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After Spirit Magnet Ori Just Has The Items Float To Them.gif|Items will float over to them when '''Spirit Magnet''' becomes mastered.
After Spirit Magnet Ori Just Has The Items Float To Them.gif|Items will float over to them when '''Spirit Magnet''' becomes mastered.
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After Map Markers There Shows Objects On The Map For Ori.jpg|'''Map Markers''' reveals all
After Map Markers There Shows Objects On The Map For Ori.jpg|'''Map Markers''' reveals all placings of objects on the map.
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Map Doesn't Show Ability Cells Without Ability.jpg|Ability cells aren't present in sight without '''Ability Markers''', on the map.
Map Shows Ability Cells With Ability.jpg|'''Ability Markers''' reveals the location of all ability cells on the map.
Map Shows Ability Cells With Ability.jpg|'''Ability Markers''' reveals the location of all ability cells on the map.

Revision as of 06:48, 18 April 2020

When my child's strength faltered and the last breath was drawn... My light revived Ori, a new age had dawned.
~ The Spirit Tree's narration

Summary

Ori is a Spirit Guardian and the main protagonist of Ori and the Blind Forest. A long time ago, a leaf was stolen away from the Spirit Tree during the Great Storm and came under the care of Naru to form them. Due to being away from the Spirit Tree, Kuro strikes to steal the light away from the tree. This causes decay and corruption across Nibel, in which they go out to restore the land with the help of Sein, along with learning abilities along the way from deceased Spirit Guardians.

Reappearing as the main protagonist of the series again in Ori and the Will of the Wisps, they raise Ku, the daughter of Kuro, alongside Gumo and Naru. During a flight lesson in a different region named Niwen, they get separated during a storm. They are attacked by an undead Owl named Shriek while Ku gets badly damaged. As Ku is near her death, they undertake the task to help restore Niwen as a hero once more and in hopes of saving Ku.

Credit to the Ori Wiki for this summary.

Ori and the Blind Forest

Ori's story begins on the night of the Great Storm, a powerful weather event that rips them free of the Spirit Tree's branches before they were born and carries them as a glowing leaf on the wind. Naru, who had been observing the storm from afar, sees Ori's leaf float by her and immediately investigates. Upon landing in the foliage, Ori is "born" into their real form. Naru, seeing the small creature as one who needs protection, takes Ori into her embrace and acts as their adoptive mother.

Sometime later, Ori awakens to a scenic summer day and Naru's smiling face. With their nearby fruit trees running low on fruit, the pair spend the day working together to build a bridge across a long stretch of water, gaining access to more plentiful specimens. After having, at last, made it to the other side at night time and enjoying the delicious fruit in the quietude of night, Ori wraps a bunch of the fruit in their arms and heads back to their cave to store it for later. However, before they can make it inside, Ori sees the Spirit Tree from afar ablaze with light, unaware that the flood of illumination is calling for them. Naru, worried for Ori's safety, takes hold of her stunned child and hurries them inside out of harm's way.

Unaware that what they witnessed would eventually lead the Nibel's ruin, Ori and Naru slowly eat their supply of fruit until only a single piece was left. Naru unsuccessfully attempts to find more, but the slow decay of the forest means it is near impossible. After Naru insists Ori take the last piece for themself and realizing that they would both starve without more food, Ori sets out into the barren wasteland of what was once beautiful forest and discovers untouched fruit on a high branch of a tree. After shaking it down to the ground, Ori makes their way back home, thinking back on happier memories from before the forest turned blind. Ori eventually returns to the cave and offers Naru the fruit they have found. Naru does not answer. With mewls of concern for their mother, Ori tries to wake her up, but with no avail. Realizing that Naru had died of starvation in an act of selflessness for them, Ori lays down on her body, devastated by the loss.

Ori decides to leave their lifelong home shortly after, with no reason to stay now that the only parent they ever knew was dead. As they journey deeper into the decaying forest, Ori becomes very weak without food or the supporting light of the Spirit Tree. They trudge aimlessly forward into withering darkness, each step growing more and more difficult until it all becomes too much. Ori falls from exhaustion and draws one last breath. Upon their death, thousands of tiny white flowers grow and chase away the cloud of darkness, revealing that Ori had nearly made it to the Spirit Tree. Sensing that his child had fallen, the Spirit Tree uses the last of his strength and light to revive Ori, ultimately starting the game.

