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  3 
  Intro 
   
  THIS IS A ROLE PLAYING GAME 
  The Legend of Zelda is a game of your imagination. Where you get to tell stories by taking on roles of 
  the main characters—characters you create. It's a game that offers a multitude of choices to those 
  characters—more choices than even the most sophisticated computer game. Because the only limit to 
  what you can do is what you can imagine. The story is like a movie. Except all of the action takes 
  place in your imagination. There's no script to the movie (other than a rough outline used by the 
  “Game master”; you decide what your character says and does. The Game master is the director and 
  special effects designer. Deciding what the story is about and taking on the roles of all the other 
  characters—the villains, the extras, the special guest stars. The Game master also keeps track of the 
  rules. Interprets the outcome of actions, and describes what happens. Together, players and Game 
  master create a story and everybody has a great time. 
  THIS IS THE LEGEND OF ZELDA ROLE PLAYING GAME 
  Combine the fabulous elements of the land of Hyrule with the imagination. Everything you need is in 
  this book except the dice. 
  When you're ready, flip through the rest of this book, it offers a wealth of options, allowing you to 
  play in any of Hyrule’s eras. It lets you play the good guys, the bad guys, or the guys in between if 
  you want to add a little color to an otherwise black—and — white World. 
  When you play the Legend of Zelda Roleplaying Game you create a unique fictional character that 
  lives in the imaginations of you and your friends. One person in the game, the Game master (GM) 
  controls the villains and other people who live in Hyrule. Through your characters, you and your 
  friends face the dangers and explore the mysteries that your Game master sets before you. 
  Anything is possible in the Legend of Zelda Roleplaying Game. You can have your character try 
  anything you can think of. If it sounds good and the dice fall in your favor the action succeeds. The 
  Basics section has more details. 
  CHARACTERS 
  Your characters are the stars of the movie, the main characters in the game. We sometimes refer to 
  them as “heroes." not in the "good guy' sense parse, but in the sense of the main protagonists of the 
  story. Each character's imaginary life is different. Your character might be . . . 
  • A tough swords man for hire. 
  • A decedent of the hero of time. 
  • A gambler looking to make the next big score. 
  • A smuggler with a heart of gold. 
  
   
  4 
  • A member of a royal family from a wealthy land. 
  • A Gerudo thieve. 
  • A Squire trained to protect the royal family. 
  • A decedent of the sages. 
  • Or any other kind of character you can imagine. 
  WHAT YOU NEED TO PLAY 
  Here's what you need to start playing the Legend of Zelda Roleplaying Game: 
  • This book, which tells you how to create and play your character. 
  • A copy of the character sheet  
   
  • A pencil and scrap paper. 
  • One or two four-sided dice (d4) four or more six sided dice (d6), an eight 
  sided die (d8), two ten sided dice (d10), a twelve sided die (d12), and a 
  twenty-sided die (d20).  
  • A miniature to represent your character. 
  • A battle map with 1-inch squares to put your miniature on, Players should read the front sections of 
  this book, the parts dealing with character creation, skills, feats, and equipment. The rest of the book 
  is for the Game master, providing advice for running the game opponents to throw at the players 
  characters and a few starting points for adventures. 
  D I C E 
  The rules abbreviate dice rolls with phrases such as “4d6+2,' which means four six sided dice plus 2 
  (generating a number between 6 and 26).The first number tells you how many dice to roll (all of 
  which are added together), the number after the “d' tells you what type of dice to use, and any 
  number after that indicates a quantity that is added to or subtracted from the result. 
  THE ERAS  
  Before the hero of time, During Ocarina of Time , After Ocarina of Time, During Majora's Mask, 
  After Majora's Mask, During Twilight Princess, After Twilight Princess, Before The Wind Waker, 
  During The Wind Waker, After The Wind Waker, During A Link to the Past,  or even After A Link 
  to the Past also try before or after Skyward sword. 
  THE BASICS 
  The Legend of Zelda Roleplaying Game uses a core mechanic to resolve all actions. This central game 
  rule keeps play fast and intuitive. Whenever you want to attempt an action that has some chance of 
  failure, you roll a twenty-sided die to determine whether your character succeeds at a task (such as an 
  attack or the use of a skill), you do this; 
  
   
  5 
  • Rolla d20. 
  • Add any relevant modifiers. 
  • Compare the result to a target number. 
  If the result equals or exceeds the target number (set by the GM or given in the rules), your character 
  succeeds at the task at hand. If the result is lower than the target number you fail. 
  THB GAME MASTER 
  When you play the Legend of Zelda Roleplaying Game, you're participating in an interactive story. 
  Players take on the roles of unique characters called heroes. One player serves as the Game master, a 
  combination director, narrator, and referee. The GM describes situations, asks the players what their 
  characters want to do and resolves these actions according to the rules of the game; The GM sets each 
  scene, keeps the story moving, and takes on the roles of the opponents and other characters that the 
  players’' heroes encounter in the adventure. If you're the GM, you should read through all sections of 
  this book; you don't need to memorize it but you do need to have an idea of where to find things once 
  play begins. 
  Heroes 
  If you‘re a player. You take the role of a hero, the other players, and the GM all helps to develop. 
  You create your character with the help of the game rules that follow, according to your own vision 
  for the type of hero you want to play. As your character participates in adventures, he or she gains 
  experience points (XP) that help him or her improve and become more powerful. 
  GAME PLAY 
  This overview gives you enough of the basics to get a feel for how this roleplaying game works. The 
  chapters that follow take these basic concepts and expand upon them. Important! You don't have to 
  memorize the contents of this book to play the game. It's a game not homework. Once you 
  understand the basics. Start playing! Use this book as a reference during play. The table of contents 
  and in dexterity should help you find a specific topic easily. When in doubt, stick to the basics keep 
  playing, and have fun. You can always look up an obscure rule after your game session ends but 
  remember that you don't have to sweat the details in the middle of play. 
  ROLLING DICE 
  We‘ve already explained the basic rule that forms the foundation of the game-roll a d20, add a 
  modifier and try to get a result that's equal to or greater than the target number. Whenever your 
  character tries to accomplish something significant, the GM asks you to roll a d20. Important! Not 
  every action requires a die roll. Roll dice in combat and other dramatic situations when the success of 
  an action is in doubt. 
  The d20 is used to determine results in combat and when making skill checks and ability checks. In 
  other words, the d20 determines whether or not you succeed at an action. The other dice (d4, d6, d8, 
  d11), and dl2) are used to determine what happens after you succeed. Usually the other dice come 
  into play after making a successful attack roll to determine how much damage the attack deals to the 
  target, 
  
   
  6 
  A GAME SESSION 
  In the Legend of Zelda Roleplaying Game the Game master and players get together to tell a story 
  through the play of the game. We call these group-created stories 'Legends.' the Legends features 
  plenty of action Lots of opportunities for combat, cool villains, epic plots, and a sense of wonder and 
  grandeur. 
  Typically, the game consists of Legend that resembles episodes in the game saga. One adventure 
  might play out in a single game session; another might stretch across several evenings of play. A 
  session can last as long as you're comfortable playing, from as short as one hour to as long as a 12 – 
  hour marathon. Most groups get together and play for two to four hours at a time. The game can be 
  stopped at any time and restarted when the players get back together. 
  Each adventure consists of interrelated scenes. A scene might feature some kind of challenge or 
  roleplaying encounter or it could revolve around combat. When there's no combat going on, play is 
  much more casual. The GM describes the scene and asks the players what their characters do. When 
  combat breaks out, game play becomes more structured, and the action takes place in rounds. 
  WHAT CHARACTERS CAN DO 
  A character can try to do anything you can imagine just so long as it fits the scene the GM describes 
  Depending on the situation. Your character might want to; 
  • Listen at a door 
  • Explore a location 
  • Converse with another race 
  • Bargain with a merchant 
  • intimidate a thug 
  • Talk to an ally 
  • Ride an Animal  
  • Search for a clue 
  • Bluff an official 
  • Repair an item 
  • Swing across a shaft 
  • Move 
  • Duck behind a wall 
  • Attack an opponent 
  • And just about anything you can think of 
  
   
  7 
  Characters accomplish these things by making skill checks, ability checks, or attack rolls, all of which 
  entail a modified d20 roll. 
  Setup 
  After you've created a hero, get together with the rest of your gaming group for your 1st adventure. 
  Prior to this, the GM has developed a storyline for the adventure. She might buy a complete, ready-
  to-play adventure or grab one off of the Internet. Alternately, the GM might develop one using the 
  guidelines. 
  Pick an evening or a weekend afternoon or some other convenient time when you and your friends 
  can spend a few hours playing Legend of Zelda Roleplaying Game. Decide on how much time you 
  want to spend playing. 
  [Two to four hours is a good length for a game session.] 
  Where should you play the game? Anywhere that's comfortable. The place should have a flat surface 
  to roll dice on, such as a kitchen table. The GM sits so that the other players can't look over his/her 
  shoulder or peek at her adventure notes. She needs enough room to spread out the rulebook and any 
  other materials she might have for the game session including other Legend of Zelda books a battle 
  map, miniatures a pencil or pen, dice, and his/her adventure notes. 
  GENERAL ADVICE 
  The first couple of game sessions you play might be a little uneven as everyone learns how the game 
  works and gets comfortable with the idea of roleplaying. Remember that these rules are guidelines a 
  framework and structure for playing Legend of Zelda adventures in a roleplaying game environment. 
  A roleplaying game is a living game; it evolves and develops as you play it. If something isn't working 
  for your group, and the entire group agrees, make a change. But wait until you've played a few times 
  with the official rules before you decide to tinker. 
  TIME 
  Each round in combat = 10 Seconds 
  Time progresses will out of combat at the rate of half of normal time 
   
   
  
   
  8 
  Game modes 
  Heroic 
  In this mode you and your team can play as Link, Zelda, Ganondorf or any other special charters. 
  However all player must agree to let one or all of the player that want to play in this mode. However 
  the special charters have a set path and cannot change it unless the GM decides otherwise also 
  alignment is set and can only be changed if the GM allows so. 
  Normal 
  Using a number to represent your health and recovery harts heal 50hp 
  Hero 
  In Hero Mode, you take double damage and won’t be given recovery hearts at any point. This mode 
  is only for the truest heroes! 
  Heart system 
  The hart system is a health system rather the HP by numbers you would you harts each hart being 
  100% and damage being a d4 hence 25% or ¼ heart damage. To convert a charter between systems 
  each heart is 50hp minimum of 3 hearts. Your level also changes when going form the standard 
  system and the heart system depending on how Meany hearts you have by the end of the process. 3 
  hearts mean you are level 1 for every full heart afterwards adds a level. You keep all skill and techs if 
  you are lower level in the hearts system. Should you be higher level in the heart system then you are 
  in the standard system when going in to the heart system you gain the missing techs skill and/or score 
  bonus. 
   
