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Dofus Wiki

Up to date as of January 31, 2010
(Redirected to Characteristic article)

From Dofus

A character's characteristics and professions screen. Parenthetical values are bonuses.

Characteristics, often referred to as statistics or stats, are what defines your character's potential. These are normally boosted by level, equipment or characteristic scrolls. Some characteristics can be altered via the change your constitution quest.

Contents

Basic Characteristics

The six basic characteristics are Vitality, Wisdom, Strength, Intelligence, Chance and Agility. These can be increased permanently by distributing the characteristic points you gain at each new level (see soft caps), by using characteristic scrolls, and by eating certain special food. They can also be increased (and decreased) temporarily with equipment and, during battle, buffs.

Strength, Intelligence, Chance and Agility also have an elemental nature to them. For each point that these characteristics are increased, the character can do 1% more damage in the corresponding element.

How to calculate basics characteristics of a mob

Strength, Intelligence, Chance and Agility can easily be calculated by hitting an enemy protected by spell like truce or immunity :

  • intelligence = fire_reduction/3 - spell_reduction/3
  • X = X_reduction - spell_reduction - 2 x intelligence

4 elemental damage weapons like Gobball Royal Sword would give all the information in one strike.

Vitality (Vit)

  • Increases life by 1 (2 in the case of sacriers) per point.
For the Iop spell with the same name, see Vitality (spell).

Vitality is mostly appreciated because of its use in making fights last longer.

Equipment boosts in Vitality are different from boosts in Life. With Vitality, your maximum health will increase and remain at 100%. However, a boost in Life increases maximum health, but does not conserve the total amount.

Wisdom (Wis)

How to calculate wisdom of a monster

Spells which reflect damage are boosted by wisdom. You just have to cast them on a foe and hit them to have an estimation of their wisdom. The best spell to use is blinding protection, as the reflection isn't random.

  • min_wisdom = round_down (reflection_mesured /reflection_unmodified x 100 )- 100
  • max_wisdom = round_up ((reflection_mesured + 1) /reflection_unmodified x 100 )- 101

It is possible to have a more precise result using the % AP and MP loss resistance but one have to remember many foes have % AP or MP loss resistance bonus. So these values can only be used if they give lower results than the max value.

  • max_wisdom <= min (% AP loss resistance x 4 ; % MP loss resistance x 4 )


For example

Blinding protection level 5 (6 reflection) on a foe reflect 12 damages means wisdom is between 100 and 116.

  • min_wisdom = round_down (12 /6 x 100 )- 100 = 100. (99 wisdom means(100+99)/100 x 6 = 11,94 = 11 reflection )
  • max_wisdom = round_up(13 /6 x 100 )- 101 = 116. (117 wisdom means (100+117)/100 x 6 = 13,02 = 13 reflection)


If the monster has 55% AP loss resistance and 27% Mp loss resistance, then wisdom is lower or equal to min (55 x 4; 27 x 4) which mean lower or equal to 108.

In conclusion, it has between 100 and 108 wisdom.

Strength (Str)

Intelligence (Int)

Chance (Cha)

Agility (Agi)

Other characteristics

The other characteristics are listed below. These are not considered basic only because the points that a player gains at each level cannot be used to increase these characteristics.

Energy

Energy can be thought of as your character's life force. You lose energy when you are defeated by a monster or by another player in a non-challenge fight. If your energy reaches zero, you become a ghost.

The base value for everyone is 10,000. When defeated by a monster, you lose 10 energy per character level. When defeated by another player, you lose 10 energy per alignment level and 100 per alignment rank. (Neutral characters who are defeated by an aggressive player, will lose 100 energy.) When defeated in a fight against a Perceptor, you lose 3000 additional energy.

The quickest way to restore energy is by eating certain food items. Another way is by either logging off or switching to merchant mode while your character is in a tavern/inn or in a house. Characters regain 1 energy point per minute of disconnection anywhere, and 2 energy points per minute if they disconnected in taverns, class temples, or houses. Your character will recover energy even if you log back in and play an alternate character. When you log back in as the resting character, a notice in the chat window will tell you how much energy was gained.

Health points (HP/Life)

Health points keep your character alive in combat. If you reach 0 life (HP), your character is removed from the battle. If everyone on your side is defeated, your character may die; see death for details. If not, you will be restored to 1 HP when the battle ends (unless you received a level as a result of the battle).

