|Strength||Carry Weight||DMG Bonus|
Strength (abbreviated as "ST") determines how much physical damage a character can inflict or take during combat, as well as how much weight a character can carry before becoming over-encumbered and how far any given item can be hurled. Some weapons must have a minimum strength requirement met in order to be used effectively; a person without sufficient brute strength will be unable to wield them.
There are a few secondary stats that strength influences:
- Hit points: each point spent on strength grants +2 hit points.
- Carry weight: this is the maximum weight a character is capable of carrying. (The unit of measure for weight is "stones," as defined in Appendix One of the Glossary.) The greater the Strength of the Character, the more he or she can carry.
- Damage bonus: a person of great strength can deal a large amount of damage with any unarmed or melee attack. There can also be a penalty (a negative adjustment to damage) for characters with less strength. A halfling's fist does far less harm than that of a half-ogre!
20 points in strength doubles damage bonus.
- +1 Staff of Restoration, or
- +1 Axe of Strength
- +1 Caladon Crusading Chain
- +1 Amulet of N'Tala. Worn by Myrth in Stillwater.
- +1 Mysterious Dwarven Gauntlets (for dwarves only). Worn by Magnus in Tarant.
- +1 Blessing of Alberich
- +3 Machined Plate Mail (any size)
- +1 Vivifier, permanently. Also all stats +1.
- +1 Muscle Maker, permanently. Also +1 CN,DX,BE and -1 IN,WP,PE,CH. Be careful!
- +2 Elixir of Physical Prowess, temporarily
- +2 Revitalizer, temporarily. Also all stats +2.
- +2 Energizer, temporarily. Also all physical stats (ST,CN,DX,BE) +2.