  CHARACTER CREATION 
  Make sure you review Chapters 'l through 9 before using this overview when creating a Legend of 
  Zelda character. Make a copy of the character sheet to use as a record of your character. Characters 
  generally begin play at 1st level and attain additional levels as they complete adventures. 
  1. GENERATE ABILITY SCORES 
  Every character has six abilities that represent the character's basic strengths and weaknesses. These 
  abilities-Strength, Dexterity, Constitution, intelligence, Wisdom, and Charisma-affect everything a 
  hero does, from lighting to using skills. A score of 10 or 11 in ability is average. Higher scores grant 
  bonuses, and lower scores give penalties. When you create your character, you'll want to put your 
  higher scores into the abilities most closely associated with your characters class. Use one of the 
  methods described in Chapter 1 1 Abilities to generate your six ability scores. Record the scores on a 
  piece of scrap paper and put them aside for the moment. 
  2.  Selecting  Your Race 
  
   
  9 
  As a Legend of character, you aren't limited to simply being Human. There tree variety of races 
  available, from Hylian to Kokiri. Select the race you want to play from those presented in Chapter 2: 
  Race. 
  Each race has its own set of special abilities and modifiers. Record these traits on your character 
  sheet. 
  3.  CHOOSE YOUR CLASS 
  A class provides you with a starting point for your character a frame upon which you can hang skills, 
  feats, and various story elements. Choose a class from those presented in Chapter 3: Heroic Classes 
  and write it on your character sheet. 
  4.  ASSIGN ABILITY SCORES 
  Now that you know what race and class you want your character to take the scores you generated 
  earlier and assign each to one of the six abilities: Strength, Dexterity, Constitution, intelligence, 
  Wisdom, and Charisma. Then make any adjustments to these scores according to the race you 
  selected. 
  For guidance each class description indicates which abilities are most important for that class. You 
  might want to put your highest scores in the abilities that accentuate the natural benefits of the class. 
  Record your ability scores on your character sheet. Record your ability modifiers as well. 
  5. Determine  combat statistics 
  In combat, you need to know your characters hit points, defenses, damage threshold, attack bonuses 
  and speed as well as how many Courage Points he has to spend. 
  Hit Points Standard System 
  Each character can withstand a certain amount of damage before falling unconscious or dying. This 
  ability to take damage and keep on functioning is represented by the characters hit points. Your class 
  determines how many hit points you have at 1st level as shown below: 
  CLASS STARTING HIT POINTS 
  Sage decedent, Gerudo thief 
   18+ Constitution modifier, 1d8 + Constitution modifier per 
  level 
  Grunt, Inventor 
   24 + Constitution modifier, 1d6 + Constitution modifier per 
  level 
  Hero of time decedent, Squire 
   30 + Constitution modifier, 1d10 + Constitution modifier per 
  level 
  For example if your character belongs to the Gerudo thieve class and you have a 12 Constitution. 
  You start with I9 hit points (18 plus 1 for your Constitution bonus). 
  Hit Points using the heart system 
  
   
  10 
  All classes have a start of 3 hearts and the constitution modifier goes in to the heart container as a 
  Piece of Heart. However this does not apply when you level instead you gain a full Piece of Heart. 
   
  Your hit points increase as you gain levels.  
  Just like in legend of Zelda there is a Heart system however it works off of the same system as your 
  hit points. Each Heart is worth 50 hit points players can pick up Recovery Hearts and Heart 
  Containers. By collecting a 4 of Pieces of Heart, a player can create another Heart Container. Heart 
  Containers, also known as Container Hearts the more Heart Containers they collect, the more health 
  he will have 
  Defenses 
  Determine your characters defenses as follows; 
  Passive Reflex Defense: IO + your heroic level and armor bonus + Dexterity modifier + class bonus + 
  natural armor bonus + size modifier 
  Active Reflex Defense: Dice roll+ your heroic level and armor bonus + Dexterity modifier + class 
  bonus + natural armor bonus + size modifier 
  Passive Fortitude Defense: 10 + your heroic level + Constitution modifier + class bonus + equipment 
  bonus 
  Active Fortitude Defense: Dice roll + your heroic level + Constitution modifier + class bonus + 
  equipment bonus 
  Passive Will Defense: 10 + your heroic level + Wisdom modifier + class bonus 
  Active Will Defense also known as courage: Dice roll + your heroic level + Wisdom modifier + class 
  bonus + equipment bonus 
  When you take your first level in a heroic class, you gain class bonuses on two or more defenses. 
  If you wear armor, you must substitute your armor bonus for your heroic level when calculating your 
  Reflex Defense. For example a 1st level Squire with a dexterity of I2 wearing a blast helmet and vest 
  (+2 armor bonuses) has a Reflex Defense of 13 (10 + 2 armor + 1 Dexterity+ 1 class). Some types of 
  armor also provide an equipment bonus to your Fortitude Defense in addition to an armor bonus to 
  your Reflex Defense. 
  Damage Threshold 
  Attacks that deal massive amounts of damage can impair or incapacitate you regardless of how many 
  hit points you have remaining. Your damage threshold determines how much damage a single attack 
  must deal to reduce your combat effectiveness or in some cases, kill you. 
  
   
  11 
  A Small or Medium characters damage threshold is equal to his or her Fortitude Defense. Record this 
  number on your character sheet. 
  Base Attack Bonus 
  Your characters class determines your base attack bonus. Record this number on the character sheet. 
  Hero of time decedent and Squires have a base attack bonus of +1 at 1st level; sage decedents, thieves 
  and grunts have a base attack bonus of +0 at 1st level. 
  Melee Attack Bonus 
  To determine your melee attack bonus, add your Strength modifier to your base attack bonus. 
  Certain feats and talents might provide additional modifiers, so make adjustments as necessary. 
  Ranged Attack Bonus 
  To determine you’re ranged attack bonus add your dexterity modifier to your base attack bonus. 
  Certain feats and talents might provide additional modifiers so make adjustments as necessary. 
  Speed 
  Your characters race determines his/her speed. Most races have a speed of 6 squares. Kokiri have a 
  speed of 4 squares because they are small. 
  Type of weapon 
  Point blank  
  No Penalty 
  Short 
  -2 Attack 
  Medium 
  -5 Attack 
  Long 
  -10 Attack 
  Rifles 
  0-20 
  21-30 
  31-40 
  41-50 
  Pistols 
  0-15 
  16-25 
  26-35 
  36-45 
  Bows 
  0-10 
  11-20 
  21-30 
  31-40 
  Thrown, sling 
  shots 
  0-6 
  7-8 
  9-10 
  11-12 
   
  Abilities 
  Just about every dice roll you make is going to get a bonus or penalty based on your characters 
  abilities. A tough character has a better chance of surviving a freezing night on Death Mountain. A 
  perceptive character is more likely to notice Stalchild sneaking up from behind. A stupid character is 
  less likely to notice a switch that leads to a secret cargo compartment. Your ability scores tell you 
  what your modifiers are for rolls such as these. 
  Your character has six abilities: Strength (abbreviated STR), Dexterity (Dexterity), Constitution 
  (Con), Intelligence (Int), Wisdom (Wis), and Charisma (Cha). Each of your character's above average 
  abilities gives you a benefit on certain die rolls, and each below—average ability gives you a 
  disadvantage on other die rolls. You roll your scores randomly; assign them to the abilities you like. 
  Raise and lower them according to your character's species and then raise them as your character 
  advances in experience. 
  YOUR ABILITY SCORES 
  
   
  12 
  To create an ability score for your character, roll four six-sided dice (4dE). Disregard the lowest die 
  and total the three highest dice this roll gives you a number between 3 (horrible) and IB (tremendous) 
  the average ability score for the typical galactic citizen is IO or 11, but your character is not typical. 
  The most common ability scores for player characters (heroes) are 12 and 13. (The average hero is 
  above average.) Make this roll six times, recording the result each time on a piece of paper. Once you 
  have all six scores, assign each score to one of your six abilities. At this step you need to know what 
  kind of person your character is going to be including his species and class. In order to know where 
  best to place your characters ability scores remember that choosing a species other than Human 
  causes some of these ability scores to change (see Race Ability Adjustments). 
  ABILITY MODIFIERS 
  Each ability - after changes made because of species has a -5 to +5 modifier. Ability Modifiers shows 
  the modifier for each ability based on its score. The modifier is the number you add to or subtract 
  from the die roll when your character tries to do something related to that ability. For instance, you 
  add or subtract your Strength modifier to your roll when you try to hit someone with a sword. You 
  also apply the modifier to some numbers that aren't die rolls, such as when you add or subtract your 
  Dexterity modifier to your Reflex Defense. A positive modifier is called a bonus and a negative 
  modifier is called a penalty. 
  Rerolling 
  If your scores are too low you may scrap them and reroll all six scores. Your scores are considered too 
  low if your total modifier (before changes according to species) are 0 or less or if you’re highest score is 
  I3 or lower. 
  ABILITY MODIFIERS  
  SCORE 
  MODIFIER 
  SCORE 
  MODIFIER 
  SCORE 
  MODIFIER 
  1 
  -5 
  12-13 
  +1 
  24-28 
  +7 
  2-3 
  -4 
  14-15 
  +2 
  26-27 
  +8 
  4-5 
  -3 
  16-17 
  +3 
  28-29 
  +9 
  6-7 
  -2 
  18-19 
  +4 
  30-31 
  +10 
  l-·9 
  -1 
  20-21 
  +5 
  I0-11 
  0 
  22-23 
  +6 
   
  PLANNED GENERATION 
  Instead of rolling dice, you may select the scores you want by using the planned character generation 
  method. This requires a bit more thought and effort on your part since you need to know what kind 
  of character you want to play so you can select your scores appropriately. Determine your species and 
  class beforehand, and then select your scores as outlined below, your character's ability scores all start 
  
   
  13 
  at 8. You have 25 points to spend to increase these scores, using the costs shown below after you 
  select your scores apply any species modifiers. 
   
  SCORE 
  COST 
  SCORE 
  COST 
  SCORE 
  COST 
  8 
  0 
  12 
  4 
  16 
  10 
  9 
  1 
  I3 
  5 
  17 
  13 
  10 
  2 
  I4 
  6 
  18 
  16 
  11 
  3 
  15 
  8 
   
  STANDARD SCORE PACKAGE 
  The third method of determining ability scores is the standard score package, a balanced mix of scores 
  designed to quickly create hero characters. Assign the scores to the abilities as you like. After you 
  assign your scores apply species modifiers. The standard score package is: 15, 14, 13, 12, 10 and 8. 
  THE ABILITIES 
  Each ability partially describes your character and affects some of your character's actions. The 
  description of each ability includes a list of notable characters along with their scores in that ability, 
  Strength (STR) 
  Strength measures your character's muscle and physical power. This ability is especially important 
  for Squires because it helps them prevail in physical combat. You apply your character’s Strength 
  modifier to: 
   Melee attack rolls. 
   Damage rolls for melee and thrown weapons. (Exception: Grenades don’t have their damage 
  modified by Strength.) 
   Climb. Jump and Swim checks (the skills with Strength as the key ability). 
   Strength checks (for breaking down doors). 
  Dexterity (DEXTERITY) 
  Dexterity measures hand-eye coordination, agility, reflexes, and balance. This ability is the most 
  important ability for Gerudo thieves. but it‘s also high on the list for characters who want to be good 
  shots with ranged weapons (such as bows) or who want to ride a an animal. 
  You apply your character's Dexterity modifier to: 
  —Ranged attack rolls, such as with Bows. 
  —Reflex Defense, provided the character can react to the attack. 
  —Acrobatics, Drive, Ride and Stealth checks [the skills where Dexterity is the key ability]. 
  
