Carry Weight (Fallout 76)

Carry Weight is a statistic .
==Overview==
Carry Weight defines how much a player character can contain in their inventory until they are overencumbered, at which point they can no longer sprint or fast travel. Moving while overencumbered drains Action Points, like sprinting while not overencumbered. After all AP is used, one's movement will be greatly reduced.
Carry Weight is capped to an absolute limit of 1,500 pounds over the player character's current maximum Carry Weight,Patch 1.0.5.10 - Design and gameplay: "Carry Weight: Is now capped to an absolute limit of 1,500 pounds over the character's current maximum carry weight." though nothing prevents a player character from exceeding this limit. However, there are penalties such as the inability to drop or trade items until Carry Weight drops below this threshold; dropped items will be destroyed until then. This also prevents the player from adding items to any form of container, including but not limited to the stash box, scrapbox, and ammo storage box. 
Game settings for carrying capacity:
* fAVDCarryWeightBase = 150.0
* fAVDCarryWeightMult = 5.0
:\text{Carrying capacity}=\text{fAVDCarryWeightBase}+(\text{Strength}*\text{fAVDCarryWeightMult})
All player characters have a base Carry Weight of 150 and a base Strength of 1, where each point of Strength grants bonus Carry Weight of 5. This puts the actual base Carry Weight to 155.
The carrying capacity of a player character can be increased through several ways, which will all come down to three things: 
* Bonus Carry Weight
* Bonus Strength
* Item weight reduction
==Carry weight modification==
===Backpacks===
Backpacks are worn equipment which help player characters carry more items. With the introduction of Wild Appalachia, those who complete The Order of the Tadpole are rewarded with, and become able to craft, a backpack that provides +10/+20/+30/+40/+50/+60 Carry Weight, at levels 1/10/20/30/40/50, respectively.
Another, smaller backpack increases Carry Weight by half the amount of a normal backpack. The plan for the small backpack can be found in the overseer's cache in Morgantown Airport. After learning, the small backpack can be crafted at an armor workbench. While it increases Carry Weight less than the normal backpack, it is nonetheless useful to increase one's Carry Weight without the need to complete a lengthy questline. It provides +5/+10/+15/+20/+25/+30 Carry Weight, at levels 1/10/20/30/40/50, respectively.
====Backpack modifications====
Modifications are alterations done to an item, such as armor, which increase and/or decrease their stats, as well as gain use of certain attributes.
The backpacks can have mods applied onto them; three of which strengthen Carry Weight and four that weaken: 
Backpack Modifications	Backpack Modifications 	Backpack Modifications	Backpack Modifications	Backpack Modifications	Backpack Modifications	Backpack Modifications	Backpack Modifications	Backpack Modifications	Backpack Modifications	Backpack Modifications	Backpack Modifications	Backpack Modifications	Backpack Modifications	Backpack Modifications	Backpack Modifications	Backpack Modifications	Backpack Modifications
Mod 	Effect 	Backpack 	Backpack 	Backpack 	Backpack 	Backpack 	Backpack 	Small Backpack 	Small Backpack 	Small Backpack 	Small Backpack 	Small Backpack 	Small Backpack 	 	 	 	
Mod 	Effect 	1 	10 	20 	30 	40 	50 	1 	10 	20 	30 	40 	50 	 	 	 	
Armor Plated 	Damage Resistance 	+15 	+30 	+45 	+60 	+75 	+90 	+15 	+30 	+45 	+60 	+75 	+90 	 	 	 	
Armor Plated 	Carry Weight 	-5 	-10 	-15 	-20 	-25 	-30 	-2.5 	-5 	-7.5 	-10 	-12.5 	-15 	 	 	 	
