Statistics inElden Ringrefer to various properties that govern your character's strengths and weaknesses, as well as how they are affected by interactions in and out of combat. There are 8 main Stats in Elden Ring, as well as several dozen secondary stats whichall contribute to your character's growth and effectiveness in various situations. Stats are affected by a number of things and can be modified by your Level, Equipment,and any active buffs and effects.
Within the Status Menu, you can check your level, attributes, base stats, and more. The information shown here also reflects changes to your attack, defense, and resistances bestowed by armaments and armor that you have equipped.
- SeeLevelingfor details on how to level,a breakdown of runes necessary per level, and more.
- SeeRunesfor details on acquiringrunes and rune acquisition boosting equipment.
- SeeRebirthfor details on how to reallocate (respec) assigned attribute points.
Howdo you increase Stats in Elden Ring?
The primary method of increasing your stats is by Leveling Up. Near the beginning of the game and shortly after meeting Melinafor the first time, you will unlock the ability to Level Up by spending Runesacquired by defeating enemies.
Elden Ring features 8 Main Stats (alsoreferred to as Attributes). These are your Vigor, Mind, Endurance, Strength, Dexterity, Intelligence, Faith and Arcane. Each one of these main Stats governs your secondary stats such as HP, FP, Stamina and Equipment Load. Players can spend Runes at a Site of Grace to increase their main stats, effectively increasing their character Level, as well as improving their secondary stats.
Stats are also affected by your current Equipment and any active buffs obtained through Magic or Items. Combining these aspects is key to character progression and creating effective builds in Elden Ring.
Can yourespec your Stats in Elden Ring?
After completing Raya Lucaria Academy, you will be able to reset point allocations and redistribute all of your earned Stat points however you wish in exchange for a Larval Tear, a rare item obtained through various means. You would most likely be over level 50 by the point you get to this, so your early build is quite important as you cannot change it: see our Elden Ring Builds page for ideas on how to make a good character.
This is commonly known as 'Respeccing' and is a system that caters to players' needs for customization and trying out other builds without having to restart the game over.
For more information please visit our Rebirth Page.
Elden Ring Stats
Level
A cumulative figure that represents overall attribute strength.
You can level up using runes.
Runes Held
Total runes in possession. Upon dying, you will drop any runes in your possession at the site of your death.
Runes Needed
Number of runes required to raise a level.
When you Level Up, you can choose an attribute to increase.
Main Character Attributes
This section lists all of your character's Main Stats, also referred to as Attributes. These Stats govern all other secondary Stats and can be increased by spending acquired Runeson them using the Level Up menuat any Site of Grace,once the feature is unlocked.
At certain points when leveling an Attributeto higher values, you will start getting diminishing returns. i.e. the benefit you gainfrom leveling that Stat is less significant than before. Thevalues at which these diminishing returnsbegin arereferred to assoft-caps or breakpoints.You can find the soft-cap of each Attribute listed below. Note that some stats actually grant accelerating returns at lower levels: for example, Vigor's HP gain per level increases from levels 1-40, but decreases after level 40.
The hard-cap for all Stats is 99: you are unable to level a Stat past that level, and it is not possible to exceed 99 through equipment or buffs. (An exception is that your effective Strength can be increased past 99 by two-handing.)
Vigor
Attribute governing HP.
Also affects fire resistance andImmunitystat.
Scaling accelerates until 40.
Soft-capped at40 / 60.
Level 1-40 | HP gain increases from +4 to +48 (avg: +29.5) |
Level 41-60 | HP gain decreases from +26 to +13 (avg: +22.5) |
Level 61-99 | HP gain decreasesfrom +6 to +3 (avg: +5.1) |
Mind
Attribute governing FP.
Also affects the Focus stat.
Soft-capped at 50 / 60.
