Best Stats to Level Up: Priority Order and Stat Caps
Which player stats to level up in Palworld — all five ranked, the exact gain per point, the rank 50 ceiling on each, the 79-point budget you get by level 80, and how to respec if you spend them wrong.

You earn one status point every time you level up, which is 79 points in total by the time you hit the level 80 cap, and levelling is the only place they come from. This guide ranks all five player stats, gives the gain per point and the ceiling on each, shows the spreads worth copying, and covers the elixirs, gear and Pal passives that raise the same numbers without costing you a point.
Best Stats to Level Up in Palworld
Weight is first and it is not close. Your Pals handle the fighting and the hauling at base, so the only thing that reliably stops your session is a full inventory in the middle of a dungeon or an ore run. Stamina is second because it gates climbing, gliding, sprinting and dodging — everything you do between fights. Health is the one to start feeding once you begin taking on Alphas and towers, Work Speed only pays off while you are crafting by hand away from your workers, and Attack is last: it climbs 2 points at a time, and your weapon tier moves your damage far more than 50 ranks of it ever will.
| # | Stat | Per point | At rank 50 | Why it lands here |
|---|---|---|---|---|
| 1 | Weight (Max Carrying Capacity) | +50 | 3,000 | The stat that actually ends runs. Every ore trip, dungeon clear and base move is capped by it, and going over the limit slows you to a crawl instead of just blocking pickup |
| 2 | Stamina | +10 | 600 | Controls sprinting, climbing, gliding and dodge rolls. At 100 base you get a handful of seconds of anything, and traversal is most of your playtime |
| 3 | Health | +100 | 5,500 | The biggest raw number per point in the game. It does nothing while your Pals tank for you, and everything the moment a level 70 Alpha lands one hit on you |
| 4 | Work Speed | +50 | 2,600 | Only applies to work *you* do by hand. Useful while you are setting up a second base with no workers, close to dead weight once your main base is staffed |
| 5 | Attack | +2 | 200 | The smallest step of the five. Weapon tier and ammo do the heavy lifting, so this is a stat for human-only runs, PvP and arena rather than a general pick |
How Status Points Work: 79 Points, 250 Ranks
One point per level, level 80 is the cap, so you finish the game with 79 points to place. The part most players miss is the other ceiling: each individual stat stops at rank 50. That means 250 ranks exist across the five stats and levelling only ever hands you 79 of them, so you can max exactly one stat and put the remaining 29 into a second. Nothing else is reachable from levelling alone — the rest has to come from the permanent-boost elixirs further down this page. Base values are identical for every character, so the table below is your whole planning sheet.
| Stat | Base at Lv. 1 | Gain per point | Value at rank 50 | Ranks you can afford |
|---|---|---|---|---|
| Health | 500 | +100 | 5,500 | 50 of 79 points |
| Stamina | 100 | +10 | 600 | 50 of 79 points |
| Weight | 500 | +50 | 3,000 | 50 of 79 points |
| Work Speed | 100 | +50 | 2,600 | 50 of 79 points |
| Attack | 100 | +2 | 200 | 50 of 79 points |
Weight — Max Carrying Capacity
Each point adds 50 to your carry limit, taking a fresh character from 500 to 3,000 at rank 50. Front-load this one hard for the first 20 levels or so: you are building your first base with almost no Pals assigned and no Mining Cart to move stone, so you personally carry everything. Go over the limit and you do not simply stop picking things up — you get slowed to a shuffle, which is how a routine ore run turns into a five-minute walk home. Keep dumping points in until you stop hitting the bar mid-run, then stop; there is a lot of free carry weight available from gear and Pals, and points you spend here are the ones easiest to replace later.
Stamina — Sprinting, Climbing and Gliding
Stamina starts at 100 and moves only 10 per point, which looks weak next to Health's +100 until you notice how many actions drain from that one bar. Sprinting, climbing a cliff face, holding a glider, swimming and dodge-rolling all pull from it, and hitting zero mid-climb drops you. At rank 50 you are at 600, six times your starting bar, and that is roughly the point where a cliff stops being a decision. Start feeding this the moment Weight stops being your bottleneck — usually once you have a flying mount and a couple of haulers, since traversal becomes the thing you do most.
Health — the Biggest Number Per Point
Health is 500 at level 1 and gains 100 per point, the largest single-point jump of the five, topping out at 5,500. The catch is that it is the most conditional stat on the list: while your team is doing the fighting, a bigger pool does nothing at all. It becomes essential the moment you start soloing Alphas, running towers or standing in a raid, where a level 70+ enemy can two-shot an underlevelled player straight through armor. If you are dying to chip damage rather than to single hits, better armor from the full armor upgrade path fixes it more cheaply than points do; if you are dying to single hits, buy Health.
