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		<updated>2026-04-16T07:50:27Z</updated>
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	<entry>
		<id>https://kb.speeddemosarchive.com/Bastion/Game_Data</id>
		<title>Bastion/Game Data</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Bastion/Game_Data"/>
				<updated>2016-12-19T02:22:24Z</updated>
		
		<summary type="html">&lt;p&gt;Vulajin: /* Enemy Data */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Weapon Data=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Attack !! Base damage !! Lag frames&lt;br /&gt;
|-&lt;br /&gt;
| Cael Hammer || regular || 10 || 5&lt;br /&gt;
|-&lt;br /&gt;
| || uppercut || 15 || 4&lt;br /&gt;
|-&lt;br /&gt;
| || overhead || 20 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Brusher's Pike || regular || 30 || 5&lt;br /&gt;
|-&lt;br /&gt;
| || throw || 30 ||&lt;br /&gt;
|-&lt;br /&gt;
| Battering Ram || slam || 101-102 ||&lt;br /&gt;
|-&lt;br /&gt;
| || swipe || 125-150 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Fang Repeater || || 3-4 ||&lt;br /&gt;
|-&lt;br /&gt;
| Scrap Musket || || 30* ||&lt;br /&gt;
|- &lt;br /&gt;
| Galleon Mortar || || 90-100 ||&lt;br /&gt;
|-&lt;br /&gt;
| Trip Mines || || 60-70 ||&lt;br /&gt;
|-&lt;br /&gt;
| Hand Grenades || || 88 ||&lt;br /&gt;
|-&lt;br /&gt;
| Pike Vault || || 55 ||&lt;br /&gt;
|-&lt;br /&gt;
| Colossal Smash (ram) || || 125-175 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Enemy Data=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy !! Health !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Squirt || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Large Squirt || 45 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Scared Squirt || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Squirt Machine || 61 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Large Squirt Machine || 221 || 400&lt;br /&gt;
|-&lt;br /&gt;
| Small Box || 21 || 10&lt;br /&gt;
|-&lt;br /&gt;
| Gasfella || 20 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Big Box || 31 || 40&lt;br /&gt;
|-&lt;br /&gt;
| Lunging Gasfella || 31 || 40&lt;br /&gt;
|-&lt;br /&gt;
| Slamming Gasfella || 31 || 40&lt;br /&gt;
|-&lt;br /&gt;
| Shockwave Gasfella || 41 || 40&lt;br /&gt;
|-&lt;br /&gt;
| Whirlwind Gasfella || 131 || 100&lt;br /&gt;
|-&lt;br /&gt;
| Massive Gasfella || 191 || 250&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Vulajin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Bastion/Game_Data</id>
		<title>Bastion/Game Data</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Bastion/Game_Data"/>
				<updated>2016-12-19T02:14:38Z</updated>
		
		<summary type="html">&lt;p&gt;Vulajin: /* Enemy Data */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Weapon Data=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Attack !! Base damage !! Lag frames&lt;br /&gt;
|-&lt;br /&gt;
| Cael Hammer || regular || 10 || 5&lt;br /&gt;
|-&lt;br /&gt;
| || uppercut || 15 || 4&lt;br /&gt;
|-&lt;br /&gt;
| || overhead || 20 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Brusher's Pike || regular || 30 || 5&lt;br /&gt;
|-&lt;br /&gt;
| || throw || 30 ||&lt;br /&gt;
|-&lt;br /&gt;
| Battering Ram || slam || 101-102 ||&lt;br /&gt;
|-&lt;br /&gt;
| || swipe || 125-150 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Fang Repeater || || 3-4 ||&lt;br /&gt;
|-&lt;br /&gt;
| Scrap Musket || || 30* ||&lt;br /&gt;
|- &lt;br /&gt;
| Galleon Mortar || || 90-100 ||&lt;br /&gt;
|-&lt;br /&gt;
| Trip Mines || || 60-70 ||&lt;br /&gt;
|-&lt;br /&gt;
| Hand Grenades || || 88 ||&lt;br /&gt;
|-&lt;br /&gt;
| Pike Vault || || 55 ||&lt;br /&gt;
|-&lt;br /&gt;
| Colossal Smash (ram) || || 125-175 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Enemy Data=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy !! Health !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Squirt || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Large Squirt || 45 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Scared Squirt || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Squirt Machine || 61 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Large Squirt Machine || 221 || 400&lt;br /&gt;
|-&lt;br /&gt;
| Small Box || 21 || 10&lt;br /&gt;
|-&lt;br /&gt;
| Gasfella || 20 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Lunging Gasfella || 31 || 40&lt;br /&gt;
|-&lt;br /&gt;
| Slamming Gasfella || 31 || 40&lt;br /&gt;
|-&lt;br /&gt;
| Shockwave Gasfella || 41 || 40&lt;br /&gt;
|-&lt;br /&gt;
| Whirlwind Gasfella || 131 || 100&lt;br /&gt;
|-&lt;br /&gt;
| Massive Gasfella || 191 || 250&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Vulajin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Bastion/Game_Data</id>
		<title>Bastion/Game Data</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Bastion/Game_Data"/>
				<updated>2016-12-19T02:14:28Z</updated>
		
		<summary type="html">&lt;p&gt;Vulajin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Weapon Data=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Attack !! Base damage !! Lag frames&lt;br /&gt;
|-&lt;br /&gt;
| Cael Hammer || regular || 10 || 5&lt;br /&gt;
|-&lt;br /&gt;
| || uppercut || 15 || 4&lt;br /&gt;
|-&lt;br /&gt;
| || overhead || 20 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Brusher's Pike || regular || 30 || 5&lt;br /&gt;
|-&lt;br /&gt;
| || throw || 30 ||&lt;br /&gt;
|-&lt;br /&gt;
| Battering Ram || slam || 101-102 ||&lt;br /&gt;
|-&lt;br /&gt;
| || swipe || 125-150 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Fang Repeater || || 3-4 ||&lt;br /&gt;
|-&lt;br /&gt;
| Scrap Musket || || 30* ||&lt;br /&gt;
|- &lt;br /&gt;
| Galleon Mortar || || 90-100 ||&lt;br /&gt;
|-&lt;br /&gt;
| Trip Mines || || 60-70 ||&lt;br /&gt;
|-&lt;br /&gt;
| Hand Grenades || || 88 ||&lt;br /&gt;
|-&lt;br /&gt;
| Pike Vault || || 55 ||&lt;br /&gt;
|-&lt;br /&gt;
| Colossal Smash (ram) || || 125-175 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Enemy Data=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy !! Health !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Squirt || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Large Squirt || 45 | 50&lt;br /&gt;
|-&lt;br /&gt;
| Scared Squirt || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Squirt Machine || 61 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Large Squirt Machine || 221 || 400&lt;br /&gt;
|-&lt;br /&gt;
| Small Box || 21 || 10&lt;br /&gt;
|-&lt;br /&gt;
| Gasfella || 20 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Lunging Gasfella || 31 || 40&lt;br /&gt;
|-&lt;br /&gt;
| Slamming Gasfella || 31 || 40&lt;br /&gt;
|-&lt;br /&gt;
| Shockwave Gasfella || 41 || 40&lt;br /&gt;
|-&lt;br /&gt;
| Whirlwind Gasfella || 131 || 100&lt;br /&gt;
|-&lt;br /&gt;
| Massive Gasfella || 191 || 250&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Vulajin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Bastion/Game_Data</id>
		<title>Bastion/Game Data</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Bastion/Game_Data"/>
				<updated>2016-12-19T01:57:56Z</updated>
		
		<summary type="html">&lt;p&gt;Vulajin: /* Weapon Data */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Weapon Data=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Attack !! Base damage !! Lag frames&lt;br /&gt;
|-&lt;br /&gt;
| Cael Hammer || regular || 10 || 5&lt;br /&gt;
|-&lt;br /&gt;
| || uppercut || 15 || 4&lt;br /&gt;
|-&lt;br /&gt;
| || overhead || 20 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Brusher's Pike || regular || 30 || 5&lt;br /&gt;
|-&lt;br /&gt;
| || throw || 30 ||&lt;br /&gt;
|-&lt;br /&gt;
| Battering Ram || slam || 101-102 ||&lt;br /&gt;
|-&lt;br /&gt;
| || swipe || 125-150 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Fang Repeater || || 3-4 ||&lt;br /&gt;
|-&lt;br /&gt;
| Scrap Musket || || 30* ||&lt;br /&gt;
|- &lt;br /&gt;
| Galleon Mortar || || 90-100 ||&lt;br /&gt;
|-&lt;br /&gt;
| Trip Mines || || 60-70 ||&lt;br /&gt;
|-&lt;br /&gt;
| Hand Grenades || || 88 ||&lt;br /&gt;
|-&lt;br /&gt;
| Pike Vault || || 55 ||&lt;br /&gt;
|-&lt;br /&gt;
| Colossal Smash (ram) || || 125-175 ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Vulajin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Bastion/Game_Data</id>
		<title>Bastion/Game Data</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Bastion/Game_Data"/>
				<updated>2016-12-19T01:54:29Z</updated>
		
		<summary type="html">&lt;p&gt;Vulajin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Weapon Data=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Attack !! Base damage !! Lag frames&lt;br /&gt;
|-&lt;br /&gt;
| Cael Hammer || regular || 10 || 5&lt;br /&gt;
|-&lt;br /&gt;
| || uppercut || 15 || 4&lt;br /&gt;
|-&lt;br /&gt;
| || overhead || 20 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Brusher's Pike || regular || 30 || 5&lt;br /&gt;
|-&lt;br /&gt;
| || throw || 30 ||&lt;br /&gt;
|-&lt;br /&gt;
| Battering Ram || slam || 101-102 ||&lt;br /&gt;
|-&lt;br /&gt;
| || swipe || 125-150 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Fang Repeater || || 3-4 ||&lt;br /&gt;
|-&lt;br /&gt;
| Scrap Musket || || 30* ||&lt;br /&gt;
|- &lt;br /&gt;
| Galleon Mortar || || 90-100 ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Vulajin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Bastion/Game_Data</id>
		<title>Bastion/Game Data</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Bastion/Game_Data"/>
				<updated>2016-12-19T01:50:53Z</updated>
		
		<summary type="html">&lt;p&gt;Vulajin: Created page with &amp;quot;=Weapon Data=  {| class=&amp;quot;wikitable&amp;quot; |- ! Weapon !! Attack !! Base damage !! Lag frames |- | Cael Hammer || regular || 10 || 5 |- | || uppercut || 15 || 4 |- | || overhead || 2...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Weapon Data=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Attack !! Base damage !! Lag frames&lt;br /&gt;
|-&lt;br /&gt;
| Cael Hammer || regular || 10 || 5&lt;br /&gt;
|-&lt;br /&gt;
| || uppercut || 15 || 4&lt;br /&gt;
|-&lt;br /&gt;
| || overhead || 20 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Brusher's Pike || regular || 30 || 5&lt;br /&gt;
|-&lt;br /&gt;
| || throw || 30 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Battering Ram || slam || 101-102 || 0&lt;br /&gt;
|-&lt;br /&gt;
| || swipe || 125-150 || 4&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Vulajin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Bastion</id>
		<title>Bastion</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Bastion"/>
				<updated>2016-12-19T01:38:31Z</updated>
		
		<summary type="html">&lt;p&gt;Vulajin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:PC]]&lt;br /&gt;
[[Category:Xbox 360]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/Bastion.html}}&lt;br /&gt;
[[File:Bastion.png|1024px|center|link=Bastion]]&lt;br /&gt;
;Overview&lt;br /&gt;
&lt;br /&gt;
:Bastion is an isometric action game made by Supergiant Games(Bastion, Transistor) and originally released on the XBLA in 2011. The game is now also available on PC, iOS and will be ported to the PS4 and PS Vita in 2015.&lt;br /&gt;
&lt;br /&gt;
;Welcome to the Bastion Speedrun Knowledge Base&lt;br /&gt;
&lt;br /&gt;
:The aim of these wiki pages is to store up-to-date information on Bastion speedrunning - techniques, strategies, routes and glitches for all categories.&lt;br /&gt;
:It is not meant to be replace [[#Other Resources|existing tutorials]] - but will hopefully be more up-to-date and contain more in-depth explanations to facilitate gaining better understanding of the game's mechanics by existing and future runners. It is, however, still recommended to start out with a video tutorial to quickly grasp the basics of the speedrun, and then come back here to learn the most current strategies and expand your knowledge.&lt;br /&gt;
&lt;br /&gt;
==Community information==&lt;br /&gt;
&lt;br /&gt;
;'''Leaderboards''':&lt;br /&gt;
:http://speedrun.com/bastion&lt;br /&gt;
:Make an account to submit your times! Note that submissions will have to be approved by a moderator before becoming visible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The IRC channel and the SDA thread are both great places to ask questions, also feel free to provide feedback on this knowledge base there:&lt;br /&gt;
;''' IRC channel''': &lt;br /&gt;
:irc.speedrunslive.com - #bastion&lt;br /&gt;
&lt;br /&gt;
;''' Discord server''': &lt;br /&gt;
:https://discord.gg/0jOLZzV5X7OtmAzD&lt;br /&gt;
&lt;br /&gt;
;'''SDA Bastion thread''':&lt;br /&gt;
:https://forum.speeddemosarchive.com/post/bastion.html&lt;br /&gt;
&lt;br /&gt;
;'''Versions'''&lt;br /&gt;
:Currently the fastest version of the game is the PC one due to availability of [[Bastion/Basic_Mechanics#Movement|mouse movement]], which is faster than other control schemes. No patch is faster or slower, and all techniques used in the speedrun work in all of them.&lt;br /&gt;
&lt;br /&gt;
===Recent updates on the wiki===&lt;br /&gt;
&lt;br /&gt;
[11/12/2015] - Added a link to the [[Bastion#Other_Resources|full NG Any% guide]].&lt;br /&gt;
&lt;br /&gt;
[12/01/2015] - Added a video on the new [[Bastion/Burstone_Quarry#Killing_Lunky | Lunky Drop]] setup&lt;br /&gt;
&lt;br /&gt;
[10/01/2015] - Added the History Books setup to the [[Bastion/Any% Routes|NG+ Any%]] route&lt;br /&gt;
&lt;br /&gt;
=Speedrunning the game=&lt;br /&gt;
&lt;br /&gt;
==Learning==&lt;br /&gt;
One of the best things about Bastion runs is their great learning curve. If you're just starting out, you can learn the basics of your category(the first thing you will need to memorize is the [[Bastion#Routes|route]]) and try to complete a couple of runs while following the general route; then start learning, and incorporating into your runs, more advanced techniques and strategies.&lt;br /&gt;
&lt;br /&gt;
Starting with a '''NG+''' category is not recommended, as these are mostly more challenging and require the ability to perform some difficult tricks.&lt;br /&gt;
&lt;br /&gt;
==Timing a Bastion speedrun==&lt;br /&gt;
&lt;br /&gt;
The time starts when you gain control of the Kid; you can set up your split program to start at -1.1 seconds and start it at the same time as you press to make the Kid get up.&lt;br /&gt;
If the Kid in your game gets up automatically for whatever reason, you need to set your timer to start at -18.4 for NG and -20.0 for NG+.&lt;br /&gt;
&lt;br /&gt;
Time ends when you select an ending in the Heart of the Bastion.&lt;br /&gt;
&lt;br /&gt;
Load times and cutscenes are included in the timing. Loading screens are nearly the same length for almost everyone(about ~4.4 seconds) and have insignificant variance of up to 7 frames.&lt;br /&gt;
&lt;br /&gt;
An important thing to do is making sure that your game is running at full speed. The way you can test if it does is time how fast can you pick up the Cael Hammer after gaining control of the Kid; if that time is around 13.5 seconds, then you're fine. If it takes much longer than that, you need to play with your display options(VSync, Fullscreen mode, Resolution).&lt;br /&gt;
&lt;br /&gt;
One solution to the game running too slowly that '''ISN'T''' recommended is using the -nofixedstep launch option. This might help you run the game at full speed, but most likely will in some way break your game - causing lag, freezing or unacceptably broken physics.&lt;br /&gt;
&lt;br /&gt;
==Categories==&lt;br /&gt;
;There exist four different categories of Bastion, differentiated by NG/NG+ and ASL/Any%.&lt;br /&gt;
&lt;br /&gt;
:*NG ASL - Complete all story levels (Proving Grounds not required) on New Game mode.&lt;br /&gt;
:*NG+ ASL - Complete all story levels (Proving Grounds not required) on New Game Plus mode.&lt;br /&gt;
:*NG Any% - Complete New Game mode as quickly as possible.&lt;br /&gt;
:*NG+ Any% - Complete New Game Plus mode as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
::''(NG = New Game, NG+ = New Game Plus, ASL = All Story Levels)''&lt;br /&gt;
::''Currently Any% categories are usually 13-15 minutes long, and ASL runs are around 3 times longer at 45-50 minutes''&lt;br /&gt;
&lt;br /&gt;
Any% categories include [[Bastion/Techniques#Item_Duplication|duplicating cores]]. All Story Levels forbid that, as it would prevent you from accessing(and thus completing) Tazal Terminals.&lt;br /&gt;
&lt;br /&gt;
==Routes==&lt;br /&gt;
&lt;br /&gt;
===[[Bastion/Any% Routes|NG and NG+ Any% Routes]]===&lt;br /&gt;
&lt;br /&gt;
===[[Bastion/ASL Routes|NG and NG+ ASL Routes]]===&lt;br /&gt;
&lt;br /&gt;
=[[Bastion/Basic Mechanics|Basic Gameplay Mechanics]]=&lt;br /&gt;
&lt;br /&gt;
=[[Bastion/Game Data|Game Data]] (Weapon Damage and Enemy Health/XP etc.)=&lt;br /&gt;
&lt;br /&gt;
=[[Bastion/Techniques|Techniques]]=&lt;br /&gt;
&lt;br /&gt;
=Individual Levels Pages=&lt;br /&gt;
&lt;br /&gt;
This will be a category of pages that will form a knowledge base on completing each Bastion level in a speedrun, in all categories. They assume that you mostly know your way through the level(check the Individual Level videos if you don't), and focus on explaining speedrun level strategies. &lt;br /&gt;
&lt;br /&gt;
Each of these will eventually be accompanied by a recording of the level being done in both NG and NG+. These videos will not necessarily have perfectly optimized movement, but should correctly execute all of the current strategies and techniques. If anyone wishes to contribute recordings that are higher quality, are better played, or contain updated strategies, they are welcome to.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Level Page&lt;br /&gt;
| New Game&lt;br /&gt;
| New Game + &lt;br /&gt;
|-&lt;br /&gt;
|[[Bastion/Wharf District|Wharf District]]&lt;br /&gt;
| [https://www.youtube.com/watch?v=flvpbCEle2c 05/01/15]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bastion/Workmen Ward|Workmen Ward]]&lt;br /&gt;
| [https://www.youtube.com/watch?v=EGtkrOp_E0M 05/01/15]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bastion/Melting Pot|Melting Pot]]&lt;br /&gt;
| [https://www.youtube.com/watch?v=FYyyinMh6Qw 05/01/15]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bastion/Sundown Path|Sundown Path]]&lt;br /&gt;
| [https://www.youtube.com/watch?v=p5dKPl_b0Sc 05/01/15]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bastion/Hanging Gardens|Hanging Gardens]]&lt;br /&gt;
| [https://www.youtube.com/watch?v=h8tP2cRTXiw 05/01/15]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bastion/Cinderbrick Fort|Cinderbrick Fort]]&lt;br /&gt;
| [https://www.youtube.com/watch?v=xYJLraLExN0 05/01/15]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bastion/Pyth Orchard|Pyth Orchard]]&lt;br /&gt;
| [https://www.youtube.com/watch?v=HguzFl2nU4U 05/01/15]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bastion/Langston River|Langston River]]&lt;br /&gt;
| [https://www.youtube.com/watch?v=q4x4p6Z17bA 05/01/15]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bastion/Prosper Bluff|Prosper Bluff]]&lt;br /&gt;
| [https://www.youtube.com/watch?v=pZyyjGWCxuE 05/01/15]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bastion/Wild Outskirts|Wild Outskirts]]&lt;br /&gt;
| [https://www.youtube.com/watch?v=x0XmSuZp8jw 05/01/15]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bastion/Jawson Bog|Jawson Bog]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bastion/Roathus Lagoon|Roathus Lagoon]]&lt;br /&gt;
| [https://www.youtube.com/watch?v=QNOFFmcVufQ 11/01/05]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bastion/Point Lemaign|Point Lemaign]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bastion/Colford Cauldron|Colford Cauldron]]&lt;br /&gt;
| [https://www.youtube.com/watch?v=HPg8TQiE_jw 11/01/15]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bastion/Mount Zand|Mount Zand]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bastion/Burstone Quarry|Burstone Quarry]]&lt;br /&gt;
| [https://www.youtube.com/watch?v=WQYRP10SmZw 11/01/15]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bastion/Urzendra Gate|Urzendra Gate]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bastion/Zulten's Hollow|Zulten's Hollow]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bastion/Tazal Terminals|Tazal Terminals]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Other Resources=&lt;br /&gt;
&lt;br /&gt;
Remember that no tutorial is ever fully up to date - Always watch a couple of the most current runs at the top of the leaderboards to see if you are following the current strategies.&lt;br /&gt;
&lt;br /&gt;
Official developer Steam support thread for Bastion: http://forums.steampowered.com/forums/showthread.php?t=2061171&lt;br /&gt;
&lt;br /&gt;
===''[https://www.twitch.tv/lawyerdogsr/v/50232932 LawyerDog's NG ASL tutorial]''===&lt;br /&gt;
The most out of date tutorial, but in general it's still a great resource that every runner should watch at some point, even if you're only running any% categories.&lt;br /&gt;
&lt;br /&gt;
===''Vulajin's Tutorials''===&lt;br /&gt;
'''[http://www.youtube.com/watch?v=KRrObgm6-3U NG any%]'''&lt;br /&gt;
&lt;br /&gt;
'''[http://www.youtube.com/watch?v=sI7Hck9lUpo NG+ any%]'''&lt;br /&gt;
&lt;br /&gt;
Out of date routes, but lots of detail about individual level strats that are still relevant.&lt;br /&gt;
&lt;br /&gt;
'''[http://www.youtube.com/watch?v=M-ewa0Z043Q NG ASL]'''&lt;br /&gt;
&lt;br /&gt;
Up to date as of September 2014, intended to be a companion to LawyerDog's tutorial.&lt;br /&gt;
===''[https://www.youtube.com/watch?v=vWZFKSYBkCM SnowySnowWolf's NG any% tutorial]''===&lt;br /&gt;
Up to date as of October 2014, good overview of the NG any% route.&lt;br /&gt;
&lt;br /&gt;
===''[https://www.youtube.com/playlist?list=PLHIxltV4crDNnIpBnRpYWJz2K8RZvzyfF Haosedge's and Snowy's Full NG Any% Guide]''===&lt;br /&gt;
A combination of Snowy's old tutorial, and a video on every new strategy by Haosedge.&lt;br /&gt;
&lt;br /&gt;
===''[https://forum.speeddemosarchive.com/attachment/plwicG%2FBIrfcDRHn7C0QR%2Fnymoc Red_Buddha's NG+ File]''===&lt;br /&gt;
Very convenient if you want to run NG+ categories. Has full upgrades on the Scrap Musket, Brusher's Pike, Cael Hammer and the Fang Repeater.&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Ok here is my ng+ file it only has the hammer, repeater, pike, and musket so if you use the mortar you would have to go get that yourself.''&lt;br /&gt;
&lt;br /&gt;
''same thing as vulajin said just change the number to be whatever profile you want it to be.''&amp;quot;&lt;/div&gt;</summary>
		<author><name>Vulajin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori/Techniques_and_Glitches</id>
		<title>Ori/Techniques and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori/Techniques_and_Glitches"/>
				<updated>2016-03-01T08:08:25Z</updated>
		
		<summary type="html">&lt;p&gt;Vulajin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page covers basic movement techniques and glitches used in Ori speedruns. You can use this as a reference to understand how specific applications of these techniques work, and also to think about new and useful ways to apply them.&lt;br /&gt;
&lt;br /&gt;
==Running and Jumping==&lt;br /&gt;
&lt;br /&gt;
;Basics&lt;br /&gt;
:Basic movement is straightforward: as long as you hold the analog stick all the way in a direction, or hold the movement key, Ori will run at maximum speed. Jumping preserves Ori's full horizontal speed, and also saves a very small amount of time (frames?) per jump by reducing the effect of friction on Ori. The difference between running all the time and jumping all the time is very minimal, so it's okay not to get too crazy about this.&lt;br /&gt;
&lt;br /&gt;
;Flip Jumps&lt;br /&gt;
:If you jump repeatedly, every third jump Ori will perform a front flip. There is no known difference in height achievable through this flip jump.&lt;br /&gt;
&lt;br /&gt;
;Wall Slides and Vaulting&lt;br /&gt;
:When jumping into a wall, Ori will slide up the wall a small amount, dependent on the angle and friction of the wall. If Ori slides up far enough to clear the top of the wall, she will &amp;quot;vault&amp;quot; up and over it. This saves a few frames in horizontal movement compared to jumping over the top of the wall.&lt;br /&gt;
&lt;br /&gt;
;Firsties&lt;br /&gt;
:A &amp;quot;firsty&amp;quot; is when you perform a jump on the first frame that you are able to do so after landing from a previous jump. When you perform a &amp;quot;firsty,&amp;quot; the game allows you to jump normally but will not restore your double or triple jump.&lt;br /&gt;
:The most common case where you will experience this is in wall jumping. The unexpected loss of your double or triple jump will most likely cause you to fail a platforming section and fall down, costing you time. To avoid this, try to wait a very small amount of time after touching a wall before wall jumping.&lt;br /&gt;
&lt;br /&gt;
;Terra Jumps&lt;br /&gt;
:A &amp;quot;Terra jump&amp;quot; is an intentional use of a &amp;quot;firsty.&amp;quot; When you are in the middle of a &amp;quot;Bash glide&amp;quot; (covered below), performing a &amp;quot;firsty&amp;quot; from the ground will preserve your horizontal speed. This is called a Terra jump. You may also use a charge jump for this technique to increase your height and extend the horizontal distance you can travel. Note that you can perform a Terra jump regardless of whether you have already consumed your double or triple jumps!&lt;br /&gt;
&lt;br /&gt;
==Bash Techniques==&lt;br /&gt;
&lt;br /&gt;
;Bash Gliding&lt;br /&gt;
:Upon releasing a Bash, Ori is given a very large amount of speed in the aimed direction. Normally, your vertical speed returns to normal very quickly due to gravity. However, if you release all directional input (that is, don't press the analog stick or left/right keys), your horizontal speed will not decrease. When this is done with a horizontal or nearly-horizontal Bash, Ori can travel very quickly across very large distances.&lt;br /&gt;
:While you are Bash gliding, you can use and release Kuro's Feather at will, use your double and triple jumps, and also perform a Terra jump off the ground. As long as you don't provide any directional input and don't run into any obstacles, Ori will retain her horizontal speed. Note that gravity applies as normal, so Ori will eventually hit the ground!&lt;br /&gt;
&lt;br /&gt;
;Double Bash&lt;br /&gt;
:If you release a Bash one frame, then re-press the Bash button/key the next frame, Ori will be able to Bash twice off of the same target. When you perform this technique, the first Bash will determine the direction the target goes ('''opposite''' of the direction you aim it), and the second Bash will determine the direction Ori goes. Using this technique, you can move the target in a desired direction while following it closely.&lt;br /&gt;
:'''Important note:''' Bash has a 20 frame &amp;quot;windup&amp;quot; delay during which it cannot be released. If you release and re-press the Bash button/key during the windup delay, the Bash will simply not release. Make sure you wait for 20 frames (1/3 of a second) before trying to double Bash.&lt;br /&gt;
&lt;br /&gt;
;Perfect Bash&lt;br /&gt;
:As it turns out, you don't need to perform a double Bash in order to accomplish having Ori and the projectile both go in the same direction. The game determines which direction to send the projectile one frame before it determines which direction to send Ori. During this extra frame, you can re-aim Bash to achieve the same effect as a double Bash. This saves less than a second per successful attempt compared to a double Bash, so it's not really recommended for anyone.&lt;br /&gt;
&lt;br /&gt;
==Save Manipulation==&lt;br /&gt;
&lt;br /&gt;
;Save Anywhere&lt;br /&gt;
:By opening the ability screen with the UI on, clicking on the experience counter to create a popup, then hitting A+B, left+right click, or esc+enter on the same frame, you gain the ability to move with the ability screen open. Then, you can save the game anytime by leveling up an ability.&lt;br /&gt;
&lt;br /&gt;
;Cutscene Skips&lt;br /&gt;
:By saving the game after a cutscene begins, either by using save anywhere or rekindling/leveling an ability on a pre-placed save, then exiting and reloading the file, you can gain control of Ori during the cutscene. Most cutscenes trigger their effects as soon as they begin, with the exception of opening the Mount Horu door and a few of the Gumo chase sequence cutscenes.&lt;br /&gt;
&lt;br /&gt;
;Save Drops&lt;br /&gt;
:By saving the game while in the air and reloading the file, Ori will (in most cases) drop to the closest solid ground directly below the save. This can be accomplished with save anywhere or saving while running off the edge of a platform. Tricks that use this include drainless and the lava drop in Horu.&lt;br /&gt;
&lt;br /&gt;
;Respawn Invulnerability&lt;br /&gt;
:For a short period of time after respawning at a save point, Ori will be invulnerable to all sources of damage except instant kill surfaces. This can be used to run or climb for a period of time on a damaging surface like spikes, extending the effective value of your health pool.&lt;br /&gt;
&lt;br /&gt;
==Key Doors and Energy Doors==&lt;br /&gt;
&lt;br /&gt;
;Keystone Duplication&lt;br /&gt;
:With the appropriate setup, it is possible to duplicate keystones. In order to do this, you must be able to place a soul link outside the &amp;quot;scene&amp;quot; (section of the world) containing the keystones. You must also be able to take damage while within range to place keystones in the door. This glitch requires a death.&lt;br /&gt;
:Create your soul link outside the scene containing the keystones, then begin collecting them as normal. Only pick up as many keystones as you need to duplicate; skip the others. Along the way, take damage to ensure that you are just shy of death. Reach the door, then place your keystones in it. Be sure not to place enough keystones to open the door! While the door remains locked with your keystones in it, and while remaining within range of the door, take damage and die. When you respawn, you will have been refunded the keystones, and they will also respawn in the world.&lt;br /&gt;
:There are only a few doors which permit effective keystone duplication: the first 4-key door in Sunken Glades, and the second 4-key door in Ginso Tree. These are covered in more detail in [[Ori/Skips and Tricks|Skips and Tricks]].&lt;br /&gt;
&lt;br /&gt;
;Energy Doors&lt;br /&gt;
:[to be added]&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Mechanics==&lt;br /&gt;
&lt;br /&gt;
;Spirit Flame&lt;br /&gt;
:Spirit Flame attacks have a minimum delay of 0.2 seconds (12 frames). The basic Spirit Flame can fire two shots at this speed, then it incurs a 0.5 second cooldown (30 frames). However, if you wait at least 0.3 seconds (18 frames) between shots, the cooldown will not be triggered. Thus, optimal damage is inflicted by timing your shots 0.3 seconds apart, unless you are only firing two shots.&lt;br /&gt;
:The Quick Flame ability permits you to fire three shots at maximum speed before incurring the 0.5 second cooldown. Thus, if you fire two shots 0.2 seconds apart and then wait 0.3 seconds to fire again, you can avoid the cooldown. The Rapid Flame ability eliminates the 0.5 second cooldown entirely, so you may always fire at maximum speed.&lt;br /&gt;
&lt;br /&gt;
;Leveling Up&lt;br /&gt;
:When Ori levels up, her health and energy are refilled and she explodes for 20 damage to everything on screen. These effects are exploited to accomplish several major skips, but also can be leveraged for other minor time saves. The level up explosion is particularly potent for clearing enemies out of your way in the early game, and the health and energy refills allow you to perform additional damage boosts and Charge Flames.&lt;br /&gt;
&lt;br /&gt;
;Extended Charge Jumps&lt;br /&gt;
:By performing a save anywhere during a upwards-angled charge jump off of a wall, upon reloading the file, Ori will have extreme speed in the direction of the charge jump. Unlike a bash glide, this speed will decay over time to zero. Currently, this has no known use in a speedrun, as the setup time is too great.&lt;/div&gt;</summary>
		<author><name>Vulajin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori/Techniques_and_Glitches</id>
		<title>Ori/Techniques and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori/Techniques_and_Glitches"/>
				<updated>2016-03-01T06:44:47Z</updated>
		
