Attributes and Stats in ArcheAge Chronicles: How to Spend Your Stat Points

Artwork: XLGAMES

Progression Checked for Demo · Oct 29, 2026

Attributes and Stats in ArcheAge Chronicles: How to Spend Your Stat Points

by RaidDex Team · Published: Nov 2, 2026 · Updated: Nov 2, 2026

Every class in ArcheAge Chronicles has six base attributes: Strength, Agility, Intelligence, Constitution, Endurance and Talent. Each level-up gives you 3 Stat Points to spend freely across those six – 117 points by level 40. This guide covers what the four classes start with, why Talent decides which weapons you can use and how the 84 derived stats from Physical ATK to Bleed RES fit together. You can try every split in advance in our build planner.

The six attributes at a glance

Our list of stats and attributes marks all six as base attributes with a range of 0 to 999,999. One thing matters right away: gear, Lunastones and perks do not raise base attributes. They add derived stats such as Physical ATK or Max HP directly. Your attributes grow almost entirely from your class’s starting values and the Stat Points you spend.

AttributeHighest startWhat you can rely on
StrengthWarrior, 29The Warrior’s core value, Berserker and Ranger start with 18 and 15
AgilityRanger, 27The Ranger’s core value, Mage and Warrior follow with 17 and 16
IntelligenceMage, 30The highest single starting value of any class
ConstitutionBerserker, 26Mage and Ranger start with just 6 and 8
EnduranceBerserker, 25Also briefly from food: Grilled Fish slightly increases Endurance for 10 minutes
TalentMage, 20Required for most weapons from item level 30

Exactly how much attack or health a single point gives is not known. That is why our planner deliberately does not calculate derived stats and only shows the base value, your spent points and the total for each attribute.

Starting attributes for every class

All four playable classes start with 90 attribute points in total, they are just spread differently. The weight limit covers your whole equipment, and the planner checks it next to your attributes.

ClassRaceStrAgiIntConEndTalWeight limit
WarriorNuian2916101771126.0
RangerNuian1527128111718.6
BerserkerWarborn186426251131.3
MageElf101730672016.4

Occultism and Vitalism have been announced, but their starting values are not known yet.

Stat Points: 3 per level, 117 by level 40

Stat Points come only from leveling up, 3 per level. At level 1 you have none, at level 10 you have 27, at level 20 it is 57, at level 30 it is 87 and at level 40 you have 117 in total. That is more than any class starts with. The demo ended at level 40. The level cap for Early Access has not been announced, and values may still change with the launch on November 3.

Don’t mix them up: Trait Points are a separate currency for the perk trees. There are 100 of them, 96 from 48 Raeven’s Coilstones and 4 from quests. On top of that comes the Nui’s Blessing: each of its 30 stages adds +20 HP according to the planner, 600 HP in total. You unlock the stages with Nui’s Tears.

Talent: the weapon requirement

From item level 30 on, most weapons require a minimum Talent value, while armor and jewelry never do. The interesting part: every class starts exactly 3 points below the threshold for its first level 30 weapons. One level-up is enough if you put those points into Talent. The strongest weapons need a lot more.

ClassStartRare, level 30Heroic, level 45Heroic, level 60Legendary, level 80
Warrior1114 (Tarnished Ancient Longsword, Fallen Margrave)18 (Frozen Anguish, Gyldenlord’s Proxy)23 (Scattered Mist)23 (Wrathful Tyrant’s Horn)
Berserker1114 (Centurion’s Axe, Tarnished Ancient Crusher)18 (Unyielding Resolve, Gyldenlord’s Arbiter)23 (Pantheon’s Wrath)23 (Wrathful Tyrant’s Fang)
Ranger1720 (Tarnished Ancient Longbow, Centurion’s Hatchet)24–26 (Gyldenlord’s Cleaver, Composite Bow)35 (Thunder Dash)29 (Wrathful Tyrant’s Claw)
Mage2023 (Tarnished Ancient Sage, Centurion’s Wavesword)27–29 (Gyldenlord’s Trial, Untarnished Fury)32 (Rampaging Bloodthirster)33 (Wrathful Tyrant’s Scale)

The table covers the weapon types that were playable in the demo. Every item page lists its requirement, and the build planner warns you as soon as your Talent falls short for the weapon you picked.

Tip: Plan Talent up to your next weapon, not beyond. Warrior and Berserker need at most 12 extra points for every weapon in the table, the Mage 13, and the Ranger even 18 for Thunder Dash.

Derived stats: attack, defense, resistances

Besides the six attributes the game tracks 84 derived stats. They come from perks, Lunastones and Lunagems, gear and status effects, and every stat page lists its sources. The main groups:

  • Attack, defense and penetration: Physical ATK and Magic ATK, plus Physical DEF, Magic DEF and Physical PEN. DEF values go up to 2,500, PEN values up to 500.
  • Seven elements: Wind, Fog, Fire, Tidal, Lightning, Steel and Earthquake each have ATK, DEF and PEN, for example Fire ATK.
  • Conditions: Bleed, Burn, Freeze, Poison, Shock and Stun each have ATK for applying them and RES for resisting them, such as Bleed RES or Stun RES.
  • Stagger and Exhaust: Stagger Trigger and Exhaust Trigger stagger or exhaust enemies, while RES and PEN work against them.
  • Critical hits: Physical Amplification and Magic Amplification with their RES, plus Crit Chance and Crit Damage Increase.
  • Resources: Max HP, Max SP, HP Regen, SP Regen and Satiety.

Your weapon tells you which attack value matters. Every weapon lists its share per element, and skills calculate their damage as a share of physical and magic attack. The Tarnished Ancient Longsword hits with 70% Physical ATK and 30% Magic ATK, the Fallen Margrave with 180% and 20%, while the Tarnished Ancient Sage uses 8% and 72%. So physical Lunastones pay off for Warrior and Berserker, magic ones for the Elemental Staff.

Tips by playstyle

Melee with Warrior and Berserker

Your first 3 points go into Talent so level 30 weapons fit. After that we would follow the class profile: Strength for the Warrior, Constitution and Endurance for the Berserker. Reaching 23 Talent still leaves plenty of room out of 117 points.

Ranged with the Ranger

The Ranger needs the most Talent: 20 to start, 24 to 26 for Heroic weapons and 35 for Thunder Dash. Plan for it early and put the rest into Agility, by far his highest starting value.

Magic with the Mage

The Mage starts with 20 Talent and 30 Intelligence, but only 6 Constitution. Once your weapon’s Talent is covered, we would build Intelligence. If you want more of a cushion, drop a few points into Constitution.

Our advice for everyone: try your split in the build planner first. It shows base value, points, the Talent warning and weight at a glance.

Frequently asked questions

How many Stat Points do you get by level 40?

117. Each level-up gives 3 Stat Points, and going from level 1 to 40 means 39 level-ups.

What is Talent for in ArcheAge Chronicles?

Talent is the requirement for most weapons from item level 30. Depending on class and weapon, the game asks for 14 to 35 points.

Do gear or Lunastones give attributes?

No. Gear, Lunastones and perks raise derived stats such as Physical ATK, Max HP or Fire DEF. The six attributes grow through Stat Points.

Which class has the best starting attributes?

All four start with 90 points in total. The Warrior has the most Strength, the Ranger the most Agility, the Mage the most Intelligence and Talent, and the Berserker the most Constitution and Endurance.

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