Strength

ページ名:Strength
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Primary statistic
Strength
Fallout 4 stat image
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 4
modifiesCarry Weight, Melee Damage
related perksIron Fist, Big Leagues, Strong Back, Weapon Handling
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
FoT Strength.png
Fallout and Fallout 3 / Fallout: New Vegas version
 ... 
Gametitle-FO1.pngGametitle-FO3.pngGametitle-FO4.png

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.

目次

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 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 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.

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.

ValueCarry WeightDamage Bonus*Skill Modifiers
1160+0.5Melee Weapons +2
2170+1Melee Weapons +4
3180+1.5Melee Weapons +6
4190+2Melee Weapons +8
5200+2.5Melee Weapons +10
6210+3Melee Weapons +12
7220+3.5Melee Weapons +14
8230+4Melee Weapons +16
9240+4.5Melee Weapons +18
10250+5Melee Weapons +20

Note:* Does NOT affect unarmed damage in any way (see discussion page).

Strength-based perks[]

PerkRequiredLevelAdditional Requirements
Little Leaguer42
Iron Fist44
Strong Back58Endurance 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)
  • Gametitle-FO3_BS.png Almost Perfect perk (will raise base to 9 if below 9)
Temporary
  • Alcohol (effects do not stack)
    • Beer, scotch, vodka, whiskey, wine (+1)
    • Moonshine (+2)
  • Armor and clothing
    • Enclave power armor, Linden's Outcast power armor (+1)
    • Gametitle-FO3_TP.png Ashur's power armor, tribal power armor, laborer outfit (+1)
    • Enclave Hellfire armor (+1)
    • Brotherhood power armor, Lyons' Pride power armor, Outcast power armor, power armor (+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)
  • Mississippi Quantum pie (+1)

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[]

PerkRequiredLevelAdditional Requirements
Heave, Ho!52Explosives 30
Strong Back58Endurance 5
Stonewall68Endurance 6
Super Slam!68Melee Weapons 45
Heavyweight Gametitle-FNV_DM.png712
Unstoppable Force712Melee Weapons 90
Weapon Handling<1016
Burden to Bear 630Endurance 6

Ways to increase Strength[]

Permanent
  • Strength Implant available at the New Vegas medical clinic (+1)
  • Intense Training perk (+1)
  • Gametitle-FNV_LR.png 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)
Temporary
  • Alcohol (effects do not stack)
    • Beer, Dixon's whiskey, Jake Juice, Rum & Nuka, scotch, vodka, whiskey, wine (+1 - +3 depending on Survival skill)
    • Irradiated beer, irradiated scotch, irradiated whiskey (+1 - +3 depending on Survival skill)
    • Moonshine (+2)
    • Gametitle-FNV_DM.png Sierra Madre martini (+2)
    • Wasteland tequila (+2 - +6 depending on Survival skill)
    • Gametitle-FNV_OWB.png Battle brew (+2 for 20 seconds, then +1)
    • Large wasteland tequila (+3 - +9 depending on Survival skill)
  • Armor and clothing
    • Brotherhood T-51b power armor, Remnants power armor, T-51b power armor (+1)
    • Gametitle-FNV_OWB.png Lobotomite jumpsuit (+1)
    • Courier duster, marked tribal armor, Scorched Sierra power armor (+1)
    • Brotherhood T-45d power armor, T-45d power armor (+2)
  • Chems
    • Buffout (+2)
    • Ant nectar (+4)
  • Food
    • Bighorner steak, brahmin steak, Cook-Cook's Fiend stew, mole rat stew (+1 - +3 depending on Survival skill)
  • 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)
  • Traits
    • Gametitle-FNV_OWB.png Claustrophobia (+1 while outdoors, but -1 indoors)
    • Early Bird (+2 between 6am and 12pm, but -1 between 6pm and 6am)

Level names and statistics[]

ValueNameCarry WeightMelee Damage BonusSkill Modifiers
1Wet Noodle1600.5Melee Weapons +2
2Beached Jellyfish1701.0Melee Weapons +4
3Doughy Baby1801.5Melee Weapons +6
4Lightweight1902.0Melee Weapons +8
5Average Joe2002.5Melee Weapons +10
6Barrel Chested2103.0Melee Weapons +12
7Beach Bully2203.5Melee Weapons +14
8Circus Strongman2304.0Melee Weapons +16
9Doomsday Pecs2404.5Melee Weapons +18
10Hercules' Bigger Cousin2505.0Melee 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. 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 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.