Chemist 	Chem Weight 	-90% 	-90% 	-90% 	-90% 	-90% 	-90% 	-90% 	-90% 	-90% 	-90% 	-90% 	-90% 	-90% 	 	 	
Grocer 	Food and Drink Weight 	-90% 	-90% 	-90% 	-90% 	-90% 	-90% 	-90% 	-90% 	-90% 	-90% 	-90% 	-90% 	-90% 	 	 	
High Capacity 	Carry Weight 	+10 	+20 	+30 	+40 	+50 	+60 	+5 	+10 	+15 	+20 	+25 	+30 	 	 	 	
High Capacity 	Energy and Rad Resistance	-10 	-20 	-30 	-40 	-50 	-60 	-10 	-20 	-30 	-40 	-50 	-60 	 	 	 	
Insulated 	Energy Resistance 	+15 	+30 	+45 	+60 	+75 	+90 	+15 	+30 	+45 	+60 	+75 	+90 	 	 	 	
Insulated 	Carry Weight 	-5 	-10 	-15 	-20 	-25 	-30 	-2.5 	-5 	-7.5 	-10 	-12.5 	-15 	 	 	 	
Lead Lined 	Radiation Resistance 	+15 	+30 	+45 	+60 	+75 	+90 	+15 	+30 	+45 	+60 	+75 	+90 	 	 	 	
Lead Lined 	Carry Weight 	-5 	-10 	-15 	-20 	-25 	-30 	-2.5 	-5 	-7.5 	-10 	-12.5 	-15 	 	 	 	
Refrigerated 	Food Spoilage Rate 	-50% 	-50% 	-50% 	-50% 	-50% 	-50% 	-50% 	-50% 	-50% 	-50% 	-50% 	-50% 	-50% 	 	 	
Refrigerated 	Carry Weight 	-5 	-10 	-15 	-20 	-25 	-30 	-2.5 	-5 	-7.5 	-10 	-12.5 	-15 	 	 	 	
===S.P.E.C.I.A.L.===
SPECIAL is the primary statistics which affect derived statistics. Strength, a primary stat, affects Carry Weight and Melee Damage, derived stats. Thus, having more Strength means more Carry Weight and more Melee Damage. A player character's SPECIAL Strength can be increased, up to 15, by allocating perk points into Strength. Perk points are gained through leveling up, or by equipping one of the seven legendary perk cards which grant both the stats and perk points, such as Legendary Strength.
===Perk Cards===
Perk cards are cards that grant player characters various abilities. These are earned through leveling up or opening card packs. Some enhance with stronger or additional stats, others pass benefits under certain conditions, and yet more diminish or remove weaknesses. If in a party, a party member with enough Charisma can share these cards with their party.
====Weight-related perks====
Several weight perk cards assist in lightening the burden of weight, with higher tier cards reducing more:
Weight-related Perks	Weight-related Perks 	Weight-related Perks	Weight-related Perks	Weight-related Perks	Weight-related Perks
Strength 	Strength 	Strength 	Strength 	Strength 	Strength
Perk 	Effect 	Rank 	Rank 	Rank 	Rank
Perk 	Effect 	1 	2 	3 	4
Arms Keeper 	Rifle Weight 	-25% 	-50% 	-75% 	
Bandolier 	Ballistic Ammo Weight 	-45% 	-90% 	 	
Bear Arms 	Heavy Gun Weight 	-30% 	-60% 	-90% 	
Martial Artist 	Melee Weapon Weight Melee Weapon Attack Speed	-20% +10% 	-40% +20% 	-60% +30% 	
Ordnance Express 	Explosive Weight 	-30% 	-60% 	-90% 	
Pack Rat 	Junk Weight 	-30% 	-60% 	-90% 	
Scattershot 	Shotgun Weight Shotgun Reload Speed 	-30% +10% 	-60% +20% 	-90% +30% 	
Strong Back 	Carry Weight 	+10 	+20 	+30 	+40
Sturdy Frame 	Armor Weight 	-25% 	-50% 	 	
Traveling Pharmacy 	Chem and Stimpak Weight 	-30% 	-60% 	-90% 	
Intelligence 	Intelligence 	Intelligence 	Intelligence 	Intelligence 	Intelligence
Perk 	Effect 	Rank 	Rank 	Rank 	Rank
Perk 	Effect 	1 	2 	3 	4
Batteries Included 	Energy Ammo Weight 	-30% 	-60% 	-90% 	
Portable Power 	Power Armor Part and Chassis Weight 	-30% 	-60% 	-90% 	
Agility 	Agility 	Agility 	Agility 	Agility 	Agility
Perk 	Effect 	Rank 	Rank 	Rank 	Rank
Perk 	Effect 	1 	2 	3 	4
Packin' Light 	Pistol Weight 	-25% 	-50% 	-75% 	
Thru-hiker 	Food and Drink Weight 	-30% 	-60% 	-90% 	
====Strength-related perks====
Not to be confused with perks cards in the Strength category, these perk cards affect one's total Strength, which in turn affect their Carry Weight and Melee Damage.
