{{#NewWindowLink:runescape:Strength|RuneScape 3 icon}}{{#NewWindowLink:w:c:2007.runescape:Strength|Old School RuneScape icon}}{{#NewWindowLink:w:c:runescapeclassic:Strength|Classic Runestone}}
This article is about the skill. For information on training strength, see Melee training.
Release date 4 January 2001 (Update)
Players with
as of 29 Oct 2015
Players with 120 2,848
Players with
200M XP
as of 29 Oct 2015
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Level Up 1 - 49


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Level Up 50 - 99


Strength is a melee combat skill which increases the amount of damage a player can inflict in melee combat by two and a half points per level. Additionally, Strength may be required to wield certain weapons and armour, access some Agility shortcuts, and complete several quests.


Strength was among the first skills available, introduced with RuneScape's launch on 4 January 2001, along with Attack, Defence, Hitpoints (now Constitution), Ranged, Cooking, Woodcutting, FiremakingSmithing, and Mining. As the game has progressed, the concept of the skill has remained largely untouched.

Since the skill's inception, increasingly higher tiers of equipment have been released. Bronze through adamant equipment were available since the introduction of the game itself, but rune equipment was not made available until 26 July 2001. Each successive tier of equipment offered increasing Strength bonuses, but none of them required a specific Strength level to equip. It was not until after the release of Regicide on 20 September 2004, the fourth part of the Plague City quest series, that the game saw a weapon which required a Strength level to wield. The quest introduced halberds, two handed weapons which were capable of engaging an opponent in melee combat around obstacles and from up to 2 tiles away. All halberds stronger than steel required a Strength level half of the Attack level required to wield the weapon.

Until 26 January 2005, halberds remained the only weapon type which required a Strength level to equip. However, the release of Slayer introduced gargoyles, which dropped granite mauls, two-handed weapons which required 50 Attack and 50 Strength to equip. On 9 May 2005, the Barrows minigame was added, introducing two new weapons which required a Strength level to equip. Dharok's greataxe and Torag's hammers were two of six legendary weapons originally belonging to the Barrows brothers which could be obtained as a reward from the minigame. Both of these weapons required 70 Attack and Strength to wield, further increasing the maximum Strength level required to equip a weapon. Additionally, Dharok's greataxe, boasting a +105 Strength bonus, was the first weapon to exceed a +100 Strength bonus. Later that year, the TzHaar City was released and along with it, the Tzhaar-ket-om, colloquially known as the obsidian maul, was released. This was only the second maul to be released and, like the granite maul before it, required a Strength level to equip. Yet, unlike the granite maul, the obsidian maul did not have an Attack requirement, making it the first weapon to only require Strength to use.

No new weapons which required Strength to wield were introduced until 6 March 2007, when the barrelchest anchor was released as a reward for the Great Brain Robbery quest. A powerful but slow weapon, the anchor required 40 Strength to equip, even though it offered a massive +100 Strength bonus. On 17 March 2009, another quest reward featured a weapon requiring a Strength level to use. The granite mace was the second granite weapon released, and required 50 Attack as well as Strength to wield.

A host of new weapons were released with the Dungeoneering skill on 12 April 2010. Of these new weapons, one entire weapon type featured Strength prominently in its use. Novite through primal mauls required only Strength to wield and offered extremely high Strength bonuses. With a +166 Strength bonus, the primal maul was the strongest weapon in RuneScape. However, its use is restricted to Daemonheim.

Before the Evolution of Combat, when fighting in the aggressive stance, 0.4 * x Strength experience was awarded per hit, where x is the amount of damage dealt. Fighting using the controlled stance, however, awards 0.133 * x Strength experience per hit, where x is the amount of damage dealt. For example, a player who hits a 10 would receive 4 Strength experience when fighting in the aggressive stance and 1.33 Strength experience when fighting in the controlled stance. The amount of experience received when fighting in the controlled stance may be calculated in the same way that experience awarded to the Constitution skill is calculated.

The difference between these two stances is that the aggressive stance solely provides experience for the Strength and Constitution skills. However, the controlled stance distributes experience equally among Strength, Attack, Defence, and Constitution. A player who hits a 10 would receive 1.33 experience in each one of these skills. Additionally, fighting using the aggressive stance provides a hidden boost of +3 to the Strength skill while using the controlled stance only provides a boost of +1.

However, with the release of the evolution of combat, the Strength skill was significantly changed along with all forms of combat. Combat experience is no longer gained from individual hits, but rather successful kills. Furthermore, the skill's effect on overall damage rating was tweaked.

