Shared Abilities

Early-game

Power Gloves - Crumbling walls are now able to be broken with melee attacks.

"These gloves course with strength, allowing you to shatter weak stone with ease."

Grappling Knife - ( LB ) [ AERIAL ] - A pair of magic grappling hooks for Zedekiah and Alina. Only usable in midair, the caster will throw the hook at a target designated with a reticle, and do several things depending on what the object is:

  • Light enemies will be pulled towards the caster, allowing for an easy aerial combo. (The caster will remain floating in the air until the target is close enough.)

  • The caster will be pulled towards medium and up enemies, with a special attack accompanying it.

  • The caster will be pulled towards grapple points. Some will allow the player to continue with their momentum, launching them.

  • Other objects are special, individual cases and aren't covered here.

"Forged from unknown magical metals, this grappling hook seems to be little more than a rusted blade with a shoddy rope attached, but looks are often deceiving."

Mid-game

Mermaid's Blessing - Underwater movement is no longer dampened. The player can attack normally underwater, and can ascend to the surface by holding ( A ).

"This beautiful pair of enchanted necklaces were meant for a couple to signify their undying and loyal love."

Aero's Soulstone - Gain the ability to double-jump by flapping ethereal wings.

"This crystalline formation of an unfortunately trapped soul pulses with the lifeforce of a flying creature, longing to be free in the wind."

Late-game

Climber Claws - Gain the ability to cling to and jump off of ridged walls. The player will slide down if they do not input anything for a moment.

"An interesting mechanism, these claws fit between the fingers when not in use. Left behind by an explorer and his partner."

Meticulous Compass - Vibrates the controller and makes a noise when near secrets. Obtaining this item also reveals where undiscovered secrets are, but not what they are. Technically not required for story progression and can be skipped, but will help prepare the player for Castle Elutheria, Precursor Labyrinth, and the final boss fight.

"This magical compass radiates with a meticulous itch to collect every last trinket and doodad, vibrating incessantly when near hidden loot."

Optional

Charm of Divine Protection - Some hazards no longer harm you. You can move unharmed through other hazards for a short period of time.

"This charm-- created by bishops after trying to explore dangerous new lands-- courses with protective sorcery, keeping you safe from common hazards and traps."

Ultima Gauntlets - Both characters can now charge their ( X ) and ( Y ) attacks, costing some SP.

"The unleashed force within these gauntlets push you past your human limits. Warm to the touch."

Guard Stone - Guarding will create a magic barrier around the caster, protecting them from all angles and damage. It will shatter if it takes too much damage.

"Smooth, crystalline magic stones from an unknown ancient tribe. they sense when the holder is defending themselves, and protects them with a magic barrier."

Post-game

Champion of Elutheria - All shop prices are reduced by 75%. Some items are completely free. Alters some NPC dialog.

"Your triumphs in the name of Elutheria echo throughout the world."

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