This guide offers you the visual references you need to make each level-up matter in ELDEN RING
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.
|Vigor||40, 60||max HP|
|Mind||40, 52, 60||max FP|
|Endurance||25, 50, 60||max Stamina
max Equip Load
|Strength||54, 80||access to armaments
|Dexterity||80||access to armaments
|Intelligence||50, 80||access to armaments and spells
sorcery scaling with catalysts
|Faith||50, 80||access to armaments and spells
incantation scaling with catalysts
|Arcane||80||access to armaments and spells
status effect buildup
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.
For each graph, there will be at least one soft cap and one hard cap:
Soft Cap: a point beyond which there are diminishing returns.
Hard Cap: a point beyond which there is no improvement.
Δ: denotes the difference between two values.
The 1st soft cap is usually the last occurrence of the maximal delta (Δ) value.
The hard cap is usually the last occurrence of a non-zero Δ value.
Occasionally, we define a 2nd soft cap where, even though our gains for levelling this attribute up begin to decrease, they may still be worthwhile to invest in depending on your build. I’ll determine it as the last occurrence of a Δ value larger or equal to some threshold value. Take this cap with a grain of salt, as it’s determined a little arbitrarily.
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.
40 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.
This is where things get a little difficult. Ideally, I need armaments with low stat requirements, high scaling for this attribute (S-tier would be best), no scaling in any other attribute, and high enough base damage to make the Δ values more accurate. I used the following formula to generate graphs for armament scaling:
Scaling (%) = (TOTAL_DAMAGE * 100.0) / BASE_DAMAGE - 100.0
Strength requirements and scaling caps differ if you’re 1-handing or 2-handing armaments.
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.
I used a Heavy Nightrider Glaive +25 to generate the following graphs, It has S-scaling with Strength only. The base damage output is 270 (Physical exclusively). Its Strength requirement is 26.
It seems we consistently get a Strength soft cap of 80 for 1-handing, and 54 for 2-handing. These caps remain the same across all scaling tiers (E,D,C,B,A, and S). Ignore the first soft cap generated by my program as it’s not consistent across different armaments.
I used a Keen Guardian Swordspear +24 to generate this graph, It has A-scaling with Dexterity only. The base damage output is 305 (Physical exclusively). Its Dexterity requirement is 16.
I did test this with 2-handing. The Dexterity requirement is enforced regardless and the DEX-scaling stays the same.
I used a Moonveil +10 to generate this graph. It has B-Scaling with Intelligence. However, it also has E-Scaling with Strength and B-Scaling with Dexterity. The base Physical damage output is 178. The base Magic damage output is 213. Its Intelligence requirement is 23.
A little more math is required here. Assuming that Strength and Dexterity ONLY affects physical damage output and Intelligence affects ONLY Magic damage output… then we can figure this out without sacrificing a data point.
Where BASE_DAMAGE = PHYSICAL_DAMAGE(str = 14, dex = 18) + BASE_MAGIC_DAMAGE Scaling (%) = (TOTAL_DAMAGE * 100.0) / BASE_DAMAGE- 100.0
From doing this, I had a BASE_DAMAGE = 438
Note: the actual Strength requirement is 12, but the lowest I can go as a Vagabond is 14.
Note: I removed the annotations because my program’s auto-annotation system doesn’t quite capture the actual soft caps here. However, the growth curve here is quite similar to FTH-scaling.
This graph seems to indicate that Intelligence has two soft caps, at 50 and 80. I wonder if this is because 50 is close to the sorcery scaling soft cap, unknown to me at this time.
Because of its STR-scaling, this weapon will increase it’s physical damage output while 2-handing. However, Intelligence should not affect this one bit.
I used a Code Sword +9 to generate this graph. It has A-scaling with Faith only. The base damage output is 195 (Holy exclusively). Its Faith requirement is 20.
Note that FTH-scaling increased this weapon’s Holy damage exlusively.
This graph seems to indicate that Faith has two soft caps, at 50 and 80. I wonder if this is because 50 is close to the incantation scaling soft cap, unknown to me at this time.
I did test this with 2-handing. The Faith requirement is enforced regardless and the FTH-scaling stays the same.
Ripple Crescent Halberd +24 has S-scaling with Arcane only. The base damage output is 205 (Physical exclusively). Its Arcane requirement is 20.
Also note that this weapon does not have any passive effects.
I did test this with 2-handing. The Arcane requirement is enforced regardless and the ARC-scaling stays the same.
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.
|Radagon’s Soreseal||increases VIG, END, STR, DEX by +5, but take more damage|
|Radagon’s Scarseal||increases VIG, END, STR, DEX by +3, but take more damage|
|Marika’s Soreseal||increases MND, INT, FTH, ARC by +5, but take more damage.|
|Marika’s Scarseal||increases MND, INT, FTH, ARC by +3, but take more damage|
|Starscourge Heirloom||increases STR by +5|
|Millicent’s Prosthesis||increases DEX by +5
increases damage output with successive attacks
|Prosthesis-Wearer Heirloom||increases DEX by +5|
|Stargazer Heirloom||increases INT by +5|
|Two-Fingers Heirloom||increases FTH by +5|
|Crimson Hood||increases VIG by +1|
|Preceptor’s Big Hat||increases MND by +3, but decreases Stamina|
|Navy Hood||increases MND by +1|
|Hierodas Glintstone Crown||increases END and INT by +2, but decreases FP|
|Imp Head (Wolf)||increases END by +2|
|Haima Glintstone Crown||increases STR by +2
increases INT by +2
|Omensmirk Mask||increases STR by +2|
|Okina Mask||increases DEX by +3, but decreases Focus|
|Consort’s Mask||increases DEX by +1|
|Twinsage Glintstone Crown||increases INT by +6, but decreases HP and Stamina|
|Witch’s Glintstone Crown||increases INT and ARC by +3, but decreases Stamina|
|Olivinus Glintstone Crown||increases INT by +3, but decreases HP|
|Karolos Glintstone Crown||increases INT by +3, but decreases Stamina|
|Queen’s Crescent Crown||increases INT by +3|
|Imp Head (Cat)||increases INT by +2|
|Imp Head (Corpse)||increases FTH by +2|
|Haligtree Knight Helm||increases FTH by +2|
|Haligtree Helm||increases FTH by +1|
|Ruler’s Mask||increases FTH by +1|
|Silver Tear Mask||increases ARC by +8, but reduce physical damage output|
|Albinauric Mask||increases ARC by +4, but decreases HP recovery from Crimson Tear Flask|
|Mask of Confidence||increases ARC by +3|
|Imp Head (Elder)||increases ARC by +2|
|Marais Mask||increases ARC by +1|
|Commoner’s Garb||increases FTH by +1|
|Godrick’s Great Rune||increases all attributes by +5 until death|
|Oath of Vengeance||increases all attributes by +5 temporarily|
The data used to generate these plots was collected in-game given the following pre-conditions:
- Version: v1.02.3, v1.03.1
- Class: Vagabond
- Level: 104, 150
- No status effects, buffs, or debuffs active.
- No equipment when collecting data for HP, FP, Stamina, Equip Load, and Discovery.
- Select equipment when collecting data for damage scaling.
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. For now, this is just me sharing my personal notes while I’m still in my first playthrough. It is entirely possible that this guide may contain inaccuracies, formatting issues, or flat-out missing information at this time.
However, in the meantime, let me redirect you to a Reddit thread that covers armament scaling in impressive depth. The author kindly provides their own visual aids and breakpoints.
https://www.reddit.com/r/Eldenring/comments/tc3lyy/helpful_charts_for_offensive_stat_scaling/ – [reddit.com]
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