Gaining experienceEdit


See main article: Pay-to-play melee training

Players may receive Strength experience during combat.  Strength experience is only awarded when players select either Strength experience, or Attack, Strength, and Defence experience in the combat interface. Experience gains depends on the monster slain, and the total experience gained per kill will remain the same unless experience boosting items are used.

For example, if a player kills a cow while strength experience is selected, he/she will gain 34.5 strength experience and 11.5 constitution experience for a total of 46 experience, but if a player selects shared experience and uses only melee combat, they will gain 11.5 experience in strength, attack, defence, and constitution, still giving a total of 46 experience.

Experience rewardsEdit

See main article: Strength/Experience rewards

Strength experience may be awarded after the completion of certain quests, miniquests, tasks, random events, Distractions and Diversions, and other minigames. Additionally, experience lamps, dragonkin lamps, and books of knowledge may be used to gain Strength experience.

Bonus/other experienceEdit

Several items provide bonus experience in Strength, as well as other melee skills, when equipped. Melee brawling gloves provide a 300% experience bonus to Strength (as well as Attack and Defence) when training combat in the Wilderness and a 50% bonus when training outside of the Wilderness. The brawling gloves last for approximately 100,000 experience before disintegrating.

Individual pieces of sacred clay equipment obtained through the Stealing Creation minigame also provide an experience bonus to Strength and other combat skills. These items double the amount of experience received through combat when equipped. Only one piece of sacred clay armour must be worn to receive this bonus. Similar to the brawling gloves, a piece will disappear after the experience threshold of 24,450 experience is reached.

Strength experience may also be received from damage dealt by certain Summoning familiars. However, different familiars provide experience for different combat skills.

Familiar Multicombat Combat level 21x21px Summoning level required
Honey badger 45 32
Pyrelord 70 46
Spirit jelly 88 55
Spirit graahk 93 57
Barker toad 112 66
Obsidian golem 126 73
Talon beast 135 77
Moss titan 139 79
Lava titan 148 83
The following familiars grant 13.3% Attack, Strength, and Defence experience per point of damage dealt.[source needed]
Familiar Multicombat Combat level 21x21px Summoning level required
Spirit scorpion 51 19
Vampyre bat 44 31
Spirit larupia 93 57
Stranger plant 107 64
Arctic bear 122 71
Giant ent 137 78
Spirit dagannoth 148 83



A secondary use of the Strength skill is determining which weapons a player may wield in combat. Generally, weapons which require a higher level to equip confer greater combat bonuses, providing some incentive for players to train the skill.

Weapon Attack level Strength level
Bronze halberd Bronze halberd 1 1
Iron halberd Iron halberd 10 5
Steel halberd Steel halberd 20 10
Black halberd Black halberd 25 13
White halberd White halberd 25 13
Mithril halberd Mithril halberd 30 15
Adamant halberd Adamant halberd 40 20
Rune halberd Rune halberd 50 30
Dragon halberd Dragon halberd 60 40
File:Barrelchest anchor.png Barrelchest anchor 60 40
Crystal halberd Crystal halberd 70 50
Attuned crystal halberd Attuned crystal halberd 80 50
File:Granite maul.png Granite maul 55 55
Granite mace Granite mace 55 55
File:Tzhaar-ket-om.png Tzhaar-ket-om 1 60
File:Torag's hammer.png Torag's hammers 70 70
File:Dharok's greataxe.png Dharok's greataxe 70 70

Dungeoneering weaponsEdit

Conventional weapons used throughout Gielinor are not allowed in Daemonheim, so a separate set of metals is used during Dungeoneering. The metal types are classified by their "tiers", with tier 1 being the weakest and tier 11 being the strongest. Tiers 1 through 10 weapons may be player made or received as a drop from several monsters, but tier 11 items may only be received as a drop from boss monsters. Of the Dungeoneering weapon types, only mauls require a Strength level.

Tier Maul type Strength level
1 File:Novite maul.png Novite 1
2 File:Bathus maul.png Bathus 10
3 File:Marmaros maul.png Marmaros 20
4 File:Kratonite maul.png Kratonite 30
5 File:Fractite maul.png Fractite 40
6 File:Zephyrium maul.png Zephyrium (m) 50
7 File:Argonite maul.png Argonite (m) 60
8 File:Katagon maul.png Katagon (m) 70
9 File:Gorgonite maul.png Gorgonite (m) 80
10 File:Promethium maul.png Promethium (m) 90
11 File:Primal maul.png Primal (m) 99


Certain pieces of armour require a Strength level to wear. Though uncommon, a few such pieces exist.