		<summary type="html">&lt;p&gt;Vulajin: /* Save Manipulation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page covers basic movement techniques and glitches used in Ori speedruns. You can use this as a reference to understand how specific applications of these techniques work, and also to think about new and useful ways to apply them.&lt;br /&gt;
&lt;br /&gt;
==Running and Jumping==&lt;br /&gt;
&lt;br /&gt;
;Basics&lt;br /&gt;
:Basic movement is straightforward: as long as you hold the analog stick all the way in a direction, or hold the movement key, Ori will run at maximum speed. Jumping preserves Ori's full horizontal speed, and also saves a very small amount of time (frames?) per jump by reducing the effect of friction on Ori. The difference between running all the time and jumping all the time is very minimal, so it's okay not to get too crazy about this.&lt;br /&gt;
&lt;br /&gt;
;Flip Jumps&lt;br /&gt;
:If you jump repeatedly, every third jump Ori will perform a front flip. There is no known difference in height achievable through this flip jump.&lt;br /&gt;
&lt;br /&gt;
;Wall Slides and Vaulting&lt;br /&gt;
:When jumping into a wall, Ori will slide up the wall a small amount, dependent on the angle and friction of the wall. If Ori slides up far enough to clear the top of the wall, she will &amp;quot;vault&amp;quot; up and over it. This saves a few frames in horizontal movement compared to jumping over the top of the wall.&lt;br /&gt;
&lt;br /&gt;
;Firsties&lt;br /&gt;
:A &amp;quot;firsty&amp;quot; is when you perform a jump on the first frame that you are able to do so after landing from a previous jump. When you perform a &amp;quot;firsty,&amp;quot; the game allows you to jump normally but will not restore your double or triple jump.&lt;br /&gt;
:The most common case where you will experience this is in wall jumping. The unexpected loss of your double or triple jump will most likely cause you to fail a platforming section and fall down, costing you time. To avoid this, try to wait a very small amount of time after touching a wall before wall jumping.&lt;br /&gt;
&lt;br /&gt;
;Terra Jumps&lt;br /&gt;
:A &amp;quot;Terra jump&amp;quot; is an intentional use of a &amp;quot;firsty.&amp;quot; When you are in the middle of a &amp;quot;Bash glide&amp;quot; (covered below), performing a &amp;quot;firsty&amp;quot; from the ground will preserve your horizontal speed. This is called a Terra jump. You may also use a charge jump for this technique to increase your height and extend the horizontal distance you can travel. Note that you can perform a Terra jump regardless of whether you have already consumed your double or triple jumps!&lt;br /&gt;
&lt;br /&gt;
==Bash Techniques==&lt;br /&gt;
&lt;br /&gt;
;Bash Gliding&lt;br /&gt;
:Upon releasing a Bash, Ori is given a very large amount of speed in the aimed direction. Normally, your vertical speed returns to normal very quickly due to gravity. However, if you release all directional input (that is, don't press the analog stick or left/right keys), your horizontal speed will not decrease. When this is done with a horizontal or nearly-horizontal Bash, Ori can travel very quickly across very large distances.&lt;br /&gt;
:While you are Bash gliding, you can use and release Kuro's Feather at will, use your double and triple jumps, and also perform a Terra jump off the ground. As long as you don't provide any directional input and don't run into any obstacles, Ori will retain her horizontal speed. Note that gravity applies as normal, so Ori will eventually hit the ground!&lt;br /&gt;
&lt;br /&gt;
;Double Bash&lt;br /&gt;
:If you release a Bash one frame, then re-press the Bash button/key the next frame, Ori will be able to Bash twice off of the same target. When you perform this technique, the first Bash will determine the direction the target goes ('''opposite''' of the direction you aim it), and the second Bash will determine the direction Ori goes. Using this technique, you can move the target in a desired direction while following it closely.&lt;br /&gt;
:'''Important note:''' Bash has a 20 frame &amp;quot;windup&amp;quot; delay during which it cannot be released. If you release and re-press the Bash button/key during the windup delay, the Bash will simply not release. Make sure you wait for 20 frames (1/3 of a second) before trying to double Bash.&lt;br /&gt;
&lt;br /&gt;
;Perfect Bash&lt;br /&gt;
:As it turns out, you don't need to perform a double Bash in order to accomplish having Ori and the projectile both go in the same direction. The game determines which direction to send the projectile one frame before it determines which direction to send Ori. During this extra frame, you can re-aim Bash to achieve the same effect as a double Bash. This saves less than a second per successful attempt compared to a double Bash, so it's not really recommended for anyone.&lt;br /&gt;
&lt;br /&gt;
==Save Manipulation==&lt;br /&gt;
&lt;br /&gt;
;Save Anywhere&lt;br /&gt;
:By opening the ability screen with the UI on, clicking on the experience counter to create a popup, then hitting A+B, left+right click, or esc+enter on the same frame, you gain the ability to move with the ability screen open. Then, you can save the game anytime by leveling up an ability.&lt;br /&gt;
&lt;br /&gt;
;Cutscene Skips&lt;br /&gt;
:By saving the game after a cutscene begins, either by using save anywhere or rekindling/leveling an ability on a pre-placed save, then exiting and reloading the file, you can gain control of Ori during the cutscene. Most cutscenes trigger their effects as soon as they begin, with the exception of opening the Mount Horu door and a few of the Gumo chase sequence cutscenes.&lt;br /&gt;
&lt;br /&gt;
;Save Drops&lt;br /&gt;
:By saving the game while in the air and reloading the file, Ori will (in most cases) drop to the closest solid ground directly below the save. This can be accomplished with save anywhere or saving while running off the edge of a platform. Tricks that use this include drainless and the lava drop in Horu.&lt;br /&gt;
&lt;br /&gt;
;Respawn Invulnerability&lt;br /&gt;
:For a short period of time after respawning at a save point, Ori will be invulnerable to all sources of damage except instant kill surfaces. This can be used to run or climb for a period of time on a damaging surface like spikes, extending the effective value of your health pool.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Mechanics==&lt;br /&gt;
&lt;br /&gt;
;Spirit Flame&lt;br /&gt;
:Spirit Flame attacks have a minimum delay of 0.2 seconds (12 frames). The basic Spirit Flame can fire two shots at this speed, then it incurs a 0.5 second cooldown (30 frames). However, if you wait at least 0.3 seconds (18 frames) between shots, the cooldown will not be triggered. Thus, optimal damage is inflicted by timing your shots 0.3 seconds apart, unless you are only firing two shots.&lt;br /&gt;
:The Quick Flame ability permits you to fire three shots at maximum speed before incurring the 0.5 second cooldown. Thus, if you fire two shots 0.2 seconds apart and then wait 0.3 seconds to fire again, you can avoid the cooldown. The Rapid Flame ability eliminates the 0.5 second cooldown entirely, so you may always fire at maximum speed.&lt;br /&gt;
&lt;br /&gt;
;Leveling Up&lt;br /&gt;
:When Ori levels up, her health and energy are refilled and she explodes for 20 damage to everything on screen. These effects are exploited to accomplish several major skips, but also can be leveraged for other minor time saves. The level up explosion is particularly potent for clearing enemies out of your way in the early game, and the health and energy refills allow you to perform additional damage boosts and Charge Flames.&lt;br /&gt;
&lt;br /&gt;
;Extended Charge Jumps&lt;br /&gt;
:By performing a save anywhere during a upwards-angled charge jump off of a wall, upon reloading the file, Ori will have extreme speed in the direction of the charge jump. Unlike a bash glide, this speed will decay over time to zero. Currently, this has no known use in a speedrun, as the setup time is too great.&lt;/div&gt;</summary>
		<author><name>Vulajin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori/Techniques_and_Glitches</id>
		<title>Ori/Techniques and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori/Techniques_and_Glitches"/>
				<updated>2016-03-01T06:38:26Z</updated>
		
		<summary type="html">&lt;p&gt;Vulajin: /* Miscellaneous Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page covers basic movement techniques and glitches used in Ori speedruns. You can use this as a reference to understand how specific applications of these techniques work, and also to think about new and useful ways to apply them.&lt;br /&gt;
&lt;br /&gt;
==Running and Jumping==&lt;br /&gt;
&lt;br /&gt;
;Basics&lt;br /&gt;
:Basic movement is straightforward: as long as you hold the analog stick all the way in a direction, or hold the movement key, Ori will run at maximum speed. Jumping preserves Ori's full horizontal speed, and also saves a very small amount of time (frames?) per jump by reducing the effect of friction on Ori. The difference between running all the time and jumping all the time is very minimal, so it's okay not to get too crazy about this.&lt;br /&gt;
&lt;br /&gt;
;Flip Jumps&lt;br /&gt;
:If you jump repeatedly, every third jump Ori will perform a front flip. There is no known difference in height achievable through this flip jump.&lt;br /&gt;
&lt;br /&gt;
;Wall Slides and Vaulting&lt;br /&gt;
:When jumping into a wall, Ori will slide up the wall a small amount, dependent on the angle and friction of the wall. If Ori slides up far enough to clear the top of the wall, she will &amp;quot;vault&amp;quot; up and over it. This saves a few frames in horizontal movement compared to jumping over the top of the wall.&lt;br /&gt;
&lt;br /&gt;
;Firsties&lt;br /&gt;
:A &amp;quot;firsty&amp;quot; is when you perform a jump on the first frame that you are able to do so after landing from a previous jump. When you perform a &amp;quot;firsty,&amp;quot; the game allows you to jump normally but will not restore your double or triple jump.&lt;br /&gt;
:The most common case where you will experience this is in wall jumping. The unexpected loss of your double or triple jump will most likely cause you to fail a platforming section and fall down, costing you time. To avoid this, try to wait a very small amount of time after touching a wall before wall jumping.&lt;br /&gt;
&lt;br /&gt;
;Terra Jumps&lt;br /&gt;
:A &amp;quot;Terra jump&amp;quot; is an intentional use of a &amp;quot;firsty.&amp;quot; When you are in the middle of a &amp;quot;Bash glide&amp;quot; (covered below), performing a &amp;quot;firsty&amp;quot; from the ground will preserve your horizontal speed. This is called a Terra jump. You may also use a charge jump for this technique to increase your height and extend the horizontal distance you can travel. Note that you can perform a Terra jump regardless of whether you have already consumed your double or triple jumps!&lt;br /&gt;
&lt;br /&gt;
==Bash Techniques==&lt;br /&gt;
&lt;br /&gt;
;Bash Gliding&lt;br /&gt;
:Upon releasing a Bash, Ori is given a very large amount of speed in the aimed direction. Normally, your vertical speed returns to normal very quickly due to gravity. However, if you release all directional input (that is, don't press the analog stick or left/right keys), your horizontal speed will not decrease. When this is done with a horizontal or nearly-horizontal Bash, Ori can travel very quickly across very large distances.&lt;br /&gt;
:While you are Bash gliding, you can use and release Kuro's Feather at will, use your double and triple jumps, and also perform a Terra jump off the ground. As long as you don't provide any directional input and don't run into any obstacles, Ori will retain her horizontal speed. Note that gravity applies as normal, so Ori will eventually hit the ground!&lt;br /&gt;
&lt;br /&gt;
;Double Bash&lt;br /&gt;
:If you release a Bash one frame, then re-press the Bash button/key the next frame, Ori will be able to Bash twice off of the same target. When you perform this technique, the first Bash will determine the direction the target goes ('''opposite''' of the direction you aim it), and the second Bash will determine the direction Ori goes. Using this technique, you can move the target in a desired direction while following it closely.&lt;br /&gt;
:'''Important note:''' Bash has a 20 frame &amp;quot;windup&amp;quot; delay during which it cannot be released. If you release and re-press the Bash button/key during the windup delay, the Bash will simply not release. Make sure you wait for 20 frames (1/3 of a second) before trying to double Bash.&lt;br /&gt;
&lt;br /&gt;
;Perfect Bash&lt;br /&gt;
:As it turns out, you don't need to perform a double Bash in order to accomplish having Ori and the projectile both go in the same direction. The game determines which direction to send the projectile one frame before it determines which direction to send Ori. During this extra frame, you can re-aim Bash to achieve the same effect as a double Bash. This saves less than a second per successful attempt compared to a double Bash, so it's not really recommended for anyone.&lt;br /&gt;
&lt;br /&gt;
==Save Manipulation==&lt;br /&gt;
&lt;br /&gt;
;Save Anywhere&lt;br /&gt;
:By opening the ability screen with the UI on, clicking on the experience counter to create a popup, then hitting A+B, left+right click, or esc+enter on the same frame, you gain the ability to move with the ability screen open. Then, you can save the game anytime by leveling up an ability.&lt;br /&gt;
&lt;br /&gt;
;Cutscene Skips&lt;br /&gt;
:By saving the game after a cutscene begins, either by using save anywhere or rekindling/leveling an ability on a pre-placed save, then exiting and reloading the file, you can gain control of Ori during the cutscene. Most cutscenes trigger their effects as soon as they begin, with the exception of opening the Mount Horu door and a few of the Gumo chase sequence cutscenes.&lt;br /&gt;
&lt;br /&gt;
;Save Drops&lt;br /&gt;
:By saving the game while in the air and reloading the file, Ori will (in most cases) drop to the closest solid ground directly below the save. This can be accomplished with save anywhere or saving while running off the edge of a platform. Tricks that use this include drainless and the lava drop in Horu.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Mechanics==&lt;br /&gt;
&lt;br /&gt;
;Spirit Flame&lt;br /&gt;
:Spirit Flame attacks have a minimum delay of 0.2 seconds (12 frames). The basic Spirit Flame can fire two shots at this speed, then it incurs a 0.5 second cooldown (30 frames). However, if you wait at least 0.3 seconds (18 frames) between shots, the cooldown will not be triggered. Thus, optimal damage is inflicted by timing your shots 0.3 seconds apart, unless you are only firing two shots.&lt;br /&gt;
:The Quick Flame ability permits you to fire three shots at maximum speed before incurring the 0.5 second cooldown. Thus, if you fire two shots 0.2 seconds apart and then wait 0.3 seconds to fire again, you can avoid the cooldown. The Rapid Flame ability eliminates the 0.5 second cooldown entirely, so you may always fire at maximum speed.&lt;br /&gt;
&lt;br /&gt;
;Leveling Up&lt;br /&gt;
:When Ori levels up, her health and energy are refilled and she explodes for 20 damage to everything on screen. These effects are exploited to accomplish several major skips, but also can be leveraged for other minor time saves. The level up explosion is particularly potent for clearing enemies out of your way in the early game, and the health and energy refills allow you to perform additional damage boosts and Charge Flames.&lt;br /&gt;
&lt;br /&gt;
;Extended Charge Jumps&lt;br /&gt;
:By performing a save anywhere during a upwards-angled charge jump off of a wall, upon reloading the file, Ori will have extreme speed in the direction of the charge jump. Unlike a bash glide, this speed will decay over time to zero. Currently, this has no known use in a speedrun, as the setup time is too great.&lt;/div&gt;</summary>
		<author><name>Vulajin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori/Skills_and_Abilities</id>
		<title>Ori/Skills and Abilities</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori/Skills_and_Abilities"/>
				<updated>2016-03-01T06:26:16Z</updated>
		
		<summary type="html">&lt;p&gt;Vulajin: /* Leveling Up */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page covers the various skills and abilities which Ori may acquire during her journey.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Skills are new capabilities which Ori can acquire to substantially change the way she interacts with the game world. In casual play, you are expected to acquire all the skills, but in speedruns, several of them are skippable. Skills are learned from skill trees, except for Spirit Flame and Kuro's Feather. Acquiring a skill fully restores Ori's health and energy, except for Kuro's Feather, which does not do so.&lt;br /&gt;
&lt;br /&gt;
===Spirit Flame===&lt;br /&gt;
&lt;br /&gt;
Spirit Flame is Ori's weapon, wielded by pressing the X button or left-clicking. Projectiles will shoot from Sein toward the nearest enemy. The target is indicated by Sein floating near an enemy and highlighting it slightly. With no upgrades, Spirit Flame deals 2 damage per hit. There is a minimum delay of 0.2 seconds between shots, but you can only fire two shots at this speed before triggering a 0.5 second cooldown. You can avoid triggering the 0.5 second cooldown by waiting at least 0.3 seconds between shots.&lt;br /&gt;
&lt;br /&gt;
Spirit Flame attack speed can be increased by the Quick Flame and Rapid Flame abilities. Damage dealt per hit can be increased by the Spark Flame, Cinder Flame, and Ultra Split Flame abilities. Number of targets hit can be increased by the Split Flame and Ultra Split Flame abilities.&lt;br /&gt;
&lt;br /&gt;
===Wall Jump===&lt;br /&gt;
&lt;br /&gt;
A true platforming staple, this skill allows you to jump off of vertical walls. Walls must be mostly vertical or else you won't be able to grab them. However, some walls with unusual shapes can still be grabbed for a wall jump. The act of wall jumping restores your double and triple jumps, unless you perform a &amp;quot;firsty.&amp;quot; (See [[Ori/Techniques and Glitches|Techniques and Glitches]] for more on firsties.)&lt;br /&gt;
&lt;br /&gt;
There are no abilities that affect Wall Jump.&lt;br /&gt;
&lt;br /&gt;
===Charge Flame===&lt;br /&gt;
&lt;br /&gt;
Charge Flame allows you to store power to perform an explosive attack, dealing damage in a radius and repelling enemy projectiles. You store a charge by holding the X button or left mouse button for 1 second, then detonate by releasing the button. Charge Flame deals 12 damage in a small area surrounding Sein's location. It also causes projectiles to be reflected directly away from the center of the explosion. Reflected projectiles become capable of hitting the enemy which originally shot them, dealing a significant amount of damage.&lt;br /&gt;
&lt;br /&gt;
Charge Flame damage and effect radius can be increased by the Charge Flame Burn and Charge Flame Blast abilities. Charge Flame energy cost can be reduced by the Charge Flame Efficiency ability.&lt;br /&gt;
&lt;br /&gt;
===Double Jump===&lt;br /&gt;
&lt;br /&gt;
Another platforming staple, this skill allows you to perform a second jump while in midair. Unlike in many other platformers, the primary benefit of Double Jump is to gain additional distance, not additional height. With the second jump, you gain approximately 50% additional height, but 100% additional distance.&lt;br /&gt;
&lt;br /&gt;
There are technically no abilities that affect Double Jump, but Triple Jump does require it.&lt;br /&gt;
&lt;br /&gt;
===Bash===&lt;br /&gt;
&lt;br /&gt;
The signature skill of Ori and the Blind Forest. Bash allows you to grab an enemy or projectile, even in midair, and use it to propel Ori in one direction while the target flies in the opposite direction. Certain environmental objects (lanterns and brambles, for example) can also be used to Bash. As with Charge Flame, enemy projectiles redirected by Bash can hit the enemy which originally shot them. Bash also deals 3 damage to an enemy used to perform a Bash.&lt;br /&gt;
&lt;br /&gt;
Bash has numerous uses, both casually and in speedruns. Bash can be used to move enemies out of the way, into areas they are not normally intended to go, or simply to kill them. Bash is the foundation of one of the biggest sequence breaks in the game (the Sorrow Bash) and permits extremely fast movement through the &amp;quot;Bash gliding&amp;quot; technique (see [[Ori/Techniques and Glitches|Techniques and Glitches]]).&lt;br /&gt;
&lt;br /&gt;
Bash damage and effects can be improved by the Ultra Bash ability.&lt;br /&gt;
&lt;br /&gt;
===Stomp===&lt;br /&gt;
&lt;br /&gt;
Stomp allows you to slam into the ground from midair, dealing 15 damage in a small area and destroying certain environmental barriers. Like Charge Flame, Stomp reflects projectiles away from the impact site. When you perform a Stomp, Ori will wind up briefly, then begin falling much faster than gravity normally allows. If you let go of the down key/button or S key, Ori will eventually leave the Stomp animation and fall normally, but retain the Stomp falling speed. The only difference is that this causes Ori to land without an impact; it is not clear if this results in a time save compared to a full Stomp.&lt;br /&gt;
&lt;br /&gt;
Stomp damage and effect radius can be increased by the Ultra Stomp ability.&lt;br /&gt;
&lt;br /&gt;
===Kuro's Feather===&lt;br /&gt;
&lt;br /&gt;
Kuro's Feather allows you to glide through the air, reducing the effect of gravity on Ori. You can also use it to ride the wind in areas where it has been restored. Riding the wind causes Ori to rise gradually and restores your double and triple jumps. The Feather can be used in conjunction with Bash gliding (see [[Ori/Techniques and Glitches|Techniques and Glitches]]) to sustain high speed over a long distance.&lt;br /&gt;
&lt;br /&gt;
There are no abilities that affect Kuro's Feather.&lt;br /&gt;
&lt;br /&gt;
===Climb===&lt;br /&gt;
&lt;br /&gt;
Possibly the least useful individual skill, Climb allows you to grab a wall and maintain your position on it. You can also then manually climb up or down by pressing the appropriate directional input. This can be used to make complex wall jumping sections easier, and also to permit Charge Jumping from a wall.&lt;br /&gt;
&lt;br /&gt;
There are no abilities that affect Climb.&lt;br /&gt;
&lt;br /&gt;
===Charge Jump===&lt;br /&gt;
&lt;br /&gt;
Charge Jump allows you to build up power to unleash in a burst, jumping substantially higher than normal and passing through enemies and barriers. You can charge by holding the LT button or W/up keys for 0.5 seconds, then press the A button or space bar to jump. Enemies caught in the path of the jump take 50 damage.&lt;br /&gt;
&lt;br /&gt;
There are no abilities that affect Charge Jump.&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Abilities are enhancements to Ori's existing capabilities which can be acquired by spending ability points. Each time Ori levels up or picks up an ability cell, she gains an ability point. By pressing the B button or E key at a soul link or spirit well, you can access the ability tree and learn new abilities. Each ability has a cost ranging from 1-3 ability points.&lt;br /&gt;
&lt;br /&gt;
==Leveling Up==&lt;br /&gt;
&lt;br /&gt;
Ori levels up by acquiring Spirit Light (or &amp;quot;XP,&amp;quot; as most people call it). Leveling up grants an ability point, refills Ori's health and energy, and generates an explosion that deals 20 damage to enemies across a wide area (basically the entire screen). As you gain additional levels, the amount of XP needed to level up increases. Acquiring an ability point does not affect Ori's level or XP count.&lt;br /&gt;
&lt;br /&gt;
Here is a list of XP amounts needed to reach each level:&lt;br /&gt;
&lt;br /&gt;
:Level 1: 25 XP&lt;br /&gt;
:Level 2: 50 XP&lt;br /&gt;
:Level 3: 100 XP&lt;br /&gt;
:Level 4: 175 XP&lt;br /&gt;
:Level 5: 275 XP&lt;br /&gt;
:Level 6: 400 XP&lt;br /&gt;
:Level 7: 500 XP&lt;br /&gt;
:Levels 8-20: (level-2) x 100 XP&lt;br /&gt;
:Level 21: 2000 XP&lt;br /&gt;
:Level 22: 3000 XP&lt;br /&gt;
:Level 23: 4000 XP&lt;br /&gt;
:Levels 24-50: 4000 + ((level-23) x 1500 / 7) XP&lt;br /&gt;
:Level 51+: 10000 XP&lt;br /&gt;
&lt;br /&gt;
==Survival Abilities (Blue)==&lt;br /&gt;
&lt;br /&gt;
This section of the ability tree consists of abilities which enhance Ori's survivability and recovery. This is the most commonly used tree in speedruns due to the presence of Rekindle and Triple Jump.&lt;br /&gt;
&lt;br /&gt;
;Rekindle (1 AP)&lt;br /&gt;
:Allows you to reuse a Soul Link by standing near it and holding down the B button or E key for a short time. Also reduces the cooldown of Soul Link from 20 seconds to 10 seconds. Used primarily for performing save glitches without needing to spend another ability point.&lt;br /&gt;
&lt;br /&gt;
;Regroup (1 AP)&lt;br /&gt;
:Causes Soul Links to restore 1 health when created.&lt;br /&gt;
&lt;br /&gt;
;Charge Flame Efficiency (1 AP)&lt;br /&gt;
:Reduces the cost of Charge Flame from 1 energy to 1/2 energy.&lt;br /&gt;
&lt;br /&gt;
;Ultra Soul Link (2 AP)&lt;br /&gt;
:Causes Soul Links to restore 2 health when created. (Replaces the effect of Regroup.)&lt;br /&gt;
&lt;br /&gt;
;Water Breath (2 AP)&lt;br /&gt;
:Allows Ori to breathe indefinitely underwater.&lt;br /&gt;
&lt;br /&gt;
;Soul Link Efficiency (2 AP)&lt;br /&gt;
:Reduces the cost of creating a Soul Link from 1 energy to 1/2 energy.&lt;br /&gt;
&lt;br /&gt;
;Triple Jump (3 AP)&lt;br /&gt;
:Allows Ori to perform an additional midair jump. As with Double Jump, the additional jump only increases your vertical distance by another 50%, but your horizontal distance by another 100%. However, the small extra height gain and the general ability to jump an additional time permit some tricks that would not otherwise be possible.&lt;br /&gt;
&lt;br /&gt;
;Ultra Defense (3 AP)&lt;br /&gt;
:Reduces damage taken by 20%. Incoming damage is multiplied by 0.8 and then rounded down to the next half health. For example, a projectile which normally deals 2 damage will deal 1.5 damage after Ultra Defense (2 times 0.8 = 1.6, rounds down to 1.5).&lt;br /&gt;
&lt;br /&gt;
==Exploration Abilities (Purple)==&lt;br /&gt;
&lt;br /&gt;
This section of the ability tree consists of abilities which aid Ori in exploring the game world. Aside from Spirit Magnet, most abilities in this tree are not useful for speedruns.&lt;br /&gt;
&lt;br /&gt;
;Spirit Magnet (1 AP)&lt;br /&gt;
:Causes health, energy, and spirit drops to be attracted to Ori from a short distance away. Indispensable for allowing the fast execution of XP routes in speedruns.&lt;br /&gt;
&lt;br /&gt;
;Map Markers (1 AP)&lt;br /&gt;
:Adds markers on the map for skill trees, map stones and fragments, key doors and keys, energy gates, breakable walls and floors, spirit wells, and spirit light containers.&lt;br /&gt;
&lt;br /&gt;
;Life Efficiency (1 AP)&lt;br /&gt;
:Causes health drops to restore 2 health each instead of 1 health.&lt;br /&gt;
&lt;br /&gt;
;Ultra Spirit Magnet (1 AP)&lt;br /&gt;
:Causes health, energy, and spirit drops to be attracted to Ori from almost anywhere.&lt;br /&gt;
&lt;br /&gt;
;Energy Efficiency (2 AP)&lt;br /&gt;
:Causes energy drops to restore 2 energy each instead of 1 energy.&lt;br /&gt;
&lt;br /&gt;
;Ability Markers (2 AP)&lt;br /&gt;
:Adds markers on the map for ability cells.&lt;br /&gt;
&lt;br /&gt;
;Spirit Efficiency (2 AP)&lt;br /&gt;
:Doubles the amount of XP gained from XP drops.&lt;br /&gt;
&lt;br /&gt;
;Life Markers (2 AP)&lt;br /&gt;
:Adds markers on the map for health cells.&lt;br /&gt;
&lt;br /&gt;
;Energy Markers (2 AP)&lt;br /&gt;
:Adds markers on the map for energy cells.&lt;br /&gt;
&lt;br /&gt;
;Sense (3 AP)&lt;br /&gt;
:Reveals hidden areas in the game world, but not on the map.&lt;br /&gt;
&lt;br /&gt;
==Offense Abilities (Red)==&lt;br /&gt;
&lt;br /&gt;
This section of the ability tree consists of abilities that augment Ori's damage capabilities. Because there is very little actual combat in a speedrun, these abilities mostly turn out not to save as much time as it costs to learn them. Quick Flame is the most common exception to this rule.&lt;br /&gt;
&lt;br /&gt;
;Quick Flame (1 AP)&lt;br /&gt;
:Increases the number of shots you can fire at minimum delay (0.2 seconds) from 2 to 3. After firing 3 shots at this speed, you incur the 0.5 second cooldown. If you instead fire two shots with a 0.2 second delay, then wait 0.3 seconds, then your next shot will not trigger the cooldown. Thus, the optimal firing cadence is to shoot, wait 0.2 seconds, shoot, wait for 0.3 seconds, repeat. This is an overall DPS increase of 20% compared to perfect shot timing with the base Spirit Flame.&lt;br /&gt;
&lt;br /&gt;
;Spark Flame (1 AP)&lt;br /&gt;
:Increases the damage of Spirit Flame shots from 2 to 3.&lt;br /&gt;
&lt;br /&gt;
;Charge Flame Burn (1 AP)&lt;br /&gt;
:Increases the damage of Charge Flame from 12 to 18, and increases the explosion radius as well.&lt;br /&gt;
&lt;br /&gt;
;Split Flame (1 AP)&lt;br /&gt;
:Splits the Spirit Flame into two projectiles which deal full damage to two separate targets. Each projectile must hit a different target, so if there is only one target you will only fire one projectile.&lt;br /&gt;
&lt;br /&gt;
;Ultra Bash (2 AP)&lt;br /&gt;
:Increases the damage of Bash from 3 to 5, and also increases the duration of Ori's invincibility during a Bash, allowing her to pass through enemies that are in the way. All enemies touched during the Bash take 5 damage as well.&lt;br /&gt;
&lt;br /&gt;
;Cinder Flame (2 AP)&lt;br /&gt;
:Increases the damage of Spirit Flame shots from 3 to 4.&lt;br /&gt;
&lt;br /&gt;
;Ultra Stomp (2 AP)&lt;br /&gt;
:Increases the damage of Stomp from 15 to 25, and increases the damage radius as well.&lt;br /&gt;
&lt;br /&gt;
;Rapid Flame (2 AP)&lt;br /&gt;
:Eliminates the 0.5 second cooldown of firing Spirit Flame shots rapidly, allowing Ori to fire shots every 0.2 seconds. This is an overall DPS increase of 25% compared to perfect shot timing with Quick Flame.&lt;br /&gt;
&lt;br /&gt;
;Charge Flame Blast (3 AP)&lt;br /&gt;
:Increases the damage of Charge Flame from 18 to 24, and increases the explosion radius even further.&lt;br /&gt;
&lt;br /&gt;
;Ultra Split Flame (3 AP)&lt;br /&gt;
:Increases the damage of Spirit Flame shots from 4 to 6, and splits it into four projectiles which deal full damage to four separate targets. As with Split Flame, each projectile must hit a different target,.&lt;/div&gt;</summary>
		<author><name>Vulajin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori/Skills_and_Abilities</id>
		<title>Ori/Skills and Abilities</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori/Skills_and_Abilities"/>
				<updated>2016-03-01T06:25:07Z</updated>
		
		<summary type="html">&lt;p&gt;Vulajin: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page covers the various skills and abilities which Ori may acquire during her journey.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Skills are new capabilities which Ori can acquire to substantially change the way she interacts with the game world. In casual play, you are expected to acquire all the skills, but in speedruns, several of them are skippable. Skills are learned from skill trees, except for Spirit Flame and Kuro's Feather. Acquiring a skill fully restores Ori's health and energy, except for Kuro's Feather, which does not do so.&lt;br /&gt;
&lt;br /&gt;
===Spirit Flame===&lt;br /&gt;
&lt;br /&gt;
Spirit Flame is Ori's weapon, wielded by pressing the X button or left-clicking. Projectiles will shoot from Sein toward the nearest enemy. The target is indicated by Sein floating near an enemy and highlighting it slightly. With no upgrades, Spirit Flame deals 2 damage per hit. There is a minimum delay of 0.2 seconds between shots, but you can only fire two shots at this speed before triggering a 0.5 second cooldown. You can avoid triggering the 0.5 second cooldown by waiting at least 0.3 seconds between shots.&lt;br /&gt;
&lt;br /&gt;
Spirit Flame attack speed can be increased by the Quick Flame and Rapid Flame abilities. Damage dealt per hit can be increased by the Spark Flame, Cinder Flame, and Ultra Split Flame abilities. Number of targets hit can be increased by the Split Flame and Ultra Split Flame abilities.&lt;br /&gt;
&lt;br /&gt;
===Wall Jump===&lt;br /&gt;
&lt;br /&gt;
A true platforming staple, this skill allows you to jump off of vertical walls. Walls must be mostly vertical or else you won't be able to grab them. However, some walls with unusual shapes can still be grabbed for a wall jump. The act of wall jumping restores your double and triple jumps, unless you perform a &amp;quot;firsty.&amp;quot; (See [[Ori/Techniques and Glitches|Techniques and Glitches]] for more on firsties.)&lt;br /&gt;
&lt;br /&gt;
There are no abilities that affect Wall Jump.&lt;br /&gt;
&lt;br /&gt;
===Charge Flame===&lt;br /&gt;
&lt;br /&gt;
Charge Flame allows you to store power to perform an explosive attack, dealing damage in a radius and repelling enemy projectiles. You store a charge by holding the X button or left mouse button for 1 second, then detonate by releasing the button. Charge Flame deals 12 damage in a small area surrounding Sein's location. It also causes projectiles to be reflected directly away from the center of the explosion. Reflected projectiles become capable of hitting the enemy which originally shot them, dealing a significant amount of damage.&lt;br /&gt;
&lt;br /&gt;
Charge Flame damage and effect radius can be increased by the Charge Flame Burn and Charge Flame Blast abilities. Charge Flame energy cost can be reduced by the Charge Flame Efficiency ability.&lt;br /&gt;
&lt;br /&gt;
===Double Jump===&lt;br /&gt;
&lt;br /&gt;
Another platforming staple, this skill allows you to perform a second jump while in midair. Unlike in many other platformers, the primary benefit of Double Jump is to gain additional distance, not additional height. With the second jump, you gain approximately 50% additional height, but 100% additional distance.&lt;br /&gt;
&lt;br /&gt;
There are technically no abilities that affect Double Jump, but Triple Jump does require it.&lt;br /&gt;
&lt;br /&gt;
===Bash===&lt;br /&gt;
&lt;br /&gt;
The signature skill of Ori and the Blind Forest. Bash allows you to grab an enemy or projectile, even in midair, and use it to propel Ori in one direction while the target flies in the opposite direction. Certain environmental objects (lanterns and brambles, for example) can also be used to Bash. As with Charge Flame, enemy projectiles redirected by Bash can hit the enemy which originally shot them. Bash also deals 3 damage to an enemy used to perform a Bash.&lt;br /&gt;
&lt;br /&gt;
Bash has numerous uses, both casually and in speedruns. Bash can be used to move enemies out of the way, into areas they are not normally intended to go, or simply to kill them. Bash is the foundation of one of the biggest sequence breaks in the game (the Sorrow Bash) and permits extremely fast movement through the &amp;quot;Bash gliding&amp;quot; technique (see [[Ori/Techniques and Glitches|Techniques and Glitches]]).&lt;br /&gt;
&lt;br /&gt;
Bash damage and effects can be improved by the Ultra Bash ability.&lt;br /&gt;
&lt;br /&gt;
===Stomp===&lt;br /&gt;
&lt;br /&gt;
Stomp allows you to slam into the ground from midair, dealing 15 damage in a small area and destroying certain environmental barriers. Like Charge Flame, Stomp reflects projectiles away from the impact site. When you perform a Stomp, Ori will wind up briefly, then begin falling much faster than gravity normally allows. If you let go of the down key/button or S key, Ori will eventually leave the Stomp animation and fall normally, but retain the Stomp falling speed. The only difference is that this causes Ori to land without an impact; it is not clear if this results in a time save compared to a full Stomp.&lt;br /&gt;
&lt;br /&gt;
Stomp damage and effect radius can be increased by the Ultra Stomp ability.&lt;br /&gt;
&lt;br /&gt;
===Kuro's Feather===&lt;br /&gt;
&lt;br /&gt;
Kuro's Feather allows you to glide through the air, reducing the effect of gravity on Ori. You can also use it to ride the wind in areas where it has been restored. Riding the wind causes Ori to rise gradually and restores your double and triple jumps. The Feather can be used in conjunction with Bash gliding (see [[Ori/Techniques and Glitches|Techniques and Glitches]]) to sustain high speed over a long distance.&lt;br /&gt;
&lt;br /&gt;
There are no abilities that affect Kuro's Feather.&lt;br /&gt;
&lt;br /&gt;
===Climb===&lt;br /&gt;
&lt;br /&gt;
Possibly the least useful individual skill, Climb allows you to grab a wall and maintain your position on it. You can also then manually climb up or down by pressing the appropriate directional input. This can be used to make complex wall jumping sections easier, and also to permit Charge Jumping from a wall.&lt;br /&gt;
&lt;br /&gt;
There are no abilities that affect Climb.&lt;br /&gt;
&lt;br /&gt;
===Charge Jump===&lt;br /&gt;
&lt;br /&gt;
Charge Jump allows you to build up power to unleash in a burst, jumping substantially higher than normal and passing through enemies and barriers. You can charge by holding the LT button or W/up keys for 0.5 seconds, then press the A button or space bar to jump. Enemies caught in the path of the jump take 50 damage.&lt;br /&gt;
&lt;br /&gt;
There are no abilities that affect Charge Jump.&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Abilities are enhancements to Ori's existing capabilities which can be acquired by spending ability points. Each time Ori levels up or picks up an ability cell, she gains an ability point. By pressing the B button or E key at a soul link or spirit well, you can access the ability tree and learn new abilities. Each ability has a cost ranging from 1-3 ability points.&lt;br /&gt;
&lt;br /&gt;
==Leveling Up==&lt;br /&gt;
&lt;br /&gt;
Ori levels up by acquiring Spirit Light (or &amp;quot;XP,&amp;quot; as most people call it). Leveling up grants an ability point, refills Ori's health and energy, and generates an explosion that deals 20 damage to enemies across a wide area (basically the entire screen). As you gain additional levels, the amount of XP needed to level up increases. Acquiring an ability point does not affect Ori's level or XP count.&lt;br /&gt;
&lt;br /&gt;
Here is a list of XP amounts needed to reach each level:&lt;br /&gt;
&lt;br /&gt;
:Level 1: 25 XP&lt;br /&gt;
:Level 2: 50 XP&lt;br /&gt;
:Level 3: 100 XP&lt;br /&gt;
:Level 4: 175 XP&lt;br /&gt;
:Level 5: 275 XP&lt;br /&gt;
:Level 6: 400 XP&lt;br /&gt;
:Level 7: 500 XP&lt;br /&gt;
:Levels 8-20: (level-2) x 100 XP&lt;br /&gt;
:Level 21: 2000 XP&lt;br /&gt;
:Level 22: 3000 XP&lt;br /&gt;
:Level 23: 4000 XP&lt;br /&gt;
:Level 24-50: 4000 + ((level-23) x 1500 / 7) XP&lt;br /&gt;
:Level 51+: 10000 XP&lt;br /&gt;
&lt;br /&gt;
==Survival Abilities (Blue)==&lt;br /&gt;
&lt;br /&gt;
This section of the ability tree consists of abilities which enhance Ori's survivability and recovery. This is the most commonly used tree in speedruns due to the presence of Rekindle and Triple Jump.&lt;br /&gt;
&lt;br /&gt;
;Rekindle (1 AP)&lt;br /&gt;
:Allows you to reuse a Soul Link by standing near it and holding down the B button or E key for a short time. Also reduces the cooldown of Soul Link from 20 seconds to 10 seconds. Used primarily for performing save glitches without needing to spend another ability point.&lt;br /&gt;
&lt;br /&gt;
;Regroup (1 AP)&lt;br /&gt;
:Causes Soul Links to restore 1 health when created.&lt;br /&gt;
&lt;br /&gt;
;Charge Flame Efficiency (1 AP)&lt;br /&gt;
:Reduces the cost of Charge Flame from 1 energy to 1/2 energy.&lt;br /&gt;
&lt;br /&gt;
;Ultra Soul Link (2 AP)&lt;br /&gt;
:Causes Soul Links to restore 2 health when created. (Replaces the effect of Regroup.)&lt;br /&gt;
&lt;br /&gt;
;Water Breath (2 AP)&lt;br /&gt;
:Allows Ori to breathe indefinitely underwater.&lt;br /&gt;
&lt;br /&gt;
;Soul Link Efficiency (2 AP)&lt;br /&gt;
:Reduces the cost of creating a Soul Link from 1 energy to 1/2 energy.&lt;br /&gt;
&lt;br /&gt;
;Triple Jump (3 AP)&lt;br /&gt;
:Allows Ori to perform an additional midair jump. As with Double Jump, the additional jump only increases your vertical distance by another 50%, but your horizontal distance by another 100%. However, the small extra height gain and the general ability to jump an additional time permit some tricks that would not otherwise be possible.&lt;br /&gt;
&lt;br /&gt;
;Ultra Defense (3 AP)&lt;br /&gt;
:Reduces damage taken by 20%. Incoming damage is multiplied by 0.8 and then rounded down to the next half health. For example, a projectile which normally deals 2 damage will deal 1.5 damage after Ultra Defense (2 times 0.8 = 1.6, rounds down to 1.5).&lt;br /&gt;
&lt;br /&gt;
==Exploration Abilities (Purple)==&lt;br /&gt;
&lt;br /&gt;
This section of the ability tree consists of abilities which aid Ori in exploring the game world. Aside from Spirit Magnet, most abilities in this tree are not useful for speedruns.&lt;br /&gt;
&lt;br /&gt;
;Spirit Magnet (1 AP)&lt;br /&gt;
:Causes health, energy, and spirit drops to be attracted to Ori from a short distance away. Indispensable for allowing the fast execution of XP routes in speedruns.&lt;br /&gt;
&lt;br /&gt;
;Map Markers (1 AP)&lt;br /&gt;
:Adds markers on the map for skill trees, map stones and fragments, key doors and keys, energy gates, breakable walls and floors, spirit wells, and spirit light containers.&lt;br /&gt;
&lt;br /&gt;
;Life Efficiency (1 AP)&lt;br /&gt;
:Causes health drops to restore 2 health each instead of 1 health.&lt;br /&gt;
&lt;br /&gt;
;Ultra Spirit Magnet (1 AP)&lt;br /&gt;
:Causes health, energy, and spirit drops to be attracted to Ori from almost anywhere.&lt;br /&gt;
&lt;br /&gt;
;Energy Efficiency (2 AP)&lt;br /&gt;
:Causes energy drops to restore 2 energy each instead of 1 energy.&lt;br /&gt;
&lt;br /&gt;
;Ability Markers (2 AP)&lt;br /&gt;
:Adds markers on the map for ability cells.&lt;br /&gt;
&lt;br /&gt;
;Spirit Efficiency (2 AP)&lt;br /&gt;
:Doubles the amount of XP gained from XP drops.&lt;br /&gt;
&lt;br /&gt;
;Life Markers (2 AP)&lt;br /&gt;
:Adds markers on the map for health cells.&lt;br /&gt;
&lt;br /&gt;
;Energy Markers (2 AP)&lt;br /&gt;
:Adds markers on the map for energy cells.&lt;br /&gt;
&lt;br /&gt;
;Sense (3 AP)&lt;br /&gt;
:Reveals hidden areas in the game world, but not on the map.&lt;br /&gt;
&lt;br /&gt;
==Offense Abilities (Red)==&lt;br /&gt;
&lt;br /&gt;
This section of the ability tree consists of abilities that augment Ori's damage capabilities. Because there is very little actual combat in a speedrun, these abilities mostly turn out not to save as much time as it costs to learn them. Quick Flame is the most common exception to this rule.&lt;br /&gt;
&lt;br /&gt;
;Quick Flame (1 AP)&lt;br /&gt;
:Increases the number of shots you can fire at minimum delay (0.2 seconds) from 2 to 3. After firing 3 shots at this speed, you incur the 0.5 second cooldown. If you instead fire two shots with a 0.2 second delay, then wait 0.3 seconds, then your next shot will not trigger the cooldown. Thus, the optimal firing cadence is to shoot, wait 0.2 seconds, shoot, wait for 0.3 seconds, repeat. This is an overall DPS increase of 20% compared to perfect shot timing with the base Spirit Flame.&lt;br /&gt;
&lt;br /&gt;
;Spark Flame (1 AP)&lt;br /&gt;
:Increases the damage of Spirit Flame shots from 2 to 3.&lt;br /&gt;
&lt;br /&gt;
;Charge Flame Burn (1 AP)&lt;br /&gt;
:Increases the damage of Charge Flame from 12 to 18, and increases the explosion radius as well.&lt;br /&gt;
&lt;br /&gt;
;Split Flame (1 AP)&lt;br /&gt;
:Splits the Spirit Flame into two projectiles which deal full damage to two separate targets. Each projectile must hit a different target, so if there is only one target you will only fire one projectile.&lt;br /&gt;
&lt;br /&gt;
;Ultra Bash (2 AP)&lt;br /&gt;
:Increases the damage of Bash from 3 to 5, and also increases the duration of Ori's invincibility during a Bash, allowing her to pass through enemies that are in the way. All enemies touched during the Bash take 5 damage as well.&lt;br /&gt;
&lt;br /&gt;
;Cinder Flame (2 AP)&lt;br /&gt;
:Increases the damage of Spirit Flame shots from 3 to 4.&lt;br /&gt;
&lt;br /&gt;
;Ultra Stomp (2 AP)&lt;br /&gt;
:Increases the damage of Stomp from 15 to 25, and increases the damage radius as well.&lt;br /&gt;
&lt;br /&gt;
;Rapid Flame (2 AP)&lt;br /&gt;
:Eliminates the 0.5 second cooldown of firing Spirit Flame shots rapidly, allowing Ori to fire shots every 0.2 seconds. This is an overall DPS increase of 25% compared to perfect shot timing with Quick Flame.&lt;br /&gt;
&lt;br /&gt;
;Charge Flame Blast (3 AP)&lt;br /&gt;
:Increases the damage of Charge Flame from 18 to 24, and increases the explosion radius even further.&lt;br /&gt;
&lt;br /&gt;
;Ultra Split Flame (3 AP)&lt;br /&gt;
:Increases the damage of Spirit Flame shots from 4 to 6, and splits it into four projectiles which deal full damage to four separate targets. As with Split Flame, each projectile must hit a different target,.&lt;/div&gt;</summary>
		<author><name>Vulajin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori/Skills_and_Abilities</id>
		<title>Ori/Skills and Abilities</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori/Skills_and_Abilities"/>
				<updated>2016-03-01T06:24:46Z</updated>
		
