# Strength

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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 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.

### Strength-based perksEdit

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 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

Little Leaguer 4 2
Iron Fist 4 4
Strong Back 5 8 Endurance 5

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

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 fnvdm 7 12
Unstoppable Force 7 12 Melee Weapons 90
Weapon Handling <10 16

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.

## Fallout 4Edit

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.

$CarryWeight = 200 + (Strength \times 10)$
$DamageMultiplier = 1 + (Strength \times .1)$

In otherwords, each point of strength gives you an extra +10 carry capacity and 10% melee (and unarmed) damage.

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

### Strength based perksEdit

• Level 01: Iron Fist
• Channel your chi to unleash devastating fury! If you're the pugilistic sort and favor unarmed weaponry to inflict pain and suffering to an ever-more impressive degree, this is the perk for you! Let's not dwell on the slight shortfall of the difficulty in fighting multiple opponents at once; this focuses all of your muscle on one hapless fool.
Rank Level Strength Level Description
1 / 1 Punching attacks do 20% more damage.
2 9 1 Punching attacks now do 40% damage and can disarm opponent.
3 18 1 Punching attacks now do 60% damage. Unarmed power attacks have an increased chance to cripple your enemies limbs.
4 31 1 Punching attacks now do 80% more damage. Unarmed power attacks have an increased chance to cripple your enemies limbs.
5 46 1 Punching attacks now do double damage. Criticals in V.A.T.S will paralyze your opponent.

• Level 02: Big Leagues
• Swing for the fences! If you design a bludgeoning or bladed method of bringing an end to your foes, this is the perk to take. Though difficult to battle against multiple enemies in the same space, close combat is much more impressive when your damage is increased.
Rank Level Strength Level Description
1 / 2 Does 20% more melee weapon damage.
2 7 2 Does 40% more melee weapon damage and gains a chance to disarm your opponent.
3 15 2 Does 60% more melee weapon damage and gains an increased chance to disarm your opponent.
4 27 2 Does 80% more melee weapon damage and hit all targets in front of you.
5 42 2 Does double damage with a melee weapon and fans a chance to cripple your opponent or grand slam their head clean off.

• 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.

• 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.

• 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.
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.

• 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.
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.
2 22 9 While standing still, you gain 50% Damage Resistance and your melee and unarmed attacks deal 50% more damage.
3 43 9 While standing still you may automatically disarm enemies that use melee weapons against you.

• 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 over-sized 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 over-sized 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 StrengthEdit

Permanent
Temporary

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