After being revived, Ori travels through the Sunken Glades and encounters a mysterious light. They find out that this light is Sein, the eyes and source of the Spirit Tree's light. Sein becomes Ori's guide and support from that point onward and the pair of them travel to the Spirit Tree himself. It is here that Ori learns why Nibel began to decay: during the Light Ceremony that was intended to call Ori back home, the Spirit Tree and Ori's kin were attacked by a malevolent force, Kuro. She stole Sein from the Spirit Tree's branches and disrupted the balance of the three Elements of Light, throwing Nibel into chaos. Sein tells Ori that the Spirit Tree's light is now inside them and that the fate of the forest now rests on their shoulders. Hearing about how they must travel to the Ginso Tree, Forlorn Ruins and Mount Horu in order to restore the Elements, Ori travels forth with the determination to save their home.

During the journey to restore the Element of Waters, Ori encounters Gumo, a member of the Gumon race who had become corrupted by Nibel's decay. Though initially having to contend with Gumo's traps in order to take back the Water Vein, Ori frees Gumo from being pinned down by large rocks, an act of kindness that eventually brings the Gumon back to the light. After restoring the Element of Water, Ori encounters Kuro for the first time and is nearly sent to their second death being flung from the heights of the Ginso Tree. Gumo repays Ori's kindness with some of his own and saves the spirit, leaving them to see the waters restored.

Ori and Sein travel into the Misty Woods in order to unlock the Forlorn Ruins. After having found the Gumon Seal, they enter the Ruins to find them frozen over in a terrible cold. The Gumon who lived there all perished in the freeze, leaving Gumo as the sole survivor. After reaching the heart of the ruins and vowing to restore the Element of Winds in memory of the Gumon, Gumo overhears Ori's intentions and decides to repay them by taking the Light Vessel back to Ori's home. After escaping the Ruins, Ori and Sein find themselves in Kuro's nest and discover the true reason why she attacked the Spirit Tree: the Light Ceremony had accidentally killed her three hatchlings from its intensity, leaving only one egg left and causing Kuro to attack in her rage. Kuro herself then appears, forcing Ori to dive from her nest and flee.

With only the Element of Warmth to rekindle, Ori and Sein set out to reach Sorrow Pass and then eventually Mount Horu. At the same time as Ori finding the Sunstone needed to enter the mountain, Gumo arrives back at Ori's home with the Light Vessel and discovers Naru's body. With Ori's kindness and forgiveness inspiring him, Gumo uses the Vessel's light to revive Naru. Together, the pair of them travel to the mountain at the same time that Ori enters its depths. Through skill and courage, Ori beats the mountain's trials and finally rekindles the Element of Warmth. Before they have the chance to celebrate however, Kuro appears and forces Ori to escape the rising fires. Though nearly making it back to the Spirit Tree to restore Nibel, Kuro knocks Ori unconscious just as Naru makes her way through the burning forest. As Naru cradles Ori in her arms, Kuro watches and realizes that she has become the monster she saw the Spirit Tree as; killing the children of others. Seeing what she had done, and also finding her egg on the edge of burning, Kuro sacrifices herself, returning Sein to the Spirit Tree and dying from the light.

The Spirit Tree returns balance to Nibel. As Naru and Gumo watch from afar with Kuro's unborn chick in their care, Ori stays with the Spirit Tree and watches their fellow Spirit Guardians fall and be born from the Tree's branches.

Ori and the Will of the Wisps

Shortly after Ku's birth, Naru, Ori, and Gumo help raise Ku in Nibel for the span of a few years. After a few failed flying lessons, Ku was discouraged, prompting Ori to use Kuro's feather to allow Ku's deformed wing the capability to fly. With Gumo's aid, the pair became successful in their flight, taking their voyage around Nibel and soared over to a different region called Niwen. However, a storm separates the pair, with Ori landing in Inkwater Marsh and Ku landing in the Silent Woods.