		<summary type="html">&lt;p&gt;Vulajin: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page covers the various skills and abilities which Ori may acquire during her journey.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Skills are new capabilities which Ori can acquire to substantially change the way she interacts with the game world. In casual play, you are expected to acquire all the skills, but in speedruns, several of them are skippable. Skills are learned from skill trees, except for Spirit Flame and Kuro's Feather. Acquiring a skill fully restores Ori's health and energy, except for Kuro's Feather, which does not do so.&lt;br /&gt;
&lt;br /&gt;
===Spirit Flame===&lt;br /&gt;
&lt;br /&gt;
Spirit Flame is Ori's weapon, wielded by pressing the X button or left-clicking. Projectiles will shoot from Sein toward the nearest enemy. The target is indicated by Sein floating near an enemy and highlighting it slightly. With no upgrades, Spirit Flame deals 2 damage per hit. There is a minimum delay of 0.2 seconds between shots, but you can only fire two shots at this speed before triggering a 0.5 second cooldown. You can avoid triggering the 0.5 second cooldown by waiting at least 0.3 seconds between shots.&lt;br /&gt;
&lt;br /&gt;
Spirit Flame attack speed can be increased by the Quick Flame and Rapid Flame abilities. Damage dealt per hit can be increased by the Spark Flame, Cinder Flame, and Ultra Split Flame abilities. Number of targets hit can be increased by the Split Flame and Ultra Split Flame abilities.&lt;br /&gt;
&lt;br /&gt;
===Wall Jump===&lt;br /&gt;
&lt;br /&gt;
A true platforming staple, this skill allows you to jump off of vertical walls. Walls must be mostly vertical or else you won't be able to grab them. However, some walls with unusual shapes can still be grabbed for a wall jump. The act of wall jumping restores your double and triple jumps, unless you perform a &amp;quot;firsty.&amp;quot; (See [[Ori/Techniques and Glitches|Techniques and Glitches]] for more on firsties.)&lt;br /&gt;
&lt;br /&gt;
There are no abilities that affect Wall Jump.&lt;br /&gt;
&lt;br /&gt;
===Charge Flame===&lt;br /&gt;
&lt;br /&gt;
Charge Flame allows you to store power to perform an explosive attack, dealing damage in a radius and repelling enemy projectiles. You store a charge by holding the X button or left mouse button for 1 second, then detonate by releasing the button. Charge Flame deals 12 damage in a small area surrounding Sein's location. It also causes projectiles to be reflected directly away from the center of the explosion. Reflected projectiles become capable of hitting the enemy which originally shot them, dealing a significant amount of damage.&lt;br /&gt;
&lt;br /&gt;
Charge Flame damage and effect radius can be increased by the Charge Flame Burn and Charge Flame Blast abilities. Charge Flame energy cost can be reduced by the Charge Flame Efficiency ability.&lt;br /&gt;
&lt;br /&gt;
===Double Jump===&lt;br /&gt;
&lt;br /&gt;
Another platforming staple, this skill allows you to perform a second jump while in midair. Unlike in many other platformers, the primary benefit of Double Jump is to gain additional distance, not additional height. With the second jump, you gain approximately 50% additional height, but 100% additional distance.&lt;br /&gt;
&lt;br /&gt;
There are technically no abilities that affect Double Jump, but Triple Jump does require it.&lt;br /&gt;
&lt;br /&gt;
===Bash===&lt;br /&gt;
&lt;br /&gt;
The signature skill of Ori and the Blind Forest. Bash allows you to grab an enemy or projectile, even in midair, and use it to propel Ori in one direction while the target flies in the opposite direction. Certain environmental objects (lanterns and brambles, for example) can also be used to Bash. As with Charge Flame, enemy projectiles redirected by Bash can hit the enemy which originally shot them. Bash also deals 3 damage to an enemy used to perform a Bash.&lt;br /&gt;
&lt;br /&gt;
Bash has numerous uses, both casually and in speedruns. Bash can be used to move enemies out of the way, into areas they are not normally intended to go, or simply to kill them. Bash is the foundation of one of the biggest sequence breaks in the game (the Sorrow Bash) and permits extremely fast movement through the &amp;quot;Bash gliding&amp;quot; technique (see [[Ori/Techniques and Glitches|Techniques and Glitches]]).&lt;br /&gt;
&lt;br /&gt;
Bash damage and effects can be improved by the Ultra Bash ability.&lt;br /&gt;
&lt;br /&gt;
===Stomp===&lt;br /&gt;
&lt;br /&gt;
Stomp allows you to slam into the ground from midair, dealing 15 damage in a small area and destroying certain environmental barriers. Like Charge Flame, Stomp reflects projectiles away from the impact site. When you perform a Stomp, Ori will wind up briefly, then begin falling much faster than gravity normally allows. If you let go of the down key/button or S key, Ori will eventually leave the Stomp animation and fall normally, but retain the Stomp falling speed. The only difference is that this causes Ori to land without an impact; it is not clear if this results in a time save compared to a full Stomp.&lt;br /&gt;
&lt;br /&gt;
Stomp damage and effect radius can be increased by the Ultra Stomp ability.&lt;br /&gt;
&lt;br /&gt;
===Kuro's Feather===&lt;br /&gt;
&lt;br /&gt;
Kuro's Feather allows you to glide through the air, reducing the effect of gravity on Ori. You can also use it to ride the wind in areas where it has been restored. Riding the wind causes Ori to rise gradually and restores your double and triple jumps. The Feather can be used in conjunction with Bash gliding (see [[Ori/Techniques and Glitches|Techniques and Glitches]]) to sustain high speed over a long distance.&lt;br /&gt;
&lt;br /&gt;
There are no abilities that affect Kuro's Feather.&lt;br /&gt;
&lt;br /&gt;
===Climb===&lt;br /&gt;
&lt;br /&gt;
Possibly the least useful individual skill, Climb allows you to grab a wall and maintain your position on it. You can also then manually climb up or down by pressing the appropriate directional input. This can be used to make complex wall jumping sections easier, and also to permit Charge Jumping from a wall.&lt;br /&gt;
&lt;br /&gt;
There are no abilities that affect Climb.&lt;br /&gt;
&lt;br /&gt;
===Charge Jump===&lt;br /&gt;
&lt;br /&gt;
Charge Jump allows you to build up power to unleash in a burst, jumping substantially higher than normal and passing through enemies and barriers. You can charge by holding the LT button or W/up keys for 0.5 seconds, then press the A button or space bar to jump. Enemies caught in the path of the jump take 50 damage.&lt;br /&gt;
&lt;br /&gt;
There are no abilities that affect Charge Jump.&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Abilities are enhancements to Ori's existing capabilities which can be acquired by spending ability points. Each time Ori levels up or picks up an ability cell, she gains an ability point. By pressing the B button or E key at a Soul Link or Spirit Well, you can access the ability tree and learn new abilities. Each ability has a cost ranging from 1-3 ability points.&lt;br /&gt;
&lt;br /&gt;
==Leveling Up==&lt;br /&gt;
&lt;br /&gt;
Ori levels up by acquiring Spirit Light (or &amp;quot;XP,&amp;quot; as most people call it). Leveling up grants an ability point, refills Ori's health and energy, and generates an explosion that deals 20 damage to enemies across a wide area (basically the entire screen). As you gain additional levels, the amount of XP needed to level up increases. Acquiring an ability point does not affect Ori's level or XP count.&lt;br /&gt;
&lt;br /&gt;
Here is a list of XP amounts needed to reach each level:&lt;br /&gt;
&lt;br /&gt;
:Level 1: 25 XP&lt;br /&gt;
:Level 2: 50 XP&lt;br /&gt;
:Level 3: 100 XP&lt;br /&gt;
:Level 4: 175 XP&lt;br /&gt;
:Level 5: 275 XP&lt;br /&gt;
:Level 6: 400 XP&lt;br /&gt;
:Level 7: 500 XP&lt;br /&gt;
:Levels 8-20: (level-2) x 100 XP&lt;br /&gt;
:Level 21: 2000 XP&lt;br /&gt;
:Level 22: 3000 XP&lt;br /&gt;
:Level 23: 4000 XP&lt;br /&gt;
:Level 24-50: 4000 + ((level-23) x 1500 / 7) XP&lt;br /&gt;
:Level 51+: 10000 XP&lt;br /&gt;
&lt;br /&gt;
==Survival Abilities (Blue)==&lt;br /&gt;
&lt;br /&gt;
This section of the ability tree consists of abilities which enhance Ori's survivability and recovery. This is the most commonly used tree in speedruns due to the presence of Rekindle and Triple Jump.&lt;br /&gt;
&lt;br /&gt;
;Rekindle (1 AP)&lt;br /&gt;
:Allows you to reuse a Soul Link by standing near it and holding down the B button or E key for a short time. Also reduces the cooldown of Soul Link from 20 seconds to 10 seconds. Used primarily for performing save glitches without needing to spend another ability point.&lt;br /&gt;
&lt;br /&gt;
;Regroup (1 AP)&lt;br /&gt;
:Causes Soul Links to restore 1 health when created.&lt;br /&gt;
&lt;br /&gt;
;Charge Flame Efficiency (1 AP)&lt;br /&gt;
:Reduces the cost of Charge Flame from 1 energy to 1/2 energy.&lt;br /&gt;
&lt;br /&gt;
;Ultra Soul Link (2 AP)&lt;br /&gt;
:Causes Soul Links to restore 2 health when created. (Replaces the effect of Regroup.)&lt;br /&gt;
&lt;br /&gt;
;Water Breath (2 AP)&lt;br /&gt;
:Allows Ori to breathe indefinitely underwater.&lt;br /&gt;
&lt;br /&gt;
;Soul Link Efficiency (2 AP)&lt;br /&gt;
:Reduces the cost of creating a Soul Link from 1 energy to 1/2 energy.&lt;br /&gt;
&lt;br /&gt;
;Triple Jump (3 AP)&lt;br /&gt;
:Allows Ori to perform an additional midair jump. As with Double Jump, the additional jump only increases your vertical distance by another 50%, but your horizontal distance by another 100%. However, the small extra height gain and the general ability to jump an additional time permit some tricks that would not otherwise be possible.&lt;br /&gt;
&lt;br /&gt;
;Ultra Defense (3 AP)&lt;br /&gt;
:Reduces damage taken by 20%. Incoming damage is multiplied by 0.8 and then rounded down to the next half health. For example, a projectile which normally deals 2 damage will deal 1.5 damage after Ultra Defense (2 times 0.8 = 1.6, rounds down to 1.5).&lt;br /&gt;
&lt;br /&gt;
==Exploration Abilities (Purple)==&lt;br /&gt;
&lt;br /&gt;
This section of the ability tree consists of abilities which aid Ori in exploring the game world. Aside from Spirit Magnet, most abilities in this tree are not useful for speedruns.&lt;br /&gt;
&lt;br /&gt;
;Spirit Magnet (1 AP)&lt;br /&gt;
:Causes health, energy, and spirit drops to be attracted to Ori from a short distance away. Indispensable for allowing the fast execution of XP routes in speedruns.&lt;br /&gt;
&lt;br /&gt;
;Map Markers (1 AP)&lt;br /&gt;
:Adds markers on the map for skill trees, map stones and fragments, key doors and keys, energy gates, breakable walls and floors, spirit wells, and spirit light containers.&lt;br /&gt;
&lt;br /&gt;
;Life Efficiency (1 AP)&lt;br /&gt;
:Causes health drops to restore 2 health each instead of 1 health.&lt;br /&gt;
&lt;br /&gt;
;Ultra Spirit Magnet (1 AP)&lt;br /&gt;
:Causes health, energy, and spirit drops to be attracted to Ori from almost anywhere.&lt;br /&gt;
&lt;br /&gt;
;Energy Efficiency (2 AP)&lt;br /&gt;
:Causes energy drops to restore 2 energy each instead of 1 energy.&lt;br /&gt;
&lt;br /&gt;
;Ability Markers (2 AP)&lt;br /&gt;
:Adds markers on the map for ability cells.&lt;br /&gt;
&lt;br /&gt;
;Spirit Efficiency (2 AP)&lt;br /&gt;
:Doubles the amount of XP gained from XP drops.&lt;br /&gt;
&lt;br /&gt;
;Life Markers (2 AP)&lt;br /&gt;
:Adds markers on the map for health cells.&lt;br /&gt;
&lt;br /&gt;
;Energy Markers (2 AP)&lt;br /&gt;
:Adds markers on the map for energy cells.&lt;br /&gt;
&lt;br /&gt;
;Sense (3 AP)&lt;br /&gt;
:Reveals hidden areas in the game world, but not on the map.&lt;br /&gt;
&lt;br /&gt;
==Offense Abilities (Red)==&lt;br /&gt;
&lt;br /&gt;
This section of the ability tree consists of abilities that augment Ori's damage capabilities. Because there is very little actual combat in a speedrun, these abilities mostly turn out not to save as much time as it costs to learn them. Quick Flame is the most common exception to this rule.&lt;br /&gt;
&lt;br /&gt;
;Quick Flame (1 AP)&lt;br /&gt;
:Increases the number of shots you can fire at minimum delay (0.2 seconds) from 2 to 3. After firing 3 shots at this speed, you incur the 0.5 second cooldown. If you instead fire two shots with a 0.2 second delay, then wait 0.3 seconds, then your next shot will not trigger the cooldown. Thus, the optimal firing cadence is to shoot, wait 0.2 seconds, shoot, wait for 0.3 seconds, repeat. This is an overall DPS increase of 20% compared to perfect shot timing with the base Spirit Flame.&lt;br /&gt;
&lt;br /&gt;
;Spark Flame (1 AP)&lt;br /&gt;
:Increases the damage of Spirit Flame shots from 2 to 3.&lt;br /&gt;
&lt;br /&gt;
;Charge Flame Burn (1 AP)&lt;br /&gt;
:Increases the damage of Charge Flame from 12 to 18, and increases the explosion radius as well.&lt;br /&gt;
&lt;br /&gt;
;Split Flame (1 AP)&lt;br /&gt;
:Splits the Spirit Flame into two projectiles which deal full damage to two separate targets. Each projectile must hit a different target, so if there is only one target you will only fire one projectile.&lt;br /&gt;
&lt;br /&gt;
;Ultra Bash (2 AP)&lt;br /&gt;
:Increases the damage of Bash from 3 to 5, and also increases the duration of Ori's invincibility during a Bash, allowing her to pass through enemies that are in the way. All enemies touched during the Bash take 5 damage as well.&lt;br /&gt;
&lt;br /&gt;
;Cinder Flame (2 AP)&lt;br /&gt;
:Increases the damage of Spirit Flame shots from 3 to 4.&lt;br /&gt;
&lt;br /&gt;
;Ultra Stomp (2 AP)&lt;br /&gt;
:Increases the damage of Stomp from 15 to 25, and increases the damage radius as well.&lt;br /&gt;
&lt;br /&gt;
;Rapid Flame (2 AP)&lt;br /&gt;
:Eliminates the 0.5 second cooldown of firing Spirit Flame shots rapidly, allowing Ori to fire shots every 0.2 seconds. This is an overall DPS increase of 25% compared to perfect shot timing with Quick Flame.&lt;br /&gt;
&lt;br /&gt;
;Charge Flame Blast (3 AP)&lt;br /&gt;
:Increases the damage of Charge Flame from 18 to 24, and increases the explosion radius even further.&lt;br /&gt;
&lt;br /&gt;
;Ultra Split Flame (3 AP)&lt;br /&gt;
:Increases the damage of Spirit Flame shots from 4 to 6, and splits it into four projectiles which deal full damage to four separate targets. As with Split Flame, each projectile must hit a different target,.&lt;/div&gt;</summary>
		<author><name>Vulajin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori/Skills_and_Abilities</id>
		<title>Ori/Skills and Abilities</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori/Skills_and_Abilities"/>
				<updated>2016-03-01T03:22:13Z</updated>
		
		<summary type="html">&lt;p&gt;Vulajin: /* Leveling Up */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page covers the various skills and abilities which Ori may acquire during her journey.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Skills are new capabilities which Ori can acquire to substantially change the way she interacts with the game world. In casual play, you are expected to acquire all the skills, but in speedruns, several of them are skippable. Skills are learned from skill trees, except for Spirit Flame and Kuro's Feather. Acquiring a skill fully restores Ori's health and energy, except for Kuro's Feather, which does not do so.&lt;br /&gt;
&lt;br /&gt;
===Spirit Flame===&lt;br /&gt;
&lt;br /&gt;
Spirit Flame is Ori's weapon, wielded by pressing the X button or left-clicking. Projectiles will shoot from Sein toward the nearest enemy. The target is indicated by Sein floating near an enemy and highlighting it slightly. With no upgrades, Spirit Flame deals 2 damage per hit. There is a minimum delay of 0.2 seconds between shots, but you can only fire two shots at this speed before triggering a 0.5 second cooldown. You can avoid triggering the 0.5 second cooldown by waiting at least 0.3 seconds between shots.&lt;br /&gt;
&lt;br /&gt;
Spirit Flame attack speed can be increased by the Quick Flame and Rapid Flame abilities. Damage dealt per hit can be increased by the Spark Flame, Cinder Flame, and Ultra Split Flame abilities. Number of targets hit can be increased by the Split Flame and Ultra Split Flame abilities.&lt;br /&gt;
&lt;br /&gt;
===Wall Jump===&lt;br /&gt;
&lt;br /&gt;
A true platforming staple, this skill allows you to jump off of vertical walls. Walls must be mostly vertical or else you won't be able to grab them. However, some walls with unusual shapes can still be grabbed for a wall jump. The act of wall jumping restores your double and triple jumps, unless you perform a &amp;quot;firsty.&amp;quot; (See [[Ori/Techniques and Glitches|Techniques and Glitches]] for more on firsties.)&lt;br /&gt;
&lt;br /&gt;
There are no abilities that affect Wall Jump.&lt;br /&gt;
&lt;br /&gt;
===Charge Flame===&lt;br /&gt;
&lt;br /&gt;
Charge Flame allows you to store power to perform an explosive attack, dealing damage in a radius and repelling enemy projectiles. You store a charge by holding the X button or left mouse button for 1 second, then detonate by releasing the button. Charge Flame deals 12 damage in a small area surrounding Sein's location. It also causes projectiles to be reflected directly away from the center of the explosion. Reflected projectiles become capable of hitting the enemy which originally shot them, dealing a significant amount of damage.&lt;br /&gt;
&lt;br /&gt;
Charge Flame damage and effect radius can be increased by the Charge Flame Burn and Charge Flame Blast abilities. Charge Flame energy cost can be reduced by the Charge Flame Efficiency ability.&lt;br /&gt;
&lt;br /&gt;
===Double Jump===&lt;br /&gt;
&lt;br /&gt;
Another platforming staple, this skill allows you to perform a second jump while in midair. Unlike in many other platformers, the primary benefit of Double Jump is to gain additional distance, not additional height. With the second jump, you gain approximately 50% additional height, but 100% additional distance.&lt;br /&gt;
&lt;br /&gt;
There are technically no abilities that affect Double Jump, but Triple Jump does require it.&lt;br /&gt;
&lt;br /&gt;
===Bash===&lt;br /&gt;
&lt;br /&gt;
The signature skill of Ori and the Blind Forest. Bash allows you to grab an enemy or projectile, even in midair, and use it to propel Ori in one direction while the target flies in the opposite direction. Certain environmental objects (lanterns and brambles, for example) can also be used to Bash. As with Charge Flame, enemy projectiles redirected by Bash can hit the enemy which originally shot them. Bash also deals 3 damage to an enemy used to perform a Bash.&lt;br /&gt;
&lt;br /&gt;
Bash has numerous uses, both casually and in speedruns. Bash can be used to move enemies out of the way, into areas they are not normally intended to go, or simply to kill them. Bash is the foundation of one of the biggest sequence breaks in the game (the Sorrow Bash) and permits extremely fast movement through the &amp;quot;Bash gliding&amp;quot; technique (see [[Ori/Techniques and Glitches|Techniques and Glitches]]).&lt;br /&gt;
&lt;br /&gt;
Bash damage and effects can be improved by the Ultra Bash ability.&lt;br /&gt;
&lt;br /&gt;
===Stomp===&lt;br /&gt;
&lt;br /&gt;
Stomp allows you to slam into the ground from midair, dealing 15 damage in a small area and destroying certain environmental barriers. Like Charge Flame, Stomp reflects projectiles away from the impact site. When you perform a Stomp, Ori will wind up briefly, then begin falling much faster than gravity normally allows. If you let go of the down key/button or S key, Ori will eventually leave the Stomp animation and fall normally, but retain the Stomp falling speed. The only difference is that this causes Ori to land without an impact; it is not clear if this results in a time save compared to a full Stomp.&lt;br /&gt;
&lt;br /&gt;
Stomp damage and effect radius can be increased by the Ultra Stomp ability.&lt;br /&gt;
&lt;br /&gt;
===Kuro's Feather===&lt;br /&gt;
&lt;br /&gt;
Kuro's Feather allows you to glide through the air, reducing the effect of gravity on Ori. You can also use it to ride the wind in areas where it has been restored. Riding the wind causes Ori to rise gradually and restores your double and triple jumps. The Feather can be used in conjunction with Bash gliding (see [[Ori/Techniques and Glitches|Techniques and Glitches]]) to sustain high speed over a long distance.&lt;br /&gt;
&lt;br /&gt;
There are no abilities that affect Kuro's Feather.&lt;br /&gt;
&lt;br /&gt;
===Climb===&lt;br /&gt;
&lt;br /&gt;
Possibly the least useful individual skill, Climb allows you to grab a wall and maintain your position on it. You can also then manually climb up or down by pressing the appropriate directional input. This can be used to make complex wall jumping sections easier, and also to permit Charge Jumping from a wall.&lt;br /&gt;
&lt;br /&gt;
There are no abilities that affect Climb.&lt;br /&gt;
&lt;br /&gt;
===Charge Jump===&lt;br /&gt;
&lt;br /&gt;
Charge Jump allows you to build up power to unleash in a burst, jumping substantially higher than normal and passing through enemies and barriers. You can charge by holding the LT button or W/up keys for 0.5 seconds, then press the A button or space bar to jump. Enemies caught in the path of the jump take 50 damage.&lt;br /&gt;
&lt;br /&gt;
There are no abilities that affect Charge Jump.&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Abilities are enhancements to Ori's existing capabilities which can be acquired by spending ability points. Each Ori levels up or picks up an ability cell, she gains an ability point. By pressing the B button or E key at a Soul Link or Spirit Well, you can access the ability tree and learn new abilities. Each ability has a cost ranging from 1-3 ability points.&lt;br /&gt;
&lt;br /&gt;
==Leveling Up==&lt;br /&gt;
&lt;br /&gt;
Ori levels up by acquiring Spirit Light (or &amp;quot;XP,&amp;quot; as most people call it). Leveling up grants an ability point, refills Ori's health and energy, and generates an explosion that deals 20 damage to enemies across a wide area (basically the entire screen). As you gain additional levels, the amount of XP needed to level up increases. Acquiring an ability point does not affect Ori's level or XP count.&lt;br /&gt;
&lt;br /&gt;
Here is a list of XP amounts needed to reach each level:&lt;br /&gt;
&lt;br /&gt;
:Level 1: 25 XP&lt;br /&gt;
:Level 2: 50 XP&lt;br /&gt;
:Level 3: 100 XP&lt;br /&gt;
:Level 4: 175 XP&lt;br /&gt;
:Level 5: 275 XP&lt;br /&gt;
:Level 6: 400 XP&lt;br /&gt;
:Level 7: 500 XP&lt;br /&gt;
:Levels 8-20: (level-2) x 100 XP&lt;br /&gt;
:Level 21: 2000 XP&lt;br /&gt;
:Level 22: 3000 XP&lt;br /&gt;
:Level 23: 4000 XP&lt;br /&gt;
:Level 24-50: 4000 + ((level-23) x 1500 / 7) XP&lt;br /&gt;
:Level 51+: 10000 XP&lt;br /&gt;
&lt;br /&gt;
==Survival Abilities (Blue)==&lt;br /&gt;
&lt;br /&gt;
This section of the ability tree consists of abilities which enhance Ori's survivability and recovery. This is the most commonly used tree in speedruns due to the presence of Rekindle and Triple Jump.&lt;br /&gt;
&lt;br /&gt;
;Rekindle (1 AP)&lt;br /&gt;
:Allows you to reuse a Soul Link by standing near it and holding down the B button or E key for a short time. Also reduces the cooldown of Soul Link from 20 seconds to 10 seconds. Used primarily for performing save glitches without needing to spend another ability point.&lt;br /&gt;
&lt;br /&gt;
;Regroup (1 AP)&lt;br /&gt;
:Causes Soul Links to restore 1 health when created.&lt;br /&gt;
&lt;br /&gt;
;Charge Flame Efficiency (1 AP)&lt;br /&gt;
:Reduces the cost of Charge Flame from 1 energy to 1/2 energy.&lt;br /&gt;
&lt;br /&gt;
;Ultra Soul Link (2 AP)&lt;br /&gt;
:Causes Soul Links to restore 2 health when created. (Replaces the effect of Regroup.)&lt;br /&gt;
&lt;br /&gt;
;Water Breath (2 AP)&lt;br /&gt;
:Allows Ori to breathe indefinitely underwater.&lt;br /&gt;
&lt;br /&gt;
;Soul Link Efficiency (2 AP)&lt;br /&gt;
:Reduces the cost of creating a Soul Link from 1 energy to 1/2 energy.&lt;br /&gt;
&lt;br /&gt;
;Triple Jump (3 AP)&lt;br /&gt;
:Allows Ori to perform an additional midair jump. As with Double Jump, the additional jump only increases your vertical distance by another 50%, but your horizontal distance by another 100%. However, the small extra height gain and the general ability to jump an additional time permit some tricks that would not otherwise be possible.&lt;br /&gt;
&lt;br /&gt;
;Ultra Defense (3 AP)&lt;br /&gt;
:Reduces damage taken by 20%. Incoming damage is multiplied by 0.8 and then rounded down to the next half health. For example, a projectile which normally deals 2 damage will deal 1.5 damage after Ultra Defense (2 times 0.8 = 1.6, rounds down to 1.5).&lt;br /&gt;
&lt;br /&gt;
==Exploration Abilities (Purple)==&lt;br /&gt;
&lt;br /&gt;
This section of the ability tree consists of abilities which aid Ori in exploring the game world. Aside from Spirit Magnet, most abilities in this tree are not useful for speedruns.&lt;br /&gt;
&lt;br /&gt;
;Spirit Magnet (1 AP)&lt;br /&gt;
:Causes health, energy, and spirit drops to be attracted to Ori from a short distance away. Indispensable for allowing the fast execution of XP routes in speedruns.&lt;br /&gt;
&lt;br /&gt;
;Map Markers (1 AP)&lt;br /&gt;
:Adds markers on the map for skill trees, map stones and fragments, key doors and keys, energy gates, breakable walls and floors, spirit wells, and spirit light containers.&lt;br /&gt;
&lt;br /&gt;
;Life Efficiency (1 AP)&lt;br /&gt;
:Causes health drops to restore 2 health each instead of 1 health.&lt;br /&gt;
&lt;br /&gt;
;Ultra Spirit Magnet (1 AP)&lt;br /&gt;
:Causes health, energy, and spirit drops to be attracted to Ori from almost anywhere.&lt;br /&gt;
&lt;br /&gt;
;Energy Efficiency (2 AP)&lt;br /&gt;
:Causes energy drops to restore 2 energy each instead of 1 energy.&lt;br /&gt;
&lt;br /&gt;
;Ability Markers (2 AP)&lt;br /&gt;
:Adds markers on the map for ability cells.&lt;br /&gt;
&lt;br /&gt;
;Spirit Efficiency (2 AP)&lt;br /&gt;
:Doubles the amount of XP gained from XP drops.&lt;br /&gt;
&lt;br /&gt;
;Life Markers (2 AP)&lt;br /&gt;
:Adds markers on the map for health cells.&lt;br /&gt;
&lt;br /&gt;
;Energy Markers (2 AP)&lt;br /&gt;
:Adds markers on the map for energy cells.&lt;br /&gt;
&lt;br /&gt;
;Sense (3 AP)&lt;br /&gt;
:Reveals hidden areas in the game world, but not on the map.&lt;br /&gt;
&lt;br /&gt;
==Offense Abilities (Red)==&lt;br /&gt;
&lt;br /&gt;
This section of the ability tree consists of abilities that augment Ori's damage capabilities. Because there is very little actual combat in a speedrun, these abilities mostly turn out not to save as much time as it costs to learn them. Quick Flame is the most common exception to this rule.&lt;br /&gt;
&lt;br /&gt;
;Quick Flame (1 AP)&lt;br /&gt;
:Increases the number of shots you can fire at minimum delay (0.2 seconds) from 2 to 3. After firing 3 shots at this speed, you incur the 0.5 second cooldown. If you instead fire two shots with a 0.2 second delay, then wait 0.3 seconds, then your next shot will not trigger the cooldown. Thus, the optimal firing cadence is to shoot, wait 0.2 seconds, shoot, wait for 0.3 seconds, repeat. This is an overall DPS increase of 20% compared to perfect shot timing with the base Spirit Flame.&lt;br /&gt;
&lt;br /&gt;
;Spark Flame (1 AP)&lt;br /&gt;
:Increases the damage of Spirit Flame shots from 2 to 3.&lt;br /&gt;
&lt;br /&gt;
;Charge Flame Burn (1 AP)&lt;br /&gt;
:Increases the damage of Charge Flame from 12 to 18, and increases the explosion radius as well.&lt;br /&gt;
&lt;br /&gt;
;Split Flame (1 AP)&lt;br /&gt;
:Splits the Spirit Flame into two projectiles which deal full damage to two separate targets. Each projectile must hit a different target, so if there is only one target you will only fire one projectile.&lt;br /&gt;
&lt;br /&gt;
;Ultra Bash (2 AP)&lt;br /&gt;
:Increases the damage of Bash from 3 to 5, and also increases the duration of Ori's invincibility during a Bash, allowing her to pass through enemies that are in the way. All enemies touched during the Bash take 5 damage as well.&lt;br /&gt;
&lt;br /&gt;
;Cinder Flame (2 AP)&lt;br /&gt;
:Increases the damage of Spirit Flame shots from 3 to 4.&lt;br /&gt;
&lt;br /&gt;
;Ultra Stomp (2 AP)&lt;br /&gt;
:Increases the damage of Stomp from 15 to 25, and increases the damage radius as well.&lt;br /&gt;
&lt;br /&gt;
;Rapid Flame (2 AP)&lt;br /&gt;
:Eliminates the 0.5 second cooldown of firing Spirit Flame shots rapidly, allowing Ori to fire shots every 0.2 seconds. This is an overall DPS increase of 25% compared to perfect shot timing with Quick Flame.&lt;br /&gt;
&lt;br /&gt;
;Charge Flame Blast (3 AP)&lt;br /&gt;
:Increases the damage of Charge Flame from 18 to 24, and increases the explosion radius even further.&lt;br /&gt;
&lt;br /&gt;
;Ultra Split Flame (3 AP)&lt;br /&gt;
:Increases the damage of Spirit Flame shots from 4 to 6, and splits it into four projectiles which deal full damage to four separate targets. As with Split Flame, each projectile must hit a different target,.&lt;/div&gt;</summary>
		<author><name>Vulajin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori/Skills_and_Abilities</id>
		<title>Ori/Skills and Abilities</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori/Skills_and_Abilities"/>
				<updated>2016-03-01T03:20:30Z</updated>
		
