Every stat in Elden Ring gives less per level once you pass certain points. These points are the soft caps: before them a level is worth a lot, after them the same rune cost buys much less. Knowing where they sit is the difference between a build that feels strong at level 125 and one that wasted 30 levels. This guide lists the breakpoints for all eight attributes, explains which ones actually matter, and gives a simple order to level in.
| Most important soft cap | Vigor 40 (then 60) |
| Damage stats (most weapons) | Strength / Dexterity 60, then 80 |
| Spell stats | Intelligence / Faith 60 and 80 for spell scaling, depending on catalyst |
| Endurance | Stamina caps at 50, Equip Load at 60 |
| Hard cap | 99 in every stat; gear and buffs cannot push past it |
| Two-handing | Counts your Strength as 1.5x, so Strength breakpoints come sooner |
| Exact numbers vary | Each weapon and catalyst has its own scaling curve; caps below are the common ones |
Elden Ring soft caps for every stat
The table shows where returns drop for each attribute and what the stat does. Where a stat has two numbers, the first is where gains start to slow and the second is where they become very small.
| Stat | Soft caps | What it raises | After the last cap |
|---|---|---|---|
| Vigor | 40 / 60 | HP, Fire defense, Immunity | Only a few HP per level |
| Mind | 50 / 60 | FP, Focus | About 2-3 FP per level |
| Endurance | Stamina 15 / 30 / 50; Equip Load 25 / 60 | Stamina, Equip Load, Robustness | Stamina barely grows after 50 |
| Strength | 60 / 80 (most weapons) | Strength-scaling attack power, physical defense | Small damage gains to 99 |
| Dexterity | 60 / 80 (most weapons) | Dexterity-scaling attack power, faster casting | Small damage gains to 99 |
| Intelligence | 50 / 80 for magic attack power; 60 / 80 for sorcery scaling (catalyst-dependent) | Sorceries, magic weapons, magic defense | Small gains to 99 |
| Faith | 50 / 80 for elemental attack power; 45, 60 or 80 for incantation scaling (seal-dependent) | Incantations, Holy/Fire/Lightning weapons | Small gains to 99 |
| Arcane | 45 / 60 for status buildup; 60 / 80 for physical attack power | Bleed, poison, sleep and madness buildup, item discovery, Holy defense | Item discovery still rises by 1 per level |
The weapon and catalyst you use decide the exact curve. Some weapons flatten earlier and some keep rising, so treat 60 and 80 as safe targets rather than fixed laws. Our build planner shows the effect of each point before you spend runes.
Which soft caps actually matter
- Vigor 40 is the first priority for every build. HP per level is highest up to 40, and late-game bosses punish low health hard. Many players push to 50-60 for Shadow of the Erdtree.
- Your main damage stat to 60. Strength or Dexterity for melee, Intelligence or Faith for casters. Going to 80 only makes sense at high levels when everything else is covered.
- Endurance only as much as you need. Raise it until you can wear your armor and weapons under 70% Equip Load (medium roll). Stamina past 50 gives almost nothing.
- Mind is build-dependent. Melee builds that only use a few Ashes of War can stay low; full casters usually want somewhere between the 40s and 60.
- Arcane is a support stat unless you run status. For a bleed build, 45 and 60 are the points where buildup jumps; see our bleed Arcane build.
How to level your character step by step
- Meet the requirements of the weapon or spell you want to use (a weapon below its requirements deals very little damage).
- Bring Vigor to about 25-30 early, then to 40 before the mid-game regions like Altus Plateau.
- Raise your main damage stat toward 60, adding Endurance only when your Equip Load slows your roll.
- Finish Vigor to 50-60 and get Mind to what your Ashes of War or spells need.
- Past level 150, either push your damage stat to 80 or invest in a second scaling stat for a hybrid weapon.
Two-handing a weapon multiplies your Strength by 1.5 for its scaling and requirements, so a Strength build that two-hands reaches the 60 breakpoint at around 40 real Strength and can spend the rest elsewhere. The two-handing bonus does not apply to Ashes of War or critical hits.
Related: compare finished stat spreads on our Elden Ring build tier list, check how many runes your next levels cost with the rune calculator, and get those runes quickly with our rune farming spots.
FAQ
What is the Vigor soft cap in Elden Ring?
Vigor has two soft caps: 40 and 60. HP gains are biggest up to 40, smaller from 41 to 60, and only a few points per level after 60.
Should I level Strength or Dexterity past 60?
Only once Vigor, Endurance and your weapon requirements are covered. For most weapons 60 is the main breakpoint and 80 the last one, with very small gains from 80 to 99.
What is the max level of a stat in Elden Ring?
99. Talismans, armor and buffs cannot push a stat above 99; the only exception is effective Strength from two-handing.
Do soft caps change between weapons?
Yes. Each weapon and catalyst uses its own scaling curve, which is why guides list slightly different numbers. 60 and 80 are the safe targets for damage stats on most gear.
Source: breakpoints checked against Fextralife’s Elden Ring wiki, Game8 and PCInvasion; only values two sources agree on are listed.
Further reading: Stats and Vigor on the Fextralife Elden Ring wiki.
