Stats

*This article is a stub. You can help Inkbound Wiki by expanding it*

Your stats can be viewed at any point (even when deciding on Vestige choice or Ascending a Binding) by pressing **Z**.

# Increasing Stats

During the run stats can be permanently or temporarily be increased by: visiting Fonts of Wisdom, acquiring Vestiges and using Consumables. Besides that some Bindings or heir Augments can raise a certain stat for that particular binding, of for your entire kit as a whole.

## Fonts of Wisdom

Fonts of Wisdom spawn after every battle and Tethered Shrines, rarity of their choices increases gradually during a run. Interacting with a Font of Wisdom presents a choice of increasing one out of three of the following stats.

# Stats

### Current

* **HP** — your current Health Points are displayed as a big red bar in bottom left part of the screen. Health can be restored by items, some bindings, health orbs randomly dropping from destructables, by choosing to "pass" on a Font of Wisdom, and by health pools after defeating a boss (free) or at Carver's camp (for 75  Kwillings). Current Health can't exceed the  value.

▾ Healing Sources ▾

* From Vestiges
* From Bindings
* From Augments
* From Consumables
* From Trinkets

* — shield is temporary HP that take damage before your health does. When active, your current shield strength is displayed as a small blue number right of the Health. Shield don't carry over onto your next turn, but does persist trough enemy turn.

▾ Shield Sources ▾

* From Vestiges
* From Bindings
* From Augments
* From Consumables
* From Trinkets

* — your current will is displayed as a big light-blue bar in the bottom right of the screen. It is spent by using bindings. Fully replenishes at the start of the turn and can be replenished by 1 by picking up an Orb. There are countless Items that can replenish it as well. Unused will doesn't carry over onto the next turn.

▾ Will Sources ▾

* From Vestiges
* From Bindings
* From Augments
* From Consumables
* From Trinkets

### Core

* — Your HP reserve. 50 by default. Gaining  does increase your current  **Health**.

▾ Max HP Sources ▾

* From Vestiges
* From Bindings
* From Augments
* From Consumables
* From Trinkets

* — Amount of Will you start the turn with. 4 by default. Note that unlike Max Health, you CAN go over your Will Reserve value if you manage to generate more will (like picking up an Orb at the start of a turn)

▾ Will Reserve Sources ▾

* From Vestiges
* From Bindings
* From Augments
* From Consumables
* From Trinkets

* — Amount of Will you gain when picking up Orbs. 1 by default.

▾ Will Per Orb Sources ▾

* From Vestiges
* From Bindings
* From Augments
* From Consumables
* From Trinkets

* — Amount you reduce cooldown times when picking up Orbs. 1 by default.

▾ Cooldown Per Orb Sources ▾

* From Vestiges
* From Bindings
* From Augments
* From Consumables
* From Trinkets

* — How far you can move. 70 by default.

▾ Movement Speed Sources ▾

* From Vestiges
* From Bindings
* From Augments
* From Consumables
* From Trinkets

### Attack

* Ability Power — Increases your damage damage dealt by all sources (not just Abilities) by 10% per point

▾ Ability Power Sources ▾

* From Vestiges
* From Bindings
* From Augments
* From Consumables
* From Trinkets

* Physical Power — Increases physical damage dealt by 10% per point.
	+ Influences the following Status Effects:  and

▾ Physical Power Sources ▾

* From Vestiges
* From Bindings
* From Augments
* From Consumables
* From Trinkets

* Magic Power — Increases your Magic damage damage dealt by 10% per point.
	+ Influences the following Status Effects: , ,

▾ Magic Power Sources ▾

* From Vestiges
* From Bindings
* From Augments
* From Consumables
* From Trinkets

* — Percent chance to get a Critical Charge for a Binding, rolled when it goes off-cooldown. **8%** by default.

▾ Crit Chance Sources ▾

* From Vestiges
* From Bindings
* From Augments
* From Consumables
* From Trinkets

▾ Critical Charge Sources ▾

* From Vestiges
* From Bindings
* From Augments
* From Consumables
* From Trinkets

* — Damage increase when you Crit. Each point represents 1% damage increase. **50%** by default.

▾ Crit Damage Sources ▾

* From Vestiges
* From Bindings
* From Augments
* From Consumables
* From Trinkets

### Defense

* — amount of Shield you start the turn with.

▾ Shielding Sources ▾

* From Vestiges
* From Bindings
* From Augments
* From Consumables
* From Trinkets

* — Reduces incoming damage by the percentage amount. Caps at **50%**.

▾ Damage Resist Sources ▾

* From Vestiges
* From Bindings
* From Augments
* From Consumables
* From Trinkets

### Hidden

* — Additional Burn Damage per stack. Each point adds +1 damage to every  stack ( does 10 Magic Damage per stack)

▾ Burn Damage Sources ▾

* From Vestiges
* From Bindings
* From Augments
* From Consumables
* From Trinkets

* — Additional Poison Damage per stack. Each point adds +1 damage to every  stack ( does 5 Magic Damage per stack)

▾ Poison Damage Sources ▾

* From Vestiges
* From Bindings
* From Augments
* From Consumables
* From Trinkets

* — Additional Frostbite Damage per stack. Each point adds +1 damage to every  stack ( does 25 Magic Damage per stack)

▾ Frostbite Damage Sources ▾

* From Vestiges
* From Bindings
* From Augments
* From Consumables
* From Trinkets

* — Additional Spiked Damage per sttack. Each point adds +1 damage to every  stack ( does 10 Physical Damage per stack)

▾ Spiked Damage Sources ▾

* From Vestiges
* From Bindings
* From Augments
* From Consumables
* From Trinkets