While searching for Ku, Ori learns that Niwen has been suffering from the Decay for a long period of time, and encounters Shriek, an orphaned owl who was born with deformities caused by the Decay. While evading Shriek, Ori manages to reunite with Ku, only for the moment to cut short by the undead owl's presence. They then try to search for the feather in order to return home, while being hunted by Shriek. Just when they corner the feather in a brach in an open space, it is blown away by Shriek's arrival as she corners them. She tries to attack Ori causing them to be thrown into a pit, while Ku tries to attack Shriek to defend Ori. After flinging Ku off of her, Shriek walks over to Ku who is unknowingly cornered at a ledge. Ku tries to stand up to her as Shriek crushes Ku under her stone bone spear limb while sending the owlet off the edge.

Ku is found by Ori and the Moki in critical condition and brought back to Kwolok's Hollow, where The Voice of the Forest surrounds Ku with a field of flowers trying to help her, but as Kwolok explains to Ori, it is currently too weak in its own dying state to fully heal her. This is because, with the Spirit Willow's passing, the light it carried broke apart and scattered all across Niwen, leaving the forest vulnerable to corruption and decay. If The Will of the Wisps: the Memory, Eyes, Strength, and Heart of the Forest are brought back together in time with the Voice to reform Seir, the Spirit Willow's light, all of Niwen, including Ku can be saved.

Ori eventually becomes successful in forming Seir, but along the way, Kwolok, who aided in the search for the Strength of the Forest, dies from injuries caused by the Stink Spirit's control at Luma Pools and learning of a prophecy of a guardian spirit returning to Niwen to restore life to the forest in Windtorn Ruins. They run into another encounter with Shriek. After Seir prevents Shriek from attacking the pair, Ori attempts to befriend Shriek but is rejected instead due to Shriek's childhood trauma. Ori and Seir head to the site of the Spirit Willow and learn that Ori will have to embrace Seir's light in order to replace the dying Spirit Willow and save Niwen at the cost of Ori's old life.

Before Ori and Seir could merge, Shriek attacks the pair one more time, separating them, before engaging Ori in a grueling duel for the fate of Niwen that tore the dying Spirit Willow and Weeping Ridge asunder. Ori successfully defeats Shriek but is also wounded in the process. Ori limps their way to Seir and reflects on their past memory of their time with their family and in Niwen before accepting the new responsibility as Niwen's Spirit Tree in order to save Ku. Ori's sacrifice restores Niwen to life and heals Ku as well as her disabled wing.

Naru, Ku, Gumo, and a small group of Moki head to the site of Ori's merging, and witness Ori's spirit tree sprouting. Over the course of a number of years, Naru and Gumo help Ori's spirit tree grow. Naru eventually passes away, lying at the Tree's roots. Now having grown into a giant spirit tree, a spirit leaf flies away from Ori's tree branch to begin a new life.

I am Sein, the light and the eyes of the Spirit Tree. I was lost in this glen when she loosened her grip. I can guide you on your journey, if you allow me to come.
~ Sein introducing itself to Ori

Summary

Sein is a Spirit Guardian and a major character in Ori and the Blind Forest. Originally the source of power for the Spirit Tree, it was ripped out by Kuro during a light festival in search of Ori. After being recovered by Ori, they go on the quest to restore Nibel from all of the corruption and decay. They act as a guide to Ori in order to progress throughout the area.

Credit to the Ori Wiki for this summary.

Ori and the Blind Forest

During the Light Ceremony that was designed to call Ori back to the Spirit Tree after they were separated during the Great Storm, Kuro attacked the Tree and stole Sein from the higher branches. Crushing the being in her talons and dumping it into the forest, Sein's absence from the Spirit Tree triggered the decay of Nibel and its forest.

After Naru's death and escaping from their own blighted home, Ori encounters Sein in the Sunken Glades and reawakens them thanks to being a Spirit Guardian. Together, the pair of them travel back to the Spirit Tree where Sein explains the situation that Ori is the only one capable of rekindling the three Elements of Light.

Throughout the journey, Sein makes deductions about the things that Ori and it encounter and often makes suggestions about how best to proceed. It also shows a great level of concern for Ori during perilous moments, showing the parental care of the Spirit Tree resides within it.

At the conclusion of the story, Sein shows a clear alarm for Ori when the Spirit Guardian is knocked unconscious by Kuro's talons. Thanks to Naru's motherly instincts for Ori, Kuro realizes the gravitas of what she has done and atones by taking Sein back to the Spirit Tree. The light merges with its former home and restores the balance of Nibel, allowing new Spirit Guardians to once again be born and the forest to be clear once again.