Level 1-15 | FP gains arebetween +3 and +4 (LV9: +13) (avg: +3.21) |
Level 16-35 | FP gain alternates between +5 and +6 (avg: +5.25) |
Level 36-50 | FP gainsare between +7 and +6 (avg: +6.67) |
Level 51-60 | FP gainsare between +6 and +4 (avg: +5.00) |
Level 61-99 | FP gain alternates between +2 and +3 (avg: +2.56) |
Endurance
Attribute governing Stamina.
Also affects Robustness.
Determines how heavy your equipment can be,a.k.a.Equip Load.
Soft-capped for stamina at 15 / 30 / 50.
Level 1-15: | Stamina gainsarebetween +1 and +2 (avg: +1.79) |
Level 16-30: | Stamina gainsare between +1 and +2 (avg: +1.67) |
Level 31-50: | Stamina gainsare between +1 and +2 (avg: +1.25) |
Level 51-99: | Stamina gains are between +0 and +1 (avg: +0.31) |
Soft-capped for max equip load at 25 / 60.
Level 9-25: | Max Equip Load gains alternate between +1.5 and +1.6 (avg: +1.59) |
Level 26-60: | Max Equip Load gainsarebetween +1.0 and +1.5 (avg: +1.37) |
Level 61-99: | Max Equip Load gainsare between +1.0 and +1.1 (avg: +1.03) |
Strength
Attribute required to wield heavy armaments.
Influences player physical/strike/slash/piercedefense and provides Attack Power scaling for weapons that utilize the stat.
Breakpoints for AP are: 16, 18, 20, 30, 45, 50, 60, and 80.
There is only a minor fall-off in returns after 16, 18, and 20:
16 for weapons with a quality affinity.
18 for weapons with poison, blood, and the physical portion of elemental affinities, and those with no affinity.
20 for weapons with heavy, occult, or elemental affinities, and innate elemental scaling.
Primary breakpoints are 50, 60, and 80:
50 for the elemental AP when it benefits from this stat (primarily fire affinity); gains drop substantially beyond this point.
60 for the physical AP on all affinities; 56-60 willgive lower returns than 60-80.
80 for all affinities, but it’s usually only worth getting this much for physical affinities, and even then it can be a stretch.
Casting Breakpoints are 30 and 45 (Clawmark Seal and Frenzied Flame Seal both use strength).
Each of these values can be divided by 1.5 (rounded up) if you primarily 2h your weapon.
Keep in mind that the 2hAP bonus does not apply to ashes of war or critical attacks.
Dexterity
Attribute required to wield advanced armaments.
Also boosts attack power of dexterity-scaling armaments, reduces casting time of Spells, softens fall damage, and makes it harder to be knocked off your horse.
Breakpoints for AP are: 16, 18, 20, 30, 45, 50, 60, and 80.
There is only a minor fall-off in returns after 16, 18, and 20:
16 for weapons with a quality affinity.
18 for weapons with poison, blood, the physical portion of elemental affinities, and no affinity.
20 for weapons with keen, occult, or elemental affinities, and innate elemental scaling.
Primary breakpoints are 50, 60, and 80:
50 for the elemental AP when it benefits from this stat (primarily lightning affinity); gains drop substantially beyond this point.
60 for the physical AP on all affinities; 56-60 willgive lower returns than 60-80.
80 for all affinities, but it’s usually only worth getting this much for physical affinities and even then it can be a stretch.
Casting Breakpoints are 30 and 45 (Frenzied Flame Seal uses dexterity).
Intelligence
Attribute required to perform glintstone sorceries. Also boosts the power of intelligence-scaling Sorceries and improves Magic Resistance.
Influences player magic defense and provides AP scaling for weapons that utilize the stat.
Breakpoints for AP are: 20, 30, 45, 50, 60, and 80
There is only a minor fall-off in returns after 20:
20 for weapons with elemental affinities and innate elemental scaling.
Primary breakpoints are 50, and 80:
50 for the elemental AP when it benefits from this stat (primarily magic and cold affinities); gains drop substantially beyond this point.
80 for all affinities (not worth for elemental).
