Attributes[edit | edit source]
Every character in The Exiled has basic attributes that are used in combat. Leveling up your character does not automatically increase your attributes, instead they are controlled by the type, quality and modifications of the equipped Gear.
Attributes Cheat Sheet[edit | edit source]
For all attributes - higher is better!
|Health||1500||0 = knocked-out|
|Energy||1500||needed to cast skills|
|Determination||1000||1000 = 10s immunity after filling up|
|Run Speed||500||500 = 5m/s|
|Ability Speed||1000||1000 = 100% speed, so 900 = 10% longer casts, 1100 = 10% faster casts|
|Cooldown Speed||1000||same as Ability Speed, but with cooldowns on skills|
|Physical Resistance||0||100 = 10% less damage, -100 = 10% more damage when damaged by physical attacks|
|Mental Resistance||0||same as Physical, just for Mental attacks|
Health and Energy[edit | edit source]
Regeneration[edit | edit source]
Health and Energy can either be recovered with skills, or over time. If you do not get damaged for a while you start to regain health, if you do not use skills for a while you start to regain energy.
Determination[edit | edit source]
Determination is the third resource in The Exiled and you generally start with "0" active determination. Everytime you are hit by a skill that causes a movement-impairing debuff on you, your determination bar fills up. Once your determination bar is full, you gain immunity to any movement-impairing debuffs depending on how much determination you have.
Run Speed[edit | edit source]
Run Speed refers to your base walking speed, assuming best conditions, so walking on the road and into the direction you are facing.
Ability Speed[edit | edit source]
Ability Speed influences how long it takes to activate a skill after triggering the cast.
Cooldown Speed[edit | edit source]
Cooldown Speed influences how long a player has to wait until they can activate a skill again.
Physical and Mental Resistance[edit | edit source]
Both resistances apply a damage reduction or an increase after getting hit. Negative values will make incoming attacks stronger, positive values will make them weaker.
Gear[edit | edit source]
For a detailed description of what equipment influences what attribute, refer to the appropriate page.