		<summary type="html">&lt;p&gt;Vulajin: /* Leveling Up */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page covers the various skills and abilities which Ori may acquire during her journey.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Skills are new capabilities which Ori can acquire to substantially change the way she interacts with the game world. In casual play, you are expected to acquire all the skills, but in speedruns, several of them are skippable. Skills are learned from skill trees, except for Spirit Flame and Kuro's Feather. Acquiring a skill fully restores Ori's health and energy, except for Kuro's Feather, which does not do so.&lt;br /&gt;
&lt;br /&gt;
===Spirit Flame===&lt;br /&gt;
&lt;br /&gt;
Spirit Flame is Ori's weapon, wielded by pressing the X button or left-clicking. Projectiles will shoot from Sein toward the nearest enemy. The target is indicated by Sein floating near an enemy and highlighting it slightly. With no upgrades, Spirit Flame deals 2 damage per hit. There is a minimum delay of 0.2 seconds between shots, but you can only fire two shots at this speed before triggering a 0.5 second cooldown. You can avoid triggering the 0.5 second cooldown by waiting at least 0.3 seconds between shots.&lt;br /&gt;
&lt;br /&gt;
Spirit Flame attack speed can be increased by the Quick Flame and Rapid Flame abilities. Damage dealt per hit can be increased by the Spark Flame, Cinder Flame, and Ultra Split Flame abilities. Number of targets hit can be increased by the Split Flame and Ultra Split Flame abilities.&lt;br /&gt;
&lt;br /&gt;
===Wall Jump===&lt;br /&gt;
&lt;br /&gt;
A true platforming staple, this skill allows you to jump off of vertical walls. Walls must be mostly vertical or else you won't be able to grab them. However, some walls with unusual shapes can still be grabbed for a wall jump. The act of wall jumping restores your double and triple jumps, unless you perform a &amp;quot;firsty.&amp;quot; (See [[Ori/Techniques and Glitches|Techniques and Glitches]] for more on firsties.)&lt;br /&gt;
&lt;br /&gt;
There are no abilities that affect Wall Jump.&lt;br /&gt;
&lt;br /&gt;
===Charge Flame===&lt;br /&gt;
&lt;br /&gt;
Charge Flame allows you to store power to perform an explosive attack, dealing damage in a radius and repelling enemy projectiles. You store a charge by holding the X button or left mouse button for 1 second, then detonate by releasing the button. Charge Flame deals 12 damage in a small area surrounding Sein's location. It also causes projectiles to be reflected directly away from the center of the explosion. Reflected projectiles become capable of hitting the enemy which originally shot them, dealing a significant amount of damage.&lt;br /&gt;
&lt;br /&gt;
Charge Flame damage and effect radius can be increased by the Charge Flame Burn and Charge Flame Blast abilities. Charge Flame energy cost can be reduced by the Charge Flame Efficiency ability.&lt;br /&gt;
&lt;br /&gt;
===Double Jump===&lt;br /&gt;
&lt;br /&gt;
Another platforming staple, this skill allows you to perform a second jump while in midair. Unlike in many other platformers, the primary benefit of Double Jump is to gain additional distance, not additional height. With the second jump, you gain approximately 50% additional height, but 100% additional distance.&lt;br /&gt;
&lt;br /&gt;
There are technically no abilities that affect Double Jump, but Triple Jump does require it.&lt;br /&gt;
&lt;br /&gt;
===Bash===&lt;br /&gt;
&lt;br /&gt;
The signature skill of Ori and the Blind Forest. Bash allows you to grab an enemy or projectile, even in midair, and use it to propel Ori in one direction while the target flies in the opposite direction. Certain environmental objects (lanterns and brambles, for example) can also be used to Bash. As with Charge Flame, enemy projectiles redirected by Bash can hit the enemy which originally shot them. Bash also deals 3 damage to an enemy used to perform a Bash.&lt;br /&gt;
&lt;br /&gt;
Bash has numerous uses, both casually and in speedruns. Bash can be used to move enemies out of the way, into areas they are not normally intended to go, or simply to kill them. Bash is the foundation of one of the biggest sequence breaks in the game (the Sorrow Bash) and permits extremely fast movement through the &amp;quot;Bash gliding&amp;quot; technique (see [[Ori/Techniques and Glitches|Techniques and Glitches]]).&lt;br /&gt;
&lt;br /&gt;
Bash damage and effects can be improved by the Ultra Bash ability.&lt;br /&gt;
&lt;br /&gt;
===Stomp===&lt;br /&gt;
&lt;br /&gt;
Stomp allows you to slam into the ground from midair, dealing 15 damage in a small area and destroying certain environmental barriers. Like Charge Flame, Stomp reflects projectiles away from the impact site. When you perform a Stomp, Ori will wind up briefly, then begin falling much faster than gravity normally allows. If you let go of the down key/button or S key, Ori will eventually leave the Stomp animation and fall normally, but retain the Stomp falling speed. The only difference is that this causes Ori to land without an impact; it is not clear if this results in a time save compared to a full Stomp.&lt;br /&gt;
&lt;br /&gt;
Stomp damage and effect radius can be increased by the Ultra Stomp ability.&lt;br /&gt;
&lt;br /&gt;
===Kuro's Feather===&lt;br /&gt;
&lt;br /&gt;
Kuro's Feather allows you to glide through the air, reducing the effect of gravity on Ori. You can also use it to ride the wind in areas where it has been restored. Riding the wind causes Ori to rise gradually and restores your double and triple jumps. The Feather can be used in conjunction with Bash gliding (see [[Ori/Techniques and Glitches|Techniques and Glitches]]) to sustain high speed over a long distance.&lt;br /&gt;
&lt;br /&gt;
There are no abilities that affect Kuro's Feather.&lt;br /&gt;
&lt;br /&gt;
===Climb===&lt;br /&gt;
&lt;br /&gt;
Possibly the least useful individual skill, Climb allows you to grab a wall and maintain your position on it. You can also then manually climb up or down by pressing the appropriate directional input. This can be used to make complex wall jumping sections easier, and also to permit Charge Jumping from a wall.&lt;br /&gt;
&lt;br /&gt;
There are no abilities that affect Climb.&lt;br /&gt;
&lt;br /&gt;
===Charge Jump===&lt;br /&gt;
&lt;br /&gt;
Charge Jump allows you to build up power to unleash in a burst, jumping substantially higher than normal and passing through enemies and barriers. You can charge by holding the LT button or W/up keys for 0.5 seconds, then press the A button or space bar to jump. Enemies caught in the path of the jump take 50 damage.&lt;br /&gt;
&lt;br /&gt;
There are no abilities that affect Charge Jump.&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Abilities are enhancements to Ori's existing capabilities which can be acquired by spending ability points. Each Ori levels up or picks up an ability cell, she gains an ability point. By pressing the B button or E key at a Soul Link or Spirit Well, you can access the ability tree and learn new abilities. Each ability has a cost ranging from 1-3 ability points.&lt;br /&gt;
&lt;br /&gt;
==Leveling Up==&lt;br /&gt;
&lt;br /&gt;
Ori levels up by acquiring Spirit Light (or &amp;quot;XP,&amp;quot; as most people call it). Leveling up grants an ability point, refills Ori's health and energy, and generates an explosion that deals 20 damage to enemies across a wide area (basically the entire screen). As you gain additional levels, the amount of XP needed to level up increases. Acquiring an ability point does not affect Ori's level or XP count.&lt;br /&gt;
&lt;br /&gt;
Here is a list of XP amounts needed to level up:&lt;br /&gt;
&lt;br /&gt;
:Level 1: 25 XP&lt;br /&gt;
:Level 2: 50 XP&lt;br /&gt;
:Level 3: 100 XP&lt;br /&gt;
:Level 4: 175 XP&lt;br /&gt;
:Level 5: 275 XP&lt;br /&gt;
:Level 6: 400 XP&lt;br /&gt;
:Level 7: 500 XP&lt;br /&gt;
:Levels 8-20: (level-2) x 100 XP&lt;br /&gt;
:Level 21: 2000 XP&lt;br /&gt;
:Level 22: 3000 XP&lt;br /&gt;
:Level 23: 4000 XP&lt;br /&gt;
:Level 24-50: 4000 + ((level-23) x 1500 / 7) XP&lt;br /&gt;
:Level 51+: 10000 XP&lt;br /&gt;
&lt;br /&gt;
==Survival Abilities (Blue)==&lt;br /&gt;
&lt;br /&gt;
This section of the ability tree consists of abilities which enhance Ori's survivability and recovery. This is the most commonly used tree in speedruns due to the presence of Rekindle and Triple Jump.&lt;br /&gt;
&lt;br /&gt;
;Rekindle (1 AP)&lt;br /&gt;
:Allows you to reuse a Soul Link by standing near it and holding down the B button or E key for a short time. Also reduces the cooldown of Soul Link from 20 seconds to 10 seconds. Used primarily for performing save glitches without needing to spend another ability point.&lt;br /&gt;
&lt;br /&gt;
;Regroup (1 AP)&lt;br /&gt;
:Causes Soul Links to restore 1 health when created.&lt;br /&gt;
&lt;br /&gt;
;Charge Flame Efficiency (1 AP)&lt;br /&gt;
:Reduces the cost of Charge Flame from 1 energy to 1/2 energy.&lt;br /&gt;
&lt;br /&gt;
;Ultra Soul Link (2 AP)&lt;br /&gt;
:Causes Soul Links to restore 2 health when created. (Replaces the effect of Regroup.)&lt;br /&gt;
&lt;br /&gt;
;Water Breath (2 AP)&lt;br /&gt;
:Allows Ori to breathe indefinitely underwater.&lt;br /&gt;
&lt;br /&gt;
;Soul Link Efficiency (2 AP)&lt;br /&gt;
:Reduces the cost of creating a Soul Link from 1 energy to 1/2 energy.&lt;br /&gt;
&lt;br /&gt;
;Triple Jump (3 AP)&lt;br /&gt;
:Allows Ori to perform an additional midair jump. As with Double Jump, the additional jump only increases your vertical distance by another 50%, but your horizontal distance by another 100%. However, the small extra height gain and the general ability to jump an additional time permit some tricks that would not otherwise be possible.&lt;br /&gt;
&lt;br /&gt;
;Ultra Defense (3 AP)&lt;br /&gt;
:Reduces damage taken by 20%. Incoming damage is multiplied by 0.8 and then rounded down to the next half health. For example, a projectile which normally deals 2 damage will deal 1.5 damage after Ultra Defense (2 times 0.8 = 1.6, rounds down to 1.5).&lt;br /&gt;
&lt;br /&gt;
==Exploration Abilities (Purple)==&lt;br /&gt;
&lt;br /&gt;
This section of the ability tree consists of abilities which aid Ori in exploring the game world. Aside from Spirit Magnet, most abilities in this tree are not useful for speedruns.&lt;br /&gt;
&lt;br /&gt;
;Spirit Magnet (1 AP)&lt;br /&gt;
:Causes health, energy, and spirit drops to be attracted to Ori from a short distance away. Indispensable for allowing the fast execution of XP routes in speedruns.&lt;br /&gt;
&lt;br /&gt;
;Map Markers (1 AP)&lt;br /&gt;
:Adds markers on the map for skill trees, map stones and fragments, key doors and keys, energy gates, breakable walls and floors, spirit wells, and spirit light containers.&lt;br /&gt;
&lt;br /&gt;
;Life Efficiency (1 AP)&lt;br /&gt;
:Causes health drops to restore 2 health each instead of 1 health.&lt;br /&gt;
&lt;br /&gt;
;Ultra Spirit Magnet (1 AP)&lt;br /&gt;
:Causes health, energy, and spirit drops to be attracted to Ori from almost anywhere.&lt;br /&gt;
&lt;br /&gt;
;Energy Efficiency (2 AP)&lt;br /&gt;
:Causes energy drops to restore 2 energy each instead of 1 energy.&lt;br /&gt;
&lt;br /&gt;
;Ability Markers (2 AP)&lt;br /&gt;
:Adds markers on the map for ability cells.&lt;br /&gt;
&lt;br /&gt;
;Spirit Efficiency (2 AP)&lt;br /&gt;
:Doubles the amount of XP gained from XP drops.&lt;br /&gt;
&lt;br /&gt;
;Life Markers (2 AP)&lt;br /&gt;
:Adds markers on the map for health cells.&lt;br /&gt;
&lt;br /&gt;
;Energy Markers (2 AP)&lt;br /&gt;
:Adds markers on the map for energy cells.&lt;br /&gt;
&lt;br /&gt;
;Sense (3 AP)&lt;br /&gt;
:Reveals hidden areas in the game world, but not on the map.&lt;br /&gt;
&lt;br /&gt;
==Offense Abilities (Red)==&lt;br /&gt;
&lt;br /&gt;
This section of the ability tree consists of abilities that augment Ori's damage capabilities. Because there is very little actual combat in a speedrun, these abilities mostly turn out not to save as much time as it costs to learn them. Quick Flame is the most common exception to this rule.&lt;br /&gt;
&lt;br /&gt;
;Quick Flame (1 AP)&lt;br /&gt;
:Increases the number of shots you can fire at minimum delay (0.2 seconds) from 2 to 3. After firing 3 shots at this speed, you incur the 0.5 second cooldown. If you instead fire two shots with a 0.2 second delay, then wait 0.3 seconds, then your next shot will not trigger the cooldown. Thus, the optimal firing cadence is to shoot, wait 0.2 seconds, shoot, wait for 0.3 seconds, repeat. This is an overall DPS increase of 20% compared to perfect shot timing with the base Spirit Flame.&lt;br /&gt;
&lt;br /&gt;
;Spark Flame (1 AP)&lt;br /&gt;
:Increases the damage of Spirit Flame shots from 2 to 3.&lt;br /&gt;
&lt;br /&gt;
;Charge Flame Burn (1 AP)&lt;br /&gt;
:Increases the damage of Charge Flame from 12 to 18, and increases the explosion radius as well.&lt;br /&gt;
&lt;br /&gt;
;Split Flame (1 AP)&lt;br /&gt;
:Splits the Spirit Flame into two projectiles which deal full damage to two separate targets. Each projectile must hit a different target, so if there is only one target you will only fire one projectile.&lt;br /&gt;
&lt;br /&gt;
;Ultra Bash (2 AP)&lt;br /&gt;
:Increases the damage of Bash from 3 to 5, and also increases the duration of Ori's invincibility during a Bash, allowing her to pass through enemies that are in the way. All enemies touched during the Bash take 5 damage as well.&lt;br /&gt;
&lt;br /&gt;
;Cinder Flame (2 AP)&lt;br /&gt;
:Increases the damage of Spirit Flame shots from 3 to 4.&lt;br /&gt;
&lt;br /&gt;
;Ultra Stomp (2 AP)&lt;br /&gt;
:Increases the damage of Stomp from 15 to 25, and increases the damage radius as well.&lt;br /&gt;
&lt;br /&gt;
;Rapid Flame (2 AP)&lt;br /&gt;
:Eliminates the 0.5 second cooldown of firing Spirit Flame shots rapidly, allowing Ori to fire shots every 0.2 seconds. This is an overall DPS increase of 25% compared to perfect shot timing with Quick Flame.&lt;br /&gt;
&lt;br /&gt;
;Charge Flame Blast (3 AP)&lt;br /&gt;
:Increases the damage of Charge Flame from 18 to 24, and increases the explosion radius even further.&lt;br /&gt;
&lt;br /&gt;
;Ultra Split Flame (3 AP)&lt;br /&gt;
:Increases the damage of Spirit Flame shots from 4 to 6, and splits it into four projectiles which deal full damage to four separate targets. As with Split Flame, each projectile must hit a different target,.&lt;/div&gt;</summary>
		<author><name>Vulajin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori/Skills_and_Abilities</id>
		<title>Ori/Skills and Abilities</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori/Skills_and_Abilities"/>
				<updated>2016-03-01T03:09:49Z</updated>
		
		<summary type="html">&lt;p&gt;Vulajin: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page covers the various skills and abilities which Ori may acquire during her journey.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Skills are new capabilities which Ori can acquire to substantially change the way she interacts with the game world. In casual play, you are expected to acquire all the skills, but in speedruns, several of them are skippable. Skills are learned from skill trees, except for Spirit Flame and Kuro's Feather. Acquiring a skill fully restores Ori's health and energy, except for Kuro's Feather, which does not do so.&lt;br /&gt;
&lt;br /&gt;
===Spirit Flame===&lt;br /&gt;
&lt;br /&gt;
Spirit Flame is Ori's weapon, wielded by pressing the X button or left-clicking. Projectiles will shoot from Sein toward the nearest enemy. The target is indicated by Sein floating near an enemy and highlighting it slightly. With no upgrades, Spirit Flame deals 2 damage per hit. There is a minimum delay of 0.2 seconds between shots, but you can only fire two shots at this speed before triggering a 0.5 second cooldown. You can avoid triggering the 0.5 second cooldown by waiting at least 0.3 seconds between shots.&lt;br /&gt;
&lt;br /&gt;
Spirit Flame attack speed can be increased by the Quick Flame and Rapid Flame abilities. Damage dealt per hit can be increased by the Spark Flame, Cinder Flame, and Ultra Split Flame abilities. Number of targets hit can be increased by the Split Flame and Ultra Split Flame abilities.&lt;br /&gt;
&lt;br /&gt;
===Wall Jump===&lt;br /&gt;
&lt;br /&gt;
A true platforming staple, this skill allows you to jump off of vertical walls. Walls must be mostly vertical or else you won't be able to grab them. However, some walls with unusual shapes can still be grabbed for a wall jump. The act of wall jumping restores your double and triple jumps, unless you perform a &amp;quot;firsty.&amp;quot; (See [[Ori/Techniques and Glitches|Techniques and Glitches]] for more on firsties.)&lt;br /&gt;
&lt;br /&gt;
There are no abilities that affect Wall Jump.&lt;br /&gt;
&lt;br /&gt;
===Charge Flame===&lt;br /&gt;
&lt;br /&gt;
Charge Flame allows you to store power to perform an explosive attack, dealing damage in a radius and repelling enemy projectiles. You store a charge by holding the X button or left mouse button for 1 second, then detonate by releasing the button. Charge Flame deals 12 damage in a small area surrounding Sein's location. It also causes projectiles to be reflected directly away from the center of the explosion. Reflected projectiles become capable of hitting the enemy which originally shot them, dealing a significant amount of damage.&lt;br /&gt;
&lt;br /&gt;
Charge Flame damage and effect radius can be increased by the Charge Flame Burn and Charge Flame Blast abilities. Charge Flame energy cost can be reduced by the Charge Flame Efficiency ability.&lt;br /&gt;
&lt;br /&gt;
===Double Jump===&lt;br /&gt;
&lt;br /&gt;
Another platforming staple, this skill allows you to perform a second jump while in midair. Unlike in many other platformers, the primary benefit of Double Jump is to gain additional distance, not additional height. With the second jump, you gain approximately 50% additional height, but 100% additional distance.&lt;br /&gt;
&lt;br /&gt;
There are technically no abilities that affect Double Jump, but Triple Jump does require it.&lt;br /&gt;
&lt;br /&gt;
===Bash===&lt;br /&gt;
&lt;br /&gt;
The signature skill of Ori and the Blind Forest. Bash allows you to grab an enemy or projectile, even in midair, and use it to propel Ori in one direction while the target flies in the opposite direction. Certain environmental objects (lanterns and brambles, for example) can also be used to Bash. As with Charge Flame, enemy projectiles redirected by Bash can hit the enemy which originally shot them. Bash also deals 3 damage to an enemy used to perform a Bash.&lt;br /&gt;
&lt;br /&gt;
Bash has numerous uses, both casually and in speedruns. Bash can be used to move enemies out of the way, into areas they are not normally intended to go, or simply to kill them. Bash is the foundation of one of the biggest sequence breaks in the game (the Sorrow Bash) and permits extremely fast movement through the &amp;quot;Bash gliding&amp;quot; technique (see [[Ori/Techniques and Glitches|Techniques and Glitches]]).&lt;br /&gt;
&lt;br /&gt;
Bash damage and effects can be improved by the Ultra Bash ability.&lt;br /&gt;
&lt;br /&gt;
===Stomp===&lt;br /&gt;
&lt;br /&gt;
Stomp allows you to slam into the ground from midair, dealing 15 damage in a small area and destroying certain environmental barriers. Like Charge Flame, Stomp reflects projectiles away from the impact site. When you perform a Stomp, Ori will wind up briefly, then begin falling much faster than gravity normally allows. If you let go of the down key/button or S key, Ori will eventually leave the Stomp animation and fall normally, but retain the Stomp falling speed. The only difference is that this causes Ori to land without an impact; it is not clear if this results in a time save compared to a full Stomp.&lt;br /&gt;
&lt;br /&gt;
Stomp damage and effect radius can be increased by the Ultra Stomp ability.&lt;br /&gt;
&lt;br /&gt;
===Kuro's Feather===&lt;br /&gt;
&lt;br /&gt;
Kuro's Feather allows you to glide through the air, reducing the effect of gravity on Ori. You can also use it to ride the wind in areas where it has been restored. Riding the wind causes Ori to rise gradually and restores your double and triple jumps. The Feather can be used in conjunction with Bash gliding (see [[Ori/Techniques and Glitches|Techniques and Glitches]]) to sustain high speed over a long distance.&lt;br /&gt;
&lt;br /&gt;
There are no abilities that affect Kuro's Feather.&lt;br /&gt;
&lt;br /&gt;
===Climb===&lt;br /&gt;
&lt;br /&gt;
Possibly the least useful individual skill, Climb allows you to grab a wall and maintain your position on it. You can also then manually climb up or down by pressing the appropriate directional input. This can be used to make complex wall jumping sections easier, and also to permit Charge Jumping from a wall.&lt;br /&gt;
&lt;br /&gt;
There are no abilities that affect Climb.&lt;br /&gt;
&lt;br /&gt;
===Charge Jump===&lt;br /&gt;
&lt;br /&gt;
Charge Jump allows you to build up power to unleash in a burst, jumping substantially higher than normal and passing through enemies and barriers. You can charge by holding the LT button or W/up keys for 0.5 seconds, then press the A button or space bar to jump. Enemies caught in the path of the jump take 50 damage.&lt;br /&gt;
&lt;br /&gt;
There are no abilities that affect Charge Jump.&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Abilities are enhancements to Ori's existing capabilities which can be acquired by spending ability points. Each Ori levels up or picks up an ability cell, she gains an ability point. By pressing the B button or E key at a Soul Link or Spirit Well, you can access the ability tree and learn new abilities. Each ability has a cost ranging from 1-3 ability points.&lt;br /&gt;
&lt;br /&gt;
==Leveling Up==&lt;br /&gt;
&lt;br /&gt;
Ori levels up by acquiring Spirit Light (or &amp;quot;XP,&amp;quot; as most people call it). Leveling up grants an ability point, refills Ori's health and energy, and generates an explosion that deals 20 damage to enemies across a wide area (basically the entire screen). As you gain additional levels, the amount of XP needed to level up increases. Acquiring an ability point does not affect Ori's level or XP count.&lt;br /&gt;
&lt;br /&gt;
Here is a list of XP amounts needed to level up:&lt;br /&gt;
&lt;br /&gt;
:Level 1: 25 XP&lt;br /&gt;
:Level 2: 50 XP&lt;br /&gt;
:Level 3: 100 XP&lt;br /&gt;
:Level 4: 175 XP&lt;br /&gt;
:Level 5: 275 XP&lt;br /&gt;
:Level 6: 400 XP&lt;br /&gt;
:Level 7: 500 XP&lt;br /&gt;
:Level 8 and beyond: (level-2) x 100 XP&lt;br /&gt;
&lt;br /&gt;
==Survival Abilities (Blue)==&lt;br /&gt;
&lt;br /&gt;
This section of the ability tree consists of abilities which enhance Ori's survivability and recovery. This is the most commonly used tree in speedruns due to the presence of Rekindle and Triple Jump.&lt;br /&gt;
&lt;br /&gt;
;Rekindle (1 AP)&lt;br /&gt;
:Allows you to reuse a Soul Link by standing near it and holding down the B button or E key for a short time. Also reduces the cooldown of Soul Link from 20 seconds to 10 seconds. Used primarily for performing save glitches without needing to spend another ability point.&lt;br /&gt;
&lt;br /&gt;
;Regroup (1 AP)&lt;br /&gt;
:Causes Soul Links to restore 1 health when created.&lt;br /&gt;
&lt;br /&gt;
;Charge Flame Efficiency (1 AP)&lt;br /&gt;
:Reduces the cost of Charge Flame from 1 energy to 1/2 energy.&lt;br /&gt;
&lt;br /&gt;
;Ultra Soul Link (2 AP)&lt;br /&gt;
:Causes Soul Links to restore 2 health when created. (Replaces the effect of Regroup.)&lt;br /&gt;
&lt;br /&gt;
;Water Breath (2 AP)&lt;br /&gt;
:Allows Ori to breathe indefinitely underwater.&lt;br /&gt;
&lt;br /&gt;
;Soul Link Efficiency (2 AP)&lt;br /&gt;
:Reduces the cost of creating a Soul Link from 1 energy to 1/2 energy.&lt;br /&gt;
&lt;br /&gt;
;Triple Jump (3 AP)&lt;br /&gt;
:Allows Ori to perform an additional midair jump. As with Double Jump, the additional jump only increases your vertical distance by another 50%, but your horizontal distance by another 100%. However, the small extra height gain and the general ability to jump an additional time permit some tricks that would not otherwise be possible.&lt;br /&gt;
&lt;br /&gt;
;Ultra Defense (3 AP)&lt;br /&gt;
:Reduces damage taken by 20%. Incoming damage is multiplied by 0.8 and then rounded down to the next half health. For example, a projectile which normally deals 2 damage will deal 1.5 damage after Ultra Defense (2 times 0.8 = 1.6, rounds down to 1.5).&lt;br /&gt;
&lt;br /&gt;
==Exploration Abilities (Purple)==&lt;br /&gt;
&lt;br /&gt;
This section of the ability tree consists of abilities which aid Ori in exploring the game world. Aside from Spirit Magnet, most abilities in this tree are not useful for speedruns.&lt;br /&gt;
&lt;br /&gt;
;Spirit Magnet (1 AP)&lt;br /&gt;
:Causes health, energy, and spirit drops to be attracted to Ori from a short distance away. Indispensable for allowing the fast execution of XP routes in speedruns.&lt;br /&gt;
&lt;br /&gt;
;Map Markers (1 AP)&lt;br /&gt;
:Adds markers on the map for skill trees, map stones and fragments, key doors and keys, energy gates, breakable walls and floors, spirit wells, and spirit light containers.&lt;br /&gt;
&lt;br /&gt;
;Life Efficiency (1 AP)&lt;br /&gt;
:Causes health drops to restore 2 health each instead of 1 health.&lt;br /&gt;
&lt;br /&gt;
;Ultra Spirit Magnet (1 AP)&lt;br /&gt;
:Causes health, energy, and spirit drops to be attracted to Ori from almost anywhere.&lt;br /&gt;
&lt;br /&gt;
;Energy Efficiency (2 AP)&lt;br /&gt;
:Causes energy drops to restore 2 energy each instead of 1 energy.&lt;br /&gt;
&lt;br /&gt;
;Ability Markers (2 AP)&lt;br /&gt;
:Adds markers on the map for ability cells.&lt;br /&gt;
&lt;br /&gt;
;Spirit Efficiency (2 AP)&lt;br /&gt;
:Doubles the amount of XP gained from XP drops.&lt;br /&gt;
&lt;br /&gt;
;Life Markers (2 AP)&lt;br /&gt;
:Adds markers on the map for health cells.&lt;br /&gt;
&lt;br /&gt;
;Energy Markers (2 AP)&lt;br /&gt;
:Adds markers on the map for energy cells.&lt;br /&gt;
&lt;br /&gt;
;Sense (3 AP)&lt;br /&gt;
:Reveals hidden areas in the game world, but not on the map.&lt;br /&gt;
&lt;br /&gt;
==Offense Abilities (Red)==&lt;br /&gt;
&lt;br /&gt;
This section of the ability tree consists of abilities that augment Ori's damage capabilities. Because there is very little actual combat in a speedrun, these abilities mostly turn out not to save as much time as it costs to learn them. Quick Flame is the most common exception to this rule.&lt;br /&gt;
&lt;br /&gt;
;Quick Flame (1 AP)&lt;br /&gt;
:Increases the number of shots you can fire at minimum delay (0.2 seconds) from 2 to 3. After firing 3 shots at this speed, you incur the 0.5 second cooldown. If you instead fire two shots with a 0.2 second delay, then wait 0.3 seconds, then your next shot will not trigger the cooldown. Thus, the optimal firing cadence is to shoot, wait 0.2 seconds, shoot, wait for 0.3 seconds, repeat. This is an overall DPS increase of 20% compared to perfect shot timing with the base Spirit Flame.&lt;br /&gt;
&lt;br /&gt;
;Spark Flame (1 AP)&lt;br /&gt;
:Increases the damage of Spirit Flame shots from 2 to 3.&lt;br /&gt;
&lt;br /&gt;
;Charge Flame Burn (1 AP)&lt;br /&gt;
:Increases the damage of Charge Flame from 12 to 18, and increases the explosion radius as well.&lt;br /&gt;
&lt;br /&gt;
;Split Flame (1 AP)&lt;br /&gt;
:Splits the Spirit Flame into two projectiles which deal full damage to two separate targets. Each projectile must hit a different target, so if there is only one target you will only fire one projectile.&lt;br /&gt;
&lt;br /&gt;
;Ultra Bash (2 AP)&lt;br /&gt;
:Increases the damage of Bash from 3 to 5, and also increases the duration of Ori's invincibility during a Bash, allowing her to pass through enemies that are in the way. All enemies touched during the Bash take 5 damage as well.&lt;br /&gt;
&lt;br /&gt;
;Cinder Flame (2 AP)&lt;br /&gt;
:Increases the damage of Spirit Flame shots from 3 to 4.&lt;br /&gt;
&lt;br /&gt;
;Ultra Stomp (2 AP)&lt;br /&gt;
:Increases the damage of Stomp from 15 to 25, and increases the damage radius as well.&lt;br /&gt;
&lt;br /&gt;
;Rapid Flame (2 AP)&lt;br /&gt;
:Eliminates the 0.5 second cooldown of firing Spirit Flame shots rapidly, allowing Ori to fire shots every 0.2 seconds. This is an overall DPS increase of 25% compared to perfect shot timing with Quick Flame.&lt;br /&gt;
&lt;br /&gt;
;Charge Flame Blast (3 AP)&lt;br /&gt;
:Increases the damage of Charge Flame from 18 to 24, and increases the explosion radius even further.&lt;br /&gt;
&lt;br /&gt;
;Ultra Split Flame (3 AP)&lt;br /&gt;
:Increases the damage of Spirit Flame shots from 4 to 6, and splits it into four projectiles which deal full damage to four separate targets. As with Split Flame, each projectile must hit a different target,.&lt;/div&gt;</summary>
		<author><name>Vulajin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori/Skills_and_Abilities</id>
		<title>Ori/Skills and Abilities</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori/Skills_and_Abilities"/>
				<updated>2016-03-01T02:01:19Z</updated>
		