Armour Strength level Other requirement(s)
File:Black mask.png Black mask 20 10 Defence
File:Full slayer helmet.png Full slayer helmet 20 10 Defence, 20 Magic and Ranged, and completion of Smoking Kills
Void knight melee helm Void Knight equipment 42 42 Attack, Defence, Constitution, Magic and Ranged, 22 Prayer, and up to 250 commendation points per piece
File:Granite shield.png Granite equipment 55 55 Defence


See main article: Strength/Level up table

Strength levels are required for various other aspects of the game, including quests, tasks, Agility shortcuts involving grapples, barbarian fishing, minigames, and access to certain areas. Some of these requirements are listed below.

Feature Strength
Other requirements
River crossing from Al Kharid to Lumbridge Swamp 19 15 Agility and 48 Fishing
Grapple shortcut from Water Obelisk Island to Catherby 22 36 Agility and 39 Ranged
Ability to catch leaping salmon barehanded 30 30 Agility, 58 Fishing, and completion of barbarian fishing training
Ability to climb the cliff on White Wolf Mountain from Catherby 35 Completion of Fishing Contest
Ability to catch tuna barehanded 35 55 Fishing and completion of barbarian fishing training
Falador wall shortcut north of Falador Park 37 11 Agility and 19 Ranged
Yanille wall shortcut south of the Dragon Inn 38 39 Agility and 21 Ranged
Ability to catch leaping sturgeon barehanded 45 45 Agility, 70 Fishing, and completion of barbarian fishing training
Ability to catch swordfish barehanded 50 70 Fishing and completion of barbarian fishing training
Access to the statues in Bandos's throne room 60 Completion of The Chosen Commander
Access to the God Wars Dungeon via the boulder 60 None
Access to Bandos's Stronghold in the God Wars Dungeon 70 A hammer
Ability to catch shark barehanded 76 96 Fishing and completion of barbarian fishing training
Ability to cross the cave south of Dorgesh-Kaan 80 Completion of Death to the Dorgeshuun
Keep big rock and use for an emote after King of the Dwarves 90 Completion of King of the Dwarves

Warriors' GuildEdit

See main article: Warriors' Guild

The Warriors' Guild is a guild for players who have attained mastery or near mastery of melee combat skills. Entrance to the guild requires either 99 Attack, 99 Strength, or a sum of 130 in Attack and Strength. The guild features several activities which involve combat and combat experience, including the shot put room. In this room, players may practice throwing differently weighted balls for Strength experience.

Cape of AccomplishmentEdit

File:Strength Emote.gif

For players with level 99 Strength, a Strength cape can be bought from the Sloane or Yadech Strongarm in the Warriors' Guild. The cape will cost 99,000 coins, like all other Capes of Achievement. If Strength is a player's only mastered skill, they will have an untrimmed cape. If the player has 99 in any other skill, it will sport a red trim.

Temporary boostsEdit

See main article: Temporary skill boost

Various items, potions, prayers, and familiars provide temporary boosts. Below is a list of all possible boosts to Strength.


Visible boosts are indicated in the stats interface by showing a level increase from the base level.


Boost Level
Level to make Notes
File:Strength potion (4).png Strength potion
File:Strength mix (2).png Strength mix
8% + 1 Herblore-icon 12 (14) Mix version heals 300 life points.
File:Combat potion (4).png Combat potion
File:Combat mix (2).png Combat mix
8% + 1 Herblore-icon 36 (40) Also boosts Attack by the same amount. Mix version heals 600 life points.
File:Super strength (4).png Super strength
File:Super strength mix (2).png Super strength mix
12% + 2 Herblore-icon 55 (59) Mix version heals 600 life points.
File:Zamorak brew (4).png Zamorak brew
File:Zamorak mix (2).png Zamorak mix
8% + 1 Herblore-icon 78 (85) Also boosts Attack by the same amount, and restores 8% + 20 Prayer points. Decreases Defence by 8% + 1 and remaining life points 12%. Mix version heals 600 life points after the reduction.
File:Extreme strength (3).png Extreme strength 15% + 3 Herblore-icon 89 Not tradeable
File:Overload (3).png Overload 15% + 3 Herblore-icon 96 Also boosts Attack, Defence, Ranged, and Magic by the same amount; boost is reapplied every 15 seconds. Not tradeable.