Each player character starts with 50 HP and gets 5 extra HP per level. HP is affected by Vitality.

Life can be restored by using certain items, the Emote /sit, Emote /rest, and certain spells. Leveling up (either your character or profession) will restore your life to maximum.

Note: Life earned from equipment will let you increase your overall HP but you have to remember to heal when you use +life equipment, as your beginning HP (before the equip) is of course lower than the post-equip total.

Action points (AP)

Action Points are used to perform actions during combat. Each spell or attack requires a certain number of AP to attempt. If you don't have the AP, you can't attempt the action. The base value for every class is 6 AP. Equipping certain items can raise or lower this base value prior to combat. A player will seek to raise their base value in order to perform more actions during their turn, and will accept a decrease in their base value because they are getting a desired gain in another stat or stats. At the start of each turn the base value the character had when combat began is restored, then AP is added or subtracted due to the effects of any spells that have been cast on the character. Reaching level 100 permanently increases the base value to 7.

Image:Actionpoints.jpg

Movement points (MP)

Movement Points are used to move your character during combat. Moving your character one space on the grid requires one MP. The base value for every class is 3 MP. Equipping certain items can raise or lower this base value prior to combat. At the start of each turn the base value the character had when combat began is restored, then MP is added or subtracted due to the effects of any spells that have been cast on the character. Reaching level 100 has no effect on the base value of MP.

Initiative (Init)

Initiative determines who moves first in combat. The combatant with highest initiative goes first, then the highest initiative on the other team, then second highest on the first team, second highest on second team, etc. The base value is equal to your characteristic points in the elemental stats (Strength, Intelligence, Agility, Chance) and initiative/elemental stat bonuses from equipment.

How to calculate initiative

Initiative = (Strength + Intelligence + Agility + Chance + Initiative Bonus) * (HP remaining/Total HP)

Prospecting (PP)

Prospecting affects the character's chance of getting drops from monsters. For details, see the drops page. The base value is 120 for followers of Enutrof, 100 for other classes. Every 10 Chance points yields 1 prospecting point. Prospecting equipment is another way to boost your PP.

Pods (Carrying Capacity)

Note : In French, "poids" means weight.

This statistic determines the number of items you can carry. The base value is 1000. Each profession level of the character gives +5 pods, and each level 100 profession gives an additional +1000 pods. Strength also affects carrying capacity, at the rate of 5 pods per strength point.

A character with items weighing more than carrying capacity is typically called "overloaded". While overloaded, the character cannot move or perform normal actions. It is impossible to take items from a vault or chest that would make you overloaded. While gathering, any resources that would make the character overweight are lost, and no experience is gained from gathering, resulting in 0 items. You cannot become overweight by withdrawing items from the bank, or by making an exchange with another player. Exchanging is not permitted by the game if the items you receive will make you overweight, however you may give enough items in return so that you would not be overloaded. If you are overloaded already, the other player in the exchange cannot offer items in the exchange bar at all. When overloaded, f2p players cannot initiate an exchange, but p2p players can. All overloaded players can accept an exchange. All other ways of gaining inventory items have the possibility of making you overloaded, such as defeating a monster or purchasing a subscription pet that includes resources (such as Croum).

Quasi-characteristics

These are attributes that could be considered characteristics, but are usually treated separately.

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This article uses material from the "Characteristic" article on the Dofus Wiki wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

EQ2

Up to date as of February 01, 2010
(Redirected to Character Attributes article)

From EQ2i, the EverQuest II wiki


There are five Character Attributes which are fundamental to the capabilities of any character: Strength (STR), Stamina (STA), Agility (AGI), Intelligence (INT) and Wisdom (WIS).

Scope

Strength
Strength represents your character's physical strength. It affects your character's ability to deliver physical damage, and his/her carrying capacity. Strength also affects the maximum Power pool for fighters.
Agility
Agility is a measure of your character's nimbleness and dexterity. It can improve your character's ability to physically hit targets, and make your character harder to hit (avoidance). Agility also affects the maximum Power pool for Scouts.
Stamina
Stamina is your character's fortitude. It affects your maximum Health pool and how long you can hold your breath. Basically the more Stamina the more Health the more hits you can take. Stamina is very important to fighters.
Intelligence
Intelligence represents your character's powers of reasoning and overall intellect. As Intelligence increases, the damage for spells (min - max) increases as well. Intelligence also affects the maximum power pool for Mages, Bards and Shadowknights.
Wisdom
Wisdom is a measure of your character's spiritual strength and willpower. It affects your ability to avoid magical attacks (base resistances). Wisdom also affects the maximum power pool for Priest and Paladins.

