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Strength

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Strength
Strength2 icon
Fallout
modifiesHit Points, Melee Damage, Carry Weight, Weapon Strength Requirement
related perksBonus HtH Damage, Heave Ho!, Slayer, Strong Back
related traitsBruiser, Gifted
Fallout 2
modifiesHit Points, Melee Damage, Carry Weight, Weapon Strength Requirement
related perksAdrenaline Rush, Bonus HtH Damage, Heave Ho!, Pack Rat, Slayer, Stonewall, Strong Back
related traitsBruiser, Gifted
Fallout 3
modifiesMelee Weapons, Carry Weight, Melee Damage
related perksLittle Leaguer, Iron Fist, Strong Back
Fallout: New Vegas
modifiesMelee Weapon damage,
Melee Weapons Skill,
Maximum Carry Weight
related perksHeave, Ho!, Heavyweight, Stonewall, Strong Back, Super Slam!, Unstoppable Force, Weapon Handling
related traitsnone
Fallout Tactics
modifiesHit Points, Melee Damage, Carry Weight, Weapon Strength Requirement
related perksBonus HtH Damage, Heave Ho!, Slayer, Strong Back, Adrenaline Rush, Stonewall, Weapon Handling, Brutish Hulk, Steady Arm, Stunt Man, Talon of Fear
related traitsBruiser, Gifted
Van Buren, J.E. Sawyer's Fallout RPG
modifies?
related perks?
related traits?
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Gametitle-FO1Gametitle-FO2Gametitle-FO3Gametitle-FNVGametitle-FO4Gametitle-FOS
Gametitle-FO1Gametitle-FO2Gametitle-FO3Gametitle-FNVGametitle-FO4Gametitle-FOSGametitle-FOTGametitle-VBGametitle-JESGametitle-LHGametitle-TORN

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 TacticsEdit

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 StrengthEdit

  • 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 ST when checking for modifiers. Heave Ho! raises Strength by 2 for purposes of throwing weapons. Weapon Handling raises ST 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.

Fallout 3Edit

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.

Note that 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. 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, in case there was any confusion.

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 perksEdit

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

Ways to increase StrengthEdit

Permanent
Temporary

Fallout: New VegasEdit

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 perksEdit

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 fnvdmGametitle-FNV DM 7 12
Unstoppable Force 7 12 Melee Weapons 90
Weapon Handling <10 16
Burden to Bear Lonesome Road (add-on)Gametitle-FNV LR 6 30 Endurance 6

Ways to increase StrengthEdit

Permanent
Temporary

Level names and statisticsEdit

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).

NotesEdit

  • 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. Note: 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.

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