Link's Powers in Zelda Tears of the Kingdom
Zelda Tears of the Kingdom allows players to return to a familiar, yet very different Hyrule with Link's new powers. After all, the world of a video game is largely defined by the gameplay possibilities it offers. By changing the powers that Link possesses compared to Breath of the Wild, it is finally a whole new way of interacting with the environment that appears.
Link's 5 powers
By holding down the L key, you can access the wheel of power. Just like the fingers of a hand, there are 5 of them, and you will inevitably get 4 during the introduction to the game on the celestial island of the prelude, the 5th and final power is hidden.
Note that the power wheel also contains other features that are not powers per se, just useful shortcuts to certain features. If you are missing any icons on your wheel, it is either the camera or Duplicate.
Right of way
The power of the Hold is Link's main power in Zelda Tears of the Kingdom. It allows you to merge an impressive number of objects with each other for create mechanisms and vehicles of all kinds. When using Emprise, you can manipulate the different objects as you wish and choose their inclination and attachment points. It is also possible to detach two objects. None of this requires magic, money or materials. There are no special restrictions.
Depending on your manipulative skills, you can make very different vehicles out of the same components. For example, you can attach four wheels and a Zonai rocket to a tree trunk to make a self-propelled ram, just as you can make a rocket.
Beyond even creating vehicles, the Grip can also be used as a simple scenery manipulation tool. It can be seen as an advanced version of Breath of the Wild's Polaris, except that objects no longer need to be metal to be manipulated.
The Amalgam power is an alternative version of Emprise, which focuses on your equipment. It allows you to attach any item in the game to your weapon, shield or arrows. The equipment then receives the properties of the object that has been attached to it.
It is therefore possible to merge a stick with a rock to create a makeshift mace, more powerful and resistant than a simple piece of wood. You can also attach an explosive barrel to your shield to punish anyone who dares to hit you, or place a mushroom on an arrow to make a poisonous projectile.
Link can grab this ball of spikes...
... and attach it to its shield to strengthen it...
... or to his weapon to improve its power.
This power works with absolutely all objects, regardless of their size or weight. The only conditions are that these objects must not be integral parts of the architecture of the land (no houses, caves, etc) and must not be living beings.
You cannot merge only two objects together. In other words, you cannot graft a third onto an amalgam of two. You can't defuse your items, unless you go to a special dealer. So be careful not to attach an ultra-powerful item to a stick that will break in two hits.
If the Emprise is an improved version of Polaris, Retrospective is a different version of Cinetis. Instead of freezing an object in time, the Retrospective power allows you to 'rewind' its behaviour. In concrete terms, let's imagine that you use your power on a rock that falls from the sky. The rock would then fly back into the sky with the opposite speed and angle it had when it fell.
This power has applications in exploration, combat and puzzles.
During your explorations, there's nothing to stop you from climbing onto the example rock earlier, before sending it back up into the sky. You are now on your way to the skies and about to reach the celestial islands or simply to gain height and travel a long distance with your paravane. You can also hold an object in the air with Grip, drop it, climb on it and then use Hindsight on it so that it rises again and acts as an asenceur.
During puzzles, it can be handy to rewind mechanisms, especially when they have locked a door under your nose.
Finally, in combat, you can send opposing projectiles back to the sender. You can also manipulate different elements to create accidents or fires.
Link sending a flaming projectile back at his opponent.
The power of Infiltration allows Link to pass through any ceiling immediately above his head. He then crosses the surface to the other end and emerges as if nothing had happened.
It's an extremely useful tool for getting out of a cave or climbing a mountain, but also for infiltrating Bokoblins camps that tend to be perched on trees. Especially since time freezes when Link pokes his head through the scenery, which allows him to grasp situations and not get caught off guard between dozens of enemies.
While there is no limit to the amount of ground Link can cross, there is a maximum height at which this power can be activated. The ceiling must be within 3 metres of Link's head to be able to pass through. The surface of the ceiling must also be relatively flat.
Duplicate is a power that will automatically store the last 30 machines in memory that you have built. By triggering Duplicate, you can select one of these devices and rebuild it in front of you at any time.
On activation, you have several lists of possible constructions. There are your favourites, your past constructions and pre-made constructions based on diagrams found during the adventure.
Of course, all this is not completely free, otherwise the power would be far too strong. You will have to provide the necessary materials; or the reconstruction of the vehicle, or pay with sonium.
When you have chosen what to build, a purple circle, which you can move, appears in front of you. This circle will collect and assemble all the surrounding materials that match the desired construction. If certain materials are not available, Duplicate will consume sonium to create temporary, more fragile versions.
The powers of the Wise
Like Rauru's powers, you will meet companions with powers in the course of the adventure. These are the heirs of the Wise Ones. You can temporarily borrow their powers once unlocked, but they work a little differently.
What happened to the bombs and the ice?
It may be hard to imagine a Zelda without bombs and ice was rudely convenient in Breath of the Wild, but these elements are not necessary in Tears of the Kingdom.
As far as bombs are concerned, it will now be enough to pick up explosive objects and throw them or merge them with your equipment with the Amalgam. You will no longer have an unlimited supply of round or square bombs, but there are alternatives.
As for the ice, which used to be used to cross long stretches of water, it is now necessary to use the Right of Way. It's up to you to create vehicles that will allow you to cross these obstacles.