Work Speed — Only For Hand Crafting
Work Speed goes from 100 to 2,600 across 50 points and applies exclusively to work you do yourself — the crafting bar you stand at, the tree you chop, the node you mine. It never touches your workers, so a well-staffed base makes this stat close to invisible. Where it genuinely earns points is the middle game: founding a second or third base with nothing assigned to it yet, or grinding out a long recipe queue by hand. If you are running a heavily automated main base with a full roster from the best base Pals, put these points elsewhere and let the Pals do it.
Attack — Last Unless You Fight Solo
Attack starts at 100 and climbs 2 per point, so all 50 ranks take you to 200 — the smallest ceiling of the five by a wide margin. Your weapon tier is the variable that actually moves your damage, and the jump from a mid-tier rifle to a top-tier one on the guns tier list beats any amount of stat investment you can make. Where Attack does matter is when the Pals are switched off: human-only runs, PvP, arena fights and the stretch of a boss fight after your team goes down. Treat it as a specialist pick, and note that a single Pal passive gives you a percentage of it for free — see the next section.
Stats You Can Raise Without Spending a Point
Palworld quietly hands out a lot of player stats through Pals and gear, and every one of these is a point you do not have to spend. Nine Pal passive skills point their effect at the trainer rather than the Pal carrying them, so a Pal sitting in your party buffs *you*. The carry weight ones are the standouts because they are directly convertible: Max Carrying Capacity Lv. 3 is +200, which is four status points' worth, and it costs you nothing but a party slot. The percentage buffs are the other half of the story — Vanguard's +10% Attack is worth more than several ranks of the Attack stat on its own, which is exactly why Attack sits last in the ranking.
| Pal passive | What it does for you | Roughly worth |
|---|---|---|
| Max Carrying Capacity Lv. 3 | +200 to your carry limit | 4 Weight points |
| Max Carrying Capacity Lv. 2 | +150 to your carry limit | 3 Weight points |
| Max Carrying Capacity Lv. 1 | +50 to your carry limit | 1 Weight point |
| Motivational Leader | +25% player Work Speed | The reason Work Speed ranks 4th |
| Vanguard | +10% player Attack | The reason Attack ranks 5th |
| Stronghold Strategist | +10% player Defense | A stat you cannot buy with points at all |
| Wellness Watcher | −5% player stamina drain | Stretches every Stamina point you own |
| Healing Coach | +5% player HP regeneration | Between-fight uptime rather than a bigger pool |
| Mine Foreman / Logging Foreman | +25% player mining / logging efficiency | Faster nodes without touching Work Speed |
Partner skills go further than passives. Lunaris carries Antigravity, which is +300 carry weight at one star and +600 at five — the single biggest carry buff in the game and worth 12 status points on its own. Cattiva does a smaller version with Cat Helper at +100 rising to +200, and you can catch one in the first ten minutes of a new save. Item Weight Reduction is a different lever that gets you to the same place: Fuddler and Turtacle both reach 100, which halves what your ore actually weighs. The full carry-weight Pal and gear breakdown has the whole ladder.
Gear stacks on top of all of it, and the tiers do not read the way you would expect from the item names. Three pieces carry the Lv. 4 version at a flat +300, and one of them is an accessory you can wear alongside armor. Worth flagging: Ring of Freight and Ring of Freight +2 both carry Lv. 3, while the Ring of Freight +1 sitting between them only carries Lv. 2 — check the passive on the ring, not the plus sign.
| Bonus | Gear that carries it | Slot |
|---|---|---|
| +300 | Two accessories and one endgame chest piece | |
| +200 | Ring of Freight, Ring of Freight +2, | Accessory or body armor |
| +100 | Ring of Freight +1 | Accessory |
| +50 | Head — the earliest carry bonus you can craft |
Permanent Stat Boosts Beyond Level 80
This is how you get past the 79-point wall. Ten consumables permanently add status points on top of everything levelling gave you — a Remedy adds 1 point, an Elixir adds 2, and there is one of each for all five stats. They only work on the player; a Pal drinking one gets nothing. They also respect the rank 50 ceiling, and the game refuses the item outright once that stat is full, so there is no way to waste one by accident. Farm the Elixirs rather than the Remedies where you can: double the points for one and a half times the lotuses.