   
  14 
  CONSTITUTION (CON} 
  Constitution represents your characters health and stamina. Constitution adds to a hero’s hit points. 
  so it‘s important for everyone but most important for Squires and Hero of time decedent. 
  You apply your Constitution modifier to: 
   
  Each die roll for gaining additional hit points (though a penalty can never drop a hit point 
  roll below 1; a character always gains at least 1 hit point each time he or she goes up a level). 
   
  Fortitude Defense, for resisting poison, radiation, and similar threats. 
   
  The Endurance skill. 
  IF a characters Constitution changes, his or her hit points should also increase or decrease 
  accordingly. 
   INTELLIGENCE (INT) 
  Intelligence determines how well your character learns and reasons. Intelligence is important for 
  grunts, sage decedents, and any character who wants to have a wide assortment of skills. 
  You apply your characters Intelligence modifier to: 
  —The number of languages your character knows at the start of the game. 
  —The number of trained skills you have. 
  Beasts have Intelligence scores of 1 or 2. Sentient creatures have scores of at least 3. 
  When a characters Intelligence score permanently increases or decreases. Its number of trained skills 
  and known languages also changes For example. If Paul‘s Goron grunt increases his intelligence from 
  13 to I4 his Int modifier goes from +I to +2. Paul's Goron gains one new trained skill (chosen from his 
  class skills) and one new language. The Goron's greater intelligence allows E him to utilize things he 
  had learned but never before applied properly. 
  WISDOM (Wis) 
  Every creature has a Wisdom score. Wisdom describes characters willpower, common sense 
  perception and intuition Compared to Intelligence. Wisdom is more related to being in tune with and 
  aware of one's surroundings, while Intelligence represents one‘s ability to analyze information. An 
  "absentminded professor" has a low Wisdom score and a high Intelligence score. A simpleton with low 
  Intelligence might nevertheless have great insight (high Wisdom). Wisdom is the most important 
  ability for grunts, but it‘s also important to characters wishing to be in-tune with their environment 
  or characters who like to gamble. If you want your character to have keen senses put a high score in 
  Wisdom. You apply your character's Wisdom modifier to: 
   
  Will Defense, generally for resisting certain Force attacks. 
   
  Perception Survival and Treat Injury checks (the skills with Wisdom as the key ability). 
   
  The number of Force powers you learn when you take the Force Training feat. 
  When a Force-using characters Wisdom score permanently increases or decreases, his number of 
  known spell also changes. For every instance of the Force Training feat that you have you gain one 
  
   
  15 
  spell (or an additional use of an already known Force power) for every point by which your Wisdom 
  modifier increases. If you instead suffer a permanent reduction in your Wisdom modifier you lose 
  access to the same number of spells; you must choose which spells (or extra uses of the same Force 
  power) you lose. 
   
  Charisma (CHA) 
  Every creature has a Charisma score. Charisma measures a characters force Personality, 
  persuasiveness, personal magnetism, ability to lead, and physical attractiveness. It represents actual 
  strength of personality and force of presence not merely how others perceive you in a social setting. 
  Charisma is most important for Sage decedent and Hero of time decedent.  
  You apply your Charisma modifier to: 
   
  Deception, Gather Information, Persuasion, and spell checks 
   
  (Skills with Charisma as the key ability). 
  CHANGING ABILITY SCORES 
  Over time your characters ability scores can change. Ability scores can increase without limit. 
  • At 4th, 8th, 12th. 16th and 20th level, a heroic character increases two ability scores by 1 point 
  each. 
  • As a character ages, some ability scores go up and others go down. See Table: Aging Effects for 
  details. 
  When an ability score changes, all attributes associated with that score change accordingly. For 
  example, when Saria becomes a 4th-level sage, she increases her Dexterity from 15 to 16 and increases 
  her Charisma from 13 to 14. Now she's harder to hit, better at using ranged weapons, and all of her 
  Dexterity-based and Charisma-based skills improve as well. 
  Leveling 
  As you level on the even number levels you get +1 to any skill score (such as swim perception initiative 
  magic or ride) at the odd number levels you can add 1 tech from one of your classes/class.  
  At every 4 levels you get +1 to 2 abilities (witch can’t be the same). 
  At the 2nd you pick a skill you want to improve by +1  
   So at 3rd level you pick an Tech that you want and finally 
  At the 4 level you my pick two abilities (Score) you wish to improve. 
  Destiny Point 
  If your GM uses the optional destiny rules described; Heroic Traits, your character begins play with 1 
  Destiny Point. Indicate this in the space provided on the character sheet.  
  1.  Select skills 
  
   
  16 
  Skills represent how well a character accomplishes dramatic tasks other than combat such as 
  disabling a tractor beam generator or climbing a sheer surface. Each class comes with a list of class 
  skills. From this list, you get to pick a number of skills in which your character is considered trained. 
  The number of trained skills your character gets depends on the class you've selected and your 
  character’s Intelligence modifier; once you've selected your characters trained skills, determine the 
  skill check modifier for each skill. The skill check modifier for trained skills is one-half your character 
  level [rounded down] + the relevant ability modifier + 5. If you are untrained in a skill the skill check 
  modifier is one-half your character level (rounded down) + the relevant ability modifier. In other 
  words, you get a +5 bonus on skill checks made using trained skills.) 
  Some skills cannot be used untrained.  
  2.  SELECT TECHS 
  Techs are special features that provide a character with new capabilities or improvements. 
  Your character begins play with at least one tech. if you are playing a Human you get a bonus feat. 
  In addition your class also gives you several starting feats that you get for free. 
  Select your feats from the Feats Chapter: Feats and record them on the character sheet. Some feats 
  may affect the information you've already recorded. So make adjustments as necessary. 
  3. DETEREMINE STARTING CREDITS AND BUY GEAR 
  Your character's class determines how many credits you start play with. Use your credits to purchase 
  equipment for your character. Equipment Chapter: Equipment describes weapons, armor, and gear 
  you can select from. 
  4.  FINISH YOUR CHARACTER 
  The last details you need to add to your character sheet help you visualize and role-play your 
  character. You need a name of course—something that fits your class and your race. You should also 
  determine your character‘s age, gender, height, weight, eye and hair color, skin color, and any 
  relevant background information you want to provide. (Make sure to run your ideas past your Game 
  master so that he or she can fit them into the campaign.) 
  Heroic Traits Chapter: Heroic Traits provides guidelines that can help you with these details and 
  characteristics. 
  The charter can add one other class as he/she goes however you will never be a as good as if you were 
  to stay as one class but you would know both talents but when you add the new class you do not get 
  the starting abilities, rupees and/or weapons. 
  Courage Points 
  Your character begins play with 5 Courage Points. Indicate this in the space provided on the 
  character sheet.  
  If you end up taking the Courage Boom feat, you gain an additional 3 Courage Points. 
  
   
  17 
   
   
  
   
  18 
  Races 
  Human 
  Humans are a race of people that live in the land of Hyrule during the time of 
  The Legend of Zelda: A Link to the Past, The Legend of Zelda: The Wind 
  Waker, and The Legend of Zelda: Twilight Princess. Humans look identical to 
  Hylians; the only physical difference is the structure of their ears. 
  The humans have short, rounded ears as opposed to the long pointed ears of 
  the Hylians. Once an obscure race during the era of The Legend of Zelda: 
  Ocarina of Time and The Legend of Zelda: Majora's Mask, they would one day 
  come to replace Hylians as the leading race of Hyrule. As the blood and 
  magical abilities of the Hylians began to run thin over time, the human race 
  would slowly rise to power as the Hylian race began to fade from history. By 
  the time the events of The Legend of Zelda and Zelda II: The Adventure of 
  Link occurred, Hylians were an exceedingly rare race to find. 
  Although humans come to populate many areas of the world, one notable 
  population lives in the secluded province of Ordon in the deep south of 
  Hyrule, where the start of the game The Legend of Zelda: Twilight Princess 
  takes place. At this time, there are very few humans in Hyrule that are not 
  originally from Ordona, perhaps a clue that the Ordonans are the progenitors of the entire race. 
  It should be noted that most of the characters in Twilight Princess refer to Hylians as human. For 
  example, Midna usually refers to Link as human, and almost no one even mentions the term 
  "Hylian". This could signify a shift from a Hylian culture to a more human culture or that Hylians 
  could be thought of as a sub-race of humans. 
  Another interesting thing to note about humans is that they tend to have democratic leadership 
  instead of monarchies (although in the past Labrynna did have a monarchy). To date, the only 
  Hylians that have had a democracy are the Terminans. 
  Humans tend to be oblivious to magic and there for do not have magic but it is not imposable to have 
  magic. They tend to get there magic from the Great Fairies who can grant any one magic. 
  +3 Crafting 1 extra trained skill and ability  
  5 slot start 
  Natural element: none 
  Vision: normal 
   
   
  
   
  19 
  Hylian 
  The Hylians, also known as the Hylias, are a recurring race in 
  the Legend of Zelda series. The chosen race of the gods; the 
  Hylians are bound to carry out the will of the Golden Goddesses 
  and preside over the other races of Hyrule. This is mainly the 
  reason why the Hylians are for the most part considered superior 
  to other races in Hyrule. Hylians are an elf-like race of people 
  who first established an ordered civilization in Hyrule. 
  Physically, Hylians resemble humans, in which the only 
  difference appearance-wise is their elf-like ears. The Hylians 
  have long, sculpted ears that supposedly enable them to hear 
  special messages. As the chosen people, they are also given 
  unique psychic and magical abilities. This has been 
  demonstrated in several different ways over time. 
  In the early part of Hyrule's history, Hylians were the dominant 
  and most populous of the general humanoid races, as shown in 
  The Legend of Zelda: Ocarina of Time. But over time, however, 
  the bloodline began to thin, and Hylians were replaced by the 
  humans as the most widespread humanoid species, becoming increasingly rarer by the time of The 
  Legend of Zelda: The Wind Waker. However, in The Legend of Zelda: Twilight Princess, they are still 
  the dominant species of Hyrule, though they are referred to as "humans". 
  Hylian Knights 
  The Knights of Hyrule are the ancient knights protecting the Royal Family of Hyrule. During the 
  Imprisoning War most of them were killed. According to The Legend of Zelda: A Link to the Past and 
  Ocarina of Time, the Hero of Time is a descendant of the Knights of Hyrule, as well as Link in A Link 
  to the Past and The Wind Waker. Apparently only the descendants of the Knights of Hyrule can 
  wield the legendary Blade of Evil's Bane, the Master Sword. 
  +2 in magic 
  5 slot start 
  Natural element: light 
  Vision: normal 
   