With the Spirit Willow's passing, my light faltered. Now I am whole once more. I am Seir.
~ Seir, introducing itself to Ori

Summary

Seir, also known as the Will of the Wisps, is a supporting character in Ori and the Will of the Wisps. It was originally part of the Spirit Willow until its death caused it to be split into five pieces. As the Decay killed off all of the Spirit Guardians of Niwen, there was nobody to inherit the right of its power. However, it was foretold Ori would come. It would give guidance to Ori through the journey in Niwen until after becoming complete, it fused with Ori in order to become the new Spirit Tree for the region.

Credit to the Ori Wiki for this summary.

Ori and the Will of the Wisps

Seir was split into five wisps before being shattered across Niwen with the death of the Spirit Willow: The Voice, Memory, Eyes, Strength, and Heart of the Forest.

Voice of the Forest

The Voice of the Forest is the first wisp obtainable from Kwolok when Ori meets him for the first time in Kwolok's Hollow. Through its voice, it guides Ori throughout the journey and introduces the lore of Niwen from time to time. Its voice resembles Sein, the light of the Spirit Tree in Nibel.

Memory of the Forest

The Memory of the Forest can be obtained at the top of Baur's reach, hidden inside a tree. After the chase sequence, Baur reveals that his memory wakes up from it and proceeds to tell Shriek's tale.

Eyes of the Forest

The Eyes of the Forest can be obtained in Mouldwood Depths, where Mora the Spider resides. When the Decay happened, Mora became corrupted and stole the wisp when "her mind was not her own". After defeating Mora, the wisp creates an aura of light that heals Mora's corruption and removes the darkness previously roaming the entire area.

Strength of the Forest

The Strength of the Forest can be obtained from Luma Pools. When Ori encounters Kwolok the second time in Luma Pools, Ori finds that the Strength of the Forest is discovered by Kwolok, who is later revealed to be corrupted by Stink Spirit. After defeating it, Ori has a final conversation with Kwolok and obtains the wisp afterward.

Heart of the Forest

The Heart of the Forest is the most fragile wisp among the five and protected inside the deepest floor of the Windtorn Ruins built by the Gorlek after the Decay. It is the last wisp obtainable in the game after Ori opens the entrance to the ruins with the other four wisps. After obtaining the wisp, it combines with the other wisps and becomes whole again as Seir. Shortly afterward, a giant sandworm appears and a chase sequence is triggered which guides Ori and Seir to escape the ruins.

Powers and Stats

Tier: 8-C, likely 7-B

Name: Ori, Sein (The name of the Spirit Guardian with Ori)

Origin: Ori (The Series)

Gender: Unknown (Mentioned by the developers that it's up for interpretation)

Age: Unknown

Classification: Spirit Guardian, Part of the Spirit Tree's Light

Attack Potency: Building level (Capable of stomping through stone platforms of which produce these results. Harmed other enemies who are capable of doing the same thing), likely City level (Comparable to Sein, who is noted as being the light and power source of the Spirit Tree. The Spirit Tree sustained all of Nibel by its lonesome and was able to stop an eruption at Mount Horu as it was seen as active. Restoring the Spirit Tree would allow these areas to flourish again)

Dimensionality: 3-D

Travel Speed: Subsonic (Able to create afterimages through movement in the air and on the ground)

Combat Speed: Subsonic, likely FTL (Can outpace the lasers fired by Guardian Stones)

Reaction Speed: Subsonic (Can dodge falling icicles from the top of a large cave and react to enemies while using Dash), likely FTL (Able to react and avoid lasers from Guardian Stones at a fair distance), higher via Bash (Events that are otherwise normal in perception slow to a halt when this is used)

Lifting Strength: Class 25 (Can push boulders around triple their own size with ease, yielding these results)

Striking Strength: Building Class, likely City Class

Durability: Building Class (Tanks attacks from enemies who can similarly break through rocky platforms with their attacks), likely City Class (Can withstand the attacks of Sein's output such as Charge Flame which have a large radius for attack)

Stamina: Extremely high (They were able to go around to numerous, different locations throughout Nibel in order to restore the elements. Even when Ori was completely on the verge of collapse, they were still able to persist for a decent period of time before succumbing)

Range: Standard melee range physically. Tens of meters to Hundreds of meters with abilities.

