Strength

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
** Food
*** Mississippi Quantum pie (+1)
** Alcohol (effects do not stack)
*** Beer (+1)
*** Scotch (+1)
*** Vodka (+1)
*** Whiskey (+1)
*** Wine (+1)
*** Moonshine (+2)
** Chems
*** Buffout (+2)
*** Ant nectar (+4)
* 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.
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)
* Completing the quest The Apocalypse or The End will allow raising any one primary statistic by 1.
* 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)
* 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.
:\begin{align}
CarryWeight &= 200 + (Strength \times 10) &= 200 + 10Strength\\
DamageMultiplier &= 1 + (Strength \times .1) &= 1 + \frac{Strength}{10}
\end{align}
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===
* 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
==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:
:CarryWeight = 150 + (Strength \times 5)
Unarmed:
:DamageMultiplier = 1 + (Strength \times .1)
1H / 2H:
:DamageMultiplier = 1 + (Strength \times .05)
===Strength-based perks===
Name 	Level	Rank	Description
Bandolier 	22 	1 	Ballistic weapon ammo weighs 45% less.
Bandolier 	22 	2 	Ballistic weapon ammo weighs 90% less.
Barbarian 	14 	1 	Every point of Strength adds +2 Damage Resist (Max 40). (No Power Armor)
Barbarian 	14 	2 	Every point of Strength adds +3 Damage Resist (Max 60). (No Power Armor)
Barbarian 	14 	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
Basher 	11 	2 	Gun bashing does +50% damage with a 10% chance to cripple your opponent
Bear Arms 	35 	1 	Heavy Guns weigh 30% less.
Bear Arms 	35 	2 	Heavy Guns weigh 60% less.
Bear Arms 	35 	3 	Heavy Guns weigh 90% less.
Blocker 	21 	1 	Take 15% less damage from your opponents' melee attacks.
Blocker 	21 	2 	Take 30% less damage from your opponents' melee attacks.
Blocker 	21 	3 	Take 45% less damage from your opponents' melee attacks.
Bullet Shield 	39 	1 	Gain 20 damage resistance while firing a heavy gun.
Bullet Shield 	39 	2 	Gain 40 damage resistance while firing a heavy gun.
Bullet Shield 	39 	3 	Gain 60 damage resistance while firing a heavy gun.
Expert Gladiator 	20 	1 	Your one-handed melee weapons now do +10% damage.
Expert Gladiator 	20 	2 	Your one-handed melee weapons now do +15% damage.
Expert Gladiator 	20 	3 	Your one-handed melee weapons now do +20% damage.
Expert Heavy Gunner	40 	1 	Your non-explosive heavy guns now do +10% damage.
Expert Heavy Gunner	40 	2 	Your non-explosive heavy guns now do +15% damage.
Expert Heavy Gunner	40 	3 	Your non-explosive heavy guns now do +20% damage.
Expert Shotgunner 	23 	1 	Your shotguns now do +10% damage.
Expert Shotgunner 	23 	2 	Your shotguns now do +15% damage.
Expert Shotgunner 	23 	3 	Your shotguns now do +20% damage.
Expert Slugger 	24 	1 	Your two-handed melee weapons now do +10% damage.
Expert Slugger 	24 	2 	Your two-handed melee weapons now do +15% damage.
Expert Slugger 	24 	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.
Full Charge 	33 	2 	Sprinting in Power Armor consumes no extra Fusion Core energy.
Gladiator 	2 	1 	Your one-handed melee weapons now do +10% damage.
Gladiator 	2 	2 	Your one-handed melee weapons now do +15% damage.
Gladiator 	2 	3 	Your one-handed melee weapons now do +20% damage.
Heavy Gunner 	30 	1 	Your non-explosive heavy guns now do +10% damage.
Heavy Gunner 	30 	2 	Your non-explosive heavy guns now do +15% damage.
Heavy Gunner 	30 	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)
Incisor 	34 	2 	Your melee attacks ignore 50% of your target's armor. (only for pointed weapons)
Incisor 	34 	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.
Iron Fist 	5 	2 	Your punching attacks now do +15% damage.
Iron Fist 	5 	3 	Your punching attacks now do +20% damage.