   
   
  
   
  20 
  Kokiri 
  The Kokiri are a recurring race from the Legend of Zelda series. The Kokiri are 
  a cautious, child-like, and secretive race native to Kokiri Forest. The Kokiri 
  believe that they will die if they leave Kokiri Forest, and therefore, they never 
  leave the forest and know nothing about the outside world, only the safe haven 
  that is the Kokiri Forest; however, during the ending of The Legend of Zelda: 
  Ocarina of Time, it is revealed that the Kokiri can travel beyond the forest. In 
  The Legend of Zelda: The Wind Waker, the Kokiri are revealed to have evolved 
  into Koroks, a race of friendly, diminutive tree-beings. 
  The guardian of the Kokiri is the Great Deku Tree, and their self-appointed 
  "boss" is Mido. All Kokiri are ageless, and while they appear as Hylian children, 
  most have existed for centuries prior to the events of Ocarina of Time. Each 
  Kokiri has a guardian fairy that functions as a friend, parent, and teacher. The 
  Kokiri are known as "the spirits of the forest" and were possibly created by the 
  Great Deku Tree, although according to the official Nintendo strategy guide, 
  they were originally Hylian children that wandered into the forest and were 
  changed by the powers of the forest. They are well-known for their distinctive 
  and traditional green garb. Interestingly, the names of a majority of Kokiri 
  who are officially named are portmanteaus of syllables from the Solfége musical scale "do re mi fa so 
  la ti do." For example, Mido is made up of "mi" and "do," and "Fado" is made up of "fa" and "do." 
  The symbol used to represent the Kokiri is reminiscent of the shape of the Kokiri's Emerald, the 
  Spiritual Stone of Forest. This symbol is found on the Deku Shield and as engravings inside the 
  Forest Temple. 
  +2 DEXTERITY+1 WIS Speed 5 
  4 slot start 
  Natural element: wood 
  Vision: normal 
  Cannot get lost in the lost wood but if gone in the wrong direction they will come out at the Kokiri 
  Forest or the nest Forest 
   
   
  
   
  21 
  Rito  
  The Rito, also known as the Bird-people, are a race of bird-
  like humanoids in The Legend of Zelda: The Wind Waker. 
  Their main habitat is on Dragon Roost Island, an island on 
  the Great Sea. They have a tribal elder, with numerous 
  followers and elaborately dressed guards. No Rito is born 
  with wings, and instead, must visit the tribes' guardian, the 
  great Sky Spirit, Valoo, to receive one of his scales which 
  enable them to grow wings. It is a coming of age ceremony 
  of the Rito, to journey to the great Valoo to receive their 
  scale. Children without wings are called Fledglings. 
  Rito are viewed upon by outsiders somewhat dubiously. 
  Some have an inexplicable bigotry directed towards them, 
  perhaps out of jealousy. Still, Rito are widely accepted as 
  mail carriers, as only they can traverse the seas without 
  cumbersome ships. Rito are capable of flying quickly, and 
  full-grown members can carry humans for a short time. 
  The Rito may be inspired by the Watarara race in The 
  Legend of Zelda: Ocarina of Time manga generally 
  considered not to be canon. These people were more like 
  giant birds than humans, but had a similar gaining of wings 
  past a certain age and the same chieftain leadership structure. Rito resemble condors, and seem to 
  have some relation with the Andean culture: males have dark skin and the main theme of the Dragon 
  Roost Island contains some Andean instruments such as zampoña (or pan pipes) and charango. 
  Biology  
  Rito are humanoid, bird-like creatures. They have a mix of human and animal biological 
  characteristics, with very distinctive traits. The Rito appear to be covered by dark shaded skin or 
  feathers. Most Rito have red colored eyes, although the Rito Chieftain has yellow eyes. They, like 
  many other races in the series, have pointed ears. The Rito have bird-like feet as well, though oddly 
  without talons. Rito also have some sort of beak where a human's nose would be found, though the 
  shape and size of this beak varies through different Rito. Unlike normal birds this beak appears to be 
  only used for smelling, and cannot be used as a mouth; the Rito have a more human-like mouth 
  below this beak. 
  +2 INT +1 CHA 
  5 slot start 
  Natural element: wind 
  Vision: normal 
   
  
   
  22 
  Sheikah 
  The Sheikah, also known as the Shadow Folk, are a recurring race in the 
  Legend of Zelda series. The Sheikah are an ancient clan of ninja-like 
  warriors sworn to protect the Royal Family of Hyrule, even after 
  death; as such they came to be known as "the Shadows of the 
  Hylians". They were skilled in magical and combative art. It is 
  assumed that many died during the Hyrulean Civil War and are 
  considered extinct by the events of The Legend of Zelda: Ocarina of 
  Time. 
  While three known Sheikah appear in the games, to maintain the 
  mystery of the race, their emblem makes many small appearances 
  in various games in the series. 
  The plural for Sheikah is debated -- early in The Legend of Zelda: 
  Ocarina of Time, Sheik and Impa both refer to themselves as being 
  of the Sheikahs. However, the grave in Kakariko Village states that 
  the plural of Sheikah is simply Sheikah. It isn't known if this is a 
  translation error, or if there are different Sheikah tribes or ranks. 
  Sheikah has become largely the officially accepted plural of the race. 
  Characteristics  
  The physical appearance of the Sheikah is similar to that of the 
  Hylians; the only known difference between Hylian and Sheikah 
  biology are their red-colored eyes. 
  It can be presumed that the Sheikah are related or evolved from 
  the Hylian race, due to their distinctive pointed ears and their ability to 
  use 
  magic; in fact, Princess Zelda, a native Hylian, has a Sheikah alter ego. It is unknown whether she 
  simply wore a disguise or used magic to transform her shape, but Zelda, when disguised as Sheik, has 
  the red eye color inherent of the Sheikah race. Little is known about their lifespan and other details 
  about their lives. There is no statement of there ever being any male Sheikah since the true gender of 
  Sheik is debated by many fans. 
  +1Con +2WIS 
  5 slot start 
  Natural element: shadow 
  Vision: normal 
   
   
   
  
   
  23 
  Gerudo 
  The Gerudo are a recurring race in The Legend of Zelda series. They are a tribe of 
  thieves that consists entirely of women, save for one man that, according to legend, 
  is born every hundred years, who is destined to become the king of the Gerudo. 
  They have dark tanned skin, golden eyes and red hair. In the manga, they appear 
  mostly as Arab harem-style figures. They are known to have relations with 
  Hylian men, with whom they form relationships or simply use for 
  procreation. 
  Culture 
  From the many appearances by the Gerudo race throughout the 
  games, many aspects of their culture and society can be deduced from 
  their behavior. Their culture is extremely different from Hyrulean 
  culture, and it is likely that their societies developed very independently of 
  each other. Gerudo society has little respect for Hylian men, and the only men 
  they ever truly revere are the males born every 100 years into their tribe, who are 
  destined to be their kings. They usually seem to show distaste for Hyrulean 
  culture, as in their eyes living in separate, wooden houses, worshipping Din, 
  Nayru, and Farore, and having differing gender roles between men and women 
  are all blasphemous. In Gerudo culture, the tribe is usually seen all living 
  together in large forts and blockhouses (sometimes in tents), the Goddess of the 
  Sand is worshipped, and women are seen as being able to fulfill any role in 
  society from architect to warrior. It appears that the Gerudo are devout 
  worshippers of the Sand Goddess, as they have constructed a huge 
  monument to her at the Spirit Temple in the middle of the Gerudo Desert. 
  Due to the lack of men, it is possible that in one of the realities, the Gerudos 
  eventually learned to accept Hyrulean culture, and intermingled until they 
  were fully assimilated. 
  +2 DEXTERITY+1 Acrobatics +2 Stealth 
  6 slot start 
  Natural element: sprit 
  Vision: normal 
   
   
   
  
   
  24 
  Deku Scrub 
  Deku Scrubs are recurring characters in the Legend of Zelda series. They are 
  considered to be the most common species of Deku and can be found in a variety 
  of locations. Unlike Business Scrubs and Mad Scrubs, Deku Scrubs are non-
  aggressive toward Link, except in The Legend of Zelda: Ocarina of Time. 
  Biology 
  Deku Scrubs are small creatures about half the height of Adult Link. They 
  appear to be made of wood, suggesting that they may have evolved from plants. 
  Generally, they have red glowing eyes and leaves or other plant-like growths 
  sprouting from their heads. Deku Scrubs, along some Business Scrubs, are 
  capable of spinning the leaves on their head like a helicopter to fly great distances. As suggested by 
  the Deku Royal Family, it is possible that monarchical Deku have fancier head growths, or that 
  perhaps the monarchs are chosen by how extensive their head growths are. Deku Scrubs have the 
  ability to spit Deku Nuts and Magic Bubbles at their enemies through their cylindrical mouths. 
  Despite being made of what appears to be wood, a Deku cannot swim without drowning. On the other 
  hand, their light weight allows them to hop over short distances of water, as well as stand on Lily 
  Pads. Because of their plant-like nature, Deku Scrubs are also very vulnerable to fire, and perish very 
  quickly if they come into contact with it. Deku are able to use Deku Flowers to launch themselves to 
  normally unreachable places. 
  Deku Scrubs burn when lit on fire there for taking double damage and burns for 4 turns. 
  Can skip along water but must end on solid ground. 
  The Bubble Blast is one of Deku Link's special attacks. It is learned when Link takes the Stray Fairy 
  in Clock Town to the Great Fairy in North Clock Town. With the Magic Power now available to the 
  young hero. As the bubble expands, the distance and the power of the attack increases. The Bubble 
  Blast takes up magic from the Magic Meter whenever it is used. 
  Releasing the bubble causes it to spiral into the direction of where Deku Link was aiming. This can be 
  used to hit nearby items and enemies, but since it moves slowly, it is not a very reliable attack. 
  Bubble dealing 1d4 (magic vs. ref) 2mp 
  +3 DEXTERITY-2 CHA 
  4 slot start 
  Vision: normal 
  Natural element: wood  
  Deku Nuts are the weapon of choice of Deku Scrubs, which spit them from their mouths. 
  Surprisingly, the nuts utilized by Scrubs do not explode on impact, and instead simply deal damage 
  and crumble; however, that being said, Deku Link is able to drop Deku Nuts while flying using a 
  Deku Flower which have the same effect as throwing them.  
  1d4 
  
   
  25 
  Besides being used for battle, Deku Nuts also hold aesthetic value for the Deku Royal Family in 
  particular, as the Deku King's scepter is adorned with a large Deku Nut on top. 
  Water Hopping 
  Deku Link is not capable of swimming, instead traveling on the surface of bodies of water through a 
  series of hops. Limited to five hops before drowning, the fifth bounce is significantly higher than the 
  previous four, allowing one last-ditch effort to reach dry land. This ability prevents Deku Link from 
  being damaged by toxic water or from being affected by the speed or direction of the current. This 
  ability is primarily employed in areas with poisonous water, such as the Southern Swamp and the 
  Woodfall Temple. 
  Deku Flower Flight 
  By burrowing into a Deku Flower, Deku Link can launch himself into the air and drop Deku Nuts on 
  enemies. The elevation and duration of the flight varies from flower to flower, though any flight can 
  be extended if Deku Link passes through a powerful air stream. As well as granting Link access to 
  previously inaccessible areas, launching from a Deku Flower is also a powerful attack move. This is 
  necessary to defeat enemies such as Snappers, and can also be used to defeat the boss of the Woodfall 
  Temple, Odolwa. 
   