| Stat it raises | Remedy (+1 point) | Elixir (+2 points) | Lotus it needs |
|---|---|---|---|
| Health | Life Lotus (S) / Life Lotus (L) | ||
| Stamina | Stamina Lotus (S) / Stamina Lotus (L) | ||
| Weight | Carrying Lotus (S) / Carrying Lotus (L) | ||
| Work Speed | Speed Lotus (S) / Speed Lotus (L) | ||
| Attack | Power Lotus (S) / Power Lotus (L) |
Crafting one is two farms stapled together. A Remedy takes 4 small lotuses and 1 Predator Core at 50,000 workload; an Elixir takes 6 large lotuses and 2 Predator Cores at 100,000. Lotuses come off the 866 stat lotus nodes scattered across the islands, plus oil rig crates and Ancient Relic recycling, while Predator Cores drop from Predator Pals and nowhere else. If the grind sounds worse than the payoff, it usually is — the Medal Shop sells all five large Elixirs outright for 200 Dog Coin each, which is the fastest route to a stat above rank 50 in the game.
| Where to get them | What you get | Notes |
|---|---|---|
| Medal Shop | All five Elixirs, 200 Dog Coin each | Flat price, unlimited restock — the efficient route |
| Crafting | Any Remedy or Elixir | Wants lotuses plus Predator Cores; needs a late Medicine bench |
| Desert Town Ambassador | All five Remedies, 1 at a time | A visitor gift, so it needs guild rank 20 and some luck |
| +1 Health point | The Tides of Terraria version of a Vital Remedy | |
| Oil rig crates | Lotuses, roughly 4% per crate | Large rig pays better on the big lotuses |
| Recycling Ancient Relics | Lotuses, under 0.2% each | A trickle, but it is passive income off relics you already have |
How to Reset Your Status Points
Memory Wiping Medicine refunds every status point you have spent and hands them straight back, so a bad spread is fixable — it is just expensive. The bill is 99 Beautiful Flower, 50 Horn, 50 Bone and 50 Aquatic Pal Fluids at a brutal 3,000,000 crafting workload, which makes it the single most expensive thing any Medicine bench produces. Beautiful Flower is the real gate: there are only 27 Beautiful Flower nodes on the whole map, the rarest gathering node in the game, and one potion eats 99 of them. Caravan Shop merchants sell them at 500 gold each, which is almost always faster than running the nodes.
| Requirement | Detail |
|---|---|
| Unlock | Electric Medicine Workbench at technology level 43, or the Advanced Medicine Workbench at 61 / Ancient Workbench at 67 |
| Materials | 99 Beautiful Flower, 50 Horn, 50 Bone, 50 Aquatic Pal Fluids |
| Workload | 3,000,000 — staff the bench with high Medicine Production Pals or it will take all night |
| Free alternative | Lovander drops one at a 1% rate, and it spawns in the wild |
| What it refunds | Every spent point across all five stats, including points from Remedies and Elixirs |
Recommended Point Spreads
Every spread below totals exactly 79 — the full level 80 budget — and respects the rank 50 ceiling on each stat. Pick by what you actually do rather than by what sounds strongest: the all-round spread is the safe default and the one to take if you are unsure, the explorer spread is the most fun to play and the most punishing if you get caught in a fight, and the combat spread is the only one worth building before a hard-mode tower or raid. Nothing here is locked in, since Memory Wiping Medicine buys your points back, but each respec costs 99 Beautiful Flower — so it is worth getting close on the first attempt.
| Spread | Weight | Stamina | Health | Work Speed | Attack | Who it's for |
|---|---|---|---|---|---|---|
| All-round | 30 | 20 | 20 | 9 | 0 | The default. Never blocked by carry weight, survives a mistake, still moves well |
| Explorer / hauler | 50 | 29 | 0 | 0 | 0 | Maxed carry limit and a huge stamina bar — for map sweeps, ore runs and collectible hunting |
| Combat / raids | 9 | 20 | 50 | 0 | 0 | Maxed Health for tower rematches and raid bosses, with enough stamina to keep dodging |
| Solo base builder | 25 | 14 | 0 | 40 | 0 | For founding bases by hand before workers are assigned |
| Human-only / PvP | 0 | 29 | 0 | 0 | 50 | The only build where Attack ranks earn their cost |
One habit worth building regardless of spread: spend points as you earn them rather than banking them. Unspent points do nothing, and the stat that stops your session at level 25 is almost never the one that stops it at level 60, so spending early and respeccing once at the endgame beats hoarding for a plan you have not tested yet.
Related Guides
Start here:
- All Palworld guides and the interactive Palworld map
- Palworld Day One Checklist — where your first points should go
- Palworld Endgame Checklist: What to Do at Level 60+ Go deeper on the stats themselves:
- Best Pals for Carrying More Items and Carry Weight Gear
- All Pal Effigies and Player Upgrade Tracks Explained — the other player progression ladder
- List of All Accessories: Effects, Slots, and How to Get
- Best Armor at Every Tech Level and Best Weapons at Every Tech Level
- How to Get the Advanced Medicine Workbench and Its Recipes — where the Elixirs and the respec potion are made
- How to Min-Max Pals: IVs, Passives, Souls, and Condensing — the same exercise for your team