* Endurance perks:
** Radicool - The greater your rads, the greater your strength! (+5 STR Max)
*** Having at least 101 rads grants +1 STR.
*** Having at least 191 rads grants +2 STR.
*** Having at least 281 rads grants +3 STR.
*** Having at least 371 rads grants +4 STR.
*** Having at least 461 rads grants +5 STR.
** Solar Powered - Gain +1/+2/+3 to STR and END between the hours of 6:00 a.m. and 6:00 p.m.
** Rejuvenated - You gain increased/much increased benefit from being Fully Fed or Fully Hydrated.
*** Gain +1 STR, +5/+10 Max HP, and +5%/+10% Disease Resistance from being Fully Fed.
*** Gain +1 END, +5%/10% AP Regen, and +5%/10% Disease Resistance from being Fully Hydrated.
* Legendary perks:
** Legendary Strength - +1/+2/+3/+5 STR and +1/+2/+3/+5 STR Perk Points. Perk Points cap at 15.
*** Despite not gaining Strength perk points for equipping this card while having allocated 14 SPECIAL points into Strength, one will still receive Strength points and, therefore, be granted with more Carry Weight.
===Survival needs===
Food and water keeps character players' Hunger and Thirst in check. In terms of Carry Weight, it is only when the player character has at least 81% of their Hunger filled, granting the Fully Fed condition, that they gain +1 STR, along with +35 Max HP and +35% disease resistance. This is enhanced by the Rejuvenated perk card, granting a total of +2 STR, +40/+45 Max HP, and +40%/+45% Disease Resistance.
===Consumables===
There are a plethora of consumable items a player character may use to modify their Carry Weight temporarily, with additional effects. Some of these directly change the player character's Carry Weight, while many of them modify Carry Weight indirectly by increasing or decreasing the Strength statistic, which in turn changes carry weight according to the formula above.
Consumables 	Consumables 	Consumables	Consumables	Consumables	Consumables	Consumables	Consumables	Consumables	Consumables 	Consumables 	Consumables	Consumables
Image 	Name 	S 	P 	E 	C 	I 	A 	L 	Carry Weight 	Other Effects 	[mins] 	
 	Beer 	+1 	 	 	+1 	-1 	 	 	 	 	3 	1
 	Blackwater Brew 	+1 	 	 	+1 	-1 	 	 	 	 	3 	1
 	Bobblehead: Strength 	+2 	 	 	 	 	 	 	 	 	60 	0.01
 	Bourbon 	+1 	 	+1 	 	-1 	 	 	 	 	4 	1
 	Buffout 	+2 	 	+2 	 	 	 	 	 	+25 Max HP 	5 	0.25
 	Bufftats 	+3 	+3 	+3 	 	 	 	 	 	+40 Max HP 	5 	0.25
 	Carry weight booster 	 	 	 	 	 	 	 	+50 	 	30 	0.1
 	Chally's milk 	+1 	 	 	 	 	 	 	 	+12 HP, -25 Rads 	30 	0.25
 	Cramburger 	 	 	 	 	 	 	 	+20 	+60 HP, +10 Rads 	30 	1
 	Cranberry moonshine 	+1 	 	 	+1 	-1 	 	 	 	+25 Max HP 	5 	1.2
 	Day Tripper 	-2 	 	 	+3 	 	 	+3 	 	 	10 	0.25
 	Deathclaw steak 	+2 	 	 	 	 	 	 	 	+60 HP, +10 Rads 	30 	1.5
 	Deathclaw Wellington 	+3 	 	 	 	 	 	 	 	+90 HP, +5 Rads 	60 	1
 	Fried radtoad legs 	 	 	 	 	 	 	 	+20 	+60 HP, +2 Rads 	60 	1
 	Grilled radstag 	 	 	 	 	 	 	 	+20 	+60 HP, +10 Rads 	30 	1.5