   
  
   
  26 
  Zora 
  The Zora are a recurring race in the Legend of Zelda series. Zoras are 
  aquatic, blue-skinned humanoid creatures that exist in Hyrule, Labrynna 
  and Termina. They are incredibly skilled natural swimmers. The 
  appearance of Zoras can vary greatly; some are large and round, like King 
  Zora XVI, while others are slender and small, such as Prince Ralis. This 
  suggests the possible existence of subspecies within the Zora race. Indeed, 
  Zoras are divided into two known major subspecies: the River Zoras, and 
  the Sea Zoras. River Zoras are known as the hostile enemy race that pop 
  out of the water and fire energy balls at Link; whereas the peaceful Zoras, 
  loyal to the kingdom of Hyrule, are the Sea Zoras. The two differ 
  physically. Despite their names, both types of Zora are known to inhabit 
  both the ocean/sea and bodies of fresh water. 
  Biology 
  While still visibly humanoid in some cases, the Zoras resemble various 
  marine creatures in their body structure. Most of them wear no clothes, 
  but certain members of their species do wear clothing, or, as shown by the Zora guards in Twilight 
  Princess, a helmet that completely encases their head. They are generally covered in silver scales, 
  which give them a pale blue sheen from a distance, and they have dark blue spots on their 
  extremities. Where humans sometimes have long hair, average Zoras have rear-hanging caudal 
  extensions of their heads shaped like the tails of dolphins, perhaps as a cephalic form of dorsal fin. 
  These tails undulate periodically, which gives a Zora's head the unique semblance of a fish. In The 
  Legend of Zelda: Twilight Princess, the 'dorsal-like fins' appear to be much smaller. Zoras have two 
  large ulnar fins located distally on their forearms, and some have smaller fins at their ankles. They are 
  sometimes depicted as having webbed feet and hands. They lack ears in the traditional sense, but do 
  have pronounced noses. In previous games in the series, Zoras had no visible gills, yet could breathe 
  underwater, but in The Legend of Zelda: Twilight Princess, Zoras had gills on their abdomen, 
  analogous to the placement of lungs on a human. Also in Twilight Princess, it appears that all Zoras 
  have green eyes, which may indicate a trait associated with the species. As with Deku Scrubs and 
  Gorons, Zoras who are important to the storyline are physically distinct from the general Zora. 
  The gender of common Zoras is not well defined in the video games, as their physical appearance is 
  not wholly conclusive on the matter. Princess Ruto and Lulu are notably female, having distinctly 
  rounder, or feminine body features and the fact that Lulu laid eggs and Princess Ruto wanted to be 
  married to Link. In these earlier games, it was very easy to pick out female Zoras due to three main 
  physical features:  Visible pointed ears. Figure and curves characteristic of women. Wide heads, 
  similar to those of Hammerhead Sharks, with extra eyes on the sides.  
  More venerable to ice. Can breathe under water. Can create a magic shield wile under water that does 
  damage on impact 1d4 (magic vs. ref) 2mp cast 1mp per turn 
  +1 CON +5 swim 
  5 slot start 
  Vision: normal 
  Natural element: water 
  
   
  27 
  Goron  
  The Gorons are a recurring race in the Legend of Zelda series. The Gorons are a humanoid, rock-
  eating race that dwell in the mountains. Despite their hulking appearance, Gorons are a relatively 
  peaceful species. They are usually considered, perhaps superficially, to be of low intelligence, although 
  there is no particular indication of this in the games; 
  in 
  fact, there is evidence to the contrary, such as their 
  ability to industrialize ahead of all the other races 
  in The Legend of Zelda: Twilight Princess. 
  Biology  
  Gorons are physically intimidating, as their height 
  and sheer size are almost double that of an average 
  human, at least in some games. They are 
  presumably silicon-based due to a strict diet of 
  rocks and, possibly as a result, they develop rocky 
  growths on their backs as they age. The apparent 
  immunity to drowning shown in Twilight Princess 
  would also stem from this, as the silicate minerals 
  and rocks are extremely common and contain oxygen 
  (This does not, however, explain Goron Link's weakness to 
  water; however, it may be because Gorons must activate it somehow, which Link may not know how 
  to do.) Due to their enormous density and weight, likely from high muscle-mass, they are 
  unable to swim, but they do not respire like others do; presumably one who reaches 
  the bottom would be able to make it back out. Some Gorons grow much larger 
  than average, but this is very rare. Gorons can curl up into the fetal position and 
  roll up to very fast speeds. Gorons with magic power can even sprout spikes if 
  rolling fast enough. Due the appearance of five different generations of 
  Graceful Gorons over the course of 400 years in The Legend of Zelda: 
  Oracle of Ages, it can be assumed that the average reproductive age of 
  Gorons is around 80 years.  
  Gender  
  All Gorons that are seen are male and are referred to as such. They call 
  each other "brother" and never once has a Goron referred to another as 
  "she" or "her". Also, many young Gorons are shown as having a father, but no second parent has ever 
  been mentioned. In the manga, there are some feminine looking Gorons; however, the manga is non-
  canonical and is not accepted as fact. 
  Gorons cannot swim because of their weight but can walk through lava  
  Can withstand extreme heat and does not require fire tunic to be in normal areas where you would 
  normally need one. 
  While in Goron form Link can curl into a ball by tapping the A-Button. By tilting the control stick, 
  he will then go into a roll, and if Link continues rolling for long enough without encountering an 
  obstacle or leaving the ground, spikes will appear around his body and make him roll even faster. This 
  attribute helps in clearing long gaps and retaining better traction on icy terrain.[8] Goron Link's 
  
   
  28 
  spiked roll can also destroy or damage many enemies and objects; this powerful ability drains magic 
  power, and will cease to operate if Link's magic meter is completely emptied. 
  Can eat rocks but must be first crushed to size for consumption 
  +4 STR -1 INT -10 swim 
  6 slot start 
  Natural element: fire 
  Vision: normal 
  ‘ mujkkj bj;l;9Ancient Robot  
  The Ancient Robots are a race in The Legend of Zelda: Skyward Sword. They 
  are 
  robotic creatures found primarily throughout the Lanayru Desert 
   
  +4 INT -2 CHA 
  Requires time shift stones 
  Cannot use magic without help form a great fairy 
  Has Hovering Locomotion 
  5 slot start 20 Ancient robot gear max 
  Size: small 
  Vision: normal 
  Unable to go in water without water sealant 
  Natural element: plasma 
  Add-ons see Ancient robot gear for options and upgrades 
  
   
  29 
  Mogma 
   
  Mogmas are a race from The Legend of Zelda: Skyward Sword. They are a 
  subterranean race that resides in the Eldin Volcano region of The 
  Surface. Physically resembling a combination of a mole and a prairie 
  dog, Mogma are able to quickly burrow and resurface from 
  underground. Mogmas are, by nature, compulsive treasure 
  hunters; however, this character flaw is overshadowed by 
  Mogmas' charitable nature towards those in need. 
  +3 DEXTERITY-1WIS 
  5 slot start 
  Natural element: earth  
  Vision: low light 
   
   
   
  
   
  30 
  Twili 
  The Twili are a race from The Legend of Zelda: Twilight Princess. This peaceful race of Twilight 
  beings resides within the Twilight Realm. Descendants of a group known 
  simply as the Interlopers, there are many theories as to who this group is. 
  History 
  The Twili descended from a tribe of sorcerers known only as the Interlopers, 
  who attempted to seize control of the Sacred Realm after the creation of the 
  Triforce. However, their efforts failed, and they were seized by the three 
  Goddesses, Din, Nayru, and Farore. With the aid of the Light Spirits, the 
  Interlopers were banished to a land known as the Twilight Realm. Over a 
  long period of time, because of the vastly different environment within the 
  Twilight Realm, the interlopers evolved from their original forms to a unique, 
  black and white, gentle-looking race, namely the Twili. Eventually, they abandoned their plans to 
  rule the Sacred Realm and Hyrule and became peacefully adapted to their new lifestyle in the 
  Twilight Realm. 
  At one point in their history, Ganondorf was banished to the Twilight Realm. There he met a young 
  servant of the Twili Royal Family and nominee for King, Zant. Zant, mistakenly believing 
  Ganondorf to be a god, was granted exceptional magical powers and used these to usurp the throne of 
  Midna, who was chosen as Twilight Ruler over him, and declared himself king. Firmly in command, 
  he transformed Midna into an imp-like creature and his fellow Twili into Shadow Beasts, and, 
  planning to engulf the entire land in Twilight, launched an invasion of the peaceful land of Hyrule. 
  Biology  
  Midna, in her true form 
  The Twili have a stretched, elongated appearance, with long limbs, necks, 
  and heads, and great variances in overall height and girth (although the 
  shorter Twili could just be children, which would also explain their girth). 
  It also appears that common Twili are incapable of speaking the Hylian 
  Language and appear to be able to utter only a moan when Link draws 
  near, which may be their own language. If this is the case, those moans 
  may possibly be speeches that sound like moans because Link does not 
  understand the language. Though, their moaning may also be caused by 
  shyness or fear that they feel toward Link. 
  Advancements 
  The Twili appear to possess many strange technologies that are more 
  advanced than that of the Hylians, and even more advanced than 
  technology from Termina. One example would be their use of teleporting 
  across locations using Twilight Portals. In the Twilight Realm, the Twili 
  use platforms for transportation that appeared from nowhere and were 
  completely transparent, except for the glowing green shapes seen all 
  around anything that is of Twilight origin (portals, Sols, etc.). Another 
  
