Mind 

Type Main Attribute
Effects Attribute governing FP.
Also affects the Focus stat.

Mind is one of the Stats in Elden Ring. Stats refer to various properties that govern your character's strengths and weaknesses, as well as how they are affected by interactions in and out of combat. Mind primarily affects a player's FP (Focus Points), and is one of the eight main attributes that players can spend Runes on to level up, increasing the Stat's effectiveness and influencing the related secondary stats. Stats such as Mind are an important aspect of character progression in Elden Ring.

 

Elden Ring Mind Stat General Information

  • Mind is a main attribute that primarily influences FP, which is like "mana" in other games. The more points in Mind a character has, the larger their FP pool, and the more spells they can cast before requiring a recharge.
  • A fully upgraded (+12) Flask of Cerulean Tears restores 220 FP, while at 38 Mind the player has 221 FP.
  • Soft caps for FP are 15, 35, and 60.
  • Mind also influences the Focus body stat, which improves a player's resistance to Sleep and Madness effects.
    • Soft caps for Focus are 40 and 60 Mind.
    • +3 Focus per level from 31 to 40 Mind.
    • +0.5 Focus per level from 41 to 60 Mind.
    • +0.25 Focus per level from 61 to 99 Mind.

 

How to Increase Mind in Elden Ring?

Mind is one of the main attributes that players can spend Runes on in order to level up.

Equipment that increases Mind:

 

Level Progression for Mind in Elden Ring

  • FP increase by Mind level:
Level FP FP Increase
1 40  
2 43 +3
3 46 +3
4 49 +3
5 52 +3
6 55 +3
7 58 +3
8 62 +4
9 75 +3
10 78 +3
11 82 +4
12 85 +3
13 88 +3
14 91 +3
15 95 +4
16 100 +5
17 105 +5
18 110 +5
19 116 +6
20 121 +5
21 126 +5
22 131 +5
23 137 +6
24 142 +5
25 147 +5
26 152 +5
27 158 +6
28 163 +5
29 168 +5
30 173 +5
31 179 +6
32 184 +5
33 189 +5
34 194 +5
35 200 +6
36 207 +7
37 214 +7
38 221 +7
39 228 +7
40 235 +7
41 242 +7
42 248 +6
43 255 +7
44 262 +7
45 268 +6
46 275 +7
47 281 +6
48 287 +6
49 293 +6
50 300 +7
51 305 +5
52 311 +6
53 317 +6
54 322 +5
55 328 +6
56 333 +5
57 338 +5
58 342 +4
59 346 +4
60 350 +4
61 352 +2
62 355 +3
63 357 +2
64 360 +3
65 362 +2
66 365 +3
67 367 +2
68 370 +3
69 373 +3
70 375 +2
71 378 +3
72 380 +2
73 383 +3
74 385 +2
75 388 +3
76 391 +3
77 393 +2
78 396 +3
79 398 +2
80 401 +3
81 403 +2
82 406 +3
83 408 +2
84 411 +3
85 414 +3
86 416 +2
87 419 +3
88 421 +2
89 424 +3
90 426 +2
91 429 +3
92 432 +3
93 434 +2
94 437 +3
95 439 +2
96 442 +3
97 444 +2
98 447 +3
99 450 +3

 

mind focus

 

Elden Ring Mind Notes & Tips

  • Notes & Tips go here.

 

All Stats in Elden Ring
Arcane  ♦  Dexterity  ♦  Discovery  ♦  Endurance  ♦  Equip Load  ♦  Faith  ♦  Fire Damage Negation  ♦  Fire Defense  ♦  Focus  ♦  Focus Resistance  ♦  FP  ♦  Holy Damage Negation  ♦  Holy Defense  ♦  HP  ♦  Immunity  ♦  Immunity Resistance  ♦  Intelligence  ♦  Level  ♦  Lightning Damage Negation  ♦  Lightning Defense  ♦  Magic Damage Negation  ♦  Magic Defense  ♦  Memory Slots  ♦  Physical Defense  ♦  Poise  ♦  Robustness  ♦  Robustness Resistance  ♦  Runes Held  ♦  Stamina  ♦  Strength  ♦  Vigor  ♦  Vitality  ♦  VS Pierce Damage Negation  ♦  VS Pierce Defense  ♦  VS Slash Damage Negation  ♦  VS Slash Defense  ♦  VS Strike Damage Negation  ♦  VS Strike Defense  ♦  Weight



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    • Why is everyone complaining about mind being a separate stat? That's like complaining that strength doesn't add to vigor or dexterity doesn't contribute to endurance.

      • Anonymous

        Mind sucks. They should either remove it entirely and just tie FP gain to INT/FTH/ARC, or give it casting speed like DEX.

        • Mind is such an over valued attribute. I’ve never felt the need to go beyond 30 mind on a pure caster. People treat having to drink a cerulean flask like they could take a bathroom break and make it back to the monitor before the animation is finished. It’s not that bad. Save yourself the points. Use a phalanx to give yourself a grace window. Maybe then, you could do something about that 45 vigor that is probably a big part of why you’re so leery about drinking flasks in the heat of a fight in the first place.

          • Anonymous

            ...Most games I've played with a mana system have any casting-relevant stat increase the size of the pool you use to cast stuff. Having a separate stat dedicated to it is just obnoxious, particularly for me because I'm currently only level 47 but working towards all of the incantation casting stats.

            • Anonymous

              I think mind contributes to keeping spells/ashes in check, but I'd prefer it increase casting speed rather than dex. Every caster build needing a bunch of points in dex has gotten pretty old lol

              • Anonymous

                This is the one stat that stops me from making an effective paladin build. I have to sacrifice health, stamina, or attack power for spellcasts and that's on top of all the health and attack power I'm sacrificing in order to get faith to a high enough level to be able to cast the stronger buffs/heals that would make a paladin type character viable.

                • Anonymous

                  The lamest stat since vitality, and that at least had a few rings to pick up the slack. This is a pure dump stat for a resource that starts unreasonably low, with virtually no other way to address it. Why though

                  • Placing the soft caps for post 1.0.4 Mind is awkward. The curve is smoothed out significantly. After getting 6 or 7 FP per point from 35, 50 is the last time 7 FP is granted. And after that point until 57 there are 5 or 6 per. Then 58-60 provide 4 FP each. Then it clearly has a strong soft cap at 60 with only 2-3 FP per point after that.

                    • Anonymous

                      38 is the new practical cap, puts you at 221 which allows you to get full effect out of Cerulean flask. 44/45 if you are using Cerulean Seed Talisman which puts you at 262/268, where the buffed flask gives 264.

                      • Patch 1.04 -- I have 14 Mind on my new Prophet and only 81 FP. It was 80 FP yesterday. Is the chart wrong for anyone else? It shows 91 FP for 14 Mind.

                        • Anonymous

                          I'm really torn on the scaling of mind.
                          I totally get that for lower levels (1-20) the payoff is not good, so as to defer melee builds from investing into it, which prevents additional skill spam (basically a good thing). On the other hand, because such a serious investment is needed for casters or spell blades, it leaves little room for other stats. It just feels bad that a whopping 40 mind is needed to be able to fully utilize one flask. And the way PvP meta is shaping up, 40 mind is very hard to justify for any mid level setting (RL80-125). I personally think mind should be rebalanced according to a triangular distribution that peaks at 30 (1 full +12 flask) and also increase cast speed the same way dex currently does.

                          • Anonymous

                            20-25 Mind seems sufficient for a build not focused around casting. Enough to use a few weapon arts or buffs, or to use an Elite summon without relying on physick.

                            • Anonymous

                              Focus resistance seems to kick off after 30 mind, gaining 3 points per stat until 40 mind. after that, it only gains 0~1 resist per mind.

                              • Anonymous

                                A new Ash of War, is needed for low FP users. Maybe one that functions like "Endure" where the user assumes a stance and restores say, 10 FP. Cannot be cancelled when initiated and used while moving. The user can hold the stance to further gain 3 FP/SEC for as long as the ability remains uninterrupted. Call it "meditation."

                                • Anonymous

                                  25 points on it should be good for a melee user that wants to use weapon art and also for faith paladins. If you want more point you can have them from talisman and major rune.

                                  • Anonymous

                                    So its either you put 0 points or 57 if you want to get the best value... (until 20 its actually a waste of points)
                                    and as you put more points in it you get more value- super counterintuitive imo...
                                    No wonder people are hesitant on the "meta level" discussion threads...
                                    I can't really agree with this balance, but I ain't nobody so...

                                    • Anonymous

                                      Underrated stat, weapon arts are so absurdly good now that a decent amount of Mind will let you obliterate enemies with ease.

                                      • Anonymous

                                        What would be a good stopping-point for this stat? I'm thinking 40, since it is equal to a +12 Cerulean Flask and still allows for ample investment in other stats.
                                        Any other ideas?

                                        • Anonymous

                                          Spell casting breakpoints and low fp cost of spells you are gonna use against players, thos stat is balanced and you dont even know it. Maybe stop spamming hoarfrost stomp lol.

                                          • Anonymous

                                            Spell casting breakpoints and low fp cost of spells you are gonna use against players, thos stat is balanced and you dont even know it. Maybe stop spamming hoarfrost stomp lol.

                                            • Anonymous

                                              On one hand you need to invest pretty heavily just to have a decent amount of FP, so it should be buffed. On the other hand this meta is a little spamy so maybe its a good thing that people have smaller amounts of FP.

                                              • It's a bummer this doesn't make much of an impact until 20+. I want some more FP, but it's hard to justify spending so much to get a couple more casts with not much else that is benefited from it.

