)
- Vodka (Fallout 76) (+1)
- Whiskey (+2)
- Wine (+1)
- Chems:
- Buffout (+2)
- Bufftats (+3)
- Psychobuff (+3)
- X-cell (+2)
- Food:
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[]
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