 	Grilled radtoad 	 	 	 	 	 	 	 	+10 	+25 HP, +2 Rads 	30 	0.25
 	Grognak & the Ruby Ruins 	+1 	 	 	 	 	 	 	 	 	60 	0.01
 	Grognak the Barbarian 6 	 	 	 	 	 	 	 	 	-75% Melee Weapon Weight 	30 	0.01
 	Grognak the Barbarian 9 	 	 	 	 	 	 	 	+10 	 	30 	0.01
 	Gulper stuffed foot 	+2 	 	 	 	 	 	 	 	+30 HP, +5 Rads 	60 	0.1
 	Liquid Courage 	+1 	 	 	 	 	 	+1 	 	Immunity to Uncontrollable Fear 	4 	1
 	Lunchbox 	 	 	 	 	 	 	 	+15 (1/9 chance)	+25% XP 	75 	0.1
 	(Vintage) Mire Magic Moonshine	+2 (+4) 	 	 	-1 (-2) 	-1 (-2) 	 	 	 	-15 Damage Resistance on enemies hit by melee, +50% (+100%) Damage dealt with the Gulper Smacker, (+25 Damage Resistance) 	4 	1
 	Mole rat chunks 	+1 	 	 	 	 	 	 	 	+25 HP, +4 Rads 	30 	0.5
 	Mole rat jerky 	+1 	 	 	 	 	 	 	 	+25HP, +5 Rads 	30 	0.5
 	Mountain honey 	+1 	 	 	+1 	-1 	 	 	 	+25 Max HP 	5 	1.2
 	Mystery meat pie 	 	 	+3 	 	 	 	 	+20 	+60 HP, +2 Rads 	30 	1
 	New River Red Ale 	+1 	 	 	+1 	-1 	 	 	 	 	3 	1
 	Nuka-Cola Dark 	+1 	-1 	+1 	 	 	 	 	 	 	3 	1
 	Nuka-Cola Twist 	 	 	 	 	 	 	 	 	+2 random SPECIAL stat, +40 HP, +10 AP, +5 Rads 	10 	1
 	(Vintage) Nukashine 	[-1] 	 	[-1] 	 	 	[-1] 	 	 	+50% AP Regen, -80% Sprint AP Cost, +25% Fall Speed, +30 Rads, (+25 Damage Resistance, +100% Unarmed Damage), then [Blackout]	2, then 1/3	1
 	Oak Holler Lager 	+1 	 	 	+1 	-1 	 	 	 	 	3 	1
 	Old Possum 	+1 	 	 	+1 	-1 	 	 	 	 	3 	1
 	Pepperoni roll 	 	 	 	 	 	 	 	+30 	+20 HP, +2 Rads 	60 	0.1
 	Pickaxe Pilsner 	+1 	 	 	+1 	-1 	 	 	 	 	3 	1
x50px|link=Psychobuff (Fallout 76)	Psychobuff 	+3 	 	+3 	 	 	 	 	 	+65 Max HP, +25% Damage 	3 	0.25
 	Rad Ant Lager 	 	 	 	 	 	 	 	+50, then -50 	 	1, then 1 	1
 	Ribeye steak 	 	 	 	 	 	 	 	+20 	+45 HP, +5 Rads 	30 	1
 	Roasted ant 	 	 	 	 	 	 	 	+10 	+25 HP, +2 Rads 	30 	0.25
 	Rodgers' Reserve beer 	+2 	 	 	+2 	-2 	 	 	 	 	3 	1
 	Rum 	+1 	 	 	 	-1 	+1 	 	 	 	4 	1
 	Scouts' Life 2 	 	 	 	 	 	 	 	+10 	 	30 	0.01
 	Simple fern flower tea 	+1 	 	 	 	 	 	 	 	+10 HP, +2 Rads 	30 	0.5
 	Smoked mirelurk fillets 	 	 	 	 	 	 	 	+30 	+250 HP, +2 Rads, Breathe Underwater 	90 	1
 	Steeped fern flower tea 	+2 	 	 	 	 	 	 	 	+25 HP, +1 Rad 	60 	0.5
 	Stingwing filet 	+2 	 	 	 	 	 	 	 	+45 HP, +5 Rads 	30 	0.5
 	Super chem Mk I 	+2 	 	 	 	 	 	 	 	+30% Melee Damage, +25 Damage Resistance 	5 	0.1
 	Vodka 	+1 	 	 	 	-1 	 	 	 	+25 Max HP 	3 	1
 	Whiskey 	+2 	 	 	 	-1 	 	 	 	 	4 	1
 	White Russian 	(-1) 	(-1) 	 	 	 	(-1) 	 	 	+25% Limb Damage Resistance, then (Mild Hangover) 	2, then 2 	1
 	Wine 	+1 	 	 	 	-1 	 	 	 	+15 AP 	3 	1
x50px|link=X-cell (Fallout 76) 	X-cell 	+2 	+2 	+2 	+2 	+2 	+2 	+2 	 	 	2 	0.25
x50px|link=Yao guai pastry 	Yao guai pastry 	 	 	 	 	 	 	 	+30 	+20 HP, +2 Rads 	60 	1
The Party Girl/Boy perk card will double/triple the positive effects of most alcoholic drinks, such as those listed here. The Cola Nut perk card will do the same to Nuka-Cola products.