Powers and Abilities:

Superhuman Physical Characteristics, Genius Intelligence, Immortality (Type 8; Via Soul Link, they are able to create a point to where whenever they die, they respawn at the same point in time they activated the Soul Link), Enhanced Senses (Able to see through walls via Sense to find otherwise invisibly hidden locations and objects), Healing (Via Life Cells and Soul Link restores some health), Self-Sustenance (Type 1; Shown the capacity to breathe in water), Surface Scaling (Climb makes it stable to climb up various different surfaces), Acrobatics and Limited Physics Manipulation (Naturally very acrobatic as they can perform wall jumps and various different flips mid-air. Capable of double jumping and even triple jumping), Stealth Mastery (Learned to evade Kuro's senses through using the environment for stealth), Afterimage Creation (Can leave afterimages through sheer speed), Magnetism Manipulation (Items near Ori and Sein can be dragged into them), Attack Reflection (Bash allows them to reflect back various types of projectiles such as corrosive and elemental ones, along with redirection with physical attacks), Air Manipulation, Limited Flight (Kuro's Feather allows for temporary flight, gliding, and it let Ku fly), Power Absorption (Absorbed the light of Ancestral Trees in order to gain their abilities), Homing Attack (Charge Dash homes in on enemies within a close vicinity), Clairvoyance (Able to know the items in their surroundings through various different map abilities), Damage Reduction (Ultra Defense lowers the damage sustained by others), Non-Physical Interaction (Able to interact with Sein), Light Manipulation (Light Burst casts blue spheres of light), Has the following through Sein: Small Size (Type 0; Is naturally rather small), Non-Corporeal (Noted as being a spirit in form), Energy Manipulation, Danmaku (Can bombard foes with numerous omnidirectional blasts at once), Fire Manipulation (Spirit Flame allows for Sein to unleash fiery beams at others), Enhanced Light Manipulation (Able to use light beams for attacks), Explosion Manipulation (Charge Flame outputs explosive bursts), Telekinesis (Capable of holding objects such as the Light Vessel in the air with ease), Likely Resurrection (As the power source of the Spirit Tree, it should be able to revive people such as the Spirit Tree did), Likely Elemental Manipulation (Scaling to the Spirit Tree, which maintains and controls air, fire, and water amongst others), Likely Creation (Scaling to the Spirit Tree, which was able to create the Spirit Guardians), Likely Life Manipulation (Scaling to the Spirit Tree, which was able to make an entire field of flowers come to life)
Resistance to extreme heat (Navigated through Mount Horu despite it being an active volcano), cold temperatures (Withstood the frigid temperatures of Forlorn Ruins without any negative effects), Corruption and Poison Manipulation (Takes very minor damage from acidic and corrosive shots fired by enemies. Unaffected by the decay and corruption the rest of Spirit Guardians and Nibel faced), Illusion Creation and Mind Manipulation (Navigated through Misty Woods with little difficulty despite the Spirit Tree noting it has fooled the minds of people into never returning)

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Standard Equipment: Kuro's Feather, Life Cells, Energy Cells, & Map

  • Optional Equipment: Light Vessel

Intelligence: Genius (Has managed to solve many complex puzzles throughout the series. These puzzles vary from using enemy attacks to travel in specific ways in 360-degree utilization, using Kuro's Feather for flight during these sections, and requiring very precise navigation in order to avoid death. Effectively uses all of the skills they learn for exploring and overcoming the obstacles of an area with the exceeding ability to use them all naturally)

Standard Tactics: Ori will usually activate a Soul Link first, which comes off as being a thought-based action. This makes sure that Ori can't truly die as killing them just sends Ori and Sein back to the moment they first initiated the Soul Link. It should be noted that opponents are absolutely unaware of this (unless they can perceive temporal phenomenons such as restarting the fight to do it over again) while Ori and Sein both are aware of this. From there, Sein utilizes Danmaku to overwhelm people while Ori will do largely physicals. Should these strategies fail, they will obviously adapt to different strategies. This becomes more diversified with optional equipment as well. One more thing to note is that they can use Soul Link multiple times, so they could unleash it again as the new state when they gain the upper hand.