Character Attributes by Race

Race Strength Stamina Agility Intelligence Wisdom
Arasai 10 10 30 25 25
Barbarian 25 25 20 12 18
Dark Elf 13 15 23 26 23
Dwarf 22 25 16 12 25
Erudite 12 15 18 30 25
Fae 10 10 30 25 25
Froglok 16 20 24 20 20
Gnome 12 16 25 27 20
Half Elf 17 18 25 21 19
Halfling 15 17 30 16 22
High Elf 10 15 22 23 30
Human 20 20 20 20 20
Iksar 18 18 22 20 22
Kerra 22 20 23 15 20
Ogre 30 25 15 15 15
Ratonga 10 15 30 25 20
Sarnak 21 23 17 15 24
Troll 25 30 18 10 17
Wood Elf 14 16 30 17 23

This article uses material from the "Character Attributes" article on the EQ2 wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Fallout

Up to date as of February 01, 2010

From The Vault

Strength
Fallout
modifies: Hit Points, Melee Damage, Carry Weight
related perks: Bonus HtH Damage, Heave Ho!, Slayer, Strong Back
related traits: Bruiser, Gifted
Fallout 2
modifies: Hit Points, Melee Damage, Carry Weight
related perks: Adrenaline Rush, Bonus HtH Damage, Heave Ho!, Pack Rat, Slayer, Stonewall, Strong Back
related traits: Bruiser, Gifted
Fallout Tactics
modifies: Hit Points, Melee Damage, Carry Weight
related perks: Bonus HtH Damage, Heave Ho!, Slayer, Strong Back, Adrenaline Rush, Stonewall, Weapon Handling, Brutish Hulk, Steady Arm, Stunt Man, Talon of Fear
related traits: Bruiser, Gifted
Fallout 3
modifies: Melee Weapons, Carry Weight, Melee damage bonus
related perks: Little Leaguer, Iron Fist, Strong Back
J.E. Sawyer's Fallout RPG
modifies:  ?
related perks:  ?
related traits:  ?
Van Buren
modifies:  ?
related perks:  ?
related traits:  ?

"It's essential to give your arguments impact."

Strength is a primary statistic in the SPECIAL system.

Strength is a measure of your raw physical power. It affects how much you can carry, and determines the effectiveness of all melee attacks.

Contents

Fallout, Fallout 2, and Fallout Tactics

Modifies: Hit Points, Melee Damage, and Carry Weight

Strength is primarily relevant to two game mechanics: Carry Weight and satisfying the Minimum Strength requirements on weapons. You gain 25 lbs. of carry weight per point of Strength (unless you have the Small Frame trait, in which case it's 15). Also, if you meet the minimum strength requirements of your weapon you do not suffer accuracy penalties with that weapon.

Strength can be permanently increased by 6 points throughout both Fallout and Fallout 2.

Ways to increase Strength

  • Wearing 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 the player can afford it (Fallout 1) or has found the appropriate module chip (Fallout 2).
  • Buffout temporarily increases Strength by 2.
  • Several Perks increase Strength. Adrenaline Rush raises Strength by 1 when the player has less than 50% health. Gain (Statistic) 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 boosts raises Strength by 3 for purposes of checking the minimum Strength needed to use a weapon.
  • The Bruiser Trait raises Strength by 2 but lowers the player's AP.

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 for every point (+100 at 10). Strength does not affect unarmed damage, even though Iron Fist requires some 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 be used to intimidate others when in a conversation.

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

Primary statistics

This article uses material from the "Strength" article on the Fallout wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Final Fantasy

Up to date as of February 01, 2010

From Final Fantasy Wiki

Strength, usually abbreviated as STR, also known as Vigor, is a recuring statistic that can be modified by equipment, generally. It is of great importance to jobs that do physical damage, most important to those who do physical damage in melee combat. It can be compared versus Vitality to determine the amount of damage done.

In early games, Vigor cannot be modified by equipment. Instead, a separate statistic known as Battle Power provided by the equipment is used to determine how powerful the equipment is. A character's Vigor and his or her weapon's Battle Power are usually added together to determine how much the character's true attack power is. Many special physical abilities have set Battle Powers, and cannot be augmented by weapons, only by a character's Vigor stat.