C a r r y W e i g h t = 200 + ( S t r e n g t h × 10 ) {\displaystyle CarryWeight=200+(Strength\times 10)} {\displaystyle CarryWeight=200+(Strength\times 10)} D a m a g e M u l t i p l i e r = 1 + ( S t r e n g t h × .1 ) {\displaystyle 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 Perks[]

  • 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.


RankLevelStrength LevelDescription
1/1Punching attacks do 20% more damage.
291Punching attacks now do 40% damage and can disarm opponent.
3181Punching attacks now do 60% damage. Unarmed power attacks have an increased chance to cripple your enemies limbs.
4311Punching attacks now do 80% more damage. Unarmed power attacks have an increased chance to cripple your enemies limbs.
5461Punching 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.


RankLevelStrength LevelDescription
1/2Does 20% more melee weapon damage.
272Does 40% more melee weapon damage and gains a chance to disarm your opponent.
3152Does 60% more melee weapon damage and gains an increased chance to disarm your opponent.
4272Does 80% more melee weapon damage and hit all targets in front of you.
5422Does 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 of your companions, choose this perk.


RankLevelStrength LevelDescription
1/3Gain access to base level and Rank 1 armor mods.
2133Gain access to Rank 2 armor mods.
3253Gain access to Rank 3 armor mods.
4393Gain 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.


RankLevelStrength LevelDescription
1/4Gain access to base level and Rank 1 melee weapon mods.
2164Gain access to Rank 2 melee weapon mods.
3294Gain 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.


RankLevelStrength LevelDescription
1/5Heavy guns do 20% more damage.
2115Heavy guns do 40% more damage and have improved hip-fire accuracy.
3215Heavy guns do 60% more damage and hip-fire accuracy is improved even more.
4355Heavy guns do 80% more damage and have a chance to stagger your opponent.
5475Heavy 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.


RankLevelStrength LevelDescription
1/6Gain +25 to carry weight.
2106Gain +50 to carry weight.
3206When overburdened you can use action points to run.
4306When 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.


RankLevelStrength LevelDescription
1/7Hip fire accuracy is improved when firing any gun.
2287Hip 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.


RankLevelStrength LevelDescription
1/8Gun bashing does 25% more damage.
258Gun bashing does 50% more damage and possibly cripples your opponent.
3148Gun bashing does 75% more damage and has an increased chance to cripple your enemy.
4268Gun 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.


RankLevelStrength LevelDescription
1/9While standing still, you gain 25% Damage Resistance and your melee and unarmed attacks deal 25% more damage.
2229While standing still, you gain 50% Damage Resistance and your melee and unarmed attacks deal 50% more damage.
3439While 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.


RankLevelStrength LevelDescription
1/10While wearing Power Armor, sprinting into enemies hurts and staggers them. (Robots and over-sized enemies are immune to the stagger.)
22410Sprinting 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.)
35010Sprinting 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)
Temporary
  • Alcohol (Effects do not stack)
    • Beer, Bobrov's best moonshine, Bourbon, Gwinnett ale, Gwinnett brew, Gwinnett lager, Gwinnett pale, Gwinnett pilsner, Gwinnett stout, Ice cold beer, Ice cold Gwinnett ale, Ice cold Gwinnett brew, Ice cold Gwinnett lager, Ice cold Gwinnett pale, Ice cold Gwinnett pilsner, Ice cold Gwinnett stout, Poisoned wine, Rum, Vodka, Wine (+1)
    • Whiskey (+2)
    • Dirty Wastelander (+3)
  • Armor and clothing
    • Champion left arm, baseball uniform, dirty army fatigues (+1), army fatigues (+1), grognak costume (+2)
    • Power armor frame Strength set to 11. Note that this can exceed the normal S.P.E.C.I.A.L. 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)
  • Chems
    • X-cell, バファウト (+2)
    • Buffjet, バフタス, Psychobuff (+3)
    • Mysterious serum (+5)
  • Perks
    • Solar Powered (+2)


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Video[]

Fallout 4 S.P.E.C.I.A.L. Video Series - Strength

Fallout 4 Strength promotional video

References[]


表·話·編
Primary statistics
Strength · Perception · Endurance · Charisma · Intelligence · Agility · Luck


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