Difference between revisions of "Strength"
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* {{Itemlink|Grenade Launchers}}{{heavyduty-inline}} (requires 5-8 Strength) | * {{Itemlink|Grenade Launchers}}{{heavyduty-inline}} (requires 5-8 Strength) | ||
* {{Itemlink|LMGs}}{{heavyduty-inline}} (requires 7-10 Strength) | * {{Itemlink|LMGs}}{{heavyduty-inline}} (requires 7-10 Strength) | ||
− | * {{Itemlink|Miniguns}}{{heavyduty-inline}} (requires 9- | + | * {{Itemlink|Miniguns}}{{heavyduty-inline}} (requires 9-14 Strength) |
* {{Itemlink|Fusion Cannon}}{{heavyduty-inline}} (requires 8 Strength) | * {{Itemlink|Fusion Cannon}}{{heavyduty-inline}} (requires 8 Strength) | ||
* {{Itemlink|Swords}}{{expedition-inline}} (requires 4-8 Strength, typically 5-6) | * {{Itemlink|Swords}}{{expedition-inline}} (requires 4-8 Strength, typically 5-6) |
Revision as of 06:41, 4 November 2023
Details
Strength determines how much damage you can deal in unarmed combat and with melee weapons. Strength also increases your chance to hit with melee weapons by increasing your melee skill, unless your dexterity is higher. Carry capacity starts at 100, with each point of Strength increasing it by 10. Some other actions (e.g. opening vents with a crowbar) also require a set score of strength. Strength is also a requirement to use heavier types of weapons and armor. You can use heavy equipment without meeting its strength requirements, but too heavy weapons will suffer reduced precision and wearing too heavy armor reduces your action points.
High strength score is important for characters who use the heaviest of armors and heavy weaponry.
Directly affected skills |
Other effects |
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Melee damage bonus
Weapon subtype | Strength bonus damage (%) [1] | Other weapons in the same class | |||||||||||||||
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1-5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | ||
Combat Knife Serrated Knife |
- | 2 | 4 | 6 | 8 | 10 | 12 | 14 | 16 | 18 | 20 | 22 | 24 | 26 | 28 | 30 | Kohlmeier's Lucky Knife, Jackknife, Kukri, Dehumanizer, Bone Handle Knife |
Dagger | - | 3 | 6 | 9 | 12 | 15 | 18 | 21 | 24 | 27 | 30 | 33 | 36 | 39 | 42 | 45 | Shiv |
Unarmed [2] Leather Gloves |
- | 5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | Brass Knuckles, The Claw, Ripper's Glove, Spiked Chrome Brass Knuckles |
Steel Crowbar | - | - | 3 | 6 | 9 | 12 | 15 | 18 | 21 | 24 | 27 | 30 | 33 | 36 | 39 | 42 | Rolling Pin |
Curved Machete E Machete E |
- | - | 7 | 14 | 21 | 28 | 35 | 42 | 49 | 56 | 63 | 70 | 77 | 84 | 91 | 98 | Sørmirbæren Sabre, Sørmirbæren Skærder Sword, Black Blade, Captain's Cutlass, Claymore, Red Dragon |
Spear E | - | - | - | 8 | 16 | 24 | 32 | 40 | 48 | 56 | 64 | 72 | 80 | 88 | 96 | 104 | Lemurian Spear, Sørmirbæren Spear, Sørmirbæren Skærder Spear, Sørmirbæren Staff-spear, Sørmirbæren Spirit Staff, Høddurform, The Glaive |
Metal Gloves | - | - | - | 10 | 20 | 30 | 40 | 50 | 60 | 70 | 80 | 90 | 100 | 110 | 120 | 130 | Power Fist, Remote Control Energizer Glove |
Sledgehammer | - | - | - | - | 10 | 20 | 30 | 40 | 50 | 60 | 70 | 80 | 90 | 100 | 110 | 120 | Balor's Hammer, Quake, Mind Cracker
|
Boxing Gloves | - | 10 | 20 | 30 | 40 | 50 | 60 | 70 | 80 | 90 | 100 | 110 | 120 | 130 | 140 | 150 |
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Butcher's Cleaver | - | 8 | 16 | 24 | 32 | 40 | 48 | 56 | 64 | 72 | 80 | 88 | 96 | 104 | 112 | 120 |
- [1] For weapons, these percentages are additive with the bonus from effective melee skill.
- [2] Unarmed's base damage is directly increased by strength, making this bonus multiplicative with the bonus from melee skill.
Related feats
- Increased Strength veteran feat increases it by 2.