Lock and Load 	37 	1 	Heavy guns reload +10% faster.
Lock and Load 	37 	2 	Heavy guns reload +20% faster.
Lock and Load 	37 	3 	Heavy guns reload +30% faster.
Martial Artist 	16 	1 	Your melee weapons weigh 20% less, and you can swing them 10% faster.
Martial Artist 	16 	2 	Your melee weapons weigh 40% less, and you can swing them 20% faster.
Martial Artist 	16 	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.
Master Gladiator 	43 	2 	Your one-handed melee weapons now do +15% damage.
Master Gladiator 	43 	3 	Your one-handed melee weapons now do +20% damage.
Master Heavy Gunner	50 	1 	Your non-explosive heavy guns now do +10% damage.
Master Heavy Gunner	50 	2 	Your non-explosive heavy guns now do +15% damage.
Master Heavy Gunner	50 	3 	Your non-explosive heavy guns now do +20% damage.
Master Shotgunner 	45 	1 	Your shotguns now do +10% damage.
Master Shotgunner 	45 	2 	Your shotguns now do +15% damage.
Master Shotgunner 	45 	3 	Your shotguns now do +20% damage.
Master Slugger 	48 	1 	Your two-handed melee weapons now do +10% damage.
Master Slugger 	48 	2 	Your two-handed melee weapons now do +15% damage.
Master Slugger 	48 	3 	Your two-handed melee weapons now do +20% damage.
Ordnance Express 	31 	1 	Explosives weigh 30% less.
Ordnance Express 	31 	2 	Explosives weigh 60% less.
Ordnance Express 	31 	3 	Explosives weigh 90% less.
Pack Rat 	7 	1 	The weight of all junk items is reduced by 25%.
Pack Rat 	7 	2 	The weight of all junk items is reduced by 50%.
Pack Rat 	7 	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.
Pain Train 	41 	2 	Smash and stagger enemies by sprinting into them with Power Armor.
Pain Train 	41 	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.
Scattershot 	18 	2 	Shotguns now weigh 60% less and you reload them 20% faster.
Scattershot 	18 	3 	Shotguns now weigh 90% less and you reload them 30% faster.
Shotgunner 	10 	1 	Your shotguns now do +10% damage.
Shotgunner 	10 	2 	Your shotguns now do +15% damage.
Shotgunner 	10 	3 	Your shotguns now do +20% damage.
Slugger 	6 	1 	Your two-handed melee weapons now do +10% damage.
Slugger 	6 	2 	Your two-handed melee weapons now do +15% damage.
Slugger 	6 	3 	Your two-handed melee weapons now do +20% damage.
Strong Back 	26 	1 	Gain +10 to carry weight.
Strong Back 	26 	2 	Gain +20 to carry weight.
Strong Back 	26 	3 	Gain +30 to carry weight.
Strong Back 	26 	4 	Gain +40 to carry weight.
Sturdy Frame 	13 	1 	Armor weighs 25% less than normal.
Sturdy Frame 	13 	2 	Armor weighs 50% less than normal.
Traveling Pharmacy 	3 	1 	Weights of all Chems (including Stimpaks) are reduced by 30%.
Traveling Pharmacy 	3 	2 	Weights of all Chems (including Stimpaks) are reduced by 60%.
Traveling Pharmacy 	3 	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
** Grognak & the Ruby Ruins (+1)
* 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)
==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===
* Armorer
* Pain Train
===Strength-based weapons===
* Minigun
* Pipe wrench
* Ripper
* Shishkebab
* Super sledge (x2)
* Tire iron
==Gallery==
FO4 Strength Loading Screen.png|VDSG Fallout 4
==Video==
thumb|left|320px|Fallout 4 Strength promotional video
Category:SPECIAL
Category:Fallout primary statistics
Category:Fallout 2 primary statistics
Category:Fallout 3 primary statistics
Category:Fallout: New Vegas primary statistics
Category:Fallout 4 primary statistics
Category:Fallout 76 primary statistics
Category:Fallout: The Roleplaying Game SPECIAL
Category:Fallout Tactics primary statistics
Category:Fallout: The Board Game primary statistics
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