Casting breakpoints are 30, 45, 60, and 80 depending on catalyst.
Faith
Attribute required to perform sacred Incantations. Also boosts the power of faith-scaling Incantations.
Breakpoints for AP are: 20, 30, 45, 50, 60, and 80.
There is only a minor fall-off in returns after 20:
20 for weapons with elemental affinities and innate elemental scaling.
Primary breakpoints are 50, and 80:
50 for the elemental AP when it benefits from this stat (primarily sacred and flame art affinities); gains drop substantially beyond this point.
80 for all affinities (not worth for elemental).
Casting breakpoints are 30, 45, 60, and 80 depending on catalyst.
Arcane
Influences player holy defense and death resistance, provides AP scaling for weapons that utilize the stat, increases item discovery (linearly), and provides scaling for poison, bleed, sleep, and madness buildup.
Breakpoints for AP are 18, 20, 30, 45, 60, and 80.
There is only a minor fall-off in returns after 18 and 20:
18 for weapons with poison and blood affinities.
20 for weapons with occult affinity.
Primary breakpoints are 60 and 80:
60 for all affinities; 56-60 willgive lower returns than 60-80.
80 for all affinities, but it’s usually only worth getting this much for physical affinities, and even then it can be a stretch.
Casting breakpoints are 30 and 45 (Albinauric Staff and Dragon Communion Seal both use arcane).
Status scaling breakpoints are 40, 45, and 60:
40 for Serpent Bow poison scaling.
45 for everything else; gains drop a decent bitbeyond that.
60 for everything else as well; not worth for purely status purposes most of the time.
Since item discovery scaling is linear, there is no decrease in marginal returns. Every Arcane level up to 99 yields 1 point increase in item discovery.
Below is a quick reference table for all Main Stat Soft Cap values when leveling:
Stat | Soft Cap | Change ingainsatsoft-cap |
---|---|---|
Vigor | 40/60 | up to +48 / +26to +13 / +6to +3 HP |
Mind | 50/60 | up to +7 / +6 to +4 / +3 to +2 FP |
Endurance (Stamina) | 15/30/50 | +1.79 / +1.67 / +1.25 / +0.31 |
Endurance (Equip Load) | 25/60 | +1.6 / +1.0 to +1.5 / +1.0 to +1.1 |
Strength | 18/50/60/80 | Depends on weapon |
Dexterity | 18/50/60/80 | Depends on weapon |
Intelligence (Attack Rating) | 20/50/80 | Depends on weapon |
Intelligence (Sorcery Scaling) | 60/80 | Depends on sorcery |
Faith (Attack Rating) | 20/50/80 | Depends on weapon |
Faith (Incantation Scaling) | 60/80 | Depends onincantation |
Arcane (Attack Rating) | 20/60/80 | Depends on weapon |
Arcane (Status Scaling) | 40/45/60 | Depends on weapon |
Strength/Dexterity/Arcane (Incantation Scaling) | 30/45 | Depends on incantation |
Offensive Stats
Offensive Stats provide useful information on the current offensive stats of the player character.
Physical Attack Damage
Displays the default standard damage of the equipment, and how much bonus damage you are gaining from the stats bonuses.
Magic Attack Damage
Displaysthe default magical damage of the equipment or spell, and how much bonus damage you are gaining from the stats bonuses.
Fire Attack Damage
Displaysthe default fire damage of the equipment, and how much bonus damage you are gaining from the stats bonuses.
Lightning Attack Damage
Displaysthe defaultlightning damage of the equipment, and how much bonus damage you are gaining from the stats bonuses.
Holy Attack Damage
Displays the defaultholy damage of the equipment, and how much bonus damage you are gaining from the stats bonuses.
Critical Attack Damage
Displaysthe default criticaldamage of the equipment, and how much bonus damage you are gaining from the stats bonuses.
Sorcery Scaling
The degree to which sorceries increase in power.
Incant Scaling
The degree to which incantations increase in power.
General Stats
General Stats provide useful information on the current state of the player character.