Image Boost Skill Level
Level to make Notes
File:Wizard blizzard.png Wizard blizzard/Premade wiz blz'd Strength 6 Cooking-icon 18 Lowers Attack by 4.
File:Short green guy.png Short green guy/Premade sgg Strength 4 Cooking-icon 20 Lowers Attack by 3.
File:Asgarnian ale (m).png Asgarnian ale Strength 2 Cooking-icon 24 Lowers Attack by 4.
File:Spicy stew.png Red spicy stew Strength, Attack, Defence, Ranged, Magic 6-6 to 6 Cooking-icon 25 The stew may boost or reduce levels by 1 to 6 points randomly. +6 boost are extremely rare.
File:Drunk dragon.png Drunk dragon/Premade dr' dragon Strength 7 Cooking-icon 32 Lowers Attack by 4.
File:Blurberry special.png Blurberry special/Premade blurb' sp. Strength 7 Cooking-icon 37 Lowers Attack by 5.
File:Dragon bitter.png Dragon bitter Strength 2 Cooking-icon 39 Lowers Attack by 1.
Cavefish Cavefish Strength, Attack, Defence, Magic, or Ranged 2 2 Cooking-icon 88 Heals 200 life points.


Image Boost Skill Level
Level to obtain Notes
File:Beer.png Beer Strength 2 1-99 Lowers Attack by 4.
File:Beer (tankard).png Tankard of beer Strength 2 N/A Lowers Attack by 4.
File:Keg of beer.png Keg of beer Strength 10 N/A Lowers Attack by 40.
File:Grog.png Grog Strength 3 N/A Lowers Attack by 6.
File:Braindeath 'rum'.png Braindeath 'rum' Strength, Mining 3 N/A Also decreases Attack, Defence, Prayer, Magic, Agility and Herblore by 5%.
File:Volcanic str. scroll.png Volcanic strength scroll Strength 9 Summoning-icon 73 Special attack of the obsidian golem.
Strength cape Strength cape Strength 1 Strength-icon 99 Requires Skill mastery to equip.


Invisible boosts are not indicated in the stats interface, but they are applied in combat calculations nevertheless.


Prayers and curses do not actually boost your Strength level, but increase damage by a percentage. This also applies to Ranged and Magic damage-boosting prayers.

Image Boost Skill Effects Prayer level Notes
Burst of Strength Burst of Strength Strength 2% melee damage Prayer-icon 4 Standard Prayer.
Superhuman Strength Superhuman Strength Strength 4% melee damage Prayer-icon 13 Standard Prayer.
Ultimate Strength Ultimate Strength Strength 6% melee damage Prayer-icon 31 Standard Prayer.
Chivalry Chivalry Strength, Attack, and Defence 7% melee damage, 7% Attack, and 7% Defence Prayer-icon 60 Requires completion of the Camelot training room.
Piety Piety Strength, Attack, and Defence 8% melee damage, 8% Attack, and 8% Defence Prayer-icon 70 Requires completion of the Camelot training room.
File:Leech Strength.png Leech Strength Strength 2% melee damage, increasing to 8% over time; also drains your enemy's melee damage by 6%, increasing to 12% over time Prayer-icon 82 Requires completion of The Temple at Senntisten.
File:Turmoil.png Turmoil Strength, Attack, and Defence 10% melee damage, Attack and Defence; also drains your enemy's melee damage, Attack, and Defence  Prayer-icon 95 Requires completion of The Temple at Senntisten.


Image Boost Skill Level
Level to obtain (without trading) Notes
File:Black warlock.png Black Warlock Strength 20% Hunter-icon 45 Boost affects the player it is used on.
File:Black mask.png Black mask Strength; Attack 12.5% Slayer-icon 58 Boost only applies when fighting monsters assigned by a Slayer Master.
Salve amulet Salve amulet Strength and Attack 15% Crafting-icon 35 Boost only applies when fighting undead monsters. Requires partial completion of Haunted Mine.
File:Salve amulet (e).png Salve amulet (e) Strength and Attack 20% Slayer-icon 40 Boost only applies when fighting undead monsters. Requires completion of The Lair of Tarn Razorlor.
30px Wretched Strength (Dharok's set effect) Strength (Max - current life points) * 0.1% Strength-icon 70; Attack-icon 70; Defence-icon 70 Full set must be worn for special effect to take place.

See alsoEdit

This article incorporates text from the RuneScape Wiki which is also licensed under CC-BY-SA.

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