		<summary type="html">&lt;p&gt;Vulajin: /* Survival Abilities (Blue) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page covers the various skills and abilities which Ori may acquire during her journey.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Skills are new capabilities which Ori can acquire to substantially change the way she interacts with the game world. In casual play, you are expected to acquire all the skills, but in speedruns, several of them are skippable. Skills are learned from skill trees, except for Spirit Flame and Kuro's Feather. Acquiring a skill fully restores Ori's health and energy, except for Kuro's Feather, which does not do so.&lt;br /&gt;
&lt;br /&gt;
===Spirit Flame===&lt;br /&gt;
&lt;br /&gt;
Spirit Flame is Ori's weapon, wielded by pressing the X button or left-clicking. Projectiles will shoot from Sein toward the nearest enemy. The target is indicated by Sein floating near an enemy and highlighting it slightly. With no upgrades, Spirit Flame deals 2 damage per hit. There is a minimum delay of 0.2 seconds between shots, but you can only fire two shots at this speed before triggering a 0.5 second cooldown. You can avoid triggering the 0.5 second cooldown by waiting at least 0.3 seconds between shots.&lt;br /&gt;
&lt;br /&gt;
Spirit Flame attack speed can be increased by the Quick Flame and Rapid Flame abilities. Damage dealt per hit can be increased by the Spark Flame, Cinder Flame, and Ultra Split Flame abilities. Number of targets hit can be increased by the Split Flame and Ultra Split Flame abilities.&lt;br /&gt;
&lt;br /&gt;
===Wall Jump===&lt;br /&gt;
&lt;br /&gt;
A true platforming staple, this skill allows you to jump off of vertical walls. Walls must be mostly vertical or else you won't be able to grab them. However, some walls with unusual shapes can still be grabbed for a wall jump. The act of wall jumping restores your double and triple jumps, unless you perform a &amp;quot;firsty.&amp;quot; (See [[Ori/Techniques and Glitches|Techniques and Glitches]] for more on firsties.)&lt;br /&gt;
&lt;br /&gt;
There are no abilities that affect Wall Jump.&lt;br /&gt;
&lt;br /&gt;
===Charge Flame===&lt;br /&gt;
&lt;br /&gt;
Charge Flame allows you to store power to perform an explosive attack, dealing damage in a radius and repelling enemy projectiles. You store a charge by holding the X button or left mouse button for 1 second, then detonate by releasing the button. Charge Flame deals 12 damage in a small area surrounding Sein's location. It also causes projectiles to be reflected directly away from the center of the explosion. Reflected projectiles become capable of hitting the enemy which originally shot them, dealing a significant amount of damage.&lt;br /&gt;
&lt;br /&gt;
Charge Flame damage and effect radius can be increased by the Charge Flame Burn and Charge Flame Blast abilities. Charge Flame energy cost can be reduced by the Charge Flame Efficiency ability.&lt;br /&gt;
&lt;br /&gt;
===Double Jump===&lt;br /&gt;
&lt;br /&gt;
Another platforming staple, this skill allows you to perform a second jump while in midair. Unlike in many other platformers, the primary benefit of Double Jump is to gain additional distance, not additional height. With the second jump, you gain approximately 50% additional height, but 100% additional distance.&lt;br /&gt;
&lt;br /&gt;
There are technically no abilities that affect Double Jump, but Triple Jump does require it.&lt;br /&gt;
&lt;br /&gt;
===Bash===&lt;br /&gt;
&lt;br /&gt;
The signature skill of Ori and the Blind Forest. Bash allows you to grab an enemy or projectile, even in midair, and use it to propel Ori in one direction while the target flies in the opposite direction. Certain environmental objects (lanterns and brambles, for example) can also be used to Bash. As with Charge Flame, enemy projectiles redirected by Bash can hit the enemy which originally shot them. Bash also deals 3 damage to an enemy used to perform a Bash.&lt;br /&gt;
&lt;br /&gt;
Bash has numerous uses, both casually and in speedruns. Bash can be used to move enemies out of the way, into areas they are not normally intended to go, or simply to kill them. Bash is the foundation of one of the biggest sequence breaks in the game (the Sorrow Bash) and permits extremely fast movement through the &amp;quot;Bash gliding&amp;quot; technique (see [[Ori/Techniques and Glitches|Techniques and Glitches]]).&lt;br /&gt;
&lt;br /&gt;
Bash damage and effects can be improved by the Ultra Bash ability.&lt;br /&gt;
&lt;br /&gt;
===Stomp===&lt;br /&gt;
&lt;br /&gt;
Stomp allows you to slam into the ground from midair, dealing 15 damage in a small area and destroying certain environmental barriers. Like Charge Flame, Stomp reflects projectiles away from the impact site. When you perform a Stomp, Ori will wind up briefly, then begin falling much faster than gravity normally allows. If you let go of the down key/button or S key, Ori will eventually leave the Stomp animation and fall normally, but retain the Stomp falling speed. The only difference is that this causes Ori to land without an impact; it is not clear if this results in a time save compared to a full Stomp.&lt;br /&gt;
&lt;br /&gt;
Stomp damage and effect radius can be increased by the Ultra Stomp ability.&lt;br /&gt;
&lt;br /&gt;
===Kuro's Feather===&lt;br /&gt;
&lt;br /&gt;
Kuro's Feather allows you to glide through the air, reducing the effect of gravity on Ori. You can also use it to ride the wind in areas where it has been restored. Riding the wind causes Ori to rise gradually and restores your double and triple jumps. The Feather can be used in conjunction with Bash gliding (see [[Ori/Techniques and Glitches|Techniques and Glitches]]) to sustain high speed over a long distance.&lt;br /&gt;
&lt;br /&gt;
There are no abilities that affect Kuro's Feather.&lt;br /&gt;
&lt;br /&gt;
===Climb===&lt;br /&gt;
&lt;br /&gt;
Possibly the least useful individual skill, Climb allows you to grab a wall and maintain your position on it. You can also then manually climb up or down by pressing the appropriate directional input. This can be used to make complex wall jumping sections easier, and also to permit Charge Jumping from a wall.&lt;br /&gt;
&lt;br /&gt;
There are no abilities that affect Climb.&lt;br /&gt;
&lt;br /&gt;
===Charge Jump===&lt;br /&gt;
&lt;br /&gt;
Charge Jump allows you to build up power to unleash in a burst, jumping substantially higher than normal and passing through enemies and barriers. You can charge by holding the LT button or W/up keys for 0.5 seconds, then press the A button or space bar to jump. Enemies caught in the path of the jump take 50 damage.&lt;br /&gt;
&lt;br /&gt;
There are no abilities that affect Charge Jump.&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Abilities are enhancements to Ori's existing capabilities which can be acquired by spending ability points. Each Ori levels up or picks up an ability cell, she gains an ability point. By pressing the B button or E key at a Soul Link or Spirit Well, you can access the ability tree and learn new abilities. Each ability has a cost ranging from 1-3 ability points.&lt;br /&gt;
&lt;br /&gt;
==Survival Abilities (Blue)==&lt;br /&gt;
&lt;br /&gt;
This section of the ability tree consists of abilities which enhance Ori's survivability and recovery. This is the most commonly used tree in speedruns due to the presence of Rekindle and Triple Jump.&lt;br /&gt;
&lt;br /&gt;
;Rekindle (1 AP)&lt;br /&gt;
:Allows you to reuse a Soul Link by standing near it and holding down the B button or E key for a short time. Also reduces the cooldown of Soul Link from 20 seconds to 10 seconds. Used primarily for performing save glitches without needing to spend another ability point.&lt;br /&gt;
&lt;br /&gt;
;Regroup (1 AP)&lt;br /&gt;
:Causes Soul Links to restore 1 health when created.&lt;br /&gt;
&lt;br /&gt;
;Charge Flame Efficiency (1 AP)&lt;br /&gt;
:Reduces the cost of Charge Flame from 1 energy to 1/2 energy.&lt;br /&gt;
&lt;br /&gt;
;Ultra Soul Link (2 AP)&lt;br /&gt;
:Causes Soul Links to restore 2 health when created. (Replaces the effect of Regroup.)&lt;br /&gt;
&lt;br /&gt;
;Water Breath (2 AP)&lt;br /&gt;
:Allows Ori to breathe indefinitely underwater.&lt;br /&gt;
&lt;br /&gt;
;Soul Link Efficiency (2 AP)&lt;br /&gt;
:Reduces the cost of creating a Soul Link from 1 energy to 1/2 energy.&lt;br /&gt;
&lt;br /&gt;
;Triple Jump (3 AP)&lt;br /&gt;
:Allows Ori to perform an additional midair jump. As with Double Jump, the additional jump only increases your vertical distance by another 50%, but your horizontal distance by another 100%. However, the small extra height gain and the general ability to jump an additional time permit some tricks that would not otherwise be possible.&lt;br /&gt;
&lt;br /&gt;
;Ultra Defense (3 AP)&lt;br /&gt;
:Reduces damage taken by 20%. Incoming damage is multiplied by 0.8 and then rounded down to the next half health. For example, a projectile which normally deals 2 damage will deal 1.5 damage after Ultra Defense (2 times 0.8 = 1.6, rounds down to 1.5).&lt;br /&gt;
&lt;br /&gt;
==Exploration Abilities (Purple)==&lt;br /&gt;
&lt;br /&gt;
This section of the ability tree consists of abilities which aid Ori in exploring the game world. Aside from Spirit Magnet, most abilities in this tree are not useful for speedruns.&lt;br /&gt;
&lt;br /&gt;
;Spirit Magnet (1 AP)&lt;br /&gt;
:Causes health, energy, and spirit drops to be attracted to Ori from a short distance away. Indispensable for allowing the fast execution of XP routes in speedruns.&lt;br /&gt;
&lt;br /&gt;
;Map Markers (1 AP)&lt;br /&gt;
:Adds markers on the map for skill trees, map stones and fragments, key doors and keys, energy gates, breakable walls and floors, spirit wells, and spirit light containers.&lt;br /&gt;
&lt;br /&gt;
;Life Efficiency (1 AP)&lt;br /&gt;
:Causes health drops to restore 2 health each instead of 1 health.&lt;br /&gt;
&lt;br /&gt;
;Ultra Spirit Magnet (1 AP)&lt;br /&gt;
:Causes health, energy, and spirit drops to be attracted to Ori from almost anywhere.&lt;br /&gt;
&lt;br /&gt;
;Energy Efficiency (2 AP)&lt;br /&gt;
:Causes energy drops to restore 2 energy each instead of 1 energy.&lt;br /&gt;
&lt;br /&gt;
;Ability Markers (2 AP)&lt;br /&gt;
:Adds markers on the map for ability cells.&lt;br /&gt;
&lt;br /&gt;
;Spirit Efficiency (2 AP)&lt;br /&gt;
:Doubles the amount of XP gained from XP drops.&lt;br /&gt;
&lt;br /&gt;
;Life Markers (2 AP)&lt;br /&gt;
:Adds markers on the map for health cells.&lt;br /&gt;
&lt;br /&gt;
;Energy Markers (2 AP)&lt;br /&gt;
:Adds markers on the map for energy cells.&lt;br /&gt;
&lt;br /&gt;
;Sense (3 AP)&lt;br /&gt;
:Reveals hidden areas in the game world, but not on the map.&lt;br /&gt;
&lt;br /&gt;
==Offense Abilities (Red)==&lt;br /&gt;
&lt;br /&gt;
This section of the ability tree consists of abilities that augment Ori's damage capabilities. Because there is very little actual combat in a speedrun, these abilities mostly turn out not to save as much time as it costs to learn them. Quick Flame is the most common exception to this rule.&lt;br /&gt;
&lt;br /&gt;
;Quick Flame (1 AP)&lt;br /&gt;
:Increases the number of shots you can fire at minimum delay (0.2 seconds) from 2 to 3. After firing 3 shots at this speed, you incur the 0.5 second cooldown. If you instead fire two shots with a 0.2 second delay, then wait 0.3 seconds, then your next shot will not trigger the cooldown. Thus, the optimal firing cadence is to shoot, wait 0.2 seconds, shoot, wait for 0.3 seconds, repeat. This is an overall DPS increase of 20% compared to perfect shot timing with the base Spirit Flame.&lt;br /&gt;
&lt;br /&gt;
;Spark Flame (1 AP)&lt;br /&gt;
:Increases the damage of Spirit Flame shots from 2 to 3.&lt;br /&gt;
&lt;br /&gt;
;Charge Flame Burn (1 AP)&lt;br /&gt;
:Increases the damage of Charge Flame from 12 to 18, and increases the explosion radius as well.&lt;br /&gt;
&lt;br /&gt;
;Split Flame (1 AP)&lt;br /&gt;
:Splits the Spirit Flame into two projectiles which deal full damage to two separate targets. Each projectile must hit a different target, so if there is only one target you will only fire one projectile.&lt;br /&gt;
&lt;br /&gt;
;Ultra Bash (2 AP)&lt;br /&gt;
:Increases the damage of Bash from 3 to 5, and also increases the duration of Ori's invincibility during a Bash, allowing her to pass through enemies that are in the way. All enemies touched during the Bash take 5 damage as well.&lt;br /&gt;
&lt;br /&gt;
;Cinder Flame (2 AP)&lt;br /&gt;
:Increases the damage of Spirit Flame shots from 3 to 4.&lt;br /&gt;
&lt;br /&gt;
;Ultra Stomp (2 AP)&lt;br /&gt;
:Increases the damage of Stomp from 15 to 25, and increases the damage radius as well.&lt;br /&gt;
&lt;br /&gt;
;Rapid Flame (2 AP)&lt;br /&gt;
:Eliminates the 0.5 second cooldown of firing Spirit Flame shots rapidly, allowing Ori to fire shots every 0.2 seconds. This is an overall DPS increase of 25% compared to perfect shot timing with Quick Flame.&lt;br /&gt;
&lt;br /&gt;
;Charge Flame Blast (3 AP)&lt;br /&gt;
:Increases the damage of Charge Flame from 18 to 24, and increases the explosion radius even further.&lt;br /&gt;
&lt;br /&gt;
;Ultra Split Flame (3 AP)&lt;br /&gt;
:Increases the damage of Spirit Flame shots from 4 to 6, and splits it into four projectiles which deal full damage to four separate targets. As with Split Flame, each projectile must hit a different target,.&lt;/div&gt;</summary>
		<author><name>Vulajin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori/Skills_and_Abilities</id>
		<title>Ori/Skills and Abilities</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori/Skills_and_Abilities"/>
				<updated>2016-03-01T01:52:27Z</updated>
		
		<summary type="html">&lt;p&gt;Vulajin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page covers the various skills and abilities which Ori may acquire during her journey.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Skills are new capabilities which Ori can acquire to substantially change the way she interacts with the game world. In casual play, you are expected to acquire all the skills, but in speedruns, several of them are skippable. Skills are learned from skill trees, except for Spirit Flame and Kuro's Feather. Acquiring a skill fully restores Ori's health and energy, except for Kuro's Feather, which does not do so.&lt;br /&gt;
&lt;br /&gt;
===Spirit Flame===&lt;br /&gt;
&lt;br /&gt;
Spirit Flame is Ori's weapon, wielded by pressing the X button or left-clicking. Projectiles will shoot from Sein toward the nearest enemy. The target is indicated by Sein floating near an enemy and highlighting it slightly. With no upgrades, Spirit Flame deals 2 damage per hit. There is a minimum delay of 0.2 seconds between shots, but you can only fire two shots at this speed before triggering a 0.5 second cooldown. You can avoid triggering the 0.5 second cooldown by waiting at least 0.3 seconds between shots.&lt;br /&gt;
&lt;br /&gt;
Spirit Flame attack speed can be increased by the Quick Flame and Rapid Flame abilities. Damage dealt per hit can be increased by the Spark Flame, Cinder Flame, and Ultra Split Flame abilities. Number of targets hit can be increased by the Split Flame and Ultra Split Flame abilities.&lt;br /&gt;
&lt;br /&gt;
===Wall Jump===&lt;br /&gt;
&lt;br /&gt;
A true platforming staple, this skill allows you to jump off of vertical walls. Walls must be mostly vertical or else you won't be able to grab them. However, some walls with unusual shapes can still be grabbed for a wall jump. The act of wall jumping restores your double and triple jumps, unless you perform a &amp;quot;firsty.&amp;quot; (See [[Ori/Techniques and Glitches|Techniques and Glitches]] for more on firsties.)&lt;br /&gt;
&lt;br /&gt;
There are no abilities that affect Wall Jump.&lt;br /&gt;
&lt;br /&gt;
===Charge Flame===&lt;br /&gt;
&lt;br /&gt;
Charge Flame allows you to store power to perform an explosive attack, dealing damage in a radius and repelling enemy projectiles. You store a charge by holding the X button or left mouse button for 1 second, then detonate by releasing the button. Charge Flame deals 12 damage in a small area surrounding Sein's location. It also causes projectiles to be reflected directly away from the center of the explosion. Reflected projectiles become capable of hitting the enemy which originally shot them, dealing a significant amount of damage.&lt;br /&gt;
&lt;br /&gt;
Charge Flame damage and effect radius can be increased by the Charge Flame Burn and Charge Flame Blast abilities. Charge Flame energy cost can be reduced by the Charge Flame Efficiency ability.&lt;br /&gt;
&lt;br /&gt;
===Double Jump===&lt;br /&gt;
&lt;br /&gt;
Another platforming staple, this skill allows you to perform a second jump while in midair. Unlike in many other platformers, the primary benefit of Double Jump is to gain additional distance, not additional height. With the second jump, you gain approximately 50% additional height, but 100% additional distance.&lt;br /&gt;
&lt;br /&gt;
There are technically no abilities that affect Double Jump, but Triple Jump does require it.&lt;br /&gt;
&lt;br /&gt;
===Bash===&lt;br /&gt;
&lt;br /&gt;
The signature skill of Ori and the Blind Forest. Bash allows you to grab an enemy or projectile, even in midair, and use it to propel Ori in one direction while the target flies in the opposite direction. Certain environmental objects (lanterns and brambles, for example) can also be used to Bash. As with Charge Flame, enemy projectiles redirected by Bash can hit the enemy which originally shot them. Bash also deals 3 damage to an enemy used to perform a Bash.&lt;br /&gt;
&lt;br /&gt;
Bash has numerous uses, both casually and in speedruns. Bash can be used to move enemies out of the way, into areas they are not normally intended to go, or simply to kill them. Bash is the foundation of one of the biggest sequence breaks in the game (the Sorrow Bash) and permits extremely fast movement through the &amp;quot;Bash gliding&amp;quot; technique (see [[Ori/Techniques and Glitches|Techniques and Glitches]]).&lt;br /&gt;
&lt;br /&gt;
Bash damage and effects can be improved by the Ultra Bash ability.&lt;br /&gt;
&lt;br /&gt;
===Stomp===&lt;br /&gt;
&lt;br /&gt;
Stomp allows you to slam into the ground from midair, dealing 15 damage in a small area and destroying certain environmental barriers. Like Charge Flame, Stomp reflects projectiles away from the impact site. When you perform a Stomp, Ori will wind up briefly, then begin falling much faster than gravity normally allows. If you let go of the down key/button or S key, Ori will eventually leave the Stomp animation and fall normally, but retain the Stomp falling speed. The only difference is that this causes Ori to land without an impact; it is not clear if this results in a time save compared to a full Stomp.&lt;br /&gt;
&lt;br /&gt;
Stomp damage and effect radius can be increased by the Ultra Stomp ability.&lt;br /&gt;
&lt;br /&gt;
===Kuro's Feather===&lt;br /&gt;
&lt;br /&gt;
Kuro's Feather allows you to glide through the air, reducing the effect of gravity on Ori. You can also use it to ride the wind in areas where it has been restored. Riding the wind causes Ori to rise gradually and restores your double and triple jumps. The Feather can be used in conjunction with Bash gliding (see [[Ori/Techniques and Glitches|Techniques and Glitches]]) to sustain high speed over a long distance.&lt;br /&gt;
&lt;br /&gt;
There are no abilities that affect Kuro's Feather.&lt;br /&gt;
&lt;br /&gt;
===Climb===&lt;br /&gt;
&lt;br /&gt;
Possibly the least useful individual skill, Climb allows you to grab a wall and maintain your position on it. You can also then manually climb up or down by pressing the appropriate directional input. This can be used to make complex wall jumping sections easier, and also to permit Charge Jumping from a wall.&lt;br /&gt;
&lt;br /&gt;
There are no abilities that affect Climb.&lt;br /&gt;
&lt;br /&gt;
===Charge Jump===&lt;br /&gt;
&lt;br /&gt;
Charge Jump allows you to build up power to unleash in a burst, jumping substantially higher than normal and passing through enemies and barriers. You can charge by holding the LT button or W/up keys for 0.5 seconds, then press the A button or space bar to jump. Enemies caught in the path of the jump take 50 damage.&lt;br /&gt;
&lt;br /&gt;
There are no abilities that affect Charge Jump.&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Abilities are enhancements to Ori's existing capabilities which can be acquired by spending ability points. Each Ori levels up or picks up an ability cell, she gains an ability point. By pressing the B button or E key at a Soul Link or Spirit Well, you can access the ability tree and learn new abilities. Each ability has a cost ranging from 1-3 ability points.&lt;br /&gt;
&lt;br /&gt;
==Survival Abilities (Blue)==&lt;br /&gt;
&lt;br /&gt;
This section of the ability tree consists of abilities which enhance Ori's survivability and recovery. This is the most commonly used tree in speedruns due to the presence of Rekindle and Triple Jump.&lt;br /&gt;
&lt;br /&gt;
;Rekindle (1 AP)&lt;br /&gt;
:Allows you to reuse a Soul Link by standing near it and holding down the B button or E key for a short time. Also reduces the cooldown of Soul Link from 20 seconds to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
;Regroup (1 AP)&lt;br /&gt;
:Causes Soul Links to restore 1 health when created.&lt;br /&gt;
&lt;br /&gt;
;Charge Flame Efficiency (1 AP)&lt;br /&gt;
:Reduces the cost of Charge Flame from 1 energy to 1/2 energy.&lt;br /&gt;
&lt;br /&gt;
;Ultra Soul Link (2 AP)&lt;br /&gt;
:Causes Soul Links to restore 2 health when created.&lt;br /&gt;
&lt;br /&gt;
;Water Breath (2 AP)&lt;br /&gt;
:Allows Ori to breathe indefinitely underwater.&lt;br /&gt;
&lt;br /&gt;
;Soul Link Efficiency (2 AP)&lt;br /&gt;
:Reduces the cost of creating a Soul Link from 1 energy to 1/2 energy.&lt;br /&gt;
&lt;br /&gt;
;Triple Jump (3 AP)&lt;br /&gt;
:Allows Ori to perform an additional midair jump. As with Double Jump, the additional jump only increases your vertical distance by another 50%, but your horizontal distance by another 100%. However, the small extra height gain and the general ability to jump an additional time permit some tricks that would not otherwise be possible.&lt;br /&gt;
&lt;br /&gt;
;Ultra Defense (3 AP)&lt;br /&gt;
:Reduces damage taken by 20%. Incoming damage is multiplied by 0.8 and then rounded down to the next half health. For example, a projectile which normally deals 2 damage will deal 1.5 damage after Ultra Defense (2 times 0.8 = 1.6, rounds down to 1.5).&lt;br /&gt;
&lt;br /&gt;
==Exploration Abilities (Purple)==&lt;br /&gt;
&lt;br /&gt;
This section of the ability tree consists of abilities which aid Ori in exploring the game world. Aside from Spirit Magnet, most abilities in this tree are not useful for speedruns.&lt;br /&gt;
&lt;br /&gt;
;Spirit Magnet (1 AP)&lt;br /&gt;
:Causes health, energy, and spirit drops to be attracted to Ori from a short distance away. Indispensable for allowing the fast execution of XP routes in speedruns.&lt;br /&gt;
&lt;br /&gt;
;Map Markers (1 AP)&lt;br /&gt;
:Adds markers on the map for skill trees, map stones and fragments, key doors and keys, energy gates, breakable walls and floors, spirit wells, and spirit light containers.&lt;br /&gt;
&lt;br /&gt;
;Life Efficiency (1 AP)&lt;br /&gt;
:Causes health drops to restore 2 health each instead of 1 health.&lt;br /&gt;
&lt;br /&gt;
;Ultra Spirit Magnet (1 AP)&lt;br /&gt;
:Causes health, energy, and spirit drops to be attracted to Ori from almost anywhere.&lt;br /&gt;
&lt;br /&gt;
;Energy Efficiency (2 AP)&lt;br /&gt;
:Causes energy drops to restore 2 energy each instead of 1 energy.&lt;br /&gt;
&lt;br /&gt;
;Ability Markers (2 AP)&lt;br /&gt;
:Adds markers on the map for ability cells.&lt;br /&gt;
&lt;br /&gt;
;Spirit Efficiency (2 AP)&lt;br /&gt;
:Doubles the amount of XP gained from XP drops.&lt;br /&gt;
&lt;br /&gt;
;Life Markers (2 AP)&lt;br /&gt;
:Adds markers on the map for health cells.&lt;br /&gt;
&lt;br /&gt;
;Energy Markers (2 AP)&lt;br /&gt;
:Adds markers on the map for energy cells.&lt;br /&gt;
&lt;br /&gt;
;Sense (3 AP)&lt;br /&gt;
:Reveals hidden areas in the game world, but not on the map.&lt;br /&gt;
&lt;br /&gt;
==Offense Abilities (Red)==&lt;br /&gt;
&lt;br /&gt;
This section of the ability tree consists of abilities that augment Ori's damage capabilities. Because there is very little actual combat in a speedrun, these abilities mostly turn out not to save as much time as it costs to learn them. Quick Flame is the most common exception to this rule.&lt;br /&gt;
&lt;br /&gt;
;Quick Flame (1 AP)&lt;br /&gt;
:Increases the number of shots you can fire at minimum delay (0.2 seconds) from 2 to 3. After firing 3 shots at this speed, you incur the 0.5 second cooldown. If you instead fire two shots with a 0.2 second delay, then wait 0.3 seconds, then your next shot will not trigger the cooldown. Thus, the optimal firing cadence is to shoot, wait 0.2 seconds, shoot, wait for 0.3 seconds, repeat. This is an overall DPS increase of 20% compared to perfect shot timing with the base Spirit Flame.&lt;br /&gt;
&lt;br /&gt;
;Spark Flame (1 AP)&lt;br /&gt;
:Increases the damage of Spirit Flame shots from 2 to 3.&lt;br /&gt;
&lt;br /&gt;
;Charge Flame Burn (1 AP)&lt;br /&gt;
:Increases the damage of Charge Flame from 12 to 18, and increases the explosion radius as well.&lt;br /&gt;
&lt;br /&gt;
;Split Flame (1 AP)&lt;br /&gt;
:Splits the Spirit Flame into two projectiles which deal full damage to two separate targets. Each projectile must hit a different target, so if there is only one target you will only fire one projectile.&lt;br /&gt;
&lt;br /&gt;
;Ultra Bash (2 AP)&lt;br /&gt;
:Increases the damage of Bash from 3 to 5, and also increases the duration of Ori's invincibility during a Bash, allowing her to pass through enemies that are in the way. All enemies touched during the Bash take 5 damage as well.&lt;br /&gt;
&lt;br /&gt;
;Cinder Flame (2 AP)&lt;br /&gt;
:Increases the damage of Spirit Flame shots from 3 to 4.&lt;br /&gt;
&lt;br /&gt;
;Ultra Stomp (2 AP)&lt;br /&gt;
:Increases the damage of Stomp from 15 to 25, and increases the damage radius as well.&lt;br /&gt;
&lt;br /&gt;
;Rapid Flame (2 AP)&lt;br /&gt;
:Eliminates the 0.5 second cooldown of firing Spirit Flame shots rapidly, allowing Ori to fire shots every 0.2 seconds. This is an overall DPS increase of 25% compared to perfect shot timing with Quick Flame.&lt;br /&gt;
&lt;br /&gt;
;Charge Flame Blast (3 AP)&lt;br /&gt;
:Increases the damage of Charge Flame from 18 to 24, and increases the explosion radius even further.&lt;br /&gt;
&lt;br /&gt;
;Ultra Split Flame (3 AP)&lt;br /&gt;
:Increases the damage of Spirit Flame shots from 4 to 6, and splits it into four projectiles which deal full damage to four separate targets. As with Split Flame, each projectile must hit a different target,.&lt;/div&gt;</summary>
		<author><name>Vulajin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori/Skills_and_Abilities</id>
		<title>Ori/Skills and Abilities</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori/Skills_and_Abilities"/>
				<updated>2016-03-01T01:20:44Z</updated>
		
		<summary type="html">&lt;p&gt;Vulajin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page covers the various skills and abilities which Ori may acquire during her journey.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Skills are new capabilities which Ori can acquire to substantially change the way she interacts with the game world. In casual play, you are expected to acquire all the skills, but in speedruns, several of them are skippable. Skills are learned from skill trees, except for Spirit Flame and Kuro's Feather. Acquiring a skill fully restores Ori's health and energy, except for Kuro's Feather, which does not do so.&lt;br /&gt;
&lt;br /&gt;
===Spirit Flame===&lt;br /&gt;
&lt;br /&gt;
Spirit Flame is Ori's weapon, wielded by pressing the X button or left-clicking. Projectiles will shoot from Sein toward the nearest enemy. The target is indicated by Sein floating near an enemy and highlighting it slightly. With no upgrades, Spirit Flame deals 2 damage per hit. There is a minimum delay of 0.2 seconds between shots, but you can only fire two shots at this speed before triggering a 0.5 second cooldown. You can avoid triggering the 0.5 second cooldown by waiting at least 0.3 seconds between shots.&lt;br /&gt;
&lt;br /&gt;
Spirit Flame attack speed can be increased by the Quick Flame and Rapid Flame abilities. Damage dealt per hit can be increased by the Spark Flame, Cinder Flame, and Ultra Split Flame abilities. Number of targets hit can be increased by the Split Flame and Ultra Split Flame abilities.&lt;br /&gt;
&lt;br /&gt;
===Wall Jump===&lt;br /&gt;
&lt;br /&gt;
A true platforming staple, this skill allows you to jump off of vertical walls. Walls must be mostly vertical or else you won't be able to grab them. However, some walls with unusual shapes can still be grabbed for a wall jump. The act of wall jumping restores your double and triple jumps, unless you perform a &amp;quot;firsty.&amp;quot; (See [[Ori/Techniques and Glitches|Techniques and Glitches]] for more on firsties.)&lt;br /&gt;
&lt;br /&gt;
There are no abilities that affect Wall Jump.&lt;br /&gt;
&lt;br /&gt;
===Charge Flame===&lt;br /&gt;
&lt;br /&gt;
Charge Flame allows you to store power to perform an explosive attack, dealing damage in a radius and repelling enemy projectiles. You store a charge by holding the X button or left mouse button for 1 second, then detonate by releasing the button. Charge Flame deals 12 damage in a small area surrounding Sein's location. It also causes projectiles to be reflected directly away from the center of the explosion. Reflected projectiles become capable of hitting the enemy which originally shot them, dealing a significant amount of damage.&lt;br /&gt;
&lt;br /&gt;
Charge Flame damage and effect radius can be increased by the Charge Flame Burn and Charge Flame Blast abilities. Charge Flame energy cost can be reduced by the Charge Flame Efficiency ability.&lt;br /&gt;
&lt;br /&gt;
===Double Jump===&lt;br /&gt;
&lt;br /&gt;
Another platforming staple, this skill allows you to perform a second jump while in midair. Unlike in many other platformers, the primary benefit of Double Jump is to gain additional distance, not additional height. With the second jump, you gain approximately 50% additional height, but 100% additional distance.&lt;br /&gt;
&lt;br /&gt;
There are technically no abilities that affect Double Jump, but Triple Jump does require it.&lt;br /&gt;
&lt;br /&gt;
===Bash===&lt;br /&gt;
&lt;br /&gt;
The signature skill of Ori and the Blind Forest. Bash allows you to grab an enemy or projectile, even in midair, and use it to propel Ori in one direction while the target flies in the opposite direction. Certain environmental objects (lanterns and brambles, for example) can also be used to Bash. As with Charge Flame, enemy projectiles redirected by Bash can hit the enemy which originally shot them. Bash also deals 3 damage to an enemy used to perform a Bash.&lt;br /&gt;
&lt;br /&gt;
Bash has numerous uses, both casually and in speedruns. Bash can be used to move enemies out of the way, into areas they are not normally intended to go, or simply to kill them. Bash is the foundation of one of the biggest sequence breaks in the game (the Sorrow Bash) and permits extremely fast movement through the &amp;quot;Bash gliding&amp;quot; technique (see [[Ori/Techniques and Glitches|Techniques and Glitches]]).&lt;br /&gt;
&lt;br /&gt;
Bash damage and effects can be improved by the Ultra Bash ability.&lt;br /&gt;
&lt;br /&gt;
===Stomp===&lt;br /&gt;
&lt;br /&gt;
Stomp allows you to slam into the ground from midair, dealing 15 damage in a small area and destroying certain environmental barriers. Like Charge Flame, Stomp reflects projectiles away from the impact site. When you perform a Stomp, Ori will wind up briefly, then begin falling much faster than gravity normally allows. If you let go of the down key/button or S key, Ori will eventually leave the Stomp animation and fall normally, but retain the Stomp falling speed. The only difference is that this causes Ori to land without an impact; it is not clear if this results in a time save compared to a full Stomp.&lt;br /&gt;
&lt;br /&gt;
Stomp damage and effect radius can be increased by the Ultra Stomp ability.&lt;br /&gt;
&lt;br /&gt;
===Kuro's Feather===&lt;br /&gt;
&lt;br /&gt;
Kuro's Feather allows you to glide through the air, reducing the effect of gravity on Ori. You can also use it to ride the wind in areas where it has been restored. Riding the wind causes Ori to rise gradually and restores your double and triple jumps. The Feather can be used in conjunction with Bash gliding (see [[Ori/Techniques and Glitches|Techniques and Glitches]]) to sustain high speed over a long distance.&lt;br /&gt;
&lt;br /&gt;
There are no abilities that affect Kuro's Feather.&lt;br /&gt;
&lt;br /&gt;
===Climb===&lt;br /&gt;
&lt;br /&gt;
Possibly the least useful individual skill, Climb allows you to grab a wall and maintain your position on it. You can also then manually climb up or down by pressing the appropriate directional input. This can be used to make complex wall jumping sections easier, and also to permit Charge Jumping from a wall.&lt;br /&gt;
&lt;br /&gt;
There are no abilities that affect Climb.&lt;br /&gt;
&lt;br /&gt;
===Charge Jump===&lt;br /&gt;
&lt;br /&gt;
Charge Jump allows you to build up power to unleash in a burst, jumping substantially higher than normal and passing through enemies and barriers. You can charge by holding the LT button or W/up keys for 0.5 seconds, then press the A button or space bar to jump. Enemies caught in the path of the jump take 50 damage.&lt;br /&gt;
&lt;br /&gt;
There are no abilities that affect Charge Jump.&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Abilities are enhancements to Ori's existing capabilities which can be acquired by spending ability points. Each Ori levels up or picks up an ability cell, she gains an ability point. By pressing the B button or E key at a Soul Link or Spirit Well, you can access the ability tree and learn new abilities. Each ability has a cost ranging from 1-3 ability points.&lt;br /&gt;
&lt;br /&gt;
==Survival Abilities (Blue)==&lt;br /&gt;
&lt;br /&gt;
This section of the ability tree consists of abilities which enhance Ori's survivability and recovery. This is the most commonly used tree in speedruns due to the presence of Rekindle and Triple Jump.&lt;br /&gt;
&lt;br /&gt;
;Rekindle (1 AP)&lt;br /&gt;
:Allows you to reuse a Soul Link by standing near it and holding down the B button or E key for a short time. Also reduces the cooldown of Soul Link from 20 seconds to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
;Regroup (1 AP)&lt;br /&gt;
:Causes Soul Links to restore 1 health when created.&lt;br /&gt;
&lt;br /&gt;
;Charge Flame Efficiency (1 AP)&lt;br /&gt;
:Reduces the cost of Charge Flame from 1 energy to 1/2 energy.&lt;br /&gt;
&lt;br /&gt;
;Ultra Soul Link (2 AP)&lt;br /&gt;
:Causes Soul Links to restore 2 health when created.&lt;br /&gt;
&lt;br /&gt;
;Water Breath (2 AP)&lt;br /&gt;
:Allows Ori to breathe indefinitely underwater.&lt;br /&gt;
&lt;br /&gt;
;Soul Link Efficiency (2 AP)&lt;br /&gt;
:Reduces the cost of creating a Soul Link from 1 energy to 1/2 energy.&lt;br /&gt;
&lt;br /&gt;
;Triple Jump (3 AP)&lt;br /&gt;
:Allows Ori to perform an additional midair jump. As with Double Jump, the additional jump only increases your vertical distance by another 50%, but your horizontal distance by another 100%. However, the small extra height gain and the general ability to jump an additional time permit some tricks that would not otherwise be possible.&lt;br /&gt;
&lt;br /&gt;
;Ultra Defense (3 AP)&lt;br /&gt;
:Reduces damage taken by 20%. Incoming damage is multiplied by 0.8 and then rounded down to the next half health. For example, a projectile which normally deals 2 damage will deal 1.5 damage after Ultra Defense (2 times 0.8 = 1.6, rounds down to 1.5).&lt;br /&gt;
&lt;br /&gt;
==Exploration Abilities (Purple)==&lt;br /&gt;
&lt;br /&gt;
This section of the ability tree consists of abilities which aid Ori in exploring the game world. Aside from Spirit Magnet, most abilities in this tree are not useful for speedruns.&lt;br /&gt;
&lt;br /&gt;
;Spirit Magnet (1 AP)&lt;br /&gt;
:Causes health, energy, and spirit drops to be attracted to Ori from a short distance away. Indispensable for allowing the fast execution of XP routes in speedruns.&lt;br /&gt;
&lt;br /&gt;
;Map Markers (1 AP)&lt;br /&gt;
:Adds markers on the map for skill trees, map stones and fragments, key doors and keys, energy gates, breakable walls and floors, spirit wells, and spirit light containers.&lt;br /&gt;
&lt;br /&gt;
;Life Efficiency (1 AP)&lt;br /&gt;
:Causes health drops to restore 2 health each instead of 1 health.&lt;br /&gt;
&lt;br /&gt;
;Ultra Spirit Magnet (1 AP)&lt;br /&gt;
:Causes health, energy, and spirit drops to be attracted to Ori from almost anywhere.&lt;br /&gt;
&lt;br /&gt;
;Energy Efficiency (2 AP)&lt;br /&gt;
:Causes energy drops to restore 2 energy each instead of 1 energy.&lt;br /&gt;
&lt;br /&gt;
;Ability Markers (2 AP)&lt;br /&gt;
:Adds markers on the map for ability cells.&lt;br /&gt;
&lt;br /&gt;
;Spirit Efficiency (2 AP)&lt;br /&gt;
:Doubles the amount of XP gained from XP drops.&lt;br /&gt;
&lt;br /&gt;
;Life Markers (2 AP)&lt;br /&gt;
:Adds markers on the map for health cells.&lt;br /&gt;
&lt;br /&gt;
;Energy Markers (2 AP)&lt;br /&gt;
:Adds markers on the map for energy cells.&lt;br /&gt;
&lt;br /&gt;
;Sense (3 AP)&lt;br /&gt;
:Reveals hidden areas. [to expand]&lt;br /&gt;
&lt;br /&gt;
==Offense Abilities (Red)==&lt;br /&gt;
&lt;br /&gt;
This section of the ability tree consists of abilities that augment Ori's damage capabilities. Because there is very little actual combat in a speedrun, these abilities mostly turn out not to save as much time as it costs to learn them. Quick Flame is the most common exception to this rule.&lt;br /&gt;
&lt;br /&gt;
;Quick Flame (1 AP)&lt;br /&gt;
:Increases the number of shots you can fire at minimum delay (0.2 seconds) from 2 to 3. After firing 3 shots at this speed, you incur the 0.5 second cooldown. If you instead fire two shots with a 0.2 second delay, then wait 0.3 seconds, then your next shot will not trigger the cooldown. Thus, the optimal firing cadence is to shoot, wait 0.2 seconds, shoot, wait for 0.3 seconds, repeat. This is an overall DPS increase of 20% compared to perfect shot timing with the base Spirit Flame.&lt;br /&gt;
&lt;br /&gt;
;Spark Flame (1 AP)&lt;br /&gt;
:Increases the damage of Spirit Flame shots from 2 to 3.&lt;br /&gt;
&lt;br /&gt;
;Charge Flame Burn (1 AP)&lt;br /&gt;
:Increases the damage of Charge Flame from 12 to 18, and increases the explosion radius as well.&lt;br /&gt;
&lt;br /&gt;
;Split Flame (1 AP)&lt;br /&gt;
:Splits the Spirit Flame into two projectiles which deal full damage to two separate targets. Each projectile must hit a different target, so if there is only one target you will only fire one projectile.&lt;br /&gt;
&lt;br /&gt;
;Ultra Bash (2 AP)&lt;br /&gt;
:Increases the damage of Bash from 3 to 5, and also increases the duration of Ori's invincibility during a Bash, allowing her to pass through enemies that are in the way. All enemies touched during the Bash take 5 damage as well.&lt;br /&gt;
&lt;br /&gt;
;Cinder Flame (2 AP)&lt;br /&gt;
:Increases the damage of Spirit Flame shots from 3 to 4.&lt;br /&gt;
&lt;br /&gt;
;Ultra Stomp (2 AP)&lt;br /&gt;
:Increases the damage of Stomp from 15 to 25, and increases the damage radius as well.&lt;br /&gt;
&lt;br /&gt;
;Rapid Flame (2 AP)&lt;br /&gt;
:Eliminates the 0.5 second cooldown of firing Spirit Flame shots rapidly, allowing Ori to fire shots every 0.2 seconds. This is an overall DPS increase of 25% compared to perfect shot timing with Quick Flame.&lt;br /&gt;
&lt;br /&gt;
;Charge Flame Blast (3 AP)&lt;br /&gt;
:Increases the damage of Charge Flame from 18 to 24, and increases the explosion radius even further.&lt;br /&gt;
&lt;br /&gt;
;Ultra Split Flame (3 AP)&lt;br /&gt;
:Increases the damage of Spirit Flame shots from 4 to 6, and splits it into four projectiles which deal full damage to four separate targets. As with Split Flame, each projectile must hit a different target,.&lt;/div&gt;</summary>
		<author><name>Vulajin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori/Skills_and_Abilities</id>
		<title>Ori/Skills and Abilities</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori/Skills_and_Abilities"/>
				<updated>2016-02-29T23:31:51Z</updated>
		