   
  31 
  example is the doors that open by themselves. These doors have only one green 
  shape when inactive, but when opened, the green shape extends, highlighting more details. Another, 
  more likely possibility, however, is that the many wonders of the Twilight Realm are caused by the 
  magic of their ancestors put to a more peaceful use. 
  "Twilit" 
  Twilit is a term used to refer to bosses, people, and enemies powered or altered by the effects of 
  Twilight. The Twilit beings were created by Zant and corrupted by pieces of the Fused Shadow or by 
  pieces of the Mirror of Twilight. Examples of Twilit beings are the Twilit Arachnid, the Twilit Ice 
  Mass, and the Twilit Bloat. These examples seem to be named in a format based on taxonomy, where 
  Twilit is the genus and the proceeding name is the species. 
  Midna, like all creatures from the Twilight Realm, cannot tolerate light and hides in Link's shadow 
  when he is in the Light World. The only time she takes her physical form is when Link is in the 
  Twilight, is a wolf, or is in a dungeon. It may also simply be that she cannot fraternize with the light-
  dwellers; this would seem to fit with Zant's claim that Midna is incapable of consorting with light-
  dwellers. However, when Zelda restores Midna, she also gives Midna the ability to withstand the 
  light, though Midna still chooses to remain in Link's shadow for most of the time. 
  Knowledge that should be known  
  Interlopers 
      "Among those living in the light, interlopers who excelled at 
  magic appeared. Wielding powerful sorcery, they tried to 
  establish dominion over the Sacred Realm. It was then 
  that the goddesses ordered us three light spirits to 
  intervene. We sealed away the great magic those 
  individuals had mastered."  
      — Lanayru  
  The Interlopers are characters mentioned in The Legend of Zelda: 
  Twilight Princess. A tribe of sorcerers, the Interlopers were most likely among the combatants of the 
  Hyrulean Civil War, in which many races fought amongst themselves to establish dominion over the 
  Sacred Realm and the Triforce. The Light Spirit Lanayru tells Link about these beings and their 
  history after he restores the Vessel of Light. 
  The vision of the Interlopers 
  Using the dark power of the Fused Shadow, the Interlopers tried to establish dominion over the 
  Sacred Realm, but were stopped. As a punishment, the Golden Goddesses sealed them away into the 
  Twilight Realm, and split the Fused Shadows, the source of their evil magic, into four separate 
  shards. At the same time, the other races that fought in the Hyrulean Civil War settled the dispute in 
  a seemingly peaceful manner. The Interlopers would eventually evolve into the Twili. 
  +3 magic +1 WIS 
  
   
  32 
  5 slot start 
  Permeant status effect 
  Starts with Shadow form. Fatigued in sunlight must use MP for all spells in or out of combat take 1d4 
  of extra damage when hit in sunlight 
  Natural element: shadow 
  Wolfin 
  Wolfin is a new race not in any of the games and is of my own creation. 
  Wolfins have a human body with a long furry tail and wolf like ears. 
  There can be in full fur or just the tail and ears the colors can be 
  anywhere form a nice red to dark and in rare cases a dark blue. They 
  tend to run on all fours and have natural weapons claws. The Wolfins 
  are usually a fun loving and caring type that tend to stay in their packs 
  and shy of other races.  
  Speed 6 normal and on all four speed 8 takes a move action to stand 
  +1 STR +1 DEXTERITY+5 Perception 
  5 slot start 
  Vision: low light 
  Fur vs no fur: 
  If you have fur you do not need to wear a clock to keep you warm in 
  cold climates. However if you have no fur you fit in better with a crowd 
  and have a beet chance to blend in. 
  Cannot get lost in the lost wood but if gone in the wrong direction they 
  will come out where they first entered 
  Cross breads 
  All living races can cross bread and gain all of the ability scores. The child receives both element types 
  if the elements are opposite you are considered neutral.  You take the lowest speed of the two races 
  however you have both forms of movement. If there is any statues effects of one race it is halved. 
  Playing as a Child 
  The creature's type remains unchanged and does not gain the augmented subtype. It does gain the 
  "child" subtype. Size is reduced by one category. The base creature's strength score is decreased by 2. 
  Its intelligence and wisdom scores are reduced by 1. It's Dexterity and charisma are increased by 2 
   
   
  
   
  33 
  Classes 
  Hero of time descendant 
  Descents of the hero of time are descents of the hero himself who was chosen by the goddess of 
  Hyrule, these descents are in fused with the courage that the hero has.  
  This charter is mostly a sword user with some magic 
  Starts with 10mp 
  Starting skills 
   
  Targeting 
   
  Jump attack 
   
  Spin attack 
   
  Weapon proficiency 
  o Simple 
  o Swords (primary weapon) 
  o Shield 
  Rupees 2d6 * 10 
  Starts with 10mp 
  Starting weapon: sword and wooden shield 
  May choose 3 trained skills  
  +1 Fort +1 Ref 1+ Will 
  Squire 
  Squires are just like a hero of time decent however they do use magic to aid them and are not limited 
  to swords. Also you pick one or two of the knight’s codes you will follow them to the best to your 
  ability’s. 
  Knight’s codes: 
  Knight’s codes: 
  To protect the weak and defenseless 
  To live by honor and for glory 
  To fight for the welfare of all 
  To obey those placed in authority 
  To guard the honor of fellow knights 
  To eschew unfairness, meanness and deceit 
  Never to refuse a challenge from an equal 
  Never to turn the back upon a foe 
   
  When you take the knight’s code “To protect the weak and defenseless” you may never turn your 
  back on some that that needs help and cannot attack an unarmed person. You gain +5 to your Will 
  and your Treat Injury Skill. 
  When you take the knight’s code “To fight for the welfare of all” you will help with well-being and 
  social support for all citizens. This in mind you may use magic and magic items but may only ware 
  light armor. +3 wisdom +2 charisma Starts with 10mp 
   
  
   
  34 
  When you take the knight’s code “To guard the honor of fellow knights” you may never turn your 
  back on other knights his enemies become your own. When you’re in the company of another knight 
  you may re-roll any to hit roll that is unsuccessful. If your fellow knight falls in battle you go into a 
  frenzy, lowering your fortitude by halve and doubling your amount of d4 rolled [you still maintain 
  your reroll for hits] 
  When you take the knight’s code “To live by honor and for glory” you are masters of the unknown 
  and receive a +5 to your Acrobatics, Climb, Endurance, Swim, Ride, and Dungeonering rolls. To this 
  end you cannot leave any mountain unchallenged, tunnel unexplored or door unopened without an 
  extreme amount of will. 
  When you take the knight’s code “Never to refuse a challenge from an equal” you can never refuse a 
  challenge from someone, you try to be the best of the best and when someone is better than you. You 
  strive to become better them but you will also try to have better equipment then anyone as well. 
  With this you forsake you shield and use only your sword or axe but your parry Tech is always one 
  level better than your trained parry level e.g. Parry 0 (did not take Parry) is Parry 1 or Parry 3 = 
  Parry 4 
  Parry LVL 4 
  10+ Active Reflex Defense vs. attack roll 
  +2 to attack roll if successful. 
  +3 to damage roll 
  Prerequisites: level 1 and 2 parry, Back Slice, Helm Splitter 
  When you take the knight’s code “To obey those placed in authority” you must follow the king/ruler 
  regardless if they corrupted.  
  When you take the knight’s code “To eschew unfairness, meanness and deceit” you will avoid 
  unfairness, cruelty and dishonesty meaning you cannot steal lie or cheat. Because of this you often 
  are helped out and rewarded by ordinary citizens because they know your word carries no taint of 
  evil. At every forth level you gain a +2 instead of a plus one to one of your skills 
  Starting Techs 
   
  Targeting 
   
  Jump attack 
   
  Spin attack 
   
  Weapon proficiency 
  o Simple 
  o Swords (primary weapon option 1) 
  o Shields 
  o Axes (primary weapon option 2) 
   
  Armor 
  o Heavy 
  o Light 
  Rupees 3d6 * 10 
  Starts with 0mp 
  Starting weapon: sword and iron shield  or axe 
  May choose 5 trained skills  
  
   
  35 
  +2 Fort 1+ Ref 
  Sage descendant 
  Decedents of sages have magic that gives them their ability to be a hero.  
  This charter is basically only magic with a bit of weaponry  
  May only use 2 magic types when starting and must finish a type line first before learning a new type 
  line. 
  Starts with 20mp 
  Starting skills 
   
  2 Spells of choice 
   
  Weapon proficiency 
  o Simple 
  o Staffs (primary weapon) 
   
  Item proficiency 
  o Canes 
  Rupees 2d6 * 10 
  Starting weapon: staff 1d4 
  May choose 2 trained skills  
  Starts with bottle filled with blue potion 
  +2 Ref +1 Will 
  Thief 
  Thieves are trained like the Gerudo thieves form the desert however the character does not have to be 
  a Gerudo. 
  This character is very good with daggers and other small weapons 
  Starts with 10mp 
  Starting skills 
   
  Spin attack  
   
  Two of your choice 
   
  Weapon proficiency  
  o Simple  
  o Daggers (primary weapon) 
  Rupees 1d6 * 10 
  Starts with 10mp 
  Starting weapon: dagger 
  May choose 4 trained skills  
  +1 Will +2 Ref 
  Grunt 
  Grunts are like a hunter who is very good with bows crossbows and some small weapons.  
  
   
  36 
  Starts with 10mp 
  Starting Techs 
   
  Two of your choice 
   
  Weapon proficiency 
  o Simple 
  o Bows (primary weapon) 
  o Daggers 
  Rupees 2d6 * 10 
  Starting weapon: bow and dagger 
  May choose 3 trained skills  
  +2 Ref +1 Fort 
  Inventor 
  Use treasures that you have obtained in order to upgrade your items and create new weapons/items 
  based off of the original items. Example if one wanted to make a gun they would use the base attack 
  of a bomb and the range of the long shot however you would require the technology Skill/Tech. 
  Rupees 4d6 * 10 
  Starting weapon: hammer (primary weapon) 
  May choose 4 trained skills and have the skill Craft  
  Starts with 10mp 
  +2 will 1+ Ref 
  Jack of all trades 
  You learn every class in your chosen order but may never change your order. After reaching level 72 
  you may move on to advanced classes 
  Starts with 20mp 
   
  Multiclass  
  A character may add new classes as he or she progresses in level, thus becoming a multiclass 
  character. The class abilities from a character’s different classes combine to determine a multiclass 
  character’s overall abilities. Multi-classing improves a character’s versatility at the expense of focus. 
  Note: the first class you chose is your primary class and its primary weapon is and always will be your 
  primary weapon 
  Level 
  'Character level" is a character's total number of levels. It derives from overall XP earned and is used 
  to determine when feats and ability score boosts are gained. As Experience and Level Dependent 
  Benefits. 'Class level" is the character's level in a particular class, as per the Individual class tables. 
  For the single class hero character level and class level are the same. 
  