Weaknesses: None notable

Notable Attacks/Techniques:

  • Spirit Flame: Being Sein's main strategy for offensive, this skill has it utilizing flames being shot at enemies in order to harm them. As there are later upgrades to this, it increases the target count to more foes and the number of rays that are being outputted (not to discredit the speed and power of it increasing as well). It rains down as a Danmaku attack with both fire and light beams.
  • Wall Jump: This skill focuses on the natural acrobatic skill of Ori, as they are now able to bounce from vertical surface to surface and jump higher against it. Ori uses this skill as a means of reaching places they couldn't previously access, and they also use it for mix-ups in combat.
  • Charge Flame: This is Sein's other main offense as it involves it concentrating energy, then outputting it into an explosive burst of light. The technique has destructive and large radius properties to it, as it is able to break through sealed areas of stone with ease and can generally catch most foes off guard to deliver a vital if not fatal blow in the midst of combat.
  • Double Jump: Upon learning this skill, Ori has incorporated it into its main skillset when it comes to acrobatics. This allows for greater horizontal and vertical travel to be achieved, whilst doing flips and curls in the air as a way of using agility to its favor. This skill is later improved on as well with the Triple Jump ability to add another additional jump for height.
  • Bash: Ori takes advantage of this skill by using it as a means to reflect attacks with enhanced perception time. It can be used most commonly to reflect back projectiles of various different compositions such as fire, ice, acid, and general energy just to name some. It can also be used as a means of redirecting physical attacks, along with inducing switcheroos to disorient opponents since the attack allows Ori to view events in slow motion. It can be aimed anywhere omnidirectionally.
  • Stomp: With this skill unlocked, Ori is able to curl up into a ball and slam their body down with great momentum and force. It can be used as a way to break and bypass the armor on enemies, along with slamming with another force to break stone platforms.
  • Kuro's Feather: After an encounter with Kuro outside of the Misty Woods, Kuro endured a rockfall which caused confusion and violent slamming until she left. From the area she slammed into it, she left a feather that Ori took during the adventure. It is useful for gliding past dangerous areas, flying further into the air, and it can effectively ride the wind current when generated.
  • Climb: This skill allows Ori to scale surfaces vertically without having to worry about losing grip. From it, this ability can be used also to perform Charged Jumps angled anywhere precisely as long as it doesn't end up going back to the wall. This is also combined with all of the other acrobatic abilities.
  • Charge Jump: Through focusing (though not having to cease all function), Ori can make use of this skill for achieving great height and off of walls. It charges up the amount of energy being put into a jump and unleashes it to gain more notable height.
  • Light Burst: Unlocking this skill permits Ori to throw bluish spheres of light at targets. This can be primarily used to produce light from lanterns by lighting them up, though it can be utilized for offensive purposes as well. Another important thing is that it can be used in conjunction with Bash in order to achieve great heights for travel and in fights.
  • Dash: Speed in short bursts is the main idea of this skill as Ori is capable of zooming passed the area as fast as the wind. When utilizing it, Ori can perform different variations of it with them being able to a grounded zoom, a version in the air, and a charged variant that automatically homes in on the enemies nearby. Regardless of the version, all of them leave afterimages in their wake.

Utility

  • Rekindle: Once a Soul Link is established, this ability permits reusing the Soul Link for rewriting to a more preferable save state. If Ori were to perish, the new copy would be where Ori reloads from. Additionally, the cooldown is significantly reduced for doing this.
  • Regroup: When making a Soul Link, this ability makes sure that Ori is healed from a decent amount of damage that was sustained in a fight.
  • Charge Flame Efficiency: This ability makes sure Charge Flame drains less stamina in its usage for Sein in order to repeatedly use it.
  • Air Dash: When taking to the air, this ability utilizes Ori's natural Dash skill and air mobility to do a quick burst that acts as a zoom.
  • Ultra Soul Link: Being an improved version of Regroup, now this allows Ori to effectively restore twice the amount of health through this ability from damaged sustained in battle when making a Soul Link.
  • Charge Dash: Ori can focus a dash this time into a variant where it homes in on enemies in close vicinity. Otherwise, it just allows for a more concentrated burst of speed that lasts longer too.
  • Water Breath: Whereas Ori only had the capability of breathing underwater for a short period previously, the ability allows for Ori and Sein to pull this off for an indefinite timeframe.
  • Soul Link Efficiency: This ability efficiently reduces the worry of using Soul Link as much as it halves the amount of stamina it drains from Ori.
  • Triple Jump: After learning this ability, Ori can sequentially jump three times, even in the air, in order to capitalize on greater acrobatic capabilities.
  • Ultra Defense: Being the final ability of this branch, Ori gains more effective durability as attacks that previously did more have been significantly reduced.

