Attribute

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Wall climbing.jpg

Each time your character levels up, you will receive an amount of attribute points depending upon your level.

Costs[edit | edit source]

Players are given a maximum of 390 Attribute Points once they are level 60, to distribute amongst the attributes listed below. The cost to increase an attribute scales with its current value.
To increase an attribute to 1 - 5 costs one Attribute Point per value increased, but to increase an attribute to 6-10 costs two Attribute Points per value increased, and so on as illustrated below.

01-05 = 1 AP per value increased (5 total AP spent)
06-10 = 2 AP per value increased (15 total AP spent)
11-15 = 3 AP per, or 15 AP (30 total AP spent, to reach the value of 15)
16-20 = 4 AP per, or 20 AP (50 total spent)
21-25 = 5 AP per, or 25 AP (75 total spent, to reach the value of 25)
26-30 = 6 AP per, or 30 AP (105)
31-35 = 7 AP per, or 35 AP (140)
36-40 = 8 AP per, or 40 AP (180)
41-45 = 9 AP per, or 45 AP (225)
46-50 = 10 AP per value increased, or 50 AP (275 total AP spent to max out one attribute at 50)

Notes[edit | edit source]

  • Using a specific armor can increase you up to +9 to an attribute, depending on its quality (Base, Exceptional, Flawless, Epic Base, Epic Exceptional, Epic Flawless).
  • Some legendary armors, weapons and shields offer you some additional attributes.
  • Functional Warpaints can temporarily give you various attributes.
  • Potions and Elixirs, getting drunk and other Status effects can temporarily give you various attributes too.
  • If you take the first letter of all the attributes and work your way down it spells "savages", which is the reason stamina is called grit. This was an idea of Joel Bylos, according to a Steam user.[1]

List of Attributes[edit | edit source]

  • Strength "determines the damage that you do in melee."
    • Each value of Strength provides an additional 2% damage to melee attacks with the currently held weapon, rounded to the nearest whole number.
    • Ex: Strength of 10 provides an additional 20% damage to melee attacks.
  • Agility "is a measure of ability to move when wearing different clothing types. It has a direct effect on armor."
    • Each value of Agility provides 2 points of armor.
    • Ex: Agility of 10 provides 20 armor to your character.
  • Vitality "determines the size of your health pool." Regeneration is used to refill your supply of health.
    • Each value of Vitality provides 8 points to your health pool.
    • Ex: Vitality of 10 provides 80 health points to your character's base of 200 hp.
  • Accuracy "determines the damage that you do with ranged weapons."
  • Grit "determines the size of your stamina pool."
    • Each value of Grit provides 3 points to your stamina pool.
    • Ex: Grit of 10 provides 30 stamina points to your character's base of 100 sp.
  • Encumbrance "is a measure of how much you can carry." Carrying more than your max makes the player over encumbered.
    • Each value of Encumbrance provides 7 points to your max carry weight.
    • Ex: Encumbrance of 10 provides 70 points to your character's base of 70 max carry weight.
  • Survival "is a measure of your ability to live in harsh conditions. It affects how easily you metabolize food."

Perks[edit | edit source]

Perks T PerkIcon 01.png 10+ T PerkIcon 02.png 20+ T PerkIcon 03.png 30+ T PerkIcon 04.png 40+ T PerkIcon 05.png 50+
Strength Thuggery
every blow you strike with a truncheon deals 100% more concussive damage
Salting the Wound
you now deal 25% increased damage to enemies affected by negative status effects (ie. cripple, bleed, sunder)
Slice and Dice
each light attack you do inflicts 10% more damage
Brutal Strikes
each heavy attack now deals 25% more damage
Blood-mad Berserker
whenever your hitpoints fall below 25%, you deal 50% more melee damage
Agility Iron Endurance
sprinting drains 25% less stamina
Cat-like reflexes
falling damage is halved
Effortless Leap
jumping no longer costs stamina
Nimble Tumbler
while dodging, your armor class counts as one weight-class lower than normal
Extended Leap
jump while in the air to do a second jump
Vitality Deep Breath
your breath timer is doubled
Impervious
all temperature effects are now diminished
Fierce Vitality
you gain passive healing regeneration
Receptive
increases the healing effect of consumables and dancers by 100%
Gluttonous Gains
eating food now counts as a healing potion, and provides a healing burst at the end of the regeneration effect
Accuracy Eye for Injury
crippling shots are more severe
Trick Shot
shots fired from your bow will ricochet if you miss your target
Steady Hands
all ranged and thrown weapons do 10% more damage
Crevice in the Armor
increases the armor penetration of any weapon you wield by 50%
Shafted
every headshot deals 50% more damage
Grit Strong Grip
you use 10% less stamina whenever you climb
Barbaric Tenacity
you gain an additional 10% stamina per regeneration tick
Iron-hard Muscles
you gain a natural resistance to damage [+15 Armor]
Fluid Swings
your basic attacks cost less stamina
Artful Dodger
dodging costs less stamina
Encumbrance Balance and Counterbalance
you deal 10% extra melee damage while over-encumbered, but swing using 10% less stamina when not over-encumbered
Sure-footed
crippling effects are less severe
Pack Mule
your max carry weight is increased by 10%
Deflection
you have a chance to ignore armor and shield durability loss when hit
Momentum
while over-encumbered, you can move at full speed
Survival Raw and Bloody
you do not need to cook raw meat to avoid food poisoning
Hard Worker
you harvest resource nodes twice as fast
Efficient Butchery
every animal harvested provides extra resources
Antidote of One
invulnerability to poisons and diseases. strength of detrimental status effects are reduced by 20%
Bronzed Physique
all direct combat damage you take is reduced by 10% 

References[edit | edit source]