   
  37 
  Hit Points 
  Each time you gain a new level. Roll a hit point die (the size of the die depends on the class in which 
  the level is gained) and add the result to your characters hit point total. Your characters Constitution 
  modifier applies to each hit point die roll. 
  For example, a 1st-level grunt who becomes a 1st-level grunt/1st·leveI Squire gains a number of 
  additional hit points equal to ld10 + the character's Constitution modifier. A few game sessions later 
  the character gains a second level in the grunt class, becoming a 2nd-level grunt 1st-level Squire, 
  where upon her hit points increase by 1d8 + the character's Constitution modifier. 
  Base Attack Bonus 
  Add the base attack bonus of each class to get the character's base attack bonus For Instance, a 6th-
  level thifeI2nd-level Squire has a base attack bonus of +6 (+4 for thief, +2 for Squire). Defenses 
  Each time a character gains a new level, his Reflex Defense, Fortitude Defense, and Will Defense 
  need to be adjusted to account for the increase in character level. A character who takes his first level 
  of a new class also gains a class bonus to one or more of his defenses; however this class bonus does not 
  stack with other class bonuses take the higher one. 
  Skills 
  When you select a new class you only gain the weapon proficiency trained skills. 
  Feats 
  For multiclass characters feats are received at 3rd level and every three character levels thereafter 
  regardless of individual class level (see Table 3—l: Experience and Level-Dependent Benefits). 
  A multiclass character that gains a class bonus feat must select it from the bonus feats available to 
  that particular class. For example. Aranl is 2nd-level thief/1st-level Squire who decides to take a 
  second level in the Squire class. Doing so grants her a bonus feat. Which she must select the Squire's 
  list of bonus feats. 
  Ability Increases 
  For multiclass characters, abilities are increased every four character level regardless of individual 
  class level (Experience and Level Dependent Benefits). 
  Advanced Classes 
  Sage 
  This is a more powerful mage type class using spells and staffs to defeat there enemy’s 
  Prerequisites: Sage descendant Lv12 
  Hyrule knight 
  This is a more skill worrier type class using swords or axes to devastate there enemy’s 
  Prerequisites: Squire Lv12 
  
   
  38 
  Archer 
  This is a more talent Marksman type class using there bow to conquer there enemy’s 
  Prerequisites: Grunt Lv12 
  Gunslinger 
  This is a talent Marksman type class using a rifle and spells to overwhelm there enemy’s 
  Prerequisites: Grunt Lv4 Sage descendant Lv8 for magic guns 
  Or Grunt Lv12 for non-magic guns 
  The Gun is your new primary weapon 
  Twin blade 
  This is a talent swordsmen type class using two swords to crush there enemy’s 
  Prerequisites: Squire Lv8 thief Lv4 
  Marine 
  This is a talent Marksman and swordsmen type class using a pistol and sword to crush there enemy’s 
  Prerequisites: Squire or hero of time descendant Lv6 Grunt Lv6 (to use magic type weapons Squire or 
  hero of time descendant Lv4 Grunt Lv4 Sage descendant Lv4) 
  Hero 
  This is a talent swordsmen type class using a powerful sword and some magic to crush there enemy’s 
  Prerequisites: hero of time descendant Lv12  
  Attack Bonus 
  MELEE ATTACK BONUS 
  To determine your melee attack bonus, add your Strength modifier to your base attack bonus. 
  Certain feats and talents might provide additional modifiers, so make adjustments as necessary. 
  RANGED ATTACK BONUS 
  To determine you’re ranged attack bonus add your Dexterity modifier to your base attack bonus. 
  Certain feats and talents might provide additional modifiers so make adjustments as necessary. 
  Weapon ranges 
  Type of weapon 
  Point blank  
  No Penalty 
  Short 
  -2 Attack 
  Medium 
  -5 Attack 
  Long 
  -10 Attack 
  Rifles 
  0-20 
  21-30 
  31-40 
  41-50 
  Pistols 
  0-15 
  16-25 
  26-35 
  36-45 
  Bows 
  0-10 
  11-20 
  21-30 
  31-40 
  Thrown, sling 
  shots 
  0-6 
  7-8 
  9-10 
  11-12 
  
   
  39 
   
  MAGIC ATTACK BONUS 
  To determine you’re magic attack bonus add half your magic skill to your base attack bonus. Certain 
  feats and talents might provide additional modifiers so make adjustments as necessary. 
   
  Techs 
  Techs are things that can be learned by certain classes as one gains some skill some techs can be 
  learned. Some techs are available to all class. At the 1st level you may choose 1 extra ability. Also 
  after each battle a player gains tech points (depending how much the creature is worth), at 100 tech 
  points a player my pick another tech or Duel tech. 
  Descendant of the hero of time 
  Spin Attack 
  The Spin Attack, also known as the Whirling 
  Blade, is a recurring skill in the Legend of Zelda 
  series. When Link performs it, he charges his 
  sword, either by just getting it into the correct 
  position, or by making it glow with what appears 
  to be magic. When charged, he lets go in a 360-
  degree slash that harms all enemies surrounding 
  him, often dealing more damage than a regular 
  sword strike. The Spin Attack is described as a 
  secret sword technique known only to the Knights 
  of Hyrule. 
  This is a 1 square around the person doing an extra 1d4  
  2 pieces of Stamina Gauge
   
  Roll Attack 
  Roll Attack allows Link to perform a forward thrust by using his sword just as he comes up at any 
  point in a roll. If Link successfully strikes an enemy, he will execute a Spin Slash 
  Down Thrust 
  The Down Thrust is a recurring ability in the Zelda series, first appearing in The Adventure of Link. 
  It is performed by Link by jumping into the air, positioning his sword underneath him pointing 
  downwards, and landing on enemies sword-first to stab them from above. 
  
   
  40 
  To perform a downward thrust by using your sword just as you reach the height of a jump with the 
  Roc's Cape. 
  Great Spin 
      "You have at your disposal the basic sword 
  technique known as the spin attack. You have 
  mastered numerous hidden skills and now house 
  the spirit of the true hero. You now have in you 
  the ability to magnify the power of your spin 
  attack. But the only time you can draw out that 
  power is when your life energy is brimming full. 
  Now, try unleashing this spin attack on me."  
      — Hero's Shade  
  The final Hidden Skill allows Link to execute a Spin Attack with a substantial power boost, provided 
  he has full hearts. This ability is similar to the charged spin attack from Ocarina of Time, Majora's 
  Mask, Phantom Hourglass, and Spirit Tracks. The magic sword blast from Link to the Past is also 
  similar to this in that it can only be used when Link has full health. 
  Spin attack is required first 
  This is a 2 square around the person doing an extra 1d6   
  Magic Spin Attack 
  The Magic Spin Attack is a recurring skill in the 
  Legend of Zelda series. Using Magic Power, 
  this is a version of the Spin Attack that 
  deals more damage and has a longer 
  range. In order to perform this attack, 
  Link must charge power in his sword 
  by holding the B button down until 
  the sword is surrounded by magical 
  energy and then releasing it. The longer 
  Link charges the Magic Spin Attack, the 
  stronger it will be.  
  Spin attack is required first but works with Great 
  spin 
  This is a 1 square around the person doing an extra 2d6  
  At 2 and 3 squares distance appoints take ½ damage 
  3 MP  
  
   
  41 
  Hurricane Spin 
  The Hurricane Spin is a recurring skill in the Legend of Zelda series. It is an improved version of the 
  normal Spin Attack and is performed similarly by charging Link's Sword using the B button. 
  However, the Hurricane Spin, when used, unleashes a huge spin attack that lasts many rounds, 
  allowing it to deal far more damage. When the attack is finished, however, Link becomes dizzy and 
  immobilized for several seconds unless he finishes the 
  move by colliding into a barrier of some sort. 
  10 MP 
  10 squares of movement doing 2d8 per square 
  Stack with grate Spin 2 square around the person doing 
  an extra 1d6 
  Also stacks with Magic Spin Attack at 1 square around 
  the person doing an extra 2d6  
  At 2 and 3 squares distance appoints take ½ damage 
   
  Ending Blow  
      "The enemies that are filled with energy will quickly recover and attack again even when stunned 
  by a powerful strike. The ending blow is a secret technique you can use to end their breath before 
  they spring back into action."  
      — Hero's Shade  
  The first Hidden Skill. Once an enemy has been knocked down, Link can use the Ending Blow to 
  jump through the air and do a downward stab into the enemy, killing it instantly regardless of health. 
  If the enemy gets up before the Ending Blow hits, Link's sword becomes temporarily stuck in the 
  ground. 
  During a battle a character can try to finish a prone character as a swift action 
  D18 pass do not add bonuses  
  Prerequisites: Targeting 
  Shield Attack  
      "No matter how well tempered a blade is, if a foe is clad in 
  armor 
  and bears a shield, the sword will do it no harm."  
      — Hero's Shade  
  The second Hidden Skill forces an enemy to lower its 
  defense. The Shield Attack can be performed by 
  approaching an enemy and ramming them forcefully with 
  the shield. If executed correctly, the move leaves the 
  enemy temporarily dazed and vulnerable to a follow-up 
  attack from Link's sword. The Shield attack can also be used 
  to reflect certain projectiles. 
   Prerequisites: Targeting 
  
   
  42 
  Swift action 
  Back Slice 
      "A mere shield attack is no match for an enemy 
  protected not just by a shield, but by a thick, full-body 
  coat of armor. Such enemies are often focused on guarding 
  against frequent frontal attacks. They often leave their 
  rear unprotected."  
      — Hero's Shade  
  The third Hidden Skill has both offensive and defensive 
  advantages. While targeting his opponent, Link can strafe 
  to the side and do a roll around the enemy, avoiding its 
  attack while positioning him directly behind it. While 
  behind the enemy, Link can then execute a jumping spin attack. This attack is reminiscent of the 
  Parry maneuver from The Legend of Zelda: The Wind Waker. 
  Prerequisites: Targeting and Roll Attack 
  Helm Splitter 
      "It is impossible to perform a back slice against fully armored 
  enemies that move swiftly in combat."  
      — Hero's Shade  
  The fourth Hidden Skill combines excellent body control with 
  the Shield Attack. It is particularly useful against opponents 
  who wear heavy armor, but move too quickly for the Back Slice 
  to be implemented effectively. To execute the Helm Splitter, 
  Link must successfully perform a shield attack and does a jump 
  attack, striking the enemy in the head and landing behind it. 
  This attack, like the Back Slice, is similar to the jump Parry 
  from The Legend of Zelda: The Wind Waker. 
  Prerequisites: shield attack, back slice, Targeting 
   
  Mortal Draw  
      "The ways of the sword are known to many creatures, and some have strengthened their guards 
  against shield attacks and back slices. Should you encounter such a foe, the mortal draw that I am 
  about to teach you is most effective."... 
  