		<summary type="html">&lt;p&gt;Vulajin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page covers the various skills and abilities which Ori may acquire during her journey.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Skills are new capabilities which Ori can acquire to substantially change the way she interacts with the game world. In casual play, you are expected to acquire all the skills, but in speedruns, several of them are skippable. Skills are learned from skill trees, except for Spirit Flame and Kuro's Feather. Acquiring a skill fully restores Ori's health and energy, except for Kuro's Feather, which does not do so.&lt;br /&gt;
&lt;br /&gt;
==Spirit Flame==&lt;br /&gt;
&lt;br /&gt;
Spirit Flame is Ori's weapon, wielded by pressing the X button or left-clicking. Projectiles will shoot from Sein toward the nearest enemy. The target is indicated by Sein floating near an enemy and highlighting it slightly. With no upgrades, Spirit Flame deals 2 damage per hit. There is a minimum delay of 0.2 seconds between shots, but you can only fire two shots at this speed before triggering a 0.5 second cooldown. You can avoid triggering the 0.5 second cooldown by waiting at least 0.3 seconds between shots.&lt;br /&gt;
&lt;br /&gt;
Spirit Flame attack speed can be increased by the Quick Flame and Rapid Flame abilities. Damage dealt per hit can be increased by the Spark Flame, Cinder Flame, and Ultra Split Flame abilities. Number of targets hit can be increased by the Split Flame and Ultra Split Flame abilities.&lt;br /&gt;
&lt;br /&gt;
==Wall Jump==&lt;br /&gt;
&lt;br /&gt;
A true platforming staple, this skill allows you to jump off of vertical walls. Walls must be mostly vertical or else you won't be able to grab them. However, some walls with unusual shapes can still be grabbed for a wall jump. The act of wall jumping restores your double and triple jumps, unless you perform a &amp;quot;firsty.&amp;quot; (See [[Ori/Techniques and Glitches|Techniques and Glitches]] for more on firsties.)&lt;br /&gt;
&lt;br /&gt;
There are no abilities that affect Wall Jump.&lt;br /&gt;
&lt;br /&gt;
==Charge Flame==&lt;br /&gt;
&lt;br /&gt;
Charge Flame allows you to store power to perform an explosive attack, dealing damage in a radius and repelling enemy projectiles. You store a charge by holding the X button or left mouse button for 1 second, then detonate by releasing the button. Charge Flame deals 12 damage in a small area surrounding Sein's location. It also causes projectiles to be reflected directly away from the center of the explosion. Reflected projectiles become capable of hitting the enemy which originally shot them, dealing a significant amount of damage.&lt;br /&gt;
&lt;br /&gt;
Charge Flame damage and effect radius can be increased by the Charge Flame Burn and Charge Flame Blast abilities. Charge Flame energy cost can be reduced by the Charge Flame Efficiency ability.&lt;br /&gt;
&lt;br /&gt;
==Double Jump==&lt;br /&gt;
&lt;br /&gt;
Another platforming staple, this skill allows you to perform a second jump while in midair. Unlike in many other platformers, the primary benefit of Double Jump is to gain additional distance, not additional height. With the second jump, you gain approximately 50% additional height, but 100% additional distance.&lt;br /&gt;
&lt;br /&gt;
There are technically no abilities that affect Double Jump, but Triple Jump does require it.&lt;br /&gt;
&lt;br /&gt;
==Bash==&lt;br /&gt;
&lt;br /&gt;
The signature skill of Ori and the Blind Forest. Bash allows you to grab an enemy or projectile, even in midair, and use it to propel Ori in one direction while the target flies in the opposite direction. Certain environmental objects (lanterns and brambles, for example) can also be used to Bash. As with Charge Flame, enemy projectiles redirected by Bash can hit the enemy which originally shot them.&lt;br /&gt;
&lt;br /&gt;
Bash has numerous uses, both casually and in speedruns. Bash can be used to move enemies out of the way, into areas they are not normally intended to go, or simply to kill them. Bash is the foundation of one of the biggest sequence breaks in the game (the Sorrow Bash) and permits extremely fast movement through the &amp;quot;Bash gliding&amp;quot; technique (see [[Ori/Techniques and Glitches|Techniques and Glitches]]).&lt;br /&gt;
&lt;br /&gt;
Bash damage and effects can be improved by the Ultra Bash ability.&lt;br /&gt;
&lt;br /&gt;
==Stomp==&lt;br /&gt;
&lt;br /&gt;
Stomp allows you to slam into the ground from midair, dealing damage in a small area and destroying certain environmental barriers. Like Charge Flame, Stomp reflects projectiles away from the impact site. When you perform a Stomp, Ori will wind up briefly, then begin falling much faster than gravity normally allows. If you let go of the down key/button or S key, Ori will eventually leave the Stomp animation and fall normally, but retain the Stomp falling speed. The only difference is that this causes Ori to land without an impact; it is not clear if this results in a time save compared to a full Stomp.&lt;br /&gt;
&lt;br /&gt;
Stomp damage and effect radius can be increased by the Ultra Stomp ability.&lt;br /&gt;
&lt;br /&gt;
==Kuro's Feather==&lt;br /&gt;
&lt;br /&gt;
Kuro's Feather allows you to glide through the air, reducing the effect of gravity on Ori. You can also use it to ride the wind in areas where it has been restored. Riding the wind causes Ori to rise gradually and restores your double and triple jumps. The Feather can be used in conjunction with Bash gliding (see [[Ori/Techniques and Glitches|Techniques and Glitches]]) to sustain high speed over a long distance.&lt;br /&gt;
&lt;br /&gt;
There are no abilities that affect Kuro's Feather.&lt;br /&gt;
&lt;br /&gt;
==Climb==&lt;br /&gt;
&lt;br /&gt;
Possibly the least useful individual skill, Climb allows you to grab a wall and maintain your position on it. You can also then manually climb up or down by pressing the appropriate directional input. This can be used to make complex wall jumping sections easier, and also to permit Charge Jumping from a wall.&lt;br /&gt;
&lt;br /&gt;
There are no abilities that affect Climb.&lt;br /&gt;
&lt;br /&gt;
==Charge Jump==&lt;br /&gt;
&lt;br /&gt;
Charge Jump allows you to build up power to unleash in a burst, jumping substantially higher than normal and passing through enemies and barriers. You can charge by holding the LT button or W/up keys for 0.5 seconds, then press the A button or space bar to jump. Enemies caught in the path of the jump take 50 damage.&lt;br /&gt;
&lt;br /&gt;
There are no abilities that affect Charge Jump.&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Abilities are enhancements to Ori's existing capabilities which can be acquired by spending ability points. Each Ori levels up or picks up an ability cell, she gains an ability point. By pressing the B button or E key at a Soul Link or Spirit Well, you can access the ability tree and learn new abilities. Each ability has a cost ranging from 1-3 ability points.&lt;br /&gt;
&lt;br /&gt;
==Survival Abilities (Blue)==&lt;br /&gt;
&lt;br /&gt;
This section of the ability tree consists of abilities which enhance Ori's survivability and recovery. This is the most commonly used tree in speedruns due to the presence of Rekindle and Triple Jump.&lt;br /&gt;
&lt;br /&gt;
===Rekindle (1 AP)===&lt;br /&gt;
&lt;br /&gt;
Allows you to reuse a Soul Link by standing near it and holding down the B button or E key for a short time. Also reduces the cooldown of Soul Link from 20 seconds to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
===Regroup (1 AP)===&lt;br /&gt;
&lt;br /&gt;
Causes Soul Links to restore 1 health when created.&lt;br /&gt;
&lt;br /&gt;
===Charge Flame Efficiency (1 AP)===&lt;br /&gt;
&lt;br /&gt;
Reduces the cost of Charge Flame from 1 energy to 1/2 energy.&lt;br /&gt;
&lt;br /&gt;
===Ultra Soul Link (2 AP)===&lt;br /&gt;
&lt;br /&gt;
Causes Soul Links to restore 2 health when created.&lt;br /&gt;
&lt;br /&gt;
===Water Breath (2 AP)===&lt;br /&gt;
&lt;br /&gt;
Allows Ori to breathe indefinitely underwater.&lt;br /&gt;
&lt;br /&gt;
===Soul Link Efficiency (2 AP)===&lt;br /&gt;
&lt;br /&gt;
Reduces the cost of creating a Soul Link from 1 energy to 1/2 energy.&lt;br /&gt;
&lt;br /&gt;
===Triple Jump (3 AP)===&lt;br /&gt;
&lt;br /&gt;
Allows Ori to perform an additional midair jump. As with Double Jump, the additional jump only increases your vertical distance by another 50%, but your horizontal distance by another 100%. However, the small extra height gain and the general ability to jump an additional time permit some tricks that would not otherwise be possible.&lt;br /&gt;
&lt;br /&gt;
===Ultra Defense (3 AP)===&lt;br /&gt;
&lt;br /&gt;
Reduces damage taken by 20%. Incoming damage is multiplied by 0.8 and then rounded down to the next half health. For example, a projectile which normally deals 2 damage will deal 1.5 damage after Ultra Defense (2 times 0.8 = 1.6, rounds down to 1.5).&lt;br /&gt;
&lt;br /&gt;
==Exploration Abilities (Purple)==&lt;br /&gt;
&lt;br /&gt;
This section of the ability tree consists of abilities which aid Ori in exploring the game world. Aside from Spirit Magnet, most abilities in this tree are not useful for speedruns.&lt;br /&gt;
&lt;br /&gt;
===Spirit Magnet (1 AP)===&lt;br /&gt;
&lt;br /&gt;
Causes health, energy, and spirit drops to be attracted to Ori from a short distance away. Indispensable for allowing the fast execution of XP routes in speedruns.&lt;br /&gt;
&lt;br /&gt;
===Map Markers (1 AP)===&lt;br /&gt;
&lt;br /&gt;
Adds markers on the map for skill trees, map stones and fragments, key doors and keys, energy gates, breakable walls and floors, spirit wells, and spirit light containers.&lt;br /&gt;
&lt;br /&gt;
===Life Efficiency (1 AP)===&lt;br /&gt;
&lt;br /&gt;
Causes health drops to restore 2 health each instead of 1 health.&lt;br /&gt;
&lt;br /&gt;
===Ultra Spirit Magnet (1 AP)===&lt;br /&gt;
&lt;br /&gt;
Causes health, energy, and spirit drops to be attracted to Ori from almost anywhere.&lt;br /&gt;
&lt;br /&gt;
===Energy Efficiency (2 AP)===&lt;br /&gt;
&lt;br /&gt;
Causes energy drops to restore 2 energy each instead of 1 energy.&lt;br /&gt;
&lt;br /&gt;
===Ability Markers (2 AP)===&lt;br /&gt;
&lt;br /&gt;
Adds markers on the map for ability cells.&lt;br /&gt;
&lt;br /&gt;
===Spirit Efficiency (2 AP)===&lt;br /&gt;
&lt;br /&gt;
Doubles the amount of XP gained from XP drops.&lt;br /&gt;
&lt;br /&gt;
===Life Markers (2 AP)===&lt;br /&gt;
&lt;br /&gt;
Adds markers on the map for health cells.&lt;br /&gt;
&lt;br /&gt;
===Energy Markers (2 AP)===&lt;br /&gt;
&lt;br /&gt;
Adds markers on the map for energy cells.&lt;br /&gt;
&lt;br /&gt;
===Sense (3 AP)===&lt;/div&gt;</summary>
		<author><name>Vulajin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori/Skills_and_Abilities</id>
		<title>Ori/Skills and Abilities</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori/Skills_and_Abilities"/>
				<updated>2016-02-29T22:46:13Z</updated>
		
		<summary type="html">&lt;p&gt;Vulajin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page covers the various skills and abilities which Ori may acquire during her journey.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Skills are new capabilities which Ori can acquire to substantially change the way she interacts with the game world. In casual play, you are expected to acquire all the skills, but in speedruns, several of them are skippable. Skills are learned from skill trees, except for Spirit Flame and Kuro's Feather. Acquiring a skill fully restores Ori's health and energy, except for Kuro's Feather, which does not do so.&lt;br /&gt;
&lt;br /&gt;
==Spirit Flame==&lt;br /&gt;
&lt;br /&gt;
Spirit Flame is Ori's weapon, wielded by pressing the X button or left-clicking. Projectiles will shoot from Sein toward the nearest enemy. The target is indicated by Sein floating near an enemy and highlighting it slightly. With no upgrades, Spirit Flame deals 2 damage per hit. There is a minimum delay of 0.2 seconds between shots, but you can only fire two shots at this speed before triggering a 0.5 second cooldown. You can avoid triggering the 0.5 second cooldown by waiting at least 0.3 seconds between shots.&lt;br /&gt;
&lt;br /&gt;
Spirit Flame attack speed can be increased by the Quick Flame and Rapid Flame abilities. Damage dealt per hit can be increased by the Spark Flame, Cinder Flame, and Ultra Split Flame abilities. Number of targets hit can be increased by the Split Flame and Ultra Split Flame abilities.&lt;br /&gt;
&lt;br /&gt;
==Wall Jump==&lt;br /&gt;
&lt;br /&gt;
A true platforming staple, this skill allows you to jump off of vertical walls. Walls must be mostly vertical or else you won't be able to grab them. However, some walls with unusual shapes can still be grabbed for a wall jump. The act of wall jumping restores your double and triple jumps, unless you perform a &amp;quot;firsty.&amp;quot; (See [[Ori/Techniques and Glitches|Techniques and Glitches]] for more on firsties.)&lt;br /&gt;
&lt;br /&gt;
There are no abilities that affect Wall Jump.&lt;br /&gt;
&lt;br /&gt;
==Charge Flame==&lt;br /&gt;
&lt;br /&gt;
Charge Flame allows you to store power to perform an explosive attack, dealing damage in a radius and repelling enemy projectiles. You store a charge by holding the X button or left mouse button for 1 second, then detonate by releasing the button. Charge Flame deals 12 damage in a small area surrounding Sein's location. It also causes projectiles to be reflected directly away from the center of the explosion. Reflected projectiles become capable of hitting the enemy which originally shot them, dealing a significant amount of damage.&lt;br /&gt;
&lt;br /&gt;
Charge Flame damage and effect radius can be increased by the Charge Flame Burn and Charge Flame Blast abilities. Charge Flame energy cost can be reduced by the Charge Flame Efficiency ability.&lt;br /&gt;
&lt;br /&gt;
==Double Jump==&lt;br /&gt;
&lt;br /&gt;
Another platforming staple, this skill allows you to perform a second jump while in midair. Unlike in many other platformers, the primary benefit of Double Jump is to gain additional distance, not additional height. With the second jump, you gain approximately 50% additional height, but 100% additional distance.&lt;br /&gt;
&lt;br /&gt;
There are technically no abilities that affect Double Jump, but Triple Jump does require it.&lt;br /&gt;
&lt;br /&gt;
==Bash==&lt;br /&gt;
&lt;br /&gt;
The signature skill of Ori and the Blind Forest. Bash allows you to grab an enemy or projectile, even in midair, and use it to propel Ori in one direction while the target flies in the opposite direction. Certain environmental objects (lanterns and brambles, for example) can also be used to Bash. As with Charge Flame, enemy projectiles redirected by Bash can hit the enemy which originally shot them.&lt;br /&gt;
&lt;br /&gt;
Bash has numerous uses, both casually and in speedruns. Bash can be used to move enemies out of the way, into areas they are not normally intended to go, or simply to kill them. Bash is the foundation of one of the biggest sequence breaks in the game (the Sorrow Bash) and permits extremely fast movement through the &amp;quot;Bash gliding&amp;quot; technique (see [[Ori/Techniques and Glitches|Techniques and Glitches]]).&lt;br /&gt;
&lt;br /&gt;
Bash damage and effects can be improved by the Ultra Bash ability.&lt;br /&gt;
&lt;br /&gt;
==Stomp==&lt;br /&gt;
&lt;br /&gt;
Stomp allows you to slam into the ground from midair, dealing damage in a small area and destroying certain environmental barriers. Like Charge Flame, Stomp reflects projectiles away from the impact site. When you perform a Stomp, Ori will wind up briefly, then begin falling much faster than gravity normally allows. If you let go of the down key/button or S key, Ori will eventually leave the Stomp animation and fall normally, but retain the Stomp falling speed. The only difference is that this causes Ori to land without an impact; it is not clear if this results in a time save compared to a full Stomp.&lt;br /&gt;
&lt;br /&gt;
Stomp damage and effect radius can be increased by the Ultra Stomp ability.&lt;br /&gt;
&lt;br /&gt;
==Kuro's Feather==&lt;br /&gt;
&lt;br /&gt;
Kuro's Feather allows you to glide through the air, reducing the effect of gravity on Ori. You can also use it to ride the wind in areas where it has been restored. Riding the wind causes Ori to rise gradually and restores your double and triple jumps. The Feather can be used in conjunction with Bash gliding (see [[Ori/Techniques and Glitches|Techniques and Glitches]]) to sustain high speed over a long distance.&lt;br /&gt;
&lt;br /&gt;
There are no abilities that affect Kuro's Feather.&lt;br /&gt;
&lt;br /&gt;
==Climb==&lt;br /&gt;
&lt;br /&gt;
Possibly the least useful individual skill, Climb allows you to grab a wall and hang on it without sliding up or down. This can be used to make complex wall jumping sections easier, and also to permit Charge Jumping from a wall. Climb has no other known uses.&lt;br /&gt;
&lt;br /&gt;
There are no abilities that affect Climb.&lt;br /&gt;
&lt;br /&gt;
==Charge Jump==&lt;br /&gt;
&lt;br /&gt;
Charge Jump allows you to build up power to unleash in a burst, jumping substantially higher than normal and passing through enemies and barriers. You can charge by holding the LT button or W/up keys for 0.5 seconds, then press the A button or space bar to jump. Enemies caught in the path of the jump take 50 damage.&lt;br /&gt;
&lt;br /&gt;
There are no abilities that affect Charge Jump.&lt;/div&gt;</summary>
		<author><name>Vulajin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori/Skills_and_Abilities</id>
		<title>Ori/Skills and Abilities</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori/Skills_and_Abilities"/>
				<updated>2016-02-29T22:19:00Z</updated>
		
		<summary type="html">&lt;p&gt;Vulajin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page covers the various skills and abilities which Ori may acquire during her journey.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Skills are new capabilities which Ori can acquire to substantially change the way she interacts with the game world. In casual play, you are expected to acquire all the skills, but in speedruns, several of them are skippable. Skills are learned from skill trees, except for Spirit Flame and Kuro's Feather. Acquiring a skill fully restores Ori's health and energy, except for Kuro's Feather, which does not do so.&lt;br /&gt;
&lt;br /&gt;
==Spirit Flame==&lt;br /&gt;
&lt;br /&gt;
Spirit Flame is Ori's weapon, wielded by pressing the X button or left-clicking. Projectiles will shoot from Sein toward the nearest enemy. The target is indicated by Sein floating near an enemy and highlighting it slightly. With no upgrades, Spirit Flame deals 2 damage per hit. There is a minimum delay of 0.2 seconds between shots, but you can only fire two shots at this speed before triggering a 0.5 second cooldown. You can avoid triggering the 0.5 second cooldown by waiting at least 0.3 seconds between shots.&lt;br /&gt;
&lt;br /&gt;
Spirit Flame attack speed can be increased by the Quick Flame and Rapid Flame abilities. Damage dealt per hit can be increased by the Spark Flame, Cinder Flame, and Ultra Split Flame abilities. Number of targets hit can be increased by the Split Flame and Ultra Split Flame abilities.&lt;br /&gt;
&lt;br /&gt;
==Wall Jump==&lt;br /&gt;
&lt;br /&gt;
A true platforming staple, this skill allows you to jump off of vertical walls. Walls must be mostly vertical or else you won't be able to grab them. However, some walls with unusual shapes can still be grabbed for a wall jump. The act of wall jumping restores your double and triple jumps, unless you perform a &amp;quot;firsty.&amp;quot; (See [[Ori/Techniques and Glitches|Techniques and Glitches]] for more on firsties.)&lt;br /&gt;
&lt;br /&gt;
There are no abilities that affect Wall Jump.&lt;br /&gt;
&lt;br /&gt;
==Charge Flame==&lt;br /&gt;
&lt;br /&gt;
Charge Flame allows you to store power to perform an explosive attack, dealing damage in a radius and repelling enemy projectiles. You store a charge by holding the X button or left mouse button for 1 second, then detonate by releasing the button. Charge Flame deals 12 damage in a small area surrounding Sein's location. It also causes projectiles to be reflected directly away from the center of the explosion. Reflected projectiles become capable of hitting the enemy which originally shot them, dealing a significant amount of damage.&lt;br /&gt;
&lt;br /&gt;
Charge Flame damage and effect radius can be increased by the Charge Flame Burn and Charge Flame Blast abilities. Charge Flame energy cost can be reduced by the Charge Flame Efficiency ability.&lt;br /&gt;
&lt;br /&gt;
==Double Jump==&lt;br /&gt;
&lt;br /&gt;
Another platforming staple, this skill allows you to perform a second jump while in midair. Unlike in many other platformers, the primary benefit of Double Jump is to gain additional distance, not additional height. With the second jump, you gain approximately 50% additional height, but 100% additional distance.&lt;br /&gt;
&lt;br /&gt;
There are technically no abilities that affect Double Jump, but Triple Jump does require it.&lt;br /&gt;
&lt;br /&gt;
==Bash==&lt;br /&gt;
&lt;br /&gt;
The signature skill of Ori and the Blind Forest. Bash allows you to grab an enemy or projectile, even in midair, and use it to propel Ori in one direction while the target flies in the opposite direction. Certain environmental objects (lanterns and brambles, for example) can also be used to Bash. As with Charge Flame, enemy projectiles redirected by Bash can hit the enemy which originally shot them.&lt;br /&gt;
&lt;br /&gt;
Bash has numerous uses, both casually and in speedruns. Bash can be used to move enemies out of the way, into areas they are not normally intended to go, or simply to kill them. Bash is the foundation of one of the biggest sequence breaks in the game (the Sorrow Bash) and permits extremely fast movement through the &amp;quot;Bash gliding&amp;quot; technique (see [[Ori/Techniques and Glitches|Techniques and Glitches]]).&lt;br /&gt;
&lt;br /&gt;
Bash damage and effects can be improved by the Ultra Bash ability.&lt;br /&gt;
&lt;br /&gt;
==Stomp==&lt;br /&gt;
&lt;br /&gt;
Stomp allows you to slam into the ground from midair, dealing damage in a small area and destroying certain environmental barriers. Like Charge Flame, Stomp reflects projectiles away from the impact site. When you perform a Stomp, Ori will wind up briefly, then begin falling much faster than gravity normally allows. If you let go of the down key/button or S key, Ori will eventually leave the Stomp animation and fall normally, but retain the Stomp falling speed. The only difference is that this causes Ori to land without an impact; it is not clear if this results in a time save compared to a full Stomp.&lt;br /&gt;
&lt;br /&gt;
Stomp damage and effect radius can be increased by the Ultra Stomp ability.&lt;br /&gt;
&lt;br /&gt;
==Kuro's Feather==&lt;/div&gt;</summary>
		<author><name>Vulajin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori/Skills_and_Abilities</id>
		<title>Ori/Skills and Abilities</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori/Skills_and_Abilities"/>
				<updated>2016-02-29T20:53:13Z</updated>
		
		<summary type="html">&lt;p&gt;Vulajin: Created page with &amp;quot;This page covers the various skills and abilities which Ori may acquire during her journey. Skills are learned from skill trees placed throughout the world, while abilities ar...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page covers the various skills and abilities which Ori may acquire during her journey. Skills are learned from skill trees placed throughout the world, while abilities are learned by spending points gained by leveling up or from ability cells.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
==Spirit Flame==&lt;br /&gt;
&lt;br /&gt;
Spirit Flame is Ori's weapon, wielded by pressing the X button or left-clicking. Projectiles will shoot from Sein toward the nearest enemy. The target is indicated by Sein floating near an enemy and highlighting it slightly. With no upgrades, Spirit Flame deals 2 damage per hit. There is a minimum delay of 0.2 seconds between shots, but you can only fire two shots at this speed before triggering a 0.5 second cooldown. You can avoid triggering the 0.5 second cooldown by waiting at least 0.3 seconds between shots.&lt;br /&gt;
&lt;br /&gt;
Spirit Flame attack speed can be increased by the Quick Flame and Rapid Flame abilities. Damage dealt per hit can be increased by the Spark Flame, Cinder Flame, and Ultra Split Flame abilities. Number of targets hit can be increased by the Split Flame and Ultra Split Flame abilities.&lt;br /&gt;
&lt;br /&gt;
==Wall Jump==&lt;br /&gt;
&lt;br /&gt;
A true platforming staple, this skill allows you to jump off of vertical walls. Walls must be mostly vertical or else you won't be able to grab them. However, some walls with unusual shapes can still be grabbed for a wall jump. The act of wall jumping restores your double and triple jumps, unless you perform a &amp;quot;firsty.&amp;quot; (See [[Ori/Techniques and Glitches|Techniques and Glitches]] for more on firsties.)&lt;br /&gt;
&lt;br /&gt;
There are no abilities that affect Wall Jump.&lt;br /&gt;
&lt;br /&gt;
==Charge Flame==&lt;br /&gt;
&lt;br /&gt;
Charge Flame allows you to store power to perform an explosive attack, dealing damage in a radius and repelling enemy projectiles. You store a charge by holding the X button or left mouse button for 1 second, then&lt;/div&gt;</summary>
		<author><name>Vulajin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori_and_the_Blind_Forest</id>
		<title>Ori and the Blind Forest</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori_and_the_Blind_Forest"/>
				<updated>2016-02-29T19:36:36Z</updated>
		
		<summary type="html">&lt;p&gt;Vulajin: /* Debug Mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:PC]]&lt;br /&gt;
[[Category:Xbox One]]&lt;br /&gt;
&lt;br /&gt;
[[File:OriAndTheBlindForest.png|1024px|center]]&lt;br /&gt;
&lt;br /&gt;
;Overview&lt;br /&gt;
&lt;br /&gt;
:Ori and the Blind Forest is an indie Metroidvania-style platformer created by Moon Studios and released for PC and Xbox One in March 2015. An updated release titled Ori: Definitive Edition, containing additional content and possibly other significant changes, is currently slated for release in Spring 2016.&lt;br /&gt;
&lt;br /&gt;
:This page is intended to serve as a reference for new and current speedrunners of Ori and the Blind Forest. The primary goal of this page is to provide information about the practice of speedrunning this game, including movement, tricks, glitches, sequence breaks, and other optimizations. A secondary goal of this page is to provide up-to-date information on speedrun routes for this game. You should always watch the top runs of a given category on the leaderboard to keep up with the most recent route developments, as this page may sometimes lag behind.&lt;br /&gt;
&lt;br /&gt;
==Community Information==&lt;br /&gt;
&lt;br /&gt;
;Leaderboards&lt;br /&gt;
:http://speedrun.com/ori&lt;br /&gt;
:Make an account to submit your times! Note that submissions will have to be approved by a moderator before becoming visible.&lt;br /&gt;
&lt;br /&gt;
;Discord&lt;br /&gt;
:https://discord.gg/0eG6jSyc9vgrSQee&lt;br /&gt;
&lt;br /&gt;
;IRC channel&lt;br /&gt;
:irc.speedrunslive.com - #ori&lt;br /&gt;
&lt;br /&gt;
;SDA Forum Thread&lt;br /&gt;
:https://forum.speeddemosarchive.com/post/ori_and_the_blind_forest.html&lt;br /&gt;
:Very inactive, but has tons of useful historical information.&lt;br /&gt;
&lt;br /&gt;
=Starting Off=&lt;br /&gt;
&lt;br /&gt;
==Learning the Game==&lt;br /&gt;
&lt;br /&gt;
Ori is a very accessible speedgame with a high skill ceiling. Although most speedruns feature challenging tricks and dangerously low health, there are plenty of opportunities to pick up bonus health cells and energy cells for safety. Newcomers are generally recommended to learn the &amp;quot;all skills no OOB&amp;quot; category, which has a reasonable balance of difficulty and route memorization. &amp;quot;All cells&amp;quot; is also a good starting point. Any% features several extremely challenging tricks, and 100% involves memorizing a lot of non-obvious movements, so these are not necessarily recommended for newcomers.&lt;br /&gt;
&lt;br /&gt;
Start by reviewing the resources on this wiki for some basic information about Ori speedruns. Then review some runs on the leaderboard for your chosen category. Don't necessarily assume you should start by watching the current world record. The top runs often use minimum health and extremely difficult tricks that you can get away without doing.&lt;br /&gt;
&lt;br /&gt;
==Speedrun Timing==&lt;br /&gt;
&lt;br /&gt;
Ori speedruns use real time. The in-game timer is disregarded due to the use of save and quit for glitches. Timing is the same across all categories. Start the timer when you press A or click to start a new game. Stop the timer when you lose control of Naru as she passes behind the large tree at the end of the game.&lt;br /&gt;
&lt;br /&gt;
A LiveSplit autosplitter plugin does exist for this game. It can be found at: https://github.com/AdamPrimer/LiveSplit.OriAndTheBlindForest/releases&lt;br /&gt;
&lt;br /&gt;
==Categories==&lt;br /&gt;
&lt;br /&gt;
Ori currently has four community-defined categories:&lt;br /&gt;
:*'''Any%''' - Beat the game as quickly as possible.&lt;br /&gt;
:*'''All Skills no OOB''' - Beat the game while learning all skills. Out of bounds skips are disallowed.&lt;br /&gt;
:*'''All Cells''' - Beat the game while collecting all health, energy, and ability cells.&lt;br /&gt;
:*'''100%''' - Beat the game while collecting all cells, completing the map, and completing all world events.&lt;br /&gt;
&lt;br /&gt;
=Basic Information=&lt;br /&gt;
&lt;br /&gt;
==[[Ori/Techniques and Glitches|Techniques and Glitches]]==&lt;br /&gt;
&lt;br /&gt;
==[[Ori/Skills and Abilities|Skills and Abilities]]==&lt;br /&gt;
&lt;br /&gt;
==[[Ori/Skips and Tricks|Skips and Tricks]]==&lt;br /&gt;
&lt;br /&gt;
==Glossary of Terms==&lt;br /&gt;
&lt;br /&gt;
=Debug Mode=&lt;br /&gt;
&lt;br /&gt;
Ori has a debug mode accessible by players which can be useful for testing strategies, making practice saves, and other similar purposes. You can activate it by placing an empty text file in the following location:&lt;br /&gt;
&lt;br /&gt;
C:\temp\moonDebugPC.txt&lt;br /&gt;
&lt;br /&gt;
Once you have done this, start the game as normal. Create a new save file, because when you are in debug mode you may only load save files which you originally created in debug mode. Debug controls can be accessed any time in game by pressing the '8' key or R3 button.&lt;/div&gt;</summary>
		<author><name>Vulajin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori_and_the_Blind_Forest</id>
		<title>Ori and the Blind Forest</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori_and_the_Blind_Forest"/>
				<updated>2016-02-29T19:34:46Z</updated>
		