Following this information, combining both Party Girl/Boy and Cola Nut enhances Nuka-Cola Dark's benefits immensely; the drink grants +6 STR and +6 END, and quenches thirst by 90%. These perks stack additively, not multiplicatively.
===Mutations===
Mutations are neutral conditions, which grant both positive and negative effects to affected player characters. These effects can be obtained when they are afflicted with radiation, through receiving radiation damage, consuming irradiated items, or entering radioactive areas, at which point the chance of mutating increases as they are more irradiated. Mutations can also be obtained by consuming serums; doing this suppresses any negative effects for an hour. There are five mutations that affect Carry Weight:
* Marsupial adds 20 to the player character's Carry Weight, while additionally providing improved jump height. Its negative effect reduces the player character's Intelligence by 4.
* Bird Bones reduces the player character's Strength by 4, which reduces both Carry Weight and Melee Damage. Its positive effect improves the player character's Agility by 4 and slows their fall.
* Eagle Eyes reduces the player character's Strength by 4. Its positive effect improves the player character's Perception by 4 and increases Critical Damage by 25%.
* Egg Head reduces the player character's Strength and Endurance by 3. Its positive effect improves the player character's Intelligence by 6.
* Herd Mentality increases all SPECIAL stats by 2 when the player character is on a team but reduces those stats by 2 when they are solo.
The Strange in Numbers perk card strengthens mutation benefits by 25% if other members on one's team are mutated as well. It boosts Marsupial's Carry Weight bonus to 25, as well as further improving its jump height. It will also increase Herd Mentality's SPECIAL stat gain to +3.
The Class Freak perk card reduces the negative effects of mutations by 25%/50%/75%. This will effectively reduce the SPECIAL stat loss, from mutations listed above, down to -1.
====Mutations regarding consumption====
If affected by the Carnivore mutation, consuming any of the listed meat items above will double the benefits, along with doubled healing and hunger restoration. The nullification of disease chance from consuming meat does nothing here as the meat items listed here are cooked; they do not have chances to inflict diseases. 
Additionally, if equipping the Strange in Numbers perk card, the benefits, healing, and hunger restoration are further increased by half; from a bonus multiplier of 2.0 to 2.5. For example, eating smoked mirelurk fillets while being affected by Carnivore and equipping Strange in Numbers will grant the consumer a carry weight bonus of 75, a healing of 625 HP, and a filling hunger restoration of 62.5%.
===Addictions===
Addictions are semipermanent negative conditions in which certain stats are reduced while a player character is afflicted by them, and can stack when there are multiple addictions present. It is applied by chance when using certain consumables, and can be suppressed or cured. There are five addictions that reduce Strength specifically, lowering Carry Weight in turn:
Addictions 	Addictions	Addictions	Addictions	Addictions	Addictions	Addictions	Addictions	Addictions 	Addictions 	Addictions
Addiction 	S 	P 	E 	C 	I 	A 	L 	Other Effects 	 	
Buffout addiction 	-1 	 	-1 	 	 	 	 	 	Buffout Bufftats 	25% 35%
Fury addiction 	-1 	-1 	 	 	 	 	 	 	Fury 	35%
Overdrive addiction	-1 	 	 	 	-1 	 	 	 	Overdrive 	35%
Psycho addiction 	-1 	 	 	 	 	 	 	-10 Damage Resistance	Psycho Psychobuff Psychotats	25% 35% 35%
X-cell addiction 	-1 	-1 	-1 	-1 	-1 	-1 	-1 	 	X-cell 	35%
===Diseases===
Like addictions, diseases also reduce certain stats while a player character is afflicted by them, and can stack when there are multiple diseases present. However, these are temporary instead. It is applied by chance when interacting with unsanitary items, enemies, or environments, and can be prevented or cured. There are three diseases that reduce Strength and/or Carry Weight:
* The Blight - -1 all SPECIAL stats, for 30 minutes.
