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Attribute

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Wall climbing.jpg

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

Costs[edit | edit source]

Players are given a maximum of 390 attribute points (AP) once they are level 60, to distribute among the attributes listed below. The cost to increase an attribute scales with its current value.
To increase an attribute value (AV) in the range of 1 - 5 costs one attribute point per attribute value increased (AP per AV), but to increase an attribute value in the range of 6-10 costs two attribute points per attribute value increased and so on, as illustrated below.

AV-Range AP per AV AP per AV-Range AP total AV-Range AP per AV-Range AP total
01-05 1 5 5 01-10 15 15
06-10 2 10 15
11-15 3 15 30 11-20 35 50
16-20 4 20 50
21-25 5 25 75 21-30 55 105
26-30 6 30 105
31-35 7 35 140 31-40 75 180
36-40 8 40 180
41-45 9 45 225 41-50 95 275
46-50 10 50 275

List of Attributes[edit | edit source]

  • Strength "determines the damage that you do in melee."
    • +2% melee damage per point
      • Ex: Strength of 10 provides an additional 20% damage to melee attacks.
      • Damage is rounded to the nearest whole number.
  • Agility "is a measure of your ability to act after a dodge. It also has a direct effect on armor."
    • Faster dodge speed (also affected by armor weight class)
      • Additionally, faster time to act (strike, shoot, etc.) after a dodge
    • +4 armor per point
      • Ex: Agility of 10 provides 40 armor to your character.
  • Vitality "determines the size of your health pool." Regeneration is used to refill your supply of health.
    • +4% of base health (+8 health at 200 base health) per point
      • Ex: Vitality of 10 provides 80 health points to your character's base of 200 health.
  • Accuracy "determines the damage that you do with ranged weapons."
    • +2% ranged and thrown damage per point
      • Ex: Accuracy of 10 provides an additional 20% damage to ranged and thrown attacks.
  • Grit "determines the size of your stamina pool."
    • +3 stamina per point
      • Ex: Grit of 10 provides 30 stamina points to your character's base of 100 stamina.
  • Encumbrance "is a measure of how much you can carry." (Carrying more than your max makes the player over encumbered.)
    • +7 max carry weight per point
      • 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."
    • [Exact effects unpublished. Research required.]

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+
AP needed +15 +35 +55 +75 +95
(15) (50) (105) (180) (275)
T BuffIconStrength T1.png
Strength
Thuggery
Every blow you strike with a truncheon deals 100% more concussive damage.
Salting the Wound
You now deal 15% increased damage to enemies affected by negative status effects (ie. crippled, bleeding, sunder).
Slice and Dice
Each light attack you do inflicts 10% more damage.
Brutal Strikes
Each heavy attack now deals 15% more damage.
Blood-mad Berserker
Whenever your hitpoints fall below 25%, you deal 50% more melee damage.
T BuffIconAgility T1.png
Agility
Iron Endurance
Sprinting drains (25%) less stamina.
Cat-like reflexes
Falling damage is halved.
Effortless Leap
Jumping no longer costs stamina.
Nimble Tumbler
When dodging, your armor counts as double.
Extended Leap
Jump while in the air to do a second jump.
T BuffIconVitality T1.png
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 (10HP) healing burst at the beginning of the regeneration effect.
T BuffIconAccuracy T1.png
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.
Flattening Shot
Heavy shots fired from your bow can push back and knock down enemies. 1
Shafted
Every headshot deals 50% more damage.
T BuffIconGrit T1.png
Grit
Strong Grip
You use 10% less stamina whenever you climb.
Barbaric Tenacity
You gain an additional 10% stamina regeneration per 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. Stamina useage is decreased by 25%
T BuffIconEncumberance T1.png
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.
T BuffIconSurvival T1.png
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%.
1 Damage is severely reduced from 39 to 40 due to this perk.

Notes[edit | edit source]

Attributes[edit | edit source]

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]

Perks[edit | edit source]

  • Antidote of One: Poison immunity applies to Noxious Gas, Gas-Orbs, corrupting attacks, Alcohol Poisoning, and Food Poisoning.

Media[edit | edit source]

References[edit | edit source]