		<summary type="html">&lt;p&gt;Vulajin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:PC]]&lt;br /&gt;
[[Category:Xbox One]]&lt;br /&gt;
&lt;br /&gt;
[[File:OriAndTheBlindForest.png|1024px|center]]&lt;br /&gt;
&lt;br /&gt;
;Overview&lt;br /&gt;
&lt;br /&gt;
:Ori and the Blind Forest is an indie Metroidvania-style platformer created by Moon Studios and released for PC and Xbox One in March 2015. An updated release titled Ori: Definitive Edition, containing additional content and possibly other significant changes, is currently slated for release in Spring 2016.&lt;br /&gt;
&lt;br /&gt;
:This page is intended to serve as a reference for new and current speedrunners of Ori and the Blind Forest. The primary goal of this page is to provide information about the practice of speedrunning this game, including movement, tricks, glitches, sequence breaks, and other optimizations. A secondary goal of this page is to provide up-to-date information on speedrun routes for this game. You should always watch the top runs of a given category on the leaderboard to keep up with the most recent route developments, as this page may sometimes lag behind.&lt;br /&gt;
&lt;br /&gt;
==Community Information==&lt;br /&gt;
&lt;br /&gt;
;Leaderboards&lt;br /&gt;
:http://speedrun.com/ori&lt;br /&gt;
:Make an account to submit your times! Note that submissions will have to be approved by a moderator before becoming visible.&lt;br /&gt;
&lt;br /&gt;
;Discord&lt;br /&gt;
:https://discord.gg/0eG6jSyc9vgrSQee&lt;br /&gt;
&lt;br /&gt;
;IRC channel&lt;br /&gt;
:irc.speedrunslive.com - #ori&lt;br /&gt;
&lt;br /&gt;
;SDA Forum Thread&lt;br /&gt;
:https://forum.speeddemosarchive.com/post/ori_and_the_blind_forest.html&lt;br /&gt;
:Very inactive, but has tons of useful historical information.&lt;br /&gt;
&lt;br /&gt;
=Starting Off=&lt;br /&gt;
&lt;br /&gt;
==Learning the Game==&lt;br /&gt;
&lt;br /&gt;
Ori is a very accessible speedgame with a high skill ceiling. Although most speedruns feature challenging tricks and dangerously low health, there are plenty of opportunities to pick up bonus health cells and energy cells for safety. Newcomers are generally recommended to learn the &amp;quot;all skills no OOB&amp;quot; category, which has a reasonable balance of difficulty and route memorization. &amp;quot;All cells&amp;quot; is also a good starting point. Any% features several extremely challenging tricks, and 100% involves memorizing a lot of non-obvious movements, so these are not necessarily recommended for newcomers.&lt;br /&gt;
&lt;br /&gt;
Start by reviewing the resources on this wiki for some basic information about Ori speedruns. Then review some runs on the leaderboard for your chosen category. Don't necessarily assume you should start by watching the current world record. The top runs often use minimum health and extremely difficult tricks that you can get away without doing.&lt;br /&gt;
&lt;br /&gt;
==Speedrun Timing==&lt;br /&gt;
&lt;br /&gt;
Ori speedruns use real time. The in-game timer is disregarded due to the use of save and quit for glitches. Timing is the same across all categories. Start the timer when you press A or click to start a new game. Stop the timer when you lose control of Naru as she passes behind the large tree at the end of the game.&lt;br /&gt;
&lt;br /&gt;
A LiveSplit autosplitter plugin does exist for this game. It can be found at: https://github.com/AdamPrimer/LiveSplit.OriAndTheBlindForest/releases&lt;br /&gt;
&lt;br /&gt;
==Categories==&lt;br /&gt;
&lt;br /&gt;
Ori currently has four community-defined categories:&lt;br /&gt;
:*'''Any%''' - Beat the game as quickly as possible.&lt;br /&gt;
:*'''All Skills no OOB''' - Beat the game while learning all skills. Out of bounds skips are disallowed.&lt;br /&gt;
:*'''All Cells''' - Beat the game while collecting all health, energy, and ability cells.&lt;br /&gt;
:*'''100%''' - Beat the game while collecting all cells, completing the map, and completing all world events.&lt;br /&gt;
&lt;br /&gt;
=Basic Information=&lt;br /&gt;
&lt;br /&gt;
==[[Ori/Techniques and Glitches|Techniques and Glitches]]==&lt;br /&gt;
&lt;br /&gt;
==[[Ori/Skills and Abilities|Skills and Abilities]]==&lt;br /&gt;
&lt;br /&gt;
==[[Ori/Skips and Tricks|Skips and Tricks]]==&lt;br /&gt;
&lt;br /&gt;
==Glossary of Terms==&lt;br /&gt;
&lt;br /&gt;
==Debug Mode==&lt;br /&gt;
&lt;br /&gt;
Ori has a debug mode accessible by players which can be useful for testing strategies, making practice saves, and other similar purposes. You can activate it by placing an empty text file in the following location:&lt;br /&gt;
&lt;br /&gt;
C:\temp\moonDebugPC.txt&lt;br /&gt;
&lt;br /&gt;
Once you have done this, start the game as normal. Create a new save file, because when you are in debug mode you may only load save files which you originally created in debug mode. Debug controls can be accessed any time in game by pressing the '8' key or R3 button.&lt;/div&gt;</summary>
		<author><name>Vulajin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori_and_the_Blind_Forest</id>
		<title>Ori and the Blind Forest</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori_and_the_Blind_Forest"/>
				<updated>2016-02-29T19:25:38Z</updated>
		
		<summary type="html">&lt;p&gt;Vulajin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:PC]]&lt;br /&gt;
[[Category:Xbox One]]&lt;br /&gt;
&lt;br /&gt;
[[File:OriAndTheBlindForest.png|1024px|center]]&lt;br /&gt;
&lt;br /&gt;
;Overview&lt;br /&gt;
&lt;br /&gt;
:Ori and the Blind Forest is an indie Metroidvania-style platformer created by Moon Studios and released for PC and Xbox One in March 2015. An updated release titled Ori: Definitive Edition, containing additional content and possibly other significant changes, is currently slated for release in Spring 2016.&lt;br /&gt;
&lt;br /&gt;
:This page is intended to serve as a reference for new and current speedrunners of Ori and the Blind Forest. The primary goal of this page is to provide information about the practice of speedrunning this game, including movement, tricks, glitches, sequence breaks, and other optimizations. A secondary goal of this page is to provide up-to-date information on speedrun routes for this game. You should always watch the top runs of a given category on the leaderboard to keep up with the most recent route developments, as this page may sometimes lag behind.&lt;br /&gt;
&lt;br /&gt;
==Community Information==&lt;br /&gt;
&lt;br /&gt;
;Leaderboards&lt;br /&gt;
:http://speedrun.com/ori&lt;br /&gt;
:Make an account to submit your times! Note that submissions will have to be approved by a moderator before becoming visible.&lt;br /&gt;
&lt;br /&gt;
;Discord&lt;br /&gt;
:https://discord.gg/0eG6jSyc9vgrSQee&lt;br /&gt;
&lt;br /&gt;
;IRC channel&lt;br /&gt;
:irc.speedrunslive.com - #ori&lt;br /&gt;
&lt;br /&gt;
;SDA Forum Thread&lt;br /&gt;
:https://forum.speeddemosarchive.com/post/ori_and_the_blind_forest.html&lt;br /&gt;
:Very inactive, but has tons of useful historical information.&lt;br /&gt;
&lt;br /&gt;
=Starting Off=&lt;br /&gt;
&lt;br /&gt;
==Learning the Game==&lt;br /&gt;
&lt;br /&gt;
Ori is a very accessible speedgame with a high skill ceiling. Although most speedruns feature challenging tricks and dangerously low health, there are plenty of opportunities to pick up bonus health cells and energy cells for safety. Newcomers are generally recommended to learn the &amp;quot;all skills no OOB&amp;quot; category, which has a reasonable balance of difficulty and route memorization. &amp;quot;All cells&amp;quot; is also a good starting point. Any% features several extremely challenging tricks, and 100% involves memorizing a lot of non-obvious movements, so these are not necessarily recommended for newcomers.&lt;br /&gt;
&lt;br /&gt;
Start by reviewing the resources on this wiki for some basic information about Ori speedruns. Then review some runs on the leaderboard for your chosen category. Don't necessarily assume you should start by watching the current world record. The top runs often use minimum health and extremely difficult tricks that you can get away without doing.&lt;br /&gt;
&lt;br /&gt;
==Speedrun Timing==&lt;br /&gt;
&lt;br /&gt;
Ori speedruns use real time. The in-game timer is disregarded due to the use of save and quit for glitches. Timing is the same across all categories. Start the timer when you press A or click to start a new game. Stop the timer when you lose control of Naru as she passes behind the large tree at the end of the game.&lt;br /&gt;
&lt;br /&gt;
A LiveSplit autosplitter plugin does exist for this game. It can be found at: https://github.com/AdamPrimer/LiveSplit.OriAndTheBlindForest/releases&lt;br /&gt;
&lt;br /&gt;
==Categories==&lt;br /&gt;
&lt;br /&gt;
Ori currently has four community-defined categories:&lt;br /&gt;
:*'''Any%''' - Beat the game as quickly as possible.&lt;br /&gt;
:*'''All Skills no OOB''' - Beat the game while learning all skills. Out of bounds skips are disallowed.&lt;br /&gt;
:*'''All Cells''' - Beat the game while collecting all health, energy, and ability cells.&lt;br /&gt;
:*'''100%''' - Beat the game while collecting all cells, completing the map, and completing all world events.&lt;br /&gt;
&lt;br /&gt;
=Basic Information=&lt;br /&gt;
&lt;br /&gt;
==[[Ori/Techniques and Glitches|Techniques and Glitches]]==&lt;br /&gt;
&lt;br /&gt;
==[[Ori/Skills and Abilities|Skills and Abilities]]==&lt;br /&gt;
&lt;br /&gt;
==[[Ori/Skips and Tricks|Skips and Tricks]]==&lt;br /&gt;
&lt;br /&gt;
==Glossary of Terms==&lt;/div&gt;</summary>
		<author><name>Vulajin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori/Techniques_and_Glitches</id>
		<title>Ori/Techniques and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori/Techniques_and_Glitches"/>
				<updated>2016-02-29T19:02:29Z</updated>
		
		<summary type="html">&lt;p&gt;Vulajin: Improved Spirit Flame mechanics explanation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page covers basic movement techniques and glitches used in Ori speedruns. You can use this as a reference to understand how specific applications of these techniques work, and also to think about new and useful ways to apply them.&lt;br /&gt;
&lt;br /&gt;
==Running and Jumping==&lt;br /&gt;
&lt;br /&gt;
;Basics&lt;br /&gt;
:Basic movement is straightforward: as long as you hold the analog stick all the way in a direction, or hold the movement key, Ori will run at maximum speed. Jumping preserves Ori's full horizontal speed, and also saves a very small amount of time (frames?) per jump by reducing the effect of friction on Ori. The difference between running all the time and jumping all the time is very minimal, so it's okay not to get too crazy about this.&lt;br /&gt;
&lt;br /&gt;
;Flip Jumps&lt;br /&gt;
:If you jump repeatedly, every third jump Ori will perform a front flip. There is no known difference in height achievable through this flip jump.&lt;br /&gt;
&lt;br /&gt;
;Wall Slides and Vaulting&lt;br /&gt;
:When jumping into a wall, Ori will slide up the wall a small amount, dependent on the angle and friction of the wall. If Ori slides up far enough to clear the top of the wall, she will &amp;quot;vault&amp;quot; up and over it. This saves a few frames in horizontal movement compared to jumping over the top of the wall.&lt;br /&gt;
&lt;br /&gt;
;Firsties&lt;br /&gt;
:A &amp;quot;firsty&amp;quot; is when you perform a jump on the first frame that you are able to do so after landing from a previous jump. When you perform a &amp;quot;firsty,&amp;quot; the game allows you to jump normally but will not restore your double or triple jump.&lt;br /&gt;
:The most common case where you will experience this is in wall jumping. The unexpected loss of your double or triple jump will most likely cause you to fail a platforming section and fall down, costing you time. To avoid this, try to wait a very small amount of time after touching a wall before wall jumping.&lt;br /&gt;
&lt;br /&gt;
;Terra Jumps&lt;br /&gt;
:A &amp;quot;Terra jump&amp;quot; is an intentional use of a &amp;quot;firsty.&amp;quot; When you are in the middle of a &amp;quot;Bash glide&amp;quot; (covered below), performing a &amp;quot;firsty&amp;quot; from the ground will preserve your horizontal speed. This is called a Terra jump. You may also use a charge jump for this technique to increase your height and extend the horizontal distance you can travel. Note that you can perform a Terra jump regardless of whether you have already consumed your double or triple jumps!&lt;br /&gt;
&lt;br /&gt;
==Bash Techniques==&lt;br /&gt;
&lt;br /&gt;
;Bash Gliding&lt;br /&gt;
:Upon releasing a Bash, Ori is given a very large amount of speed in the aimed direction. Normally, your vertical speed returns to normal very quickly due to gravity. However, if you release all directional input (that is, don't press the analog stick or left/right keys), your horizontal speed will not decrease. When this is done with a horizontal or nearly-horizontal Bash, Ori can travel very quickly across very large distances.&lt;br /&gt;
:While you are Bash gliding, you can use and release Kuro's Feather at will, use your double and triple jumps, and also perform a Terra jump off the ground. As long as you don't provide any directional input and don't run into any obstacles, Ori will retain her horizontal speed. Note that gravity applies as normal, so Ori will eventually hit the ground!&lt;br /&gt;
&lt;br /&gt;
;Double Bash&lt;br /&gt;
:If you release a Bash one frame, then re-press the Bash button/key the next frame, Ori will be able to Bash twice off of the same target. When you perform this technique, the first Bash will determine the direction the target goes ('''opposite''' of the direction you aim it), and the second Bash will determine the direction Ori goes. Using this technique, you can move the target in a desired direction while following it closely.&lt;br /&gt;
:'''Important note:''' Bash has a 20 frame &amp;quot;windup&amp;quot; delay during which it cannot be released. If you release and re-press the Bash button/key during the windup delay, the Bash will simply not release. Make sure you wait for 20 frames (1/3 of a second) before trying to double Bash.&lt;br /&gt;
&lt;br /&gt;
;Perfect Bash&lt;br /&gt;
:As it turns out, you don't need to perform a double Bash in order to accomplish having Ori and the projectile both go in the same direction. The game determines which direction to send the projectile one frame before it determines which direction to send Ori. During this extra frame, you can re-aim Bash to achieve the same effect as a double Bash. This saves less than a second per successful attempt compared to a double Bash, so it's not really recommended for anyone.&lt;br /&gt;
&lt;br /&gt;
==Save Manipulation==&lt;br /&gt;
&lt;br /&gt;
;Save Anywhere&lt;br /&gt;
:By opening the ability screen with the UI on, clicking on the experience counter to create a popup, then hitting A+B, left+right click, or esc+enter on the same frame, you gain the ability to move with the ability screen open. Then, you can save the game anytime by leveling up an ability.&lt;br /&gt;
&lt;br /&gt;
;Cutscene Skips&lt;br /&gt;
:By saving the game after a cutscene begins, either by using save anywhere or rekindling/leveling an ability on a pre-placed save, then exiting and reloading the file, you can gain control of Ori during the cutscene. Most cutscenes trigger their effects as soon as they begin, with the exception of opening the Mount Horu door and a few of the Gumo chase sequence cutscenes.&lt;br /&gt;
&lt;br /&gt;
;Save Drops&lt;br /&gt;
:By saving the game while in the air and reloading the file, Ori will (in most cases) drop to the closest solid ground directly below the save. This can be accomplished with save anywhere or saving while running off the edge of a platform. Tricks that use this include drainless and the lava drop in Horu.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Mechanics==&lt;br /&gt;
&lt;br /&gt;
;Spirit Flame&lt;br /&gt;
:Spirit Flame attacks have a minimum delay of 0.2 seconds (12 frames). The basic Spirit Flame can fire two shots at this speed, then it incurs a 0.5 second cooldown (30 frames). However, if you wait at least 0.3 seconds (18 frames) between shots, the cooldown will not be triggered. Thus, optimal damage is inflicted by timing your shots 0.3 seconds apart, unless you are only firing two shots.&lt;br /&gt;
:The Quick Flame ability permits you to fire three shots at maximum speed before incurring the 0.5 second cooldown. Thus, if you fire two shots 0.2 seconds apart and then wait 0.3 seconds to fire again, you can avoid the cooldown. The Rapid Flame ability eliminates the 0.5 second cooldown entirely, so you may always fire at maximum speed.&lt;br /&gt;
&lt;br /&gt;
;Extended Charge Jumps&lt;br /&gt;
:By performing a save anywhere during a upwards-angled charge jump off of a wall, upon reloading the file, Ori will have extreme speed in the direction of the charge jump. Unlike a bash glide, this speed will decay over time to zero. Currently, this has no known use in a speedrun, as the setup time is too great.&lt;/div&gt;</summary>
		<author><name>Vulajin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori/Techniques_and_Glitches</id>
		<title>Ori/Techniques and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori/Techniques_and_Glitches"/>
				<updated>2016-02-25T02:32:41Z</updated>
		
		<summary type="html">&lt;p&gt;Vulajin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page covers basic movement techniques and glitches used in Ori speedruns. You can use this as a reference to understand how specific applications of these techniques work, and also to think about new and useful ways to apply them.&lt;br /&gt;
&lt;br /&gt;
==Running and Jumping==&lt;br /&gt;
&lt;br /&gt;
;Basics&lt;br /&gt;
:Basic movement is straightforward: as long as you hold the analog stick all the way in a direction, or hold the movement key, Ori will run at maximum speed. Jumping preserves Ori's full horizontal speed, and also saves a very small amount of time (frames?) per jump by reducing the effect of friction on Ori. The difference between running all the time and jumping all the time is very minimal, so it's okay not to get too crazy about this.&lt;br /&gt;
&lt;br /&gt;
;Flip Jumps&lt;br /&gt;
:If you jump repeatedly, every third jump Ori will perform a front flip. There is no known difference in height achievable through this flip jump.&lt;br /&gt;
&lt;br /&gt;
;Wall Slides and Vaulting&lt;br /&gt;
:When jumping into a wall, Ori will slide up the wall a small amount, dependent on the angle and friction of the wall. If Ori slides up far enough to clear the top of the wall, she will &amp;quot;vault&amp;quot; up and over it. This saves a few frames in horizontal movement compared to jumping over the top of the wall.&lt;br /&gt;
&lt;br /&gt;
;Firsties&lt;br /&gt;
:A &amp;quot;firsty&amp;quot; is when you perform a jump on the first frame that you are able to do so after landing from a previous jump. When you perform a &amp;quot;firsty,&amp;quot; the game allows you to jump normally but will not restore your double or triple jump.&lt;br /&gt;
:The most common case where you will experience this is in wall jumping. The unexpected loss of your double or triple jump will most likely cause you to fail a platforming section and fall down, costing you time. To avoid this, try to wait a very small amount of time after touching a wall before wall jumping.&lt;br /&gt;
&lt;br /&gt;
;Terra Jumps&lt;br /&gt;
:A &amp;quot;Terra jump&amp;quot; is an intentional use of a &amp;quot;firsty.&amp;quot; When you are in the middle of a &amp;quot;Bash glide&amp;quot; (covered below), performing a &amp;quot;firsty&amp;quot; from the ground will preserve your horizontal speed. This is called a Terra jump. You may also use a charge jump for this technique to increase your height and extend the horizontal distance you can travel. Note that you can perform a Terra jump regardless of whether you have already consumed your double or triple jumps!&lt;br /&gt;
&lt;br /&gt;
==Bash Techniques==&lt;br /&gt;
&lt;br /&gt;
;Bash Gliding&lt;br /&gt;
:Upon releasing a Bash, Ori is given a very large amount of speed in the aimed direction. Normally, your vertical speed returns to normal very quickly due to gravity. However, if you release all directional input (that is, don't press the analog stick or left/right keys), your horizontal speed will not decrease. When this is done with a horizontal or nearly-horizontal Bash, Ori can travel very quickly across very large distances.&lt;br /&gt;
:While you are Bash gliding, you can use and release Kuro's Feather at will, use your double and triple jumps, and also perform a Terra jump off the ground. As long as you don't provide any directional input and don't run into any obstacles, Ori will retain her horizontal speed. Note that gravity applies as normal, so Ori will eventually hit the ground!&lt;br /&gt;
&lt;br /&gt;
;Double Bash&lt;br /&gt;
:If you release a Bash one frame, then re-press the Bash button/key the next frame, Ori will be able to Bash twice off of the same target. When you perform this technique, the first Bash will determine the direction the target goes ('''opposite''' of the direction you aim it), and the second Bash will determine the direction Ori goes. Using this technique, you can move the target in a desired direction while following it closely.&lt;br /&gt;
:'''Important note:''' Bash has a 20 frame &amp;quot;windup&amp;quot; delay during which it cannot be released. If you release and re-press the Bash button/key during the windup delay, the Bash will simply not release. Make sure you wait for 20 frames (1/3 of a second) before trying to double Bash.&lt;br /&gt;
&lt;br /&gt;
;Perfect Bash&lt;br /&gt;
:As it turns out, you don't need to perform a double Bash in order to accomplish having Ori and the projectile both go in the same direction. The game determines which direction to send the projectile one frame before it determines which direction to send Ori. During this extra frame, you can re-aim Bash to achieve the same effect as a double Bash. This saves less than a second per successful attempt compared to a double Bash, so it's not really recommended for anyone.&lt;/div&gt;</summary>
		<author><name>Vulajin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori/Techniques_and_Glitches</id>
		<title>Ori/Techniques and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori/Techniques_and_Glitches"/>
				<updated>2016-02-25T02:21:25Z</updated>
		
		<summary type="html">&lt;p&gt;Vulajin: Created page with &amp;quot;This page covers basic movement techniques and glitches used in Ori speedruns. You can use this as a reference to understand how specific applications of these techniques work...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page covers basic movement techniques and glitches used in Ori speedruns. You can use this as a reference to understand how specific applications of these techniques work, and also to think about new and useful ways to apply them.&lt;br /&gt;
&lt;br /&gt;
==Running and Jumping==&lt;br /&gt;
&lt;br /&gt;
;Basics&lt;br /&gt;
:Basic movement is straightforward: as long as you hold the analog stick all the way in a direction, or hold the movement key, Ori will run at maximum speed. Jumping preserves Ori's full horizontal speed, and also saves a very small amount of time (frames?) per jump by reducing the effect of friction on Ori. The difference between running all the time and jumping all the time is very minimal, so it's okay not to get too crazy about this.&lt;br /&gt;
&lt;br /&gt;
;Flip Jumps&lt;br /&gt;
:If you jump repeatedly, every third jump Ori will perform a front flip. There is no known difference in height achievable through this flip jump.&lt;br /&gt;
&lt;br /&gt;
;Wall Slides and Vaulting&lt;br /&gt;
:When jumping into a wall, Ori will slide up the wall a small amount, dependent on the angle and friction of the wall. If Ori slides up far enough to clear the top of the wall, she will &amp;quot;vault&amp;quot; up and over it. This saves a few frames in horizontal movement compared to jumping over the top of the wall.&lt;br /&gt;
&lt;br /&gt;
;Firsties&lt;br /&gt;
:A &amp;quot;firsty&amp;quot; is when you perform a jump on the first frame that you are able to do so after landing from a previous jump. When you perform a &amp;quot;firsty,&amp;quot; the game allows you to jump normally but will not restore your double or triple jump.&lt;br /&gt;
:The most common case where you will experience this is in wall jumping. The unexpected loss of your double or triple jump will most likely cause you to fail a platforming section and fall down, costing you time. To avoid this, try to wait a very small amount of time after touching a wall before wall jumping.&lt;br /&gt;
&lt;br /&gt;
;Terra Jumps&lt;br /&gt;
:A &amp;quot;Terra jump&amp;quot; is an intentional use of a &amp;quot;firsty.&amp;quot; When you are in the middle of a &amp;quot;Bash glide&amp;quot; (covered below), performing a &amp;quot;firsty&amp;quot; from the ground will preserve your horizontal speed. This is called a Terra jump. You may also use a charge jump for this technique to increase your height and extend the horizontal distance you can travel.&lt;br /&gt;
&lt;br /&gt;
==Bash Techniques==&lt;br /&gt;
&lt;br /&gt;
;Bash Gliding&lt;br /&gt;
:Upon releasing a Bash, Ori is given a very large amount of speed in the aimed direction. Normally, your vertical speed returns to normal very quickly due to gravity. However, if you release all directional input (that is, don't press the analog stick or left/right keys), your horizontal speed will not decrease. When this is done with a horizontal or nearly-horizontal Bash, Ori can travel very quickly across very large distances.&lt;br /&gt;
:While you are Bash gliding, you can use and release Kuro's Feather at will, use your double and triple jumps, and also perform a Terra jump off the ground. As long as you don't provide any directional input and don't run into any obstacles, Ori will retain her horizontal speed. Note that gravity applies as normal, so Ori will eventually hit the ground!&lt;br /&gt;
&lt;br /&gt;
;Double Bash&lt;br /&gt;
:&lt;/div&gt;</summary>
		<author><name>Vulajin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori_and_the_Blind_Forest</id>
		<title>Ori and the Blind Forest</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori_and_the_Blind_Forest"/>
				<updated>2016-02-25T01:47:51Z</updated>
		
		<summary type="html">&lt;p&gt;Vulajin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:PC]]&lt;br /&gt;
[[Category:Xbox One]]&lt;br /&gt;
&lt;br /&gt;
[[File:OriAndTheBlindForest.png|1024px|center]]&lt;br /&gt;
&lt;br /&gt;
;Overview&lt;br /&gt;
&lt;br /&gt;
:Ori and the Blind Forest is an indie Metroidvania-style platformer created by Moon Studios and released for PC and Xbox One in March 2015. An updated release titled Ori: Definitive Edition, containing additional content and possibly other significant changes, is currently slated for release in Spring 2016.&lt;br /&gt;
&lt;br /&gt;
:This page is intended to serve as a reference for new and current speedrunners of Ori and the Blind Forest. The primary goal of this page is to provide information about the practice of speedrunning this game, including movement, tricks, glitches, sequence breaks, and other optimizations. A secondary goal of this page is to provide up-to-date information on speedrun routes for this game. You should always watch the top runs of a given category on the leaderboard to keep up with the most recent route developments, as this page may sometimes lag behind.&lt;br /&gt;
&lt;br /&gt;
==Community Information==&lt;br /&gt;
&lt;br /&gt;
;Leaderboards&lt;br /&gt;
:http://speedrun.com/ori&lt;br /&gt;
:Make an account to submit your times! Note that submissions will have to be approved by a moderator before becoming visible.&lt;br /&gt;
&lt;br /&gt;
;Discord&lt;br /&gt;
:https://discord.gg/0eG6jSyc9vgrSQee&lt;br /&gt;
&lt;br /&gt;
;IRC channel&lt;br /&gt;
:irc.speedrunslive.com - #ori&lt;br /&gt;
&lt;br /&gt;
;SDA Forum Thread&lt;br /&gt;
:https://forum.speeddemosarchive.com/post/ori_and_the_blind_forest.html&lt;br /&gt;
:Very inactive, but has tons of useful historical information.&lt;br /&gt;
&lt;br /&gt;
=Starting Off=&lt;br /&gt;
&lt;br /&gt;
==Learning the Game==&lt;br /&gt;
&lt;br /&gt;
Ori is a very accessible speedgame with a high skill ceiling. Although most speedruns feature challenging tricks and dangerously low health, there are plenty of opportunities to pick up bonus health cells and energy cells for safety. Newcomers are generally recommended to learn the &amp;quot;all skills no OOB&amp;quot; category, which has a reasonable balance of difficulty and route memorization. &amp;quot;All cells&amp;quot; is also a good starting point. Any% features several extremely challenging tricks, and 100% involves memorizing a lot of non-obvious movements, so these are not necessarily recommended for newcomers.&lt;br /&gt;
&lt;br /&gt;
Start by reviewing the resources on this wiki for some basic information about Ori speedruns. Then review some runs on the leaderboard for your chosen category. Don't necessarily assume you should start by watching the current world record. The top runs often use minimum health and extremely difficult tricks that you can get away without doing.&lt;br /&gt;
&lt;br /&gt;
==Speedrun Timing==&lt;br /&gt;
&lt;br /&gt;
Ori speedruns use real time. The in-game timer is disregarded due to the use of save and quit for glitches. Timing is the same across all categories. Start the timer when you press A or click to start a new game. Stop the timer when you lose control of Naru as she passes behind the large tree at the end of the game.&lt;br /&gt;
&lt;br /&gt;
A LiveSplit autosplitter plugin does exist for this game. It can be found at: https://github.com/AdamPrimer/LiveSplit.OriAndTheBlindForest/releases&lt;br /&gt;
&lt;br /&gt;
==Categories==&lt;br /&gt;
&lt;br /&gt;
Ori currently has four community-defined categories:&lt;br /&gt;
:*'''Any%''' - Beat the game as quickly as possible.&lt;br /&gt;
:*'''All Skills no OOB''' - Beat the game while learning all skills. Out of bounds skips are disallowed.&lt;br /&gt;
:*'''All Cells''' - Beat the game while collecting all health, energy, and ability cells.&lt;br /&gt;
:*'''100%''' - Beat the game while collecting all cells, completing the map, and completing all world events.&lt;br /&gt;
&lt;br /&gt;
=Basic Information=&lt;br /&gt;
&lt;br /&gt;
==[[Ori/Techniques and Glitches|Techniques and Glitches]]==&lt;br /&gt;
&lt;br /&gt;
==Skills and Abilities==&lt;br /&gt;
&lt;br /&gt;
==Glossary of Terms==&lt;/div&gt;</summary>
		<author><name>Vulajin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori_and_the_Blind_Forest</id>
		<title>Ori and the Blind Forest</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori_and_the_Blind_Forest"/>
				<updated>2016-02-24T08:14:25Z</updated>
		
		<summary type="html">&lt;p&gt;Vulajin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:PC]]&lt;br /&gt;
[[Category:Xbox One]]&lt;br /&gt;
&lt;br /&gt;
[[File:OriAndTheBlindForest.png|1024px|center]]&lt;br /&gt;
&lt;br /&gt;
;Overview&lt;br /&gt;
&lt;br /&gt;
:Ori and the Blind Forest is an indie Metroidvania-style platformer created by Moon Studios and released for PC and Xbox One in March 2015. An updated release titled Ori: Definitive Edition, containing additional content and possibly other significant changes, is currently slated for release in Spring 2016.&lt;br /&gt;
&lt;br /&gt;
:This page is intended to serve as a reference for new and current speedrunners of Ori and the Blind Forest. The primary goal of this page is to provide information about the practice of speedrunning this game, including movement, tricks, glitches, sequence breaks, and other optimizations. A secondary goal of this page is to provide up-to-date information on speedrun routes for this game. You should always watch the top runs of a given category on the leaderboard to keep up with the most recent route developments, as this page may sometimes lag behind.&lt;br /&gt;
&lt;br /&gt;
==Community Information==&lt;br /&gt;
&lt;br /&gt;
;Leaderboards&lt;br /&gt;
:http://speedrun.com/ori&lt;br /&gt;
:Make an account to submit your times! Note that submissions will have to be approved by a moderator before becoming visible.&lt;br /&gt;
&lt;br /&gt;
;Discord&lt;br /&gt;
:https://discord.gg/0eG6jSyc9vgrSQee&lt;br /&gt;
&lt;br /&gt;
;IRC channel&lt;br /&gt;
:irc.speedrunslive.com - #ori&lt;br /&gt;
&lt;br /&gt;
;SDA Forum Thread&lt;br /&gt;
:https://forum.speeddemosarchive.com/post/ori_and_the_blind_forest.html&lt;br /&gt;
:Very inactive, but has tons of useful historical information.&lt;br /&gt;
&lt;br /&gt;
=Starting Off=&lt;br /&gt;
&lt;br /&gt;
==Learning the Game==&lt;br /&gt;
&lt;br /&gt;
Ori is a very accessible speedgame with a high skill ceiling. Although most speedruns feature challenging tricks and dangerously low health, there are plenty of opportunities to pick up bonus health cells and energy cells for safety. Newcomers are generally recommended to learn the &amp;quot;all skills no OOB&amp;quot; category, which has a reasonable balance of difficulty and route memorization. &amp;quot;All cells&amp;quot; is also a good starting point. Any% features several extremely challenging tricks, and 100% involves memorizing a lot of non-obvious movements, so these are not necessarily recommended for newcomers.&lt;br /&gt;
&lt;br /&gt;
Start by reviewing the resources on this wiki for some basic information about Ori speedruns. Then review some runs on the leaderboard for your chosen category. Don't necessarily assume you should start by watching the current world record. The top runs often use minimum health and extremely difficult tricks that you can get away without doing.&lt;br /&gt;
&lt;br /&gt;
==Speedrun Timing==&lt;br /&gt;
&lt;br /&gt;
Ori speedruns use real time. The in-game timer is disregarded due to the use of save and quit for glitches. Timing is the same across all categories. Start the timer when you press A or click to start a new game. Stop the timer when you lose control of Naru as she passes behind the large tree at the end of the game.&lt;br /&gt;
&lt;br /&gt;
A LiveSplit autosplitter plugin does exist for this game. It can be found at: https://github.com/AdamPrimer/LiveSplit.OriAndTheBlindForest/releases&lt;br /&gt;
&lt;br /&gt;
==Categories==&lt;br /&gt;
&lt;br /&gt;
Ori currently has four community-defined categories:&lt;br /&gt;
:*'''Any%''' - Beat the game as quickly as possible.&lt;br /&gt;
:*'''All Skills no OOB''' - Beat the game while learning all skills. Out of bounds skips are disallowed.&lt;br /&gt;
:*'''All Cells''' - Beat the game while collecting all health, energy, and ability cells.&lt;br /&gt;
:*'''100%''' - Beat the game while collecting all cells, completing the map, and completing all world events.&lt;br /&gt;
&lt;br /&gt;
=Basic Information=&lt;br /&gt;
&lt;br /&gt;
==Techniques and Glitches==&lt;br /&gt;
&lt;br /&gt;
==Skills and Abilities==&lt;br /&gt;
&lt;br /&gt;
==Glossary of Terms==&lt;/div&gt;</summary>
		<author><name>Vulajin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori_and_the_Blind_Forest</id>
		<title>Ori and the Blind Forest</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori_and_the_Blind_Forest"/>
				<updated>2016-02-24T08:09:29Z</updated>
		
		<summary type="html">&lt;p&gt;Vulajin: /* Categories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:PC]]&lt;br /&gt;
[[Category:Xbox One]]&lt;br /&gt;
&lt;br /&gt;
[[File:OriAndTheBlindForest.png|1024px|center]]&lt;br /&gt;
&lt;br /&gt;
;Overview&lt;br /&gt;
&lt;br /&gt;
:Ori and the Blind Forest is an indie Metroidvania-style platformer created by Moon Studios and released for PC and Xbox One in March, 2015. A an updated release titled Ori: Definitive Edition, containing additional content and possibly other significant changes, is currently slated for release in Spring 2016.&lt;br /&gt;
&lt;br /&gt;
:This page is intended to serve as a reference for new and current speedrunners of Ori and the Blind Forest. The primary goal of this page is to provide information about the practice of speedrunning this game, including movement, tricks, glitches, sequence breaks, and other optimizations. A secondary goal of this page is to provide up-to-date information on speedrun routes for this game. You should always watch the top runs of a given category on the leaderboard to keep up with the most recent route developments, as this page may sometimes lag behind.&lt;br /&gt;
&lt;br /&gt;
==Community Information==&lt;br /&gt;
&lt;br /&gt;
;Leaderboards&lt;br /&gt;
:http://speedrun.com/ori&lt;br /&gt;
:Make an account to submit your times! Note that submissions will have to be approved by a moderator before becoming visible.&lt;br /&gt;
&lt;br /&gt;
;Discord&lt;br /&gt;
:https://discord.gg/0eG6jSyc9vgrSQee&lt;br /&gt;
&lt;br /&gt;
;IRC channel&lt;br /&gt;
:irc.speedrunslive.com - #ori&lt;br /&gt;
&lt;br /&gt;
;SDA Forum Thread&lt;br /&gt;
:https://forum.speeddemosarchive.com/post/ori_and_the_blind_forest.html&lt;br /&gt;
:Very inactive, but has tons of useful historical information.&lt;br /&gt;
&lt;br /&gt;
=Starting Off=&lt;br /&gt;
&lt;br /&gt;
==Learning the Game==&lt;br /&gt;
&lt;br /&gt;
Ori is a very accessible speedgame with a high skill ceiling. Although most speedruns feature challenging tricks and dangerously low health, there are plenty of opportunities to pick up bonus health cells and energy cells for safety. Newcomers are generally recommended to learn the &amp;quot;all skills no OOB&amp;quot; category, which has a reasonable balance of difficulty and route memorization. &amp;quot;All cells&amp;quot; is also a good starting point. Any% features several extremely challenging tricks, and 100% involves memorizing a lot of non-obvious movements, so these are not necessarily recommended for newcomers.&lt;br /&gt;
&lt;br /&gt;
Start by reviewing the resources on this wiki for some basic information about Ori speedruns. Then review some runs on the leaderboard for your chosen category. Don't necessarily assume you should start by watching the current world record. The top runs often use minimum health and extremely difficult tricks that you can get away without doing.&lt;br /&gt;
&lt;br /&gt;
==Speedrun Timing==&lt;br /&gt;
&lt;br /&gt;
Ori speedruns use real time. The in-game timer is disregarded due to the use of save and quit for glitches. Timing is the same across all categories. Start the timer when you press A or click to start a new game. Stop the timer when you lose control of Naru as she passes behind the large tree at the end of the game.&lt;br /&gt;
&lt;br /&gt;
A LiveSplit autosplitter plugin does exist for this game. It can be found at: https://github.com/AdamPrimer/LiveSplit.OriAndTheBlindForest/releases&lt;br /&gt;
&lt;br /&gt;
==Categories==&lt;br /&gt;
&lt;br /&gt;
Ori currently has four community-defined categories:&lt;br /&gt;
:*'''Any%''' - Beat the game as quickly as possible.&lt;br /&gt;
:*'''All Skills no OOB''' - Beat the game while learning all skills. Out of bounds skips are disallowed.&lt;br /&gt;
:*'''All Cells''' - Beat the game while collecting all health, energy, and ability cells.&lt;br /&gt;
:*'''100%''' - Beat the game while collecting all cells, completing the map, and completing all world events.&lt;br /&gt;
&lt;br /&gt;
=Basic Information=&lt;br /&gt;
&lt;br /&gt;
==Techniques and Glitches==&lt;br /&gt;
&lt;br /&gt;
==Skills and Abilities==&lt;br /&gt;
&lt;br /&gt;
==Glossary of Terms==&lt;/div&gt;</summary>
		<author><name>Vulajin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori_and_the_Blind_Forest</id>
		<title>Ori and the Blind Forest</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori_and_the_Blind_Forest"/>
				<updated>2016-02-24T08:08:48Z</updated>
		