Related items
Heavy armor
- Riot Gear with riot shield (requires 4-6 Strength)
- Metal Armor (requires 8-9 Strength)
- Praetorian Chestguard (requires 5 Strength)
- Praetorian Peacekeeper (requires 8 Strength)
- Praetorian Caped Peacekeeper (requires 8 Strength)
Heavy weapons
- Sniper Rifles (requires 5-6 Strength, typically 5)
- Assault Rifles (requires 4-7 Strength, typically 6-7)
- Shotguns E (requires 5-6 Strength, typically 5)
- Grenade Launchers HD (requires 5-8 Strength)
- LMGs HD (requires 7-10 Strength)
- Miniguns HD (requires 9-14 Strength)
- Fusion Cannon HD (requires 8 Strength)
- Swords E (requires 4-8 Strength, typically 5-6)
- Spears E (requires 5-7 Strength, typically 6-7)
- Sledgehammers (requires 8-20 Strength, typically 8-9)
Other equipment
- Steel Crowbar (can be used to force vents open, requires some strength)
- Rathound Regalia (+1 Strength on equip)
- Power Fist (+1 Strength when active in a weapon slot)
- Industrial Powered Exoskeleton E (-1 Strength, but changed to +4 Strength when activated, for a total of +3 Strength)
Food
- All-in (temporarily +3 all base abilities)
- Boolean (temporarily -3 all base abilities)
- Junkyard Surprise (temporary random base ability effect)
- Rathound Barbecue (temporary +1 Strength)
- Slackjaw (cocktail) (temporary +1 Strength)
- Slampipe (temporary +1 Strength)
- Mushroom Brew (temporary +1 Strength along with other effects)
- Stalagdrop (temporary +1 Strength along with other effects)
- Cave Tear (temporary +2 Strength along with other effects)
- Bison Milk E (temporary +1 Strength along with other effects)
Drugs
- Adrenaline Shot (temporary +2 Strength)
- Supersoldier Drug (temporary +2 Strength)
- Vitality Powder E (temporary +4 Strength)
- Hercules (temporary +5 strength, leads to fatal withdrawal)
Strength checks
Underrail: Expedition expansion unified the style of in-world base ability checks. This new type of base ability check was also backported to new base game content.
Using crowbar to force ventilation shafts open also requires strength. See Force Ventilation Shaft.
- This list is incomplete; you can help by expanding it.
Location | Check | Requirement | Details |
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Upper Caves (Lux-a3.png) | Raise gate | 9 Strength | Raise gate open, shortcut to room with Brno LMG. |
Water Treatment Facility (dun_wasteWater.png) | Force open | 9 Strength | Force gates open, shortcut to boss room. |
Lost Vault (LV-Flood.png) | Push away | 11 Strength | Opens up jumping route to eastern side of the dungeon. |
Upper Underrail (Up7.png) | Remove damaged vent | 8 Strength | Opens up a passage to the backroom of the Gubbins' hideout |
Arke Power Station (dc-pp_ama.png) | Push a crate | 9 Strength | Old type dialog check. Enter storage room without key/hacking. |
Talos Outpost (dc-flo.png) | Push outer wall block aside | 7 Strength | Old type dialog check. Avoid guarded main gate. |
Mutagen Tanks A (Dc-door2_d2.png) | force panel open | 12 Strength | Allows to scavenge HS-89 Hydraulic Pump Drive Shaft from the gate |
Location | Check | Requirement | Details |
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West Storage Depot (xpbl_md.png) | Raise gate | 7 Strength | Shortcut between north storage room and office hallways |
West Storage Depot (xpbl_md.png) | Raise gate | 7 Strength | Shortcut between south storage room and office hallways |
Port Crag, I5 | Remove the metal beams with a crowbar | 9 Strength | Old type dialog check. Unlocks the door to the lighthouse. Requires crowbar in the inventory |
Crimson Meadow Horticulture Center, H7 | Push debris aside | 10 Strength | Clears the way to H6 |
Giant Creeper Lair | Push the rock | 9 Strength | Old type dialog check. Lures creepers away |
Lemurian Grand Archive, entrance | Raise gate | 7 Strength | Opens storage room with some loot |
Lemurian Grand Archive, inner archive | Pull the spear out | 7 Strength | Gain Lemurian Spear |
Abyssal Station Zero | Raise gate | 9 Strength | Opens storage room with some loot |
History
- 1.1.2.0: Intimidation now scales off either Strength or Will (whichever is higher)
- 0.1.11.0: Melee skill now scales up with either Strength or Dexterity, whichever is higher
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