** Inflicted by a diseased Scorchbeast, Grafton Monster, mega sloth or mirelurk queen.
* Flap Limb - -2 STR, for 60 minutes.
** Inflicted by a diseased mirelurk.
* Needle Spine - -10 Carry Weight, for 15 minutes.
** Inflicted by a diseased angler.
===Armor mods===
There are four armor modifications that allow the wearer to carry more items and/or reduce the specific item's weight:
* Pocketed - An armor mod that increases Carry Weight by 10, for the torso, and 5, for the limbs. Increases weight of armor by 10%.
* Deep pocketed - An armor mod that increases Carry Weight by 20, for the torso, and 10, for the limbs. Increases weight of armor by 15%.
* Lighter build - An armor mod that reduces the weight of armor by 40% and increases AP by 2.
* Ultra-light build - An armor mod that reduces the weight of armor by 80% and increases AP by 5.
====Underarmor linings====
There exists four tiers of underarmor linings that apply SPECIAL stat and minor resistance bonuses, each tier providing more the higher it is. Various amounts of Strength is granted from five of the seven types of underarmor when modded.
Underarmor Linings	Underarmor Linings 	Underarmor Linings	Underarmor Linings	Underarmor Linings	Underarmor Linings	Underarmor Linings	Underarmor Linings	Underarmor Linings	Underarmor Linings	Underarmor Linings	Underarmor Linings	Underarmor Linings
Underarmor Lining 	Underarmor Type 	 	 	 	S 	P 	E 	C 	I 	A 	L 	
Treated Lining 	Brotherhood of Steel	+6 	+4 	+2 	+1 	 	+1 	 	 	 	 	+20%
Treated Lining 	Enclave 	+4 	+6 	+1 	+1 	+1 	 	 	 	 	 	+20%
Treated Lining 	Marine 	+4 	+4 	+4 	+1 	 	+1 	 	 	 	 	+20%
Treated Lining 	Secret Service 	+6 	+6 	+6 	+2 	 	+2 	 	 	 	 	+20%
Resistant Lining 	Brotherhood of Steel	+8 	+6 	+3 	+1 	 	+2 	 	 	 	 	+30%
Resistant Lining 	Enclave 	+6 	+8 	+3 	+2 	+1 	 	 	 	 	 	+30%
Resistant Lining 	Marine 	+6 	+6 	+6 	+1 	+1 	+1 	 	 	 	 	+30%
Resistant Lining 	Secret Service 	+9 	+9 	+9 	+2 	+2 	+2 	 	 	 	 	+30%
Protective Lining 	Brotherhood of Steel	+10 	+8 	+4 	+2 	 	+2 	 	 	 	 	+35%
Protective Lining 	Enclave 	+8 	+10 	+4 	+2 	+2 	 	 	 	 	 	+35%
Protective Lining 	Marine 	+8 	+8 	+8 	+1 	+1 	+2 	 	 	 	 	+35%
Protective Lining 	Secret Service 	+12 	+12 	+12 	+2 	+2 	+4 	 	 	 	 	+35%
Protective Lining 	Vault Suit 	+4 	+4 	+4 	+1 	 	+1 	 	+2 	 	+2 	+35%
Shielded Lining 	Brotherhood of Steel	+13 	+9 	+5 	+2 	 	+3 	 	 	 	 	+40%
Shielded Lining 	Enclave 	+9 	+13 	+5 	+3 	+2 	 	 	 	 	 	+40%
Shielded Lining 	Marine 	+9 	+9 	+9 	+2 	+1 	+2 	 	 	 	 	+40%
Shielded Lining 	Secret Service 	+15 	+15 	+15 	+4 	+2 	+4 	 	 	 	 	+40%
Shielded Lining 	Vault Suit 	+5 	+5 	+5 	+1 	 	+2 	 	+2 	 	+2 	+40%
===Legendary effects===
Legendary effects are special modifiers that enhance weapons and armor in various ways, with up to three modifiers on a single weapon or armor piece, shown by the number of stars next to the name of the item. Regarding Carry Weight, there are eight effects that modify a player character's Carry Weight, the weight of the starred item itself and/or other items they are carrying.