Contents

Appearances

Final Fantasy

In the original Final Fantasy, strength is one of the five base stats one of the two factors that effect the character's damage stat (the other being the weapon equipped.

A character's base DMG is equal to STR/2, rounding down. However, it has a minimum of one, even when STR is one, which causes black mages and black wizards to have a base DMG of STR/2+1.

Final Fantasy VI

Also known as Vigor. The higher it is, the bigger the physical damage you deal to the enemy is. This stat is independent in the character and its value merges with the Battle Power value.

Final Fantasy XI

Strength in Final Fantasy XI is stat that is compared with an enemy's vitality to determine the base damage of a character's attacks. It's associated with the element of Fire, and thus many fire-based items add STR to a character's stats.

This stat is very important to almost all physical damage dealing jobs, as it plays a crucial role in weapon skills and physical Blue Magic. Strength also has a direct impact on a character's Attack and Ranged Attack. For every 2 points STR increase a character has, his/her Attack and Ranged Attack value is raised by 1 point. However, when using a two-handed weapon, for every 4 points of STR, your attack value is raised by about 3 (.75 per one point of STR).

Final Fantasy XII

Strength in Final Fantasy XII provides the same role it did in most other games. It boosted the power of barehanded attacks and all weapons except Measures and Guns.

Final Fantasy Tactics

In Final Fantasy Tactics, it is called Physical Attack.

Final Fantasy Tactics Advance

In Final Fantasy Tactics Advance it is called Weapon Attack.


This article uses material from the "Strength" article on the Final Fantasy wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Guild Wars

Up to date as of February 01, 2010

From GuildWiki

The Strength attribute enhances a Warrior when using attack skills. This is a primary attribute and may not be used by secondary warriors.

Contents

Guild Wars description

When you use attack skills, each point of Strength gives you 1% armor penetration. Many skills, especially those related to surviving and inflicting damage, become more effective with higher Strength.

General description

Strength relates mainly to stances and shouts as well as a few attack skills.

Strength is a requirement for meeting some max defense shields.

Even if a Warrior does not utilize any Strength skills, it's recommended that any spare points be placed into Strength, if only for the purpose of dealing a little more damage when using attack skills.

Associated skills

Strength will enhance these strength skills. Many Strength skills are Melee Attacks or offensive Stances. Strength also contains a number of skills related to Adrenaline gain, attack speed, self-healing, defense, movement speed and bypassing or punishing blocking.

Notes

  • The armor penetration will only activate for attack skills.
  • The armor penetration that Strength provides is base armor penetration, not additional penetration. It will therefore only stack with effects that add additional armor penetration, not skills such as Penetrating Blow.
  • This has the most skills linked to it out of all the Primary Attributes.

See also

Facts about StrengthRDF feed

This article uses material from the "Strength" article on the Guild Wars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Runescape

Up to date as of February 07, 2010

From the RuneScape Wiki, the wiki for all things RuneScape

This article is about the strength skill. For information on training strength, see combat training.
Strength
A detailed image of the strength icon

Strength (often abbreviated as Str) is a melee combat skill that determines how much damage is done in melee combat. The higher the Strength level, the higher the maximum hit and the higher the average damage. This is the most common level 99 skill, having 120,467 players at 99 Strength (As of Jan. 28, 2010). The current minimum requirement to be ranked (at rank 2,000,000) on the hiscores for Strength is level 64.

Contents

Experience

A player using kick to attack a dummy found in Varrock.
Using the aggressive attack style in the attack style menu.

A formula is used that decides how much experience a player obtains when fighting aggressively. If a player hits an opponent, whatever damage they deal is multiplied by 4 and given to the player's experience in their strength skill. For example, if a player hits a 1, then they will receive 4 Strength experience.

Some experience is also given to a player's Hitpoints level when they deal damage. If a player hits an opponent, whatever damage they deal is multiplied by 1.33 and given to their Hitpoints. For example, if a player hits a 1, then they will receive 1.33 Hitpoints experience, in addition to the 4 experience in Strength.

If a player fights with the "controlled" attack style, then whatever damage they deal will be multiplied by 1.33 and given to the player's Strength, Attack, Defence, and Hitpoints experience.

Many prefer the Saradomin sword to train Strength, as it has the same stats as an Abyssal whip, but is a two-handed weapon. Although the Abyssal whip is cheaper, the only way to train strength using it is by selecting the controlled attack style, rendering it inefficient for training strength. Most players that cannot afford a Saradomin sword use a Dragon scimitar instead. Characters who are pure strength with a low attack often use a Red topaz machete or an Obsidian maul, due to their low Attack level requirements.

