ELDEN RING

ELDEN RING

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Optimal Character Attributes
By MC Dairy
This guide offers you the visual references you need to make each level-up matter in ELDEN RING
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Introduction
Like its predecessors, ELDEN RING's levelling system can seem obtuse for new players.

Your character's stats are mainly governed by a set of attributes that you can choose to increase by 1-point increments at each level-up. However, each attribute has specific breakpoints that you may want to set as milestones or upper limits.

Attribute
Breakpoints
Stats Increased
Vigor
40, 60
max HP
Mind
38, 50, 60
max FP
Endurance
25, 30, 50, 60
max Stamina
max Equip Load
Strength
34, 54,
50, 80
access to armaments
STR-scaling armaments
Dexterity
50, 80
access to armaments
spellcasting speed
DEX-scaling armaments
Intelligence
50, 80
access to armaments & spells
sorcery scaling
INT-scaling armaments
Faith
50, 80
access to armaments & spells
incantation scaling
FTH-scaling armaments
Arcane
45, 60, 80
access to armaments & spells
item Discovery
status effect buildup
ARC-scaling armaments

The goal of this guide is to produce visual representations for how attributes increase stats for players to use as a reference when attempting to improve the efficiency of their builds.

As a bonus, I've added a section at the end that lists noteworthy equipment that raises attributes.

Interpreting Graphs
For each graph, there will be at least one soft cap and one hard cap:
Δ: denotes the difference between two values.

Soft Cap: a point beyond which there are diminishing returns.
It's usually the last occurrence of the maximal delta (Δ) value, or the last occurrence of a Δ value larger or equal to some threshold value. The latter is be determined a little arbitrarily at times.

Hard Cap: a point beyond which there is no improvement.
It's the last occurrence of a non-zero Δ value.

Other points of interest will be discussed on a case-by-case basis.

A cold-hot color map is used to help visualize Δ values.
Red (hot) points denote the highest gains for levelling to these values.
Blue (cold) points denote the lowest gains for levelling to these values.
Vigor
Mind

38 MND is a breakpoint because the Flask of Cerulean Tears +12 recovers 220 FP, which just so happens to be a character's maximum FP at that point.
Endurance
Stamina

Equip Load
Armament Scaling
Armament scaling is incredibly complex. Scaling growth isn't attribute-specific, but armament-specific. The game maps growth curves to an individual armament's properties for every possible affinity. It's a little scary how flexible this system can be, but I'll do my best to explain the broad strokes and identify some conventions used in-game.

Damage type: Physical or Elemental (Magic, Fire, Lightning, Holy)
Scaling coefficient: represented by a letter indicator, but the actual value is hidden from players.
Affinity: Standard, Heavy, Keen, Quality, Fire, Flame, Lightning, Sacred, Magic, Cold, Poison, Blood, Occult

So, to greatly oversimplify things, there are essentially two main growth curves: one for Physical Damage and one for Elemental Damage.

Physical Damage

In general, your physical damage will scale with either Strength or Dexterity.

If your weapon has the Occult affinity, your physical damage will also scale with Arcane. Note that the Ripple Crescent Halberd and the Ripple Blade are treated like Occult armaments.

One notable exception is the Erdtree Dagger, which will also use Faith to further increase physical damage and follow this curve.

The curve here applies to the Standard affinity. However, the Heavy, Keen, Quality, and Occult curves are similar enough. The only major difference is that first soft cap, which will float between 16 to 20, and the minor soft cap will float a little around 58.

Elemental Damage
In general...
  • Magic damage will scale with Intelligence
  • Fire damage will scale with Strength or Faith (key difference between Fire and Flame affinity)
  • Lightning damage will scale with Dexterity
  • Holy damage will scale with Faith
2-Handedness
2-handing allows players to wield their armament effectively even if they're below its Strength requirements (so long as you meet 2/3 of the Strength requirement). This is because 2-handedness increases your effective Strength. If your build is focused on 2-handing exclusively, then your Strength soft cap is lower.

I confirmed that this only applies to Strength. 2-Handing does NOT affect attribute requirements and scaling for any other attribute.

2-Handed Physical Damage: Heavy Nightrider Glaive +25

It seems we consistently get a Strength soft cap of 54 for Physical Damage while 2-handing.
I'm assuming that Fire Damage scaling will also have a soft cap around 34 while 2-handing, but I haven't confirmed this yet.
Passive Effect Scaling

Certain armaments' passive effect buildup will scale with Arcane. This is mostly relevant to Poison and Blood affinities. I haven't confirmed yet whether the physical damage scaling from Arcane with the Occult affinity overrides this or not.
Discovery

So this is silly. Discovery is calculated easily with the following linear function:
Discovery = 100.0 + ARC
The only exceptions are Arcane levels 8 and 9. I don't know why that is, but it just is.
Attribute-Increasing Equipment
Talismans
Radagon's Soreseal
VIG, END, STR, DEX +5, but take more damage
Radagon's Scarseal
VIG, END, STR, DEX +3, but take more damage
Marika's Soreseal
MND, INT, FTH, ARC +5, but take more damage.
Marika's Scarseal
MND, INT, FTH, ARC +3, but take more damage
Starscourge Heirloom
STR +5
Millicent's Prosthesis
DEX +5
increases damage output with successive attacks
Prosthesis-Wearer Heirloom
DEX +5
Stargazer Heirloom
INT +5
Two-Fingers Heirloom
FTH +5

