. "Gold Feather"@en . "Once Bottles the Mole taught Wonderwing to Banjo and Kazooie, the duo was able to use the move to protect themselves from harm. But, due to the fact that Gold Feathers were limited in supply, it was best for the duo to save them for when they were really needed. Wonderwing was needed to get Banjo and Kazooie through a few taught spots, and was the only way to destroy certain enemies. The duo could only hold 10 Gold Feathers at first, although use of a Cheato spell could double this amount to 20."@en . "Level: Holy Dragon 1 Spell Resistance: yes You freeze your enemy in place with your mystic feathers and then detonate them. As a standard action, Make a touch attack on an opponent within 30 feet, if this attack hits you deal normal damage. Half of the damage dealt is frost damage. The creature must succeed in a DC: 11+Dexterity modifier saving throw or be stunned for 1 round."@en . "Once Bottles the Mole taught Wonderwing to Banjo and Kazooie, the duo was able to use the move to protect themselves from harm. But, due to the fact that Gold Feathers were limited in supply, it was best for the duo to save them for when they were really needed. Wonderwing was needed to get Banjo and Kazooie through a few taught spots, and was the only way to destroy certain enemies. The duo could only hold 10 Gold Feathers at first, although use of a Cheato spell could double this amount to 20. In Banjo-Tooie, Gold Feathers returned with the same purpose and capacities, although they were almost never mandatory throughout the game."@en . "Level: Holy Dragon 1 Spell Resistance: yes You freeze your enemy in place with your mystic feathers and then detonate them. As a standard action, Make a touch attack on an opponent within 30 feet, if this attack hits you deal normal damage. Half of the damage dealt is frost damage. The creature must succeed in a DC: 11+Dexterity modifier saving throw or be stunned for 1 round."@en . .