Efficiency

  • Spirit Magnet: Pickups will begin to float toward Ori when gaining this ability. This allows things such as life pickups and energy pickups to be easier to pick up.
  • Map Markers: Ori tends to use a map when exploring areas, even those that are unknown to them. This ability allows them to see where the different pickups in an area are so that they may find them more easily rather than pursuing them in a random manner.
  • Life Efficiency: Life pickups, when used, will energize Ori twice as much by giving back even more health than they would've otherwise upon gaining the ability.
  • Ultra Spirit Magnet: Being an improved version of Spirit Magnet, this ability will automatically bring preferable pickups straight to Ori and Sein, rather than just floating.
  • Energy Efficiency: Energy pickups, with this ability, increase by 50% proficiency in restoring Ori's stamina to a more conditioned state.
  • Ability Markers: Through this ability, ability cells appear on the map for Ori to see in a similar manner to the general pickups seen through Map Markers.
  • Spirit Efficiency: When experience cells are dropped, this effectively doubles the amount of experience that Ori obtains from a fight.
  • Life Markers: This ability also makes an indication of item locations on the map, as it shows where Ori and Sein are able to find different Life Cells to use.
  • Energy Markers: The last of the map-related abilities, this particular one allows for Ori and Sein to see where the different Energy Cells are in the surrounding area.
  • Sense: Being the final ability of this branch, Ori is completely capable of seeing through walls in order to find hidden areas. Areas that would otherwise be completely obscured from Ori's vision become visible for them to see and go check out.

Combat

  • Quick Flame: When utilizing Sein, this ability allows an increase of shooting out three flames before having to do a very brief recharge.
  • Spark Flame: Spirit Flame becomes more viable through this ability as the damage output has been greatly amplified from what it was originally.
  • Charge Flame Burn: Upon gaining this ability, Sein's Charge Flame is able to increase in general destructive power and affected radius of targets.
  • Split Flame: Spirit Flame receives yet another improvement as this ability allows for it to attack two targets at once with the different flames.
  • Ultra Bash: Bash gains an improvement through this ability as it not only increases the damage, but it allows for Ori to switcheroo with other people where they go through the opponent and swap places.
  • Ultra Light Burst: Acting as an upgrade, this ability increases the effective radius and output of Light Burst, being the penultimate version of it.
  • Cinder Flame: This ability efficiently brings even more power behind Spirit Flame to make it more formidable in its damage to others.
  • Ultra Stomp: Ori's Stomp ability becomes vastly better with the damage output rising and the affected radius being wider in tile range than previously.
  • Rapid Flame: As the name implies, this ability upgrade allows for Spirit Flame to fire off more rapidly at targets with it taking less stamina and cool down for Sein.
  • Charge Flame Blast: Being the last update for Charge Flame, this ability maximizes any sort of destruction and radius capabilities for Charge Flame to their best extent.
  • Ultra Split Flame: Being the final ability of this branch, Sein's output for Spirit Flame increases once more with the targets going up to four people.

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Key: Ori and the Blind Forest | Ori and the Will of the Wisps | Spirit Tree (Fused With Seir)

Note 1: Sein acts dependently on Ori in order to work in combat. It is because of this that Sein's abilities are added to Ori's profile as he practically operates as an extension of Ori. However, it should be noted that Sein is only present in Ori and the Blind Forest before becoming one with the Spirit Tree again. As such, Ori doesn't maintain the presence of said abilities, aside from his own, throughout Ori and the Will of the Wisps. Though, Ori does regain them when becoming the new Spirit Tree in Niwen.

Note 2: This profile assumes an end-game Ori for both Ori and the Blind Forest and Ori and the Will of the Wisps. As such, all abilities and skills are automatically mastered by the time the game ends with full access to their arsenals. This is to not unnecessarily differentiate keys more than needed and because there is not a concretely discernable beginning, middle, and end phase of the game with specific abilities other than through assumptions.

Explanations

Gallery

Others

Notable Victories:

Notable Losses:

Inconclusive Matches: