Best Player Stats in Palworld 1.0: Status Point Guide
Almost every Palworld guide is about Pals. But you also level up, and every level hands you a Status Point to spend on yourself — and with the 1.0 cap raised to Level 80, that is a lot of points and a lot of ways to waste them. The five stats are not remotely equal in value, and one of them is close to a trap. This guide covers exactly what each point buys and the order to spend them in.
The Five Stats and What a Point Buys
| Stat | Base value | Gain per point | What it does |
|---|---|---|---|
| Weight | 500 | +50 | Carrying capacity |
| HP | 100 | +100 | Your health pool |
| Work Speed | 100 | +50 | How fast you craft and build |
| Stamina | 100 | +10 | Sprinting, climbing, gliding, swimming |
| Attack | 100 | +2 | Your weapon damage |
You earn one point per player level, and you can put it into any of the five.
Look at the Attack row again. +2 per point, on a base of 100. Fifty points invested — most of a full playthrough — takes you from 100 to 200. Compare that to HP, where the same fifty points takes you from 100 to 5,100. Attack is by an enormous margin the weakest option, and the reason is structural: in Palworld your weapon and your Pals do the damage, not your character's Attack stat.
Priority Order
1. Weight — take this first, and take a lot of it
Weight is the stat that changes how the game feels. Palworld's early hours are dominated by hauling ore, wood and stone back to base in trips, and every point of Weight removes a piece of that. At +50 per point, twenty points takes your capacity from 500 to 1,500 — the difference between three trips to a mining node and one.
Push Weight to 600 – 800 minimum before you invest anywhere else. There is no other stat that returns as much playtime.
2. Stamina — the second quality-of-life stat

Stamina gates sprinting, climbing, gliding and swimming — in other words, all traversal that is not a mount. At +10 per point it grows slowly, but the floor is low enough that early investment is felt immediately.
This matters more in 1.0 than it used to. The Sky Islands and the World Tree are vertical regions, and gliding down from height with the Giga Glider (Speed 80, Stamina Drain 12) is a constant activity. A short stamina bar means dropping out of the sky halfway across a ravine.
3. HP — necessary once you leave the starter zones
+100 per point is the largest raw number in the table, and it becomes essential the moment you push into Level 70+ biomes. World Tree Pals sit at Level 75 – 80 with Attack ceilings above 1,000, and the region's environmental damage stacks on top. Endgame armor helps, but armor plus a small health pool still dies.
Start feeding HP around Level 20 – 40 and keep topping it up through the mid-game.
4. Work Speed — situational, and often unnecessary
Work Speed affects your own crafting and building speed, not your Pals'. Since your base Pals handle nearly all production once you have a functioning roster, this is the stat that gets less useful the further into the game you go.
It is worth some points if you play solo and spend a lot of time hand-crafting, and close to worthless if your base is well staffed with Handiwork Lv8 workers.
5. Attack — skip it
At +2 per point, Attack is the only stat that genuinely does not repay its investment. Your damage comes from the weapon you are holding, its rarity, your Pals' partner skills and elemental matchups — not from this number. Spend the points on Weight or HP instead.
A Spending Plan to Level 80

| Level band | Where the points go |
|---|---|
| 1 – 20 | Weight, essentially all of it. Get to 600 – 800 capacity fast. |
| 20 – 40 | Stamina first, then start feeding HP. |
| 40 – 60 | HP, so Level 50+ zones stop one-shotting you. |
| 60 – 80 | Back to Weight for the ancient-material grind, or Work Speed if you solo-craft. |
| Any level | Attack — skip. |
You are not locked in. Palworld has a respec item — Memory Wiping Medicine, described in game as "A potion that allows the player to reset their status points when consumed. It has no effect if consumed by a Pal." It is crafted at the Electric Medicine Workbench (Technology 43) or above, and it is expensive: 99 Beautiful Flower, 50 Horn, 50 Bone, 50 Aquatic Pal Fluids and 30,000 Gold Coins.
That price is high enough that it should not change how you spend early points — plan properly and you will not need it. But it does mean a bad early distribution is recoverable rather than permanent, which matters if you dumped points into Attack before reading this.
And the points do not stop at Level 80. Five Remedies and five Elixirs raise the same five stats permanently and with no cap, at one Predator Core per point. They are a slow trickle rather than a plan, but they are the reason a Level 80 character still has somewhere to grow.
One caveat on published maximums. Most stat tables you will find online were written when the level cap was 50, so their "maximum" figures assume roughly 49 points. With the 1.0 cap at 80 you have far more points to spend, and the per-point gains in the table above are what actually matter — not any pre-1.0 total.
Stats Are Not Your Only Lever

Two pieces of 1.0 gear do the same job as Status Points, and both are worth taking before you over-invest:
- Lightweight Ancient Armor (Technology Level 79) grants Increased Max Carrying Capacity Lv. 4 on top of 840 – 1,092 Defense. That is a large Weight bonus you do not have to pay points for.
- Tetroise Primo in your party raises weapon and armor durability by 80–100%, which is not a stat but has the same practical effect on a long expedition: you finish it in one trip.
Similarly, if you are struggling with survivability, the Advanced Shield at Technology Level 60 gives 1,800 self-repairing shield HP — roughly eighteen Status Points' worth of health, for one cheap technology unlock.
Practical tips
- Weight first, always. It is the only stat that removes an entire category of tedium from the game.
- Do not put points into Attack. At +2 per point it is the weakest option in the game by a wide margin.
- Work Speed helps you, not your Pals. If your base is well staffed, spend elsewhere.
- Pair Weight investment with Lightweight Ancient Armor rather than choosing between them — they stack.
- Ignore any stat "maximum" written before 1.0. Those assume the old Level 50 cap; you now have far more points.
- A bad spread is fixable. Memory Wiping Medicine resets your status points — 99 Beautiful Flower, 50 Horn, 50 Bone, 50 Aquatic Pal Fluids and 30,000 gold.
- Remedies and Elixirs raise these same stats past Level 80, permanently, at one Predator Core per point.
Running your own Palworld 1.0 server
Reaching Level 80 means a lot of hours, and those hours go further when the world does not reset around your schedule. A dedicated Palworld 1.0 server keeps your base producing and your bosses available around the clock, so levels come from playing rather than waiting for a host. Full crossplay lets everyone in your group progress together from any platform, and one-click backups and automatic updates keep a character you have spent weeks levelling safe through every patch.
Conclusion
Palworld's Status Points are not evenly weighted. Weight at +50 per point is the best investment in the game and should absorb almost everything until you hit 600 – 800 capacity. Stamina and HP come next, in that order, as you push into the Sky Islands and the World Tree. Work Speed is situational and drops off as your base Pals take over production. And Attack, at +2 per point, should simply be skipped — your weapon, your Pals and your elemental matchups decide your damage, not that number.
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