Strength bonus

Most weapons have a strength bonus which can be seen in the equipment menu, beside the inventory menu. This bonus, along with the Strength level, is used to calculate maximum melee hit.

The more powerful weapons such as the two handed swords or battleaxes have higher strength bonuses, while the weaker weapons such as daggers and swords have lower strength bonuses. Also, the stronger the metal, the better strength bonus. For example, a rune two-handed sword has a higher strength bonus than an adamant two-handed sword.

Strength is also now required to wield halberds and granite shields, as well as a few of the Barrows weapons. It is also a necessary stat in several Agility shortcuts along with other skills and quests.

Highest strength bonus possible

The following armour gives the highest possible strength bonus for strength:

Best Strength Bonuses

The following armour gives the highest possible strength bonus for members.

Best strength bonus
Image Item Bonus Requirements
Berserker helm

[1]

+3 45 Defence, completed Fremennik Trials
Vesta's chainbody

[2]

+6 78 Defence (20 Defence for Corrupt version)
Vesta's plateskirt

[2]

+3 78 Defence (20 Defence for Corrupt version)
Godsword

[3]

+132 75 Attack
Barrows gloves +12 Completed Recipe for Disaster
Dragon boots +4 60 Defence
Fire cape +4 Completed the TzHaar Fight Cave
Amulet of strength +10 None
Berserker ring (i) +8 Mobilising Armies Rank of 300
Total
+182 75 Attack, 78/60 Defence, completed of Recipe for Disaster, Fremennik Trials, and TzHaar Fight Cave, and a Mobilising Armies Rank of 300
  1. ^ The Helm of neitiznot (requiring 55 Defence and Fremennik Isles) and Statius's full helm (requiring 78/20 Defence) both give the same strength bonus.
  2. ^ a b All Ancient Warriors' Equipment comes in corrupt versions. Normal versions require level 78 in relevant skills and last for 1 hour. Corrupt versions require level 20 and last 15 minutes.
  3. ^ All Godswords give the same Strength bonus.
Best strength bonus without PvP armour
A player wearing items giving the best strength bonus without Dragon boots.
Image Item Bonus Requirements
Berserker helm

[1]

+3 45 Defence, completed Fremennik Trials
Bandos chestplate

[2]

+4 65 Defence
Bandos tassets +2 65 Defence
Godsword

[3]

+132 75 Attack
Barrows gloves +12 Completed Recipe for Disaster
Dragon boots +4 60 Defence
Fire cape +4 Completed the TzHaar Fight Cave
Amulet of strength +10 None
Berserker ring (i) +8 Mobilising Armies Rank of 300
Total
+179 75 Attack, 65 Defence, completed of Recipe for Disaster, Fremennik Trials, and TzHaar Fight Cave, and a Mobilising Armies Rank of 300
  1. ^ The Helm of neitiznot (requiring 55 Defence and Fremennik Isles) gives the same strength bonus.
  2. ^ Fighter torsos give the same bonus and require 40 Defence
  3. ^ All Godswords give the same Strength bonus.

File:111 hit.png Max Hit - Melee

The highest recorded maximum hit with melee is 138, excluding quests, and to hit it, a player must meet the following requirements:

Image Item Bonus Requirements
File:Black mask.PNG Black mask

(1) (2)

+0 None
File:Keris.png Keris

(3)

+30 Completion of Contact!, 50 attack
File:Dragonfire_shield.gif Dragonfire shield +7 75 defence
File:Ruby amulet.png Amulet of Strength +10 None
File:Vesta's chainbody.png‎ Vesta's chainbody +6 78/20 defence
File:Vesta's-plateskirt-inv.png Vesta's plateskirt +3 78/20 defence
File:Dragon boots inv.png Dragon Boots +4 60 defence
File:Fire_cape.PNG Fire Cape +4 Completed TzHaar Fight Cave
File:Barrows gloves.png Barrows Gloves +12 Completed Recipe for Disaster
File:Berserker ring.png Berserker ring (i) +8 Rank of 300 or higher in Mobilising Armies minigame.
Total +84 78/75 defence, completion of Contact!, Recipe for Disaster, and TzHaar Fight Cave

1. A Player could also use a Slayer helmet, but it is harder to get.

2. The Black mask or Slayer helmet gives an invisible +15% boost to Strength and Attack on Slayer tasks.

3. Keris gives an invisible +60% boost to Strength when attacking Kalphite Guardians or the Kalphite Queen.

During A Soul's Bane, the player can hit up to 200 regardless of armour. During the While Guthix Sleeps quest, players may hit over 100 after touching the Stone of Jas. In the 2009 Thanksgiving Event, players can hit up to 199. Outside of the quests, the maximum hit is yielded as above. Using the Turmoil prayer may further increase this max hit.