* Weapons may have a third star effect and armor a second star effect of providing +1 Strength.
* Weapons may have a third star effect "Lightweight," which reduces its own base weight by 90%. This can be further reduced, with Bear Arms, Martial Artist, Scattershot or Packin' Light, but doesn't provide any weight reduction to any mods on this weapon.
* Armor with the first star effect "Weightless" reduces its own weight by 90% and also can be further reduced, with Sturdy Frame. In addition, Weightless armor does not count against the Chameleon mutation.
* Armor with the first star effect "Unyielding" can add up to 3 to all stats, except Endurance, dependant on how low the player's health is.
** Having at most 60% HP grants +1 to all SPECIAL stats, except END.
** Having at most 40% HP grants +2 to all SPECIAL stats, except END.
** Having at most 20% HP grants +3 to all SPECIAL stats, except END.
* Armor may have one of four third star effects that reduce weight. These effects stack (with perks) up to a cap of 90%:
** Ammo weight reduced by 20%.
** Food, drink, and chem weights reduced by 20%.
** Junk weight reduced by 20%.
** Weapon weight reduced by 20%.
*** This stacks with all specific weapon weight perks and the third star effect "Lightweight" in a way that allows the reduction to effectively reach 99%.
===Power armor===
Power armor is a type of equipment that covers the operator entirely from head to toe. These power armors are chassis with parts attached onto it, with each part increasing the operator's survivability.
In terms of Carry Weight, the power armor chassis alone sets the Strength of operators to 11, provided their Strength is below 11; useful for those who lack investment into Strength and this effect ignores Legendary Strength. In addition, components attached to it are weightless. 
However, any equipped armor beneath the power armor will have their effects nullified, such as those providing bonuses to Strength or Carry Weight. The operator also may not use unarmed weapons, nullifying use of those providing said bonuses. Power armor users must also have at least one fusion core on them at all times to use the armor properly, increasing one's weight when carrying more fusion cores.
====Unique power armor====
When equipping power armor that includes a full set of components from one family, there are few that apply additional effects; two of which provide Carry Weight. 
The Excavator power armor provides 100 Carry Weight. Equipping both the left and right arms also quadruples ores mined from ore veins, except ultracite and uranium ores. Compared against the entire roster of power armor, the Excavator family grants the least Damage Resistance and Energy Resistance (240).
The Union power armor provides 75 Carry Weight and 150 Poison Resistance. Compared against the entire roster, the Union family grants the least Radiation Resistance (265).
====Power armor mods====
Like normal armor, power armor can be modified, and two mods are concerned in regards to Carry Weight:
* Motion-assist servos - A torso mod that increases Strength by 2. Increases weight of component by 10%.
* Calibrated shocks - A leg mod that increases Carry Weight by 50, totaling to 100 when modded into both legs. Increases weight of component by 20%.
===C.A.M.P. elements===
Certain objects or entities, built or spawned, within C.A.M.P.s or workshops have interactive functions besides the usual appealing visuals that these elements are made for. An example of this is the stash box, which serves as a private, instanced container, while also looking like a huge chest to depict storage. There are four C.A.M.P. elements that are involved with Strength and/or Carry Weight:
* Workshop objects:
** Weight bench - +2 STR, for 30 minutes.
* Lite allies:
** Maul - +1 STR, -30% melee weapon weight, and +20 Radiation Resistance, for 30 minutes, once a day.
** Katherine Swan - +1 PER and -50% energy ammo weight, for 30 minutes, once a day.
** Sam Nguyen - One of the following effects, for 30 minutes, once a day:
*** +2 CHR
*** -50% junk weight
*** x2 yield when harvesting wood or flora
*** Repair armor, power armor and weapons to 130% condition
*** -25% workshop object crafting cost
==References==
Category:Fallout 76 derived statistics