Helms
Crimson Hood
VIG +1
Preceptor's Big Hat
MND +3, but decreases Stamina
Navy Hood
MND +1
Hierodas Glintstone Crown
END, INT +2, but decreases FP
Imp Head (Wolf)
END +2
Haima Glintstone Crown
STR, INT +2
Omensmirk Mask
STR +2
Imp Head (Fanged)
STR +2
Lazuli Glintstone Crown
DEX, INT +3, but decreases HP
Okina Mask
DEX +3, but decreases Focus
Consort's Mask
DEX +1
Twinsage Glintstone Crown
INT +6, but decreases HP and Stamina
Witch's Glintstone Crown
INT, ARC +3, but decreases Stamina
Olivinus Glintstone Crown
INT +3, but decreases HP
Karolos Glintstone Crown
INT +3, but decreases Stamina
Queen's Crescent Crown
INT +3
Imp Head (Cat)
INT +2
Imp Head (Corpse)
FTH +2
Haligtree Knight Helm
FTH +2
Haligtree Helm
FTH +1
Ruler's Mask
FTH +1
Silver Tear Mask
ARC +8, but reduce physical damage output
Albinauric Mask
ARC +4, but decreases HP recovery from Crimson Tear Flask
Mask of Confidence
ARC +3
Imp Head (Elder)
ARC +2
Marais Mask
ARC +1

Chest Armor
Commoner's Garb
FTH +1

Great Runes
Godrick's Great Rune
increases all attributes by +5 until death

Weapon Skills
Oath of Vengeance
increases all attributes by +5 temporarily

Addendum
I'm writing my own Python script, using open source libraries to generate these graphs.

Please note that this guide is a work in progress. It is entirely possible that this guide may contain inaccuracies, formatting issues, or flat-out missing information at this time (notably, for catalysts).

However, in the meantime, let me redirect you to a Reddit thread that covers armament scaling in impressive depth. The author, u/sleepless_sheeple, kindly provides their own visual aids and breakpoints. They also were a great help by sharing their Python code with me.

https://www.reddit.com/r/Eldenring/comments/tc3lyy/helpful_charts_for_offensive_stat_scaling/

Another thank you goes to u/TarnishedSpreadsheet, who kindly walked me through some of the nuances at play for armament scaling.
81 Comments
Bonkers 15 Mar @ 12:07pm 
Thank you for addressing my comment and lots of fun with the DLC once it comes out :resmile:
MC Dairy  [author] 15 Mar @ 7:58am 
Thanks! So, the important values for staffs and seals are "incantation scaling" and "sorcery scaling" respectively. That's the number that actually determines the damage output of magic. It's a bit complicated for me to gather in-game data on how FTH and INT increase those values, especially since I personally never experimented with magic builds.

Given that the DLC is coming out in a few months, I plan on updating this guide once I inevitably beat it. I'll keep this in mind and likely reach out to the Elden Ring community to get those answers then.
Bonkers 14 Mar @ 7:48am 
Awesome guide! Though unless I've missed that, it should probably include a note about the different softcaps for staffs and seals.
MC Dairy  [author] 13 Aug, 2023 @ 2:58pm 
So, Elden Ring is different from previous Souls entries in that PvP is rendered entirely optional, so there is no fear of getting invaded by another player if you don't play in co-op sessions or interact with the multiplayer items.

Even solo players tend to want to reserve a chance to play multiplayer at any time with their late-game characters, so they limit their level to the meta level 150 to ensure they get plenty of PvP and co-op summoning signs.

Choosing to exceed that level is definitely OK, it's just not optimal for the multiplayer component of this game. If you do not plan on interacting with any of it with a character, there is no need to limit their level.
homestyle bearnaise 10 Aug, 2023 @ 8:43pm 
Stupid question: I just got into the game and won't try to matchmake, will it be "OK" for me to go for a much higher level than 150? The reason I'm asking is because I used to get invaded quite a lot in DSIII and never really understood how that happened, is this the matchmaking you speak of?
MC Dairy  [author] 7 Apr, 2023 @ 9:19am 
Yes, because you'd be experiencing diminishing returns beyond the soft caps.

For any souls game, I always recommend to immediately dump all level ups into the attribute which increases HP until a soft cap is reached (in this case, 40 Vigor).

The best way to increase damage output by far is to immediately upgrade your armament of choice using smithing stones found in mines.

Then branch out from there.

Personally, I like to level up towards one soft cap at a time. For melee builds, I typically set 30 Endurance as my next goal, then head go for 50 Strength or Dexterity afterwards. However, for a bleed build, I'd go up to 45 Arcane first.

I stop levelling up a character at 150 in this game. This is just a consensus agreed upon by the community known as the "meta level" that serves to facilitate fun matchmaking.

To experiment with other builds, you can respec a character at any time at a mid-game location.
A_Peridox 6 Apr, 2023 @ 10:36pm 
So would you say that once you hit some soft caps it's less useful to level up? Been trying to do a balance of probably too many stats since I'm trying to base it off of something
Nightmare 16 Feb, 2023 @ 6:38am 
spellcasting speed? didnt know that
MC Dairy  [author] 7 May, 2022 @ 10:40am 
UPDATE:

Image files for FP and Stamina broke for some reason. When re-uploading all images, these two files consistently gave a file upload error (29). I had to upload these two images under different file names to resolve the issue.
MC Dairy  [author] 7 May, 2022 @ 5:53am 
Thank you for bringing this to my attention. I'm not sure what happened to make these images suddenly disappear, but I'll seek a fix today.