		<summary type="html">&lt;p&gt;Vulajin: /* Categories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:PC]]&lt;br /&gt;
[[Category:Xbox One]]&lt;br /&gt;
&lt;br /&gt;
[[File:OriAndTheBlindForest.png|1024px|center]]&lt;br /&gt;
&lt;br /&gt;
;Overview&lt;br /&gt;
&lt;br /&gt;
:Ori and the Blind Forest is an indie Metroidvania-style platformer created by Moon Studios and released for PC and Xbox One in March, 2015. A an updated release titled Ori: Definitive Edition, containing additional content and possibly other significant changes, is currently slated for release in Spring 2016.&lt;br /&gt;
&lt;br /&gt;
:This page is intended to serve as a reference for new and current speedrunners of Ori and the Blind Forest. The primary goal of this page is to provide information about the practice of speedrunning this game, including movement, tricks, glitches, sequence breaks, and other optimizations. A secondary goal of this page is to provide up-to-date information on speedrun routes for this game. You should always watch the top runs of a given category on the leaderboard to keep up with the most recent route developments, as this page may sometimes lag behind.&lt;br /&gt;
&lt;br /&gt;
==Community Information==&lt;br /&gt;
&lt;br /&gt;
;Leaderboards&lt;br /&gt;
:http://speedrun.com/ori&lt;br /&gt;
:Make an account to submit your times! Note that submissions will have to be approved by a moderator before becoming visible.&lt;br /&gt;
&lt;br /&gt;
;Discord&lt;br /&gt;
:https://discord.gg/0eG6jSyc9vgrSQee&lt;br /&gt;
&lt;br /&gt;
;IRC channel&lt;br /&gt;
:irc.speedrunslive.com - #ori&lt;br /&gt;
&lt;br /&gt;
;SDA Forum Thread&lt;br /&gt;
:https://forum.speeddemosarchive.com/post/ori_and_the_blind_forest.html&lt;br /&gt;
:Very inactive, but has tons of useful historical information.&lt;br /&gt;
&lt;br /&gt;
=Starting Off=&lt;br /&gt;
&lt;br /&gt;
==Learning the Game==&lt;br /&gt;
&lt;br /&gt;
Ori is a very accessible speedgame with a high skill ceiling. Although most speedruns feature challenging tricks and dangerously low health, there are plenty of opportunities to pick up bonus health cells and energy cells for safety. Newcomers are generally recommended to learn the &amp;quot;all skills no OOB&amp;quot; category, which has a reasonable balance of difficulty and route memorization. &amp;quot;All cells&amp;quot; is also a good starting point. Any% features several extremely challenging tricks, and 100% involves memorizing a lot of non-obvious movements, so these are not necessarily recommended for newcomers.&lt;br /&gt;
&lt;br /&gt;
Start by reviewing the resources on this wiki for some basic information about Ori speedruns. Then review some runs on the leaderboard for your chosen category. Don't necessarily assume you should start by watching the current world record. The top runs often use minimum health and extremely difficult tricks that you can get away without doing.&lt;br /&gt;
&lt;br /&gt;
==Speedrun Timing==&lt;br /&gt;
&lt;br /&gt;
Ori speedruns use real time. The in-game timer is disregarded due to the use of save and quit for glitches. Timing is the same across all categories. Start the timer when you press A or click to start a new game. Stop the timer when you lose control of Naru as she passes behind the large tree at the end of the game.&lt;br /&gt;
&lt;br /&gt;
A LiveSplit autosplitter plugin does exist for this game. It can be found at: https://github.com/AdamPrimer/LiveSplit.OriAndTheBlindForest/releases&lt;br /&gt;
&lt;br /&gt;
==Categories==&lt;br /&gt;
&lt;br /&gt;
Ori currently has four community-defined categories:&lt;br /&gt;
:*'''Any%''' - Beat the game as quickly as possible.&lt;br /&gt;
:*'''All Skills no OOB''' - Beat the game while learning all skills. Out of bounds skips are disallowed.&lt;br /&gt;
:*'''All Cells''' - Beat the game while collecting all health, energy, and ability cells.&lt;br /&gt;
:*'''100%''' - Beat the game while learning all skills, collecting all cells, completing the map, and completing all world events.&lt;br /&gt;
&lt;br /&gt;
=Basic Information=&lt;br /&gt;
&lt;br /&gt;
==Techniques and Glitches==&lt;br /&gt;
&lt;br /&gt;
==Skills and Abilities==&lt;br /&gt;
&lt;br /&gt;
==Glossary of Terms==&lt;/div&gt;</summary>
		<author><name>Vulajin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori_and_the_Blind_Forest</id>
		<title>Ori and the Blind Forest</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori_and_the_Blind_Forest"/>
				<updated>2016-02-24T08:08:32Z</updated>
		
		<summary type="html">&lt;p&gt;Vulajin: /* Categories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:PC]]&lt;br /&gt;
[[Category:Xbox One]]&lt;br /&gt;
&lt;br /&gt;
[[File:OriAndTheBlindForest.png|1024px|center]]&lt;br /&gt;
&lt;br /&gt;
;Overview&lt;br /&gt;
&lt;br /&gt;
:Ori and the Blind Forest is an indie Metroidvania-style platformer created by Moon Studios and released for PC and Xbox One in March, 2015. A an updated release titled Ori: Definitive Edition, containing additional content and possibly other significant changes, is currently slated for release in Spring 2016.&lt;br /&gt;
&lt;br /&gt;
:This page is intended to serve as a reference for new and current speedrunners of Ori and the Blind Forest. The primary goal of this page is to provide information about the practice of speedrunning this game, including movement, tricks, glitches, sequence breaks, and other optimizations. A secondary goal of this page is to provide up-to-date information on speedrun routes for this game. You should always watch the top runs of a given category on the leaderboard to keep up with the most recent route developments, as this page may sometimes lag behind.&lt;br /&gt;
&lt;br /&gt;
==Community Information==&lt;br /&gt;
&lt;br /&gt;
;Leaderboards&lt;br /&gt;
:http://speedrun.com/ori&lt;br /&gt;
:Make an account to submit your times! Note that submissions will have to be approved by a moderator before becoming visible.&lt;br /&gt;
&lt;br /&gt;
;Discord&lt;br /&gt;
:https://discord.gg/0eG6jSyc9vgrSQee&lt;br /&gt;
&lt;br /&gt;
;IRC channel&lt;br /&gt;
:irc.speedrunslive.com - #ori&lt;br /&gt;
&lt;br /&gt;
;SDA Forum Thread&lt;br /&gt;
:https://forum.speeddemosarchive.com/post/ori_and_the_blind_forest.html&lt;br /&gt;
:Very inactive, but has tons of useful historical information.&lt;br /&gt;
&lt;br /&gt;
=Starting Off=&lt;br /&gt;
&lt;br /&gt;
==Learning the Game==&lt;br /&gt;
&lt;br /&gt;
Ori is a very accessible speedgame with a high skill ceiling. Although most speedruns feature challenging tricks and dangerously low health, there are plenty of opportunities to pick up bonus health cells and energy cells for safety. Newcomers are generally recommended to learn the &amp;quot;all skills no OOB&amp;quot; category, which has a reasonable balance of difficulty and route memorization. &amp;quot;All cells&amp;quot; is also a good starting point. Any% features several extremely challenging tricks, and 100% involves memorizing a lot of non-obvious movements, so these are not necessarily recommended for newcomers.&lt;br /&gt;
&lt;br /&gt;
Start by reviewing the resources on this wiki for some basic information about Ori speedruns. Then review some runs on the leaderboard for your chosen category. Don't necessarily assume you should start by watching the current world record. The top runs often use minimum health and extremely difficult tricks that you can get away without doing.&lt;br /&gt;
&lt;br /&gt;
==Speedrun Timing==&lt;br /&gt;
&lt;br /&gt;
Ori speedruns use real time. The in-game timer is disregarded due to the use of save and quit for glitches. Timing is the same across all categories. Start the timer when you press A or click to start a new game. Stop the timer when you lose control of Naru as she passes behind the large tree at the end of the game.&lt;br /&gt;
&lt;br /&gt;
A LiveSplit autosplitter plugin does exist for this game. It can be found at: https://github.com/AdamPrimer/LiveSplit.OriAndTheBlindForest/releases&lt;br /&gt;
&lt;br /&gt;
==Categories==&lt;br /&gt;
&lt;br /&gt;
Ori currently has four community-defined categories:&lt;br /&gt;
:*Any% - Beat the game as quickly as possible.&lt;br /&gt;
:*All Skills no OOB - Beat the game while learning all skills. Out of bounds skips are disallowed.&lt;br /&gt;
:*All Cells - Beat the game while collecting all health, energy, and ability cells.&lt;br /&gt;
:*100% - Beat the game while learning all skills, collecting all cells, completing the map, and completing all world events.&lt;br /&gt;
&lt;br /&gt;
=Basic Information=&lt;br /&gt;
&lt;br /&gt;
==Techniques and Glitches==&lt;br /&gt;
&lt;br /&gt;
==Skills and Abilities==&lt;br /&gt;
&lt;br /&gt;
==Glossary of Terms==&lt;/div&gt;</summary>
		<author><name>Vulajin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori_and_the_Blind_Forest</id>
		<title>Ori and the Blind Forest</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori_and_the_Blind_Forest"/>
				<updated>2016-02-24T08:08:18Z</updated>
		
		<summary type="html">&lt;p&gt;Vulajin: /* Categories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:PC]]&lt;br /&gt;
[[Category:Xbox One]]&lt;br /&gt;
&lt;br /&gt;
[[File:OriAndTheBlindForest.png|1024px|center]]&lt;br /&gt;
&lt;br /&gt;
;Overview&lt;br /&gt;
&lt;br /&gt;
:Ori and the Blind Forest is an indie Metroidvania-style platformer created by Moon Studios and released for PC and Xbox One in March, 2015. A an updated release titled Ori: Definitive Edition, containing additional content and possibly other significant changes, is currently slated for release in Spring 2016.&lt;br /&gt;
&lt;br /&gt;
:This page is intended to serve as a reference for new and current speedrunners of Ori and the Blind Forest. The primary goal of this page is to provide information about the practice of speedrunning this game, including movement, tricks, glitches, sequence breaks, and other optimizations. A secondary goal of this page is to provide up-to-date information on speedrun routes for this game. You should always watch the top runs of a given category on the leaderboard to keep up with the most recent route developments, as this page may sometimes lag behind.&lt;br /&gt;
&lt;br /&gt;
==Community Information==&lt;br /&gt;
&lt;br /&gt;
;Leaderboards&lt;br /&gt;
:http://speedrun.com/ori&lt;br /&gt;
:Make an account to submit your times! Note that submissions will have to be approved by a moderator before becoming visible.&lt;br /&gt;
&lt;br /&gt;
;Discord&lt;br /&gt;
:https://discord.gg/0eG6jSyc9vgrSQee&lt;br /&gt;
&lt;br /&gt;
;IRC channel&lt;br /&gt;
:irc.speedrunslive.com - #ori&lt;br /&gt;
&lt;br /&gt;
;SDA Forum Thread&lt;br /&gt;
:https://forum.speeddemosarchive.com/post/ori_and_the_blind_forest.html&lt;br /&gt;
:Very inactive, but has tons of useful historical information.&lt;br /&gt;
&lt;br /&gt;
=Starting Off=&lt;br /&gt;
&lt;br /&gt;
==Learning the Game==&lt;br /&gt;
&lt;br /&gt;
Ori is a very accessible speedgame with a high skill ceiling. Although most speedruns feature challenging tricks and dangerously low health, there are plenty of opportunities to pick up bonus health cells and energy cells for safety. Newcomers are generally recommended to learn the &amp;quot;all skills no OOB&amp;quot; category, which has a reasonable balance of difficulty and route memorization. &amp;quot;All cells&amp;quot; is also a good starting point. Any% features several extremely challenging tricks, and 100% involves memorizing a lot of non-obvious movements, so these are not necessarily recommended for newcomers.&lt;br /&gt;
&lt;br /&gt;
Start by reviewing the resources on this wiki for some basic information about Ori speedruns. Then review some runs on the leaderboard for your chosen category. Don't necessarily assume you should start by watching the current world record. The top runs often use minimum health and extremely difficult tricks that you can get away without doing.&lt;br /&gt;
&lt;br /&gt;
==Speedrun Timing==&lt;br /&gt;
&lt;br /&gt;
Ori speedruns use real time. The in-game timer is disregarded due to the use of save and quit for glitches. Timing is the same across all categories. Start the timer when you press A or click to start a new game. Stop the timer when you lose control of Naru as she passes behind the large tree at the end of the game.&lt;br /&gt;
&lt;br /&gt;
A LiveSplit autosplitter plugin does exist for this game. It can be found at: https://github.com/AdamPrimer/LiveSplit.OriAndTheBlindForest/releases&lt;br /&gt;
&lt;br /&gt;
==Categories==&lt;br /&gt;
&lt;br /&gt;
:Ori currently has four community-defined categories:&lt;br /&gt;
:*Any% - Beat the game as quickly as possible.&lt;br /&gt;
:*All Skills no OOB - Beat the game while learning all skills. Out of bounds skips are disallowed.&lt;br /&gt;
:*All Cells - Beat the game while collecting all health, energy, and ability cells.&lt;br /&gt;
:*100% - Beat the game while learning all skills, collecting all cells, completing the map, and completing all world events.&lt;br /&gt;
&lt;br /&gt;
=Basic Information=&lt;br /&gt;
&lt;br /&gt;
==Techniques and Glitches==&lt;br /&gt;
&lt;br /&gt;
==Skills and Abilities==&lt;br /&gt;
&lt;br /&gt;
==Glossary of Terms==&lt;/div&gt;</summary>
		<author><name>Vulajin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori_and_the_Blind_Forest</id>
		<title>Ori and the Blind Forest</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori_and_the_Blind_Forest"/>
				<updated>2016-02-24T08:06:39Z</updated>
		
		<summary type="html">&lt;p&gt;Vulajin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:PC]]&lt;br /&gt;
[[Category:Xbox One]]&lt;br /&gt;
&lt;br /&gt;
[[File:OriAndTheBlindForest.png|1024px|center]]&lt;br /&gt;
&lt;br /&gt;
;Overview&lt;br /&gt;
&lt;br /&gt;
:Ori and the Blind Forest is an indie Metroidvania-style platformer created by Moon Studios and released for PC and Xbox One in March, 2015. A an updated release titled Ori: Definitive Edition, containing additional content and possibly other significant changes, is currently slated for release in Spring 2016.&lt;br /&gt;
&lt;br /&gt;
:This page is intended to serve as a reference for new and current speedrunners of Ori and the Blind Forest. The primary goal of this page is to provide information about the practice of speedrunning this game, including movement, tricks, glitches, sequence breaks, and other optimizations. A secondary goal of this page is to provide up-to-date information on speedrun routes for this game. You should always watch the top runs of a given category on the leaderboard to keep up with the most recent route developments, as this page may sometimes lag behind.&lt;br /&gt;
&lt;br /&gt;
==Community Information==&lt;br /&gt;
&lt;br /&gt;
;Leaderboards&lt;br /&gt;
:http://speedrun.com/ori&lt;br /&gt;
:Make an account to submit your times! Note that submissions will have to be approved by a moderator before becoming visible.&lt;br /&gt;
&lt;br /&gt;
;Discord&lt;br /&gt;
:https://discord.gg/0eG6jSyc9vgrSQee&lt;br /&gt;
&lt;br /&gt;
;IRC channel&lt;br /&gt;
:irc.speedrunslive.com - #ori&lt;br /&gt;
&lt;br /&gt;
;SDA Forum Thread&lt;br /&gt;
:https://forum.speeddemosarchive.com/post/ori_and_the_blind_forest.html&lt;br /&gt;
:Very inactive, but has tons of useful historical information.&lt;br /&gt;
&lt;br /&gt;
=Starting Off=&lt;br /&gt;
&lt;br /&gt;
==Learning the Game==&lt;br /&gt;
&lt;br /&gt;
Ori is a very accessible speedgame with a high skill ceiling. Although most speedruns feature challenging tricks and dangerously low health, there are plenty of opportunities to pick up bonus health cells and energy cells for safety. Newcomers are generally recommended to learn the &amp;quot;all skills no OOB&amp;quot; category, which has a reasonable balance of difficulty and route memorization. &amp;quot;All cells&amp;quot; is also a good starting point. Any% features several extremely challenging tricks, and 100% involves memorizing a lot of non-obvious movements, so these are not necessarily recommended for newcomers.&lt;br /&gt;
&lt;br /&gt;
Start by reviewing the resources on this wiki for some basic information about Ori speedruns. Then review some runs on the leaderboard for your chosen category. Don't necessarily assume you should start by watching the current world record. The top runs often use minimum health and extremely difficult tricks that you can get away without doing.&lt;br /&gt;
&lt;br /&gt;
==Speedrun Timing==&lt;br /&gt;
&lt;br /&gt;
Ori speedruns use real time. The in-game timer is disregarded due to the use of save and quit for glitches. Timing is the same across all categories. Start the timer when you press A or click to start a new game. Stop the timer when you lose control of Naru as she passes behind the large tree at the end of the game.&lt;br /&gt;
&lt;br /&gt;
A LiveSplit autosplitter plugin does exist for this game. It can be found at: https://github.com/AdamPrimer/LiveSplit.OriAndTheBlindForest/releases&lt;br /&gt;
&lt;br /&gt;
==Categories==&lt;br /&gt;
&lt;br /&gt;
;Ori currently has four community-defined categories:&lt;br /&gt;
:*Any% - Beat the game as quickly as possible.&lt;br /&gt;
:*All Skills no OOB - Beat the game while learning all skills. Out of bounds skips are disallowed.&lt;br /&gt;
:*All Cells - Beat the game while collecting all health, energy, and ability cells.&lt;br /&gt;
:*100% - Beat the game while learning all skills, collecting all cells, completing the map, and completing all world events.&lt;br /&gt;
&lt;br /&gt;
=Basic Information=&lt;br /&gt;
&lt;br /&gt;
==Techniques and Glitches==&lt;br /&gt;
&lt;br /&gt;
==Skills and Abilities==&lt;br /&gt;
&lt;br /&gt;
==Glossary of Terms==&lt;/div&gt;</summary>
		<author><name>Vulajin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori_and_the_Blind_Forest</id>
		<title>Ori and the Blind Forest</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori_and_the_Blind_Forest"/>
				<updated>2016-02-24T08:00:47Z</updated>
		
		<summary type="html">&lt;p&gt;Vulajin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:PC]]&lt;br /&gt;
[[Category:Xbox One]]&lt;br /&gt;
&lt;br /&gt;
[[File:OriAndTheBlindForest.png|1024px|center]]&lt;br /&gt;
&lt;br /&gt;
;Overview&lt;br /&gt;
&lt;br /&gt;
:Ori and the Blind Forest is an indie Metroidvania-style platformer created by Moon Studios and released for PC and Xbox One in March, 2015. A an updated release titled Ori: Definitive Edition, containing additional content and possibly other significant changes, is currently slated for release in Spring 2016.&lt;br /&gt;
&lt;br /&gt;
:This page is intended to serve as a reference for new and current speedrunners of Ori and the Blind Forest. The primary goal of this page is to provide information about the practice of speedrunning this game, including movement, tricks, glitches, sequence breaks, and other optimizations. A secondary goal of this page is to provide up-to-date information on speedrun routes for this game. You should always watch the top runs of a given category on the leaderboard to keep up with the most recent route developments, as this page may sometimes lag behind.&lt;br /&gt;
&lt;br /&gt;
==Community Information==&lt;br /&gt;
&lt;br /&gt;
;Leaderboards&lt;br /&gt;
:http://speedrun.com/ori&lt;br /&gt;
:Make an account to submit your times! Note that submissions will have to be approved by a moderator before becoming visible.&lt;br /&gt;
&lt;br /&gt;
;Discord&lt;br /&gt;
:https://discord.gg/0eG6jSyc9vgrSQee&lt;br /&gt;
&lt;br /&gt;
;IRC channel&lt;br /&gt;
:irc.speedrunslive.com - #ori&lt;br /&gt;
&lt;br /&gt;
;SDA Forum Thread&lt;br /&gt;
:https://forum.speeddemosarchive.com/post/ori_and_the_blind_forest.html&lt;br /&gt;
:Very inactive, but has tons of useful historical information.&lt;br /&gt;
&lt;br /&gt;
=Starting Off=&lt;br /&gt;
&lt;br /&gt;
==Learning the Game==&lt;br /&gt;
&lt;br /&gt;
Ori is a very accessible speedgame with a high skill ceiling. Although most speedruns feature challenging tricks and dangerously low health, there are plenty of opportunities to pick up bonus health cells and energy cells for safety. Newcomers are generally recommended to learn the &amp;quot;all skills no OOB&amp;quot; category, which has a reasonable balance of difficulty and route memorization. &amp;quot;All cells&amp;quot; is also a good starting point. Any% features several extremely challenging tricks, and 100% involves memorizing a lot of non-obvious movements, so these are not necessarily recommended for newcomers.&lt;br /&gt;
&lt;br /&gt;
Start by reviewing the resources on this wiki for some basic information about Ori speedruns. Then review some runs on the leaderboard for your chosen category. Don't necessarily assume you should start by watching the current world record. The top runs often use minimum health and extremely difficult tricks that you can get away without doing.&lt;br /&gt;
&lt;br /&gt;
==Speedrun Timing==&lt;br /&gt;
&lt;br /&gt;
Ori speedruns use real time. The in-game timer is disregarded due to the use of save and quit for glitches. Timing is the same across all categories. Start the timer when you press A or click to start a new game. Stop the timer when you lose control of Naru as she passes behind the large tree at the end of the game.&lt;br /&gt;
&lt;br /&gt;
A LiveSplit autosplitter plugin does exist for this game. It can be found at: https://github.com/AdamPrimer/LiveSplit.OriAndTheBlindForest/releases&lt;br /&gt;
&lt;br /&gt;
==Categories==&lt;br /&gt;
&lt;br /&gt;
;Ori currently has four community-defined categories:&lt;br /&gt;
:*Any% - Beat the game as quickly as possible.&lt;br /&gt;
:*All Skills no OOB - Beat the game while learning all skills. Out of bounds skips are disallowed.&lt;br /&gt;
:*All Cells - Beat the game while collecting all health, energy, and ability cells.&lt;br /&gt;
:*100% - Beat the game while learning all skills, collecting all cells, completing the map, and completing all world events.&lt;/div&gt;</summary>
		<author><name>Vulajin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori_and_the_Blind_Forest</id>
		<title>Ori and the Blind Forest</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori_and_the_Blind_Forest"/>
				<updated>2016-02-24T07:49:55Z</updated>
		
		<summary type="html">&lt;p&gt;Vulajin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:PC]]&lt;br /&gt;
[[Category:Xbox One]]&lt;br /&gt;
&lt;br /&gt;
[[File:OriAndTheBlindForest.png|1024px|center]]&lt;br /&gt;
&lt;br /&gt;
;Overview&lt;br /&gt;
&lt;br /&gt;
:Ori and the Blind Forest is an indie Metroidvania-style platformer created by Moon Studios and released for PC and Xbox One in March, 2015. A an updated release titled Ori: Definitive Edition, containing additional content and possibly other significant changes, is currently slated for release in Spring 2016.&lt;br /&gt;
&lt;br /&gt;
:This page is intended to serve as a reference for new and current speedrunners of Ori and the Blind Forest. The primary goal of this page is to provide information about the practice of speedrunning this game, including movement, tricks, glitches, sequence breaks, and other optimizations. A secondary goal of this page is to provide up-to-date information on speedrun routes for this game. You should always watch the top runs of a given category on the leaderboard to keep up with the most recent route developments, as this page may sometimes lag behind.&lt;br /&gt;
&lt;br /&gt;
==Community Information==&lt;br /&gt;
&lt;br /&gt;
;Leaderboards&lt;br /&gt;
:http://speedrun.com/ori&lt;br /&gt;
:Make an account to submit your times! Note that submissions will have to be approved by a moderator before becoming visible.&lt;br /&gt;
&lt;br /&gt;
;Discord&lt;br /&gt;
:https://discord.gg/0eG6jSyc9vgrSQee&lt;br /&gt;
&lt;br /&gt;
;IRC channel&lt;br /&gt;
:irc.speedrunslive.com - #ori&lt;br /&gt;
&lt;br /&gt;
;SDA Forum Thread&lt;br /&gt;
:https://forum.speeddemosarchive.com/post/ori_and_the_blind_forest.html&lt;br /&gt;
:Very inactive, but has tons of useful historical information.&lt;br /&gt;
&lt;br /&gt;
===Starting Off===&lt;br /&gt;
&lt;br /&gt;
;Learning the Game&lt;br /&gt;
:Ori is a very accessible speedgame with a high skill ceiling. Although most speedruns feature challenging tricks and dangerously low health, there are plenty of opportunities to pick up bonus health cells and energy cells for safety. Newcomers are generally recommended to learn the &amp;quot;all skills no OOB&amp;quot; category, which has a reasonable balance of difficulty and route memorization. &amp;quot;All cells&amp;quot; is also a good starting point. Any% features several extremely challenging tricks, and 100% involves memorizing a lot of non-obvious movements, so these are not necessarily recommended for newcomers.&lt;br /&gt;
:Start by reviewing the resources on this wiki for some basic information about Ori speedruns. Then review some runs on the leaderboard for your chosen category. Don't necessarily assume you should start by watching the current world record. The top runs often use minimum health and extremely difficult tricks that you can get away without doing.&lt;br /&gt;
&lt;br /&gt;
;Speedrun Timing&lt;br /&gt;
:Ori speedruns use real time. The in-game timer is disregarded due to the use of save and quit for glitches. Timing is the same across all categories. Start the timer when you press A or click to start a new game. Stop the timer when you lose control of Naru as she passes behind the large tree at the end of the game.&lt;br /&gt;
:An autosplitter does exist for this game. It can be found at: https://github.com/AdamPrimer/LiveSplit.OriAndTheBlindForest/releases&lt;/div&gt;</summary>
		<author><name>Vulajin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori_and_the_Blind_Forest</id>
		<title>Ori and the Blind Forest</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori_and_the_Blind_Forest"/>
				<updated>2016-02-24T07:37:06Z</updated>
		
		<summary type="html">&lt;p&gt;Vulajin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:PC]]&lt;br /&gt;
[[Category:Xbox One]]&lt;br /&gt;
&lt;br /&gt;
[[File:OriAndTheBlindForest.png|1024px|center]]&lt;br /&gt;
&lt;br /&gt;
;Overview&lt;br /&gt;
&lt;br /&gt;
:Ori and the Blind Forest is an indie Metroidvania-style platformer created by Moon Studios and released for PC and Xbox One in March, 2015. A an updated release titled Ori: Definitive Edition, containing additional content and possibly other significant changes, is currently slated for release in Spring 2016.&lt;br /&gt;
&lt;br /&gt;
:This page is intended to serve as a reference for new and current speedrunners of Ori and the Blind Forest. The primary goal of this page is to provide information about the practice of speedrunning this game, including movement, tricks, glitches, sequence breaks, and other optimizations. A secondary goal of this page is to provide up-to-date information on speedrun routes for this game. You should always watch the top runs of a given category on the leaderboard to keep up with the most recent route developments, as this page may sometimes lag behind.&lt;br /&gt;
&lt;br /&gt;
==Community Information==&lt;br /&gt;
&lt;br /&gt;
;Leaderboards&lt;br /&gt;
:http://speedrun.com/ori&lt;br /&gt;
:Make an account to submit your times! Note that submissions will have to be approved by a moderator before becoming visible.&lt;br /&gt;
&lt;br /&gt;
;Discord&lt;br /&gt;
:https://discord.gg/0eG6jSyc9vgrSQee&lt;br /&gt;
&lt;br /&gt;
;IRC channel&lt;br /&gt;
:irc.speedrunslive.com - #ori&lt;br /&gt;
&lt;br /&gt;
;SDA Forum Thread&lt;br /&gt;
:https://forum.speeddemosarchive.com/post/ori_and_the_blind_forest.html&lt;br /&gt;
:Very inactive, but has tons of useful historical information.&lt;br /&gt;
&lt;br /&gt;
==Speedrun Categories==&lt;/div&gt;</summary>
		<author><name>Vulajin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori_and_the_Blind_Forest</id>
		<title>Ori and the Blind Forest</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori_and_the_Blind_Forest"/>
				<updated>2016-02-24T05:47:02Z</updated>
		
		<summary type="html">&lt;p&gt;Vulajin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:PC]]&lt;br /&gt;
[[Category:Xbox One]]&lt;br /&gt;
&lt;br /&gt;
[[File:OriAndTheBlindForest.png|1024px|center]]&lt;br /&gt;
&lt;br /&gt;
;Overview&lt;br /&gt;
&lt;br /&gt;
:Ori and the Blind Forest is an indie Metroidvania-style platformer created by Moon Studios and released for PC and Xbox One in March, 2015. A an updated release titled Ori: Definitive Edition, containing additional content and possibly other significant changes, is currently slated for release in Spring 2016.&lt;br /&gt;
&lt;br /&gt;
:This page is intended to serve as a reference for new and current speedrunners of Ori and the Blind Forest. The primary goal of this page is to provide information about the practice of speedrunning this game, including movement, tricks, glitches, sequence breaks, and other optimizations. A secondary goal of this page is to provide up-to-date information on speedrun routes for this game. You should always watch the top runs of a given category on the leaderboard to keep up with the most recent route developments, as this page may sometimes lag behind.&lt;/div&gt;</summary>
		<author><name>Vulajin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori_and_the_Blind_Forest</id>
		<title>Ori and the Blind Forest</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori_and_the_Blind_Forest"/>
				<updated>2016-02-24T05:46:49Z</updated>
		
		<summary type="html">&lt;p&gt;Vulajin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:PC]]&lt;br /&gt;
[[Category:Xbox One]]&lt;br /&gt;
&lt;br /&gt;
[[File:OriAndTheBlindForest.png|1024px|center]]&lt;br /&gt;
&lt;br /&gt;
;Overview&lt;br /&gt;
&lt;br /&gt;
:Ori and the Blind Forest is an indie Metroidvania-style platformer created by Moon Studios and released for PC and Xbox One in March, 2015. A an updated release titled Ori: Definitive Edition, containing additional content and possibly other significant changes, is currently slated for release in Spring 2016.&lt;br /&gt;
&lt;br /&gt;
This page is intended to serve as a reference for new and current speedrunners of Ori and the Blind Forest. The primary goal of this page is to provide information about the practice of speedrunning this game, including movement, tricks, glitches, sequence breaks, and other optimizations. A secondary goal of this page is to provide up-to-date information on speedrun routes for this game. You should always watch the top runs of a given category on the leaderboard to keep up with the most recent route developments, as this page may sometimes lag behind.&lt;/div&gt;</summary>
		<author><name>Vulajin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori_and_the_Blind_Forest</id>
		<title>Ori and the Blind Forest</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori_and_the_Blind_Forest"/>
				<updated>2016-02-24T05:37:10Z</updated>
		
		<summary type="html">&lt;p&gt;Vulajin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:PC]]&lt;br /&gt;
[[Category:Xbox One]]&lt;br /&gt;
&lt;br /&gt;
[[File:OriAndTheBlindForest.png|1024px|center]]&lt;br /&gt;
&lt;br /&gt;
Placeholder for Ori and the Blind Forest info.&lt;/div&gt;</summary>
		<author><name>Vulajin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/File:OriAndTheBlindForest.png</id>
		<title>File:OriAndTheBlindForest.png</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/File:OriAndTheBlindForest.png"/>
				<updated>2016-02-24T05:36:38Z</updated>
		
		<summary type="html">&lt;p&gt;Vulajin: Banner for Ori and the Blind Forest.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Banner for Ori and the Blind Forest.&lt;/div&gt;</summary>
		<author><name>Vulajin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori_and_the_Blind_Forest</id>
		<title>Ori and the Blind Forest</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori_and_the_Blind_Forest"/>
				<updated>2016-02-24T05:36:00Z</updated>
		
		<summary type="html">&lt;p&gt;Vulajin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:PC]]&lt;br /&gt;
[[Category:Xbox One]]&lt;br /&gt;
&lt;br /&gt;
[[File:OriAndTheBlindForest.jpg|1024px|center]]&lt;br /&gt;
&lt;br /&gt;
Placeholder for Ori and the Blind Forest info.&lt;/div&gt;</summary>
		<author><name>Vulajin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori_and_the_Blind_Forest</id>
		<title>Ori and the Blind Forest</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori_and_the_Blind_Forest"/>
				<updated>2016-02-24T05:32:36Z</updated>
		
		<summary type="html">&lt;p&gt;Vulajin: Vulajin moved page Ori to Ori and the Blind Forest: consistency in naming&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:PC]]&lt;br /&gt;
[[Category:Xbox One]]&lt;br /&gt;
&lt;br /&gt;
Placeholder for Ori and the Blind Forest info.&lt;/div&gt;</summary>
		<author><name>Vulajin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori</id>
		<title>Ori</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori"/>
				<updated>2016-02-24T05:32:36Z</updated>
		
		<summary type="html">&lt;p&gt;Vulajin: Vulajin moved page Ori to Ori and the Blind Forest: consistency in naming&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Ori and the Blind Forest]]&lt;/div&gt;</summary>
		<author><name>Vulajin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori_and_the_Blind_Forest</id>
		<title>Ori and the Blind Forest</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori_and_the_Blind_Forest"/>
				<updated>2016-02-24T05:30:38Z</updated>
		
		<summary type="html">&lt;p&gt;Vulajin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:PC]]&lt;br /&gt;
[[Category:Xbox One]]&lt;br /&gt;
&lt;br /&gt;
Placeholder for Ori and the Blind Forest info.&lt;/div&gt;</summary>
		<author><name>Vulajin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori_and_the_Blind_Forest</id>
		<title>Ori and the Blind Forest</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori_and_the_Blind_Forest"/>
				<updated>2016-02-24T05:29:30Z</updated>
		
		<summary type="html">&lt;p&gt;Vulajin: Created page with &amp;quot;Placeholder for Ori and the Blind Forest info.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Placeholder for Ori and the Blind Forest info.&lt;/div&gt;</summary>
		<author><name>Vulajin</name></author>	</entry>

	</feed>