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Attributes

Unspent points: 12
Required level: 0
Strength 0 (+0) - + Cost: 0
Agility 0 (+0) - + Cost: 1
Vitality 0 (+0) - + Cost: 1
Accuracy 0 (+0) - + Cost: 1
Grit 0 (+0) - + Cost: 1
Encumbrance 0 (+0) - + Cost: 1
Survival 0 (+0) - + Cost: 1

Gear

Elixirs

Stats

Offense

  • Stamina: 0
  • Bonus Stamina From Grit: 0
  • Passive Stamina Regeneration: 0/s
Melee
  • Total Melee Damage: 0
  • Melee Damage From Weapon: 0
  • Bonus From Strength: 0
Ranged
  • Total Ranged Damage: 0
  • Ranged Damage From Weapon: 0
  • Ranged Damage From Ammunition: 0
  • Bonus From Accuracy: 0

Defense

  • Total Health: 0
  • Bonus From Vitality: 0
  • Passive Health Regeneration: 0/s
Armor
  • Total Armor: 0
  • Armor From Agility: 0
  • Total Damage Reduction: 0%
  • Effective Health: 0
Temperature
  • Cold Resistance: 0
  • Heat Resistance: 0

Movement

  • Total Movement Speed: TODO
  • Bonus From Buffs: TODO
  • Encumbrance: 0 / 0
  • Encumbrance Modifier: TODO

Perks

  • 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 effect (i.e. cripple, bleed, sunder).
  • Slice and Dice. Each light attack yo do inflicts 10% more damage.
  • Brutal Strikes. Each heavy attack now inflicts 25% more damage.
  • Blood-mad Berserker. Whenever your hit points fall below 25%, you deal 50% more melee damage.
  • Iron Endurance. Sprinting drains less stamina.
  • Cat-like. Falling damage is halved.
  • Effortless Leap. Jumping no longer costs stamina.
  • Nimble Tumbler. When dodging, your armor counts as one weight-class lower than normal.
  • Extended Leap. Jump while in the air to do a second jump.
  • Deep Breath. Your breath timer is doubled.
  • Impervious. All temperature effects are diminished.
  • Fierce Vitality. You gain passive health regeneration.
  • Receptive. Increases the healing effect of consumable 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.
  • Eye for Injury. Crippling shots with a bow are more severe.
  • Trick Shot. Shots fired from your bow will ricochet if you miss your target.
  • Steady Hands. All ranged and thrown weapons now 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.
  • 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.
  • Fluid Swings. Your basic attacks cost less stamina.
  • Artful Dodger. Dodging costs less stamina.
  • 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. When over-encumbered, you can move at full speed.
  • Raw and Bloody. You do not have to cook raw meat to avoid food poisoning.
  • Hard Worker. You harvest resource nodes twice as fast.
  • Efficient Butchery. Every animal harvested provides extra ressources.
  • 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%.