HP
Hit Points. If reduced to 0, you die.
Replenish it by drinking from the Flask of Crimson Tears, casting certain Incantations, or resting at a Site of Grace.
FP
Focus Points. This is the energy consumed to use Sorceries, Incantations,and Skills.
Replenish it by drinking from the Flask of Cerulean Tearsor resting at Site of Grace.
Stamina
Required for various actions.
Depletes when certain actions are taken, but recovers automatically.
Equip Load
Total weight of equipped armaments andArmor. Movement slows as load increases. The rightmost number is the maximum weight that can be equipped; exceed it and movement slows dramatically.
Poise
The degree to which you can resist collapsing under enemy attacks.
Discovery
Governs likelihood of finding items on the corpses of defeated foes.
Memory Slots
The number of slots available for memorizingSorceriesandIncantations.
Attribute ScalingInformation
Str
The degree to which this armament's power or passive effects scale with Strength.
Dex
The degree to which this armament's power or passive effects scale with Dexterity.
Int
The degree to which this armament's power or passive effects scale with Intelligence.
Fth
The degree to which this armament's power or passive effects scale with Faith.
Arc
The degree to which this armament's power or passive effects scale with Arcane.
DefenseStats
DefenseStats forElden Ringprovide useful information on the current defenses of the player character.
Immunity
Your resistance toPoisonsand Scarlet Rot. The higher the number, the less susceptible you are to poison and rot. Governed by your attributes, as well as armor and any additional effects.
Robustness
Your resistance to Hemorrhage and Frostbite. The higher the number, the lower your susceptibility. Governed by your attributes, as well as protective gear andany additional effects.
Focus
Your resistance to Sleep and bouts of Madness. The higher the number, the lower your susceptibility. Governed by your attributes, as well as protective gear andany additional effects.
Vitality
Your resistance to Instant Death. The higher the number, the lower your susceptibility. Governed by your attributes, as well as defensive gear and any additional effects.
Physical Defense
Your defensive power and damage negation against Standard Physical Attacks. The former is calculated via attributes, while the latter is calculated via defensive gear andany additional effects.
VS Strike Defense
Your defensive power and damage negation against Striking Physical Attacks. The former is calculated via attributes, while the latter is calculated via defensive gear and any additional effects.
VS Slash Defense
Your defensive power and damage negation against Slashing Physical Attacks. The former is calculated via attributes, while the latter is calculated via defensive gear and any additional effects.
VS Pierce Defense
Your defensive power and damage negation against Piercing Physical Attacks. The former is calculated via attributes, while the latter is calculated via defensive gear and any additional effects.
Magic Defense
Your defensive power and damage negation against Magical Attacks. The former is calculated via attributes, while the latter is calculated via defensive gear and any additional effects.
Fire Defense
Your defensive power and damage negation against Fire Elemental Attacks. The former is calculated via attributes, while the latter is calculated via defensive gear and any additional effects.
Lightning Defense
Your defensive power and damage negation against Lightning Elemental Attacks. The former is calculated via attributes, while the latter is calculated via defensive gear and any additional effects.
Holy Defense
Your defensive power and damage negation against Holy Elemental Attacks. The former is calculated via attributes, while the latter is calculated via defensive gear and any additional effects.
Equipment Stats
Weapons and Armor Stats provide useful information about the benefits provided by the equipment.
Weight
Weight of the equipment.
VS Strike Damage Negation
The degree to which incoming Striking Physical Damageis negated.
VS Slash Damage Negation
The degree to which incoming Slashing Physical Damageis negated.
VS Pierce Damage Negation
The degree to which incoming Piercing Physical Damageis negated.
Magic Damage Negation
The degree to which incoming Magic Damage is negated.
Fire Damage Negation
The degree to which incoming Fire Damage is negated.
Lightning Damage Negation
The degree to which incoming Lightning Damage is negated.
Holy Damage Negation
The degree to which incoming Holy Damage is negated.