  • Note: The hit of 126 was recorded by Sosolid2k who only used a Super Strength potion and was posted on a video on YouTube:Sosolid2kk's Runescape High/Max Hits With Melee 3 . Now, players can use Extreme strength potions, which increases the maximum hit to more than 126.

Best Free-to-Play Strength Bonus

The following armour gives the highest possible strength bonus for non-members.

Item Image Strength
bonus
Requirements to wear/use
Corrupt dragon battleaxe(1) (2) File:CorruptBaxe.png +85 60 attack
Rune berserker shield(2) File:Rune berserker shield 100.png +4 45 defence
Rune gauntlets File:Rune_Gauntlets.png +2 40 defence
Amulet of strength File:Ruby_amulet.png +10 None
Total +101 45 defence, 60 attack

1. The Corrupt dragon battleaxe will disintegrate after 30 minutes.

2. The best time-limitless bonus is +82, achieved by wielding a rune two-handed sword. The best time-limitless one-handed-weapon bonus is +80, by wielding a rune battleaxe and a rune berserker shield 100.

File:111_hit.png Max Free-to-Play hit - Melee

The maximum melee damage recorded on a free world is 36. In order to hit it, a player should wield:

Also, they should have a strength level of 99, drink a strength potion, have the prayer Ultimate Strength on (prayer level 31) and be on the aggressive mode.

The maximum time-limitless max melee hit recorded in a free world is 32. In order to hit it, a player should wield:

Also, they should have a strength level of 99, be fighting a Lesser demon or a Greater demon, drink a strength potion, have the prayer Ultimate Strength on (prayer level 31) and be on the aggressive mode.

Other strength bonuses

Slot Item Image Bonus
Neckwear Amulet of Fury
File:Amulet of fury.PNG
+8
Berserker necklace
File:Onyx necklace.gif
+7
Amulet of glory
File:Dragonstone amulet.png
+6
Amulet of power
File:Diamond amulet.png
+6
Body Bandos chestplate
File:Bandoschestplate.gif
+4
Bandos tassets
File:Armourtassets.gif
+2
Hand Metal gloves
File:Basic gloves.pngFile:Bronze gloves.pngFile:Iron gloves.pngFile:Steel gloves.pngFile:Black gloves.png
File:Mithril gloves.pngFile:Adamant gloves.pngFile:Rune gloves.pngFile:Dragon gloves.pngFile:barrows gloves.png
+1 - +12 (depending on what type)
Combat bracelet
File:Dragonstone bracelet.png
+6
Regen bracelet
File:Onyx bracelet.png
+7
Footwear Climbing boots
File:Climbing Boots.PNG
+2
Rune boots
File:Rune_boots.png
+2
Adamant boots
File:Adamant_boots_sprite.png
+1
Dragon boots
File:Dragon boots inv.png
+4
Shield Defenders
File:Steel defender.pngFile:Black defender.pngFile:Mithril defender.pngFile:Adamant defender.pngFile:Rune defender.png
+1 to +5 (depending on what metal)
Dragonfire shield
File:Dragonfire shield.gif
+7
Toktz-ket-xil (obsidian shield)
File:TokTz-Ket-Xil.png
+5

Weapons

  • Granite maul - Requires level 50 Strength and level 50 Attack to wield.
  • Granite mace - Requires level 50 Strength and level 50 Attack to wield.
  • Obsidian maul - Requires level 60 Strength to wield.
  • Dharok's greataxe - requires level 70 strength and level 70 attack to wield.
  • Torag's hammers - requires level 70 strength and level 70 attack to wield
  • All Halberds - All halberds require a Strength level half of the Attack level required to wield, except for the steel halberd, which requires no strength.
    • For example the Rune halberd requires level 40 Attack and 20 Strength

Every weapon, other than a fun weapon, any bow, a law talisman staff or the Dark dagger from Legends' Quest has a strength bonus.

