Put your points into Weight and HP. Attack gives +2 damage per point against Weight's +50 carrying capacity, and in a game where your Pals and your firearms deal the damage, personal Attack is close to a wasted stat.
What each point is worth
| Stat | Base | Per point | Maximum |
|---|---|---|---|
| HP | 100 | +100 | 5,000 |
| Weight | 300 | +50 | 2,750 |
| Work Speed | 100 | +50 | 2,550 |
| Stamina | 100 | +10 | 590 |
| Attack | 100 | +2 | 198 |
Every row implies exactly 49 allocations to reach its maximum — (5000−100)/100, (590−100)/10, (198−100)/2, (2550−100)/50 and (2750−300)/50 all come to 49. That is arithmetic on the published numbers rather than a stated rule, but it is consistent across all five stats.
Why Attack is the trap
Going from 100 to the 198 maximum costs 49 points and buys you 98 damage — a 98% increase on a base that was never the source of your damage in the first place. Over the same 49 points, HP takes you from 100 to 5,000.
Personal Attack scales your melee and, partially, your weapon handling, but the actual damage in any real fight comes from your Pal's attack stat, its passive skills, and the tier of gun you are holding. Levelling player Attack does not touch any of those.
Why Weight is quietly the best stat
Weight is the stat that decides whether you can carry an ore haul home, whether you can hold enough ammunition for a raid, and whether a mining trip takes one round trip or three. It has no combat value at all and it is still the most-felt stat in normal play.
Weight until you stop being annoyed by encumbrance, then HP until you stop being one-shot by things above your level, then Stamina for gliding and climbing. Work Speed only matters for what you personally craft, which drops off sharply once your base has Pals doing it. Attack last, or never.
Resetting: Memory Wiping Medicine
A single item resets all your allocated status points, so none of the above is permanent.
- Player only — it has no effect if a Pal consumes it.
- Crafted at an Electric, Advanced or Ancient workbench from 99 Beautiful Flower, 50 Horn, 50 Bone, 50 Aquatic Pal Fluids at 30,000 workload.
- Cannot be bought from any merchant. There is also a 1% drop from Lovander.
- Sells for 1,000 Gold.
The 99 Beautiful Flower requirement is the real gate — plan for it rather than assuming you can respec on a whim.
Capture Power is not a status stat
A common mix-up. Capture Power is a property of the spheres themselves (Pal Sphere 7, Giga 20, Hyper 26, Ultra 33, Legendary 38) and is raised separately by offering Lifmunk Effigies at the Statue of Power. No status point affects it.
The Statue of Power page gives Capture Power a maximum of level 15 for 100 effigies total. The Lifmunk Effigy page separately says 605 effigies exist and 353 are needed to fully upgrade capture power. These cannot both describe the same thing, and we have not been able to reconcile them — so treat the effigy total as unsettled and collect them as you find them.
Levelling to 80
The cap is 80, raised from 65 in 1.0.0. Each player level also grants 6 Technology Points, which is the main reason to keep levelling long after your combat power has plateaued — see the technology tree guide.
What 1.0 changed about pacing
- Capture bonuses now need 5 captures instead of 12. This is the single biggest XP change in the update and it makes catching multiples of everything you meet genuinely worthwhile.
- Tower boss time limits dropped from 10 minutes to 5, explicitly to improve pacing.
- The experience table was adjusted and lower-level Pals now gain experience more easily, which softens the cost of raising a newly bred Pal.
No reference or database publishes actual XP values for boss re-kills, raids, capture bonuses, dungeons, expeditions or the Pal Essence Condenser. Plenty of guide sites do quote figures, but none of them cite a source and they disagree with each other. Rather than pick one and present it as fact, we have left them out. If you want a method rather than a number: capture bonuses, then Alpha loops, then dungeon runs.
Where to level: region ranges
| Region | Level range |
|---|---|
| Grassland | 1–15 |
| Forest | 10–30 |
| Volcano | 30–40 |
| Snow | 30–50 |
| Desert | 40–50 |
| Astral Mountains | 43–60 |
| Sakurajima Island | 45+ |
Feybreak, Sunreach and the World Tree do not have published level ranges — the Feybreak reference page still has unpopulated placeholder tables and no region page exists for Sunreach at all. Judge those by the tower boss levels in each: Feybreak's is 60 and Sunreach's is 68.
What to do next
- Potentials and condensation — the Pal-side equivalent of this page, and where the real power gains are.
- Technology tree — how to spend the 6 points per level you are earning.
- Tier lists — which Pals are worth levelling alongside you.