ELDEN RING – Optimal Character Attributes

ELDEN RING – Optimal Character Attributes 1 - steamlists.com
ELDEN RING – Optimal Character Attributes 1 - steamlists.com

This guide offers you the visual references you need to make each level-up matter in ELDEN RING
 
 

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.
 
 

AttributeBreakpointsStats Increased
Vigor40, 60max HP
Mind40, 52, 60max FP
Endurance25, 50, 60max Stamina
 
 
 
max Equip Load
Strength54, 80access to armaments
 
 
 
STR-scaling armaments
Dexterity80access to armaments
 
 
 
spellcasting speed
 
 
 
DEX-scaling armaments
Intelligence50, 80access to armaments and spells
 
 
 
sorcery scaling with catalysts
 
 
 
INT-scaling armaments
Faith50, 80access to armaments and spells
 
 
 
incantation scaling with catalysts
 
 
 
FTH-scaling armaments
Arcane80access to armaments and 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:
 
 

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.
 
 
 

VIGOR

ELDEN RING - Optimal Character Attributes - VIGOR - 72C2EA5
 
 
 

MIND

ELDEN RING - Optimal Character Attributes - MIND - 9A54D36
 
 
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.
 
 
 

ENDURANCE

Stamina

 
 
ELDEN RING - Optimal Character Attributes - ENDURANCE - BCECEED
 
 

Equip Load

 
 
ELDEN RING - Optimal Character Attributes - ENDURANCE - EF1573E
 
 
 

STRENGTH

Armament Scaling

 
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.
 
 
1-Handed
 
 
ELDEN RING - Optimal Character Attributes - STRENGTH - EE7B3F2
 
 
2-Handed
 
 
ELDEN RING - Optimal Character Attributes - STRENGTH - C692F7D
 
 
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.
 
 
 

DEXTERITY

Armament Scaling

 
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.
 
 
ELDEN RING - Optimal Character Attributes - DEXTERITY - DD8E9D5
 

 
I did test this with 2-handing. The Dexterity requirement is enforced regardless and the DEX-scaling stays the same.
 
 
 

INTELLIGENCE

Armament Scaling

 
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.
 
 
ELDEN RING - Optimal Character Attributes - INTELLIGENCE - 5F0D83C
 
 
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.
 
 
 

FAITH

Armament Scaling

 
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.
 
 
ELDEN RING - Optimal Character Attributes - FAITH - 62B44A9
 
 
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.
 
 
 

ARCANE

Armament Scaling

 
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.
 
 
ELDEN RING - Optimal Character Attributes - ARCANE - 9A5F992
 
 
I did test this with 2-handing. The Arcane requirement is enforced regardless and the ARC-scaling stays the same.
 
 

Discovery

 
 
ELDEN RING - Optimal Character Attributes - ARCANE - 30D4F49
 
 
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 Scarsealincreases VIG, END, STR, DEX by +3, but take more damage
Radagon’s Soresealincreases VIG, END, STR, DEX by +5, but take more damage
Marika’s Scarsealincreases MND, INT, FTH, ARC by +3, but take more damage
Marika’s Soresealincreases MND, INT, FTH, ARC by +5, but take more damage.
Starscourge Heirloomincreases STR by +5
Millicent’s Prosthesisincreases DEX by +5
 
 
 
increases damage output with successive attacks
Prosthesis-Wearer Heirloomincreases DEX by +5
Stargazer Heirloomincreases INT by +5
Two-Fingers Heirloomincreases FTH by +5

 

Helms

 

Crimson Hoodincreases VIG by +1
Preceptor’s Big Hatincreases MND by +3, but decreases Stamina
Navy Hoodincreases MND by +1
Hierodas Glintstone Crownincreases END and INT by +2, but decreases FP
Imp Head (Wolf)increases END by +2
Haima Glintstone Crownincreases STR by +2
 
 
 
increases INT by +2
Omensmirk Maskincreases STR by +2
Okina Maskincreases DEX by +3, but decreases Focus
Consort’s Maskincreases DEX by +1
Twinsage Glintstone Crownincreases INT by +6, but decreases HP and Stamina
Witch’s Glintstone Crownincreases INT and ARC by +3, but decreases Stamina
Olivinus Glintstone Crownincreases INT by +3, but decreases HP
Karolos Glintstone Crownincreases INT by +3, but decreases Stamina
Queen’s Crescent Crownincreases INT by +3
Imp Head (Cat)increases INT by +2
Imp Head (Corpse)increases FTH by +2
Haligtree Knight Helmincreases FTH by +2
Haligtree Helmincreases FTH by +1
Ruler’s Maskincreases FTH by +1
Silver Tear Maskincreases ARC by +8, but reduce physical damage output
Albinauric Maskincreases ARC by +4, but decreases HP recovery from Crimson Tear Flask
Mask of Confidenceincreases ARC by +3
Imp Head (Elder)increases ARC by +2
Marais Maskincreases ARC by +1

 

Chest Armor

 

Commoner’s Garbincreases FTH by +1

 

Great Runes

 

Godrick’s Great Runeincreases all attributes by +5

 
 
 

Addendum

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.
 
 

Written by MC Dairy

 
 
This is all about ELDEN RING – Optimal Character Attributes; I hope you enjoy reading the Guide! If you feel like we should add more information or we forget/mistake, please let us know via commenting below, and thanks! See you soon!
 
 


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