Temporary boosts

A player wearing a Strength cape (t) and performing the Skillcape emote.
  • Strength potion - Boosts Strength level by 3 to 12; amount depends on player's Strength level, (12.5% of Strength level).
  • Combat potion - Boosts Strength level by 3 to 12; amount depends on player's Strength level. Also boosts Attack at the same time. (12.5% for both).
  • Super strength potion - Boosts Strength level by 5 to 19; amount depends on player's Strength level (20%).
  • Zamorak potion - Boosts Strength level by 2 to 13; amount depends on player's Strength level.
  • When "Dharoking" with a full Dharok set, players can lower their Hitpoints to where they are nearly dead, such as having less than 10 hp left. Doing so greatly increases their Strength, allowing them to deal massive damage, upwards of 80 if they are lucky. Dharok's armours special effect hits double normal damage at 10% hp or lower.
  • Prayer - Burst of Strength, Superhuman Strength, Ultimate Strength, Chivalry and Piety boost Strength level by 5%, 10%, 15%, 18% and 23% respectively.
  • Ancient Curses - Leech Strength and Turmoil boosts a player's strength level by 5%, then up to 10% after time, and 23% + 10% of the opponent's level respectively.
  • Black mask - When equipped, boosts strength level by 15%; amount depends on player's Strength level. Also boosts Attack at the same time. Only works while fighting monsters that have been assigned to you by a Slayer Master.note: not stackable with salve amulet of either charge.
  • Dragon Battleaxe special attack - Boosts your Strength level by 20%. However it also lowers your Magic, Attack, Ranged, and Defence level by 10%. Drains 100 percent of your special attack bar. This is not stackable with a Strength potion, Super Strength potion, or .
  • Salve Amulet - Provides a boost of 15% attack and strength while fighting the undead. This effect is stackable with any one strength-boosting prayer and any one of the following: a Strength potion, Super Strength potion, Zamorak brew, or Dragon Battleaxe special attack. Note: not stackable with black mask of any charge.
  • Salve Amulet (e) - Provides a boost of 20% attack and strength while fighting the undead. This effect is stackable with the same combinations of prayers and potions as the unenchanted version.
  • Beer - Raises your strength by 2, but lowers your Attack by 4, while most other alcoholic drinks will raise your strength while lowering Attack on varying amounts.
  • Braindeath 'rum' - Raises your Strength by 3 and Mining by one, but decreases Attack, Defence, Prayer, Magic, Agility and Herblore by five.
  • The special move of the Obsidian golem familiar raises strength by 9.

The maximum boost can be achieved using the weapons with the highest strength bonus, Overload or Extreme strength (+26%), Leech Strength (up to 25%), then switching to the Turmoil prayer (+32% at maximum), with an additional boost from the Salve Amulet(e) (+20%) when fighting undead monsters.

Training

Fun Weapons

Fun weapons are weapons that give a large negative strength bonus and are usually used by skillers not wanting to gain any strength xp or just for showing off.

Other Features

  • You can go into the God Wars Dungeon with a Strength of level 60 by pushing the boulder out of the way.
  • A door in the God Wars Dungeon, leading to Bandos' enclosure and General Graardor, requires each player to have level 70 Strength and a hammer to open.
  • In the Warriors Guild, you can do the Strength minigame to earn tokens.
  • You can push through the magical wheat in Puro-Puro easier.
  • Strength is also a requirement for many agility shortcuts involving grapples.

See also

Wikipedia
Wikipedia has an article about:

This article uses material from the "Strength" article on the Runescape wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

SWG Wiki

Up to date as of February 04, 2010

From SWG Wiki

Strength is one of six character attributes. Each point of strength grants 0.005% block chance, 0.5 block value, 0.01% hit chance, and 0.33 melee damage.

Strength per 100 points
Strength 100 200 300 400 500 600 700 800 900 1000 1100
Block chance 0.50% 1.00% 1.50% 2.00% 2.50% 3.00% 3.50% 4.00% 4.50% 5.00% 5.50%
Block value 50 100 150 200 250 300 350 400 450 500 550
Hit chance 1.00% 2.00% 3.00% 4.00% 5.00% 6.00% 7.00% 8.00% 9.00% 10.00% 11.00%
Melee damage 33 66 99 132 165 198 231 264 297 330 363

This article uses material from the "Strength" article on the SWG Wiki wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

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