                                                • Anonymous

                                                  They really should have mind raise casting speed instead of dex this just makes strength/magic innately build worse than dex/magic builds. As mind is even as a pure caster I don't raise it over 20 it's just not worth it I have other stats that give more benefits by being raised instead

                                                  • Anonymous

                                                    Hmm, the stat could be a bit more
                                                    powerful but how? Yea, endurance raises stamina and equip load and so mind doesn’t have much going on for it. Maybe it could still cause memory slots to increase. Idk.

                                                    • Anonymous

                                                      So you need mind to increase number of cast/skill, then dex for speed, then one of three flavors for the actual spell. So if your using INT spells why not just use moonveil, dose not have the same limits as full magic yet scales with the right stats and still makes good use of mana.

                                                      Really looks like soft kind of just dumped stats and their uses with a hand wave "naa no ones gone criticizes use about out choices".

                                                      • Anonymous

                                                        I don't... Mind... The slow start in the progression for this stat, as it forces melee characters to use weapon arts only when they need the boost rather than being spammy with them. As things are, if a melee character wants to abuse weapon arts, they'd have to spend so many points into Mind that they may as well play a caster.

                                                        Currently I'm forgoing Dex in favor of raw damage and flask efficiency with a Faith build, and it's scaling nicely. If you're worried about tankiness, look into summons to tank for you and drag around a 100% Physical shield just in case.

                                                        • So you're telling me that if I want to be a caster-oriented build, and invest into being a better caster, I need a separate stat to raise my FP, while I need another to raise my damage, and *another* one for raising my cast speed.
                                                          Let's be honest. Who even thought that was a good idea? Who said "Let's make them invest into 3 different stats for their damage build to be decent" and called it a day?
                                                          If we account Vigor too (which is a obvious choice to raise if you're playing for the first time, or are unfamiliar with the game), that's 4 stats to raise through the game. Unless you also want to wear heavier armor, in which case you need to level End too, making it 5 stats.
                                                          If Mind also raised Cast Speed, that would put it more on par with melee builds for stat investment (who raise End, Str or Dex, and Vigor). But it seems cast speed is tied to dexterity yet again.
                                                          Seems like this time, caster-oriented builds got the short straw. At least you get the consolation prize of knowing that your dex-caster can also fend itself in melee combat. Still a bit dissapointing though.

                                                          • Anonymous

                                                            Baffling that FP gains start so low. Base mana should be nerfed and Mind should start off giving 6 per point, dropping as more mind is invested. It's probably the worst star and having to spend so many levels to cast spells later on is the reason magic sucks so much while other builds get to spend those points on endurance thus allowing them to wear better armor. Besides outlier spells most of them are awful damage so it's not like mages are OP beyond cheese scenarios. Oh well.

                                                            • Anonymous

                                                              Remember that the FP gain per mind is more like FP gain * number of blue flasks carried. The softcap looks like 60, but it's really probably more like 50 since it seems like blue flasks restore 220 FP at most (without talismans).

                                                              You'll want a bit of a buffer to make sure you can cast until flasks restore the full amount, so 50 mind or a bit lower is where most builds will want to stop. Unless there's an FP regen talisman hiding somewhere, but that doesn't seem likely.

                                                              • I think the FP gain should be increased. I mean... What is a sorcerer without his blue juice? Before anyone complains on how to just not buff this aspect of this stat : consider how expensive most of the later spells are. I know, some of them cost less than their DS3 counterparts, but there are alot of powerful spells that absolutely drain your FP, also some can be charged, what results in an even more excessive FP drain. I chose a caster to cast. Yea, I know, there's something like melee weapons.. But c'mon.. How can you expect this wet noodle of a human being being capable of swinging a big sword? Alma's only going to hurt herself with it :x her power lies within magic.

                                                                *may contain sarcasm

                                                                • Anonymous

                                                                  All calculations were made using the Prophet (14 Mind) starting class:

                                                                  Diminishing returns begin at 52 but it is worth levelling Mind up to 57 or 58 for optimal use of your levels. The averages are as follows...

                                                                  52 Mind = a gain of 5.68 (2dp) per level invested
                                                                  53 Mind = a gain of 5.74 (2dp) per level invested
                                                                  54 Mind = a gain of 5.8 per level invested
                                                                  55 Mind = a gain of 5.85 (2dp) per level invested
                                                                  56 Mind = a gain of 5.88 (2dp) per level invested
                                                                  57 Mind = a gain of 5.9 per level invested
                                                                  58 Mind = a gain of 5.9 per level invested
                                                                  59 Mind = a gain of 5.8 per level invested
                                                                  60 Mind = a gain of 5.85 (2dp) per level invested

                                                                  The reason this works is because the early levels of Mind investment only grant +3 FP, ramping up to +9 FP at level 52. It is worth persisting beyond level 52 to make use of the +8 / +7 levels...all of which are more optimal than the +3 / + 6 you have been gaining for most of the game.

                                                                  • Anonymous

                                                                    At 20 Mind you have 100 FP, at 20 Att you have 150 FP. It seems like they nerfed attunement to compensate for Vitality being bundled with Endurance.

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