A spoiler-light guide to Ori and the Will of the Wisps: movement and combat fundamentals, the Spirit Shard system with recommended builds, who sells what in Wellspring Glades, a region outline, boss and escape tips, and 100% and achievement advice.
Researched September 2026 — current as of Patch 3.1 (November 2020), the final major update. Live games change; check the linked sources if something differs.
Ori earns most abilities from story progression and Spirit Wells/trees, with some weapons bought from Opher.
| Ability | What it does |
|---|---|
| Spirit Edge | Sword; the default melee weapon |
| Double Jump | Extra air jump (a Triple Jump shard adds a third) |
| Dash | Quick air or ground dash |
| Bash | Launch off enemies and projectiles; redirect projectiles |
| Grapple | Pull to grapple points and some enemies |
| Glide | Slow falls and ride wind currents |
| Burrow | Swim through soft sand |
| Water Dash | Dash through water |
| Launch | Fly in a direction for a long distance |
| Flash | Lights up darkness; essential in Mouldwood Depths |
| Regenerate | Spend energy to heal |
| Spirit Smash / Spirit Arc / Spirit Star / Spike / Sentry / Blaze / Light Burst | Weapon and utility abilities, mostly bought or upgraded via Opher |
Tips:
Increase max health and max energy with the Life Cells and Energy Cells hidden throughout Niwen. They count toward 100% completion and make bosses and escapes far more forgiving, so detour for them when a map shows one nearby.
The Glades are a village of Moki that grows as you help. Key NPCs:
| NPC | Role |
|---|---|
| Twillen | Sells and upgrades Spirit Shards |
| Opher | Sells weapons/skills (e.g. Spirit Star, Spike, Blaze, Sentry) and upgrades them |
| Lupo | Sells regional maps; appears in each region |
| Tuley | Plant seeds you find to grow the Glades' gardens and unlock paths |
| Grom | Builds structures and repairs the Glades with the Gorlek Ore you bring him |
| Tokk | Traveling adventurer involved in several side quests; worth talking to whenever you meet him |
Gorlek Ore feeds Grom's projects, which unlock shops, shortcuts, and new challenge areas. Bring ore to him regularly.
Shards modify your abilities and stats. You start with limited shard slots and earn more (Spirit Shard slot upgrades) through progression. Twillen sells and upgrades several shards.
| Shard | Effect | When to use |
|---|---|---|
| Triple Jump | Adds a third air jump | Exploration |
| Magnet | Pulls Spirit Light and orbs to you | Always early |
| Vitality / Energy | Max HP/energy up | Bosses and escapes |
| Wingclip | Bonus damage vs flying enemies | Bird-heavy areas |
| Lifeforce, Reckless, Overcharge, Finesse | Damage-boosting shards with different conditions (read each description in Twillen's shop) | Boss damage builds |
| Spirit Surge | More damage as you hold more Spirit Light | Keep your Spirit Light high |
| Sticky | Cling to walls | Wall-heavy platforming |
| Ultra Grapple / Ultra Bash | Longer grapple, stronger bash | Advanced traversal |
| Life Harvest / Energy Harvest | More life/energy from defeated enemies | Sustain |
Sample builds:
Niwen is a large, interconnected map. The main regions:
| Region | Notes |
|---|---|
| Inkwater Marsh | Starting region; learn basics |
| Wellspring Glades | The hub village |
| Midnight Burrows | Small early area near the Glades |
| Kwolok's Hollow | Home of the guardian Kwolok |
| The Silent Woods | Dark, dangerous forest |
| Luma Pools | Underwater and water-dash sections |
| Mouldwood Depths | Dark caverns; home of the spider Mora; Flash helps |
| Baur's Reach | Snowy mountain region named after the giant bear Baur |
| Wellspring | A water mechanism dungeon |
| Windswept Wastes | Desert with sand burrowing sections |
| Windtorn Ruins | Ancient ruins beneath the desert |
| Willow's End | The final region |
The five Wisps (the Voice, Memory, Eyes, Strength, and Heart of the Forest) hold pieces of the Spirit Willow's light. Each is recovered in a different region, usually after a boss or escape sequence, and many story achievements (Dark Triumph, Guardian's Rest, Icy Escape, Quick Sand, Stone Cold, and others) unlock along the way.
| Encounter | Tip |
|---|---|
| Howl | The spirit wolf; learn his lunges and use Bash to reposition |
| Horn Beetle | Dodge the charge, strike after it hits a wall |
| Mora | Giant spider; escape sequence plus a boss fight; learn her patterns |
| Kwolok | Emotional fight; keep distance and punish after his slams |
| Willow Stone | Break the protective plating, then strike the core |
| Shriek | Final boss; multi-phase. Equip Vitality and Energy shards, use Launch to keep up |
Escape sequences: learn the route, don't panic. Retry each section until your muscle memory takes over.
Do I need to play Ori and the Blind Forest first? It helps with the story's emotional weight, but Will of the Wisps stands on its own.
How long is Ori and the Will of the Wisps? Around 10 to 15 hours for the story, 20 or more for 100%.
Can I continue after the ending? Yes, the game returns you to the world to finish collectibles.
Is there a point of no return? The final region leads to the ending, but you can return afterward to finish side content.
What is the best shard for beginners? Magnet for convenience, Vitality for survival, and Triple Jump for exploration.
How do I get more shard slots? Through progression and side content; explore thoroughly, as slot upgrades are among the most valuable rewards. Getting all of them earns the Fully Slotted achievement.