   
  43 
      "There is no defense for this. The mortal draw deals 
  death."  
      — Hero's Shade  
  The Mortal Draw is the most deadly attack, but 
  requires Link to lower his defenses. To perform the 
  Mortal Draw, Link must begin and remain unarmed, 
  with his shield on his back, his sword in its sheath, and 
  no target on his enemy. Just before the enemy strikes, 
  Link can conduct a very fast spin while drawing the 
  blade and swinging it at the enemy. If it hits the 
  enemy, it will usually be fatal, killing it in one swing. 
  Requires a 20 on roll of character level = or above by 5 
  levels then you 
  Requires a 18-20 on roll of charter lower level then you 
  Imposable to use if charter is higher than + 5 then you 
  If miss 1d10 
  Jump Strike 
      "One of the basic sword techniques is the jump 
  attack. It inflicts great damage, but none would 
  call it effective against multiple foes. To perform 
  the jump strike, prepare a jump attack, but focus 
  power in your blade. The surge the blade releases 
  can strike all enemies around you. This is the jump 
  strike!"  
      — Hero's Shade  
  The Jump Strike is a more powerful version of the 
  Jump Attack. It is designed to give Link an 
  advantage while confronting groups of enemies. He 
  can draw his sword and hold the hilt in both hands. He can hold this position much like he can hold 
  the Spin Attack Position. When the enemies are within range, he jumps up, slashing his blade up in 
  an arc. When the sword hits the ground, it creates a small shockwave, damaging the enemies and 
  knocking them off their feet.  
  Prerequisites: Targeting 
  1 piece of Stamina Gauge
   
  
   
  44 
  Jump attack  
  The Jump Attack is a recurring sword technique in the Legend of Zelda series. 
  This skill has Link lunging into the air with his sword raised, dealing a severe 
  amount of damage upon impact. Link can also perform the Jump Attack using 
  Deku Sticks, the Megaton Hammer and the Skull Hammer.  
  Prerequisites: Targeting 
  1d4 
  1 piece of Stamina Gauge
   
  Sword Beam 
  The Sword Beam is a recurring skill in the Legend of Zelda series. This sword technique allows Link 
  to fire a damaging beam from the tip of his sword. Usually, Sword Beams can be fired only if Link's 
  health is full. The Sword Beam takes the shape of either a gleaming sword similar to the one Link is 
  currently holding or a blast of energy. 
  2D6 damage  
  2d4  
  1 MP 
  Sword Dash 
  Sword Dash 6 square dash 2d4 extra damage 
  Power Thrust 
  Infuse magic in to your any of attacks adding 3d4 costs 5mp per attack 
  Cyclone attack 
  Perform a spin attack while jumping throwing you enemy 1 square and in a prone position 
  Quick Attack 
  Use any normal attack and 1 Tech form this class as one standard action 
  Running slash 
  Ruing up on a large appoint and performing a jump attack dealing 3d4  
  Magic 
  Because this charter can uses magic he/she may gain spells out side his/her class. This is the list you 
  may choose form Din’s Fire, fire arrows, ice arrows, Nayru’s love, farore’s wind, and aura. 
  For each time you take the Tech you may pick one spell. 
  
   
  45 
  Squire 
  Spin Attack 
  The Spin Attack, also known as the Whirling 
  Blade, is a recurring skill in the Legend of Zelda 
  series. When Link performs it, he charges his 
  sword, either by just getting it into the correct 
  position, or by making it glow with what appears 
  to be magic. When charged, he lets go in a 360-
  degree slash that harms all enemies surrounding 
  him, often dealing more damage than a regular 
  sword strike. The Spin Attack is described as a 
  secret sword technique known only to the 
  Knights of Hyrule. 
  This is a 1 square around the person doing an extra 1d6  
  2 piece of Stamina Gauge
   
  Ending Blow  
      "The enemies that are filled with energy will quickly recover and attack again even when stunned 
  by a powerful strike. The ending blow is a secret technique you can use to end their breath before 
  they spring back into action."  
      — Hero's Shade  
  The first Hidden Skill. Once an enemy has been knocked down, Link can use the Ending Blow to 
  jump through the air and do a downward stab into the enemy, killing it instantly regardless of health. 
  If the enemy gets up before the Ending Blow hits, Link's sword becomes temporarily stuck in the 
  ground. 
  During a battle a character can try to finish a prone character as a swift action 
  D15 to pass under level 3 
  D18 to pass do not add bonuses  
   
  Mortal Draw  
      "The ways of the sword are known to many creatures, and some have strengthened their guards 
  against shield attacks and back slices. Should you encounter such a foe, the mortal draw that I am 
  about to teach you is most effective."... 
      "There is no defense for this. The mortal draw deals death."  
      — Hero's Shade  
  
   
  46 
  The Mortal Draw is the most deadly attack, but requires 
  Link to lower his defenses. To perform the Mortal Draw, 
  Link must begin and remain unarmed, with his shield on 
  his back, his sword in its sheath, and no target on his 
  enemy. Just before the enemy strikes, Link can conduct a 
  very fast spin while drawing the blade and swinging it at 
  the enemy. If it hits the enemy, it will usually be fatal, 
  killing it in one swing.  
  Requires a 20 on roll of character level = or above by 5 
  levels then you 
  Requires a 18-20 on roll of charter lower level then you 
  Imposable to use if charter is higher than + 5 then you 
  If miss 1d10 
  Shield Attack  
      "No matter how well tempered a blade is, if a foe is clad in armor and 
  bears a shield, the sword will do it no harm."  
      — Hero's Shade  
  The second Hidden Skill forces an enemy to lower its defense. 
  The Shield Attack can be performed by approaching an enemy 
  and ramming them forcefully with the shield. If executed 
  correctly, the move leaves the enemy temporarily dazed and 
  vulnerable to a follow-up attack from Link's sword. The Shield 
  attack can also be used to reflect certain projectiles. 
  Prerequisites: Targeting 
  Target is stunned until the end of your next turn 
  Swift action 
  Back Slice 
      "A mere shield attack is no match for an enemy protected not just by a shield, but by a thick, full-
  body coat of armor. Such enemies are often focused on guarding against frequent frontal attacks. 
  They often leave their rear unprotected."  
  
   
  47 
      — Hero's Shade 
   
  The third Hidden Skill has both offensive and defensive advantages. While targeting his opponent, 
  Link can strafe to the side and do a roll around the enemy, avoiding its attack while positioning him 
  directly behind it. While behind the enemy, Link can then execute a jumping spin attack. This attack 
  is reminiscent of the Parry maneuver from The Legend of Zelda: The Wind Waker.  
  Prerequisites: Targeting and Roll Attack 
  Helm Splitter 
      "It is impossible to perform a back slice against fully armored 
  enemies that move swiftly in combat."  
      — Hero's Shade  
  The fourth Hidden Skill combines excellent body control with 
  the Shield Attack. It is particularly useful against opponents 
  who wear heavy armor, but move too quickly for the Back Slice 
  to be implemented effectively. To execute the Helm Splitter, 
  Link must successfully perform a shield attack and do a jump 
  attack, striking the enemy in the head and landing behind it. 
  This attack, like the Back Slice, is similar to the jump Parry from 
  The Legend of Zelda: The Wind Waker. 
  Prerequisites: shield attack, back slice and Targeting 
   
  
   
  48 
  Jump Strike 
      "One of the basic sword techniques is the jump attack. It 
  inflicts great damage, but none would call it effective 
  against multiple foes. To perform the jump strike, 
  prepare a jump attack, but focus power in your blade. 
  The surge the blade releases can strike all enemies 
  around you. This is the jump strike!"  
      — Hero's Shade  
  Prerequisites: Targeting 
  The Jump Strike is a more powerful version of the Jump 
  Attack. It is designed to give Link an advantage while 
  confronting groups of enemies. He can draw his sword and hold 
  the hilt in both hands. He can hold this position much like he can hold the Spin Attack Position. 
  When the enemies are within range, he jumps up, slashing his blade up in an arc. When the sword hits 
  the ground, it creates a small shockwave, damaging the enemies and knocking them off their feet. 
  1d8 area damage 
  Great Spin 
      "You have at your disposal the basic sword technique 
  known as the spin attack. You have mastered numerous 
  hidden skills and now house the spirit of the true hero. You 
  now have in you the ability to magnify the power of your 
  spin attack. But the only time you can draw out that 
  power is when your life energy is brimming full. Now, try 
  unleashing this spin attack on me."  
      — Hero's Shade  
  The final Hidden Skill allows Link to execute a Spin Attack with a substantial power boost, provided 
  he has full hearts. This ability is similar to the charged spin attack from Ocarina of Time, Majora's 
  Mask, Phantom Hourglass, and Spirit Tracks. The magic sword blast from Link to the Past is also 
  similar to this in that it can only be used when Link has full health. 
  This is a 3 square around the person doing an extra 2d6  
  Heart system add 2d4 
  2 pieces of Stamina Gauge
   
  Jump attack  
  The Jump Attack is a recurring sword technique in the Legend of Zelda series. This 
  skill has Link lunging into the air with his sword raised, dealing a severe amount of 
  damage upon impact. Link can also perform the Jump Attack using Deku Sticks, the 
  Megaton Hammer and the Skull Hammer.  
  
   
  49 
  Prerequisites: Targeting 
  Add 1d4 
  1 piece of Stamina Gauge
   
  Combo attack 
  If successful in hitting the target you may try to attack again with a negative -5 and a standard 
  attack (no special attacks or Techs) to hit up to 5 times. Adding 3 strikes per level e.g. Combo attack 
  lvl2 up to 8 hits. 
  Last Stand 
  Last Stand stops you form going unconscious once per encounter leaving you with a minimum of 1 
  HP or ¼ hart 
  Iron axe 
  Iron axe is a powerful swing that can deal major damage and through the enemy back. 
  This ability can be used with swords.  
  3d4 
  3 pieces of Stamina Gauge
   
  Iron axe Combo 
  If successful in hitting the target you may try to attack again with a negative -5 and with iron axe to 
  hit up to 5 times. Adding 3 strikes per level e.g. Combo attack lvl2 up to 8 hits. 
  Prerequisites: Iron axe and combo attack 
  Dual Wield 
  Dual wielding you may strike with both weapons in hand but take a -5 to hit per weapon in hand 
  Critical attack 
  Changes critical chance form 20 to 19 and 20 
  Magic  
  If someone in this class wants to use magic he/she must visit a grate fairy to use any magic 
  Sage descendant 
  Spin Attack 
  The Spin Attack, also known as the Whirling Blade, is a recurring skill in the Legend of Zelda series. 
  When Link performs it, he charges his sword, either by just getting it into the correct position, or by 
  making it glow with what appears to be magic. When charged, he lets go in a 360-degree slash that 
  harms all enemies surrounding him, often dealing more damage than a regular sword strike. The Spin 
  Attack is described as a secret sword technique known only to the Knights of Hyrule. 
  
   
  50 
  This is a 1 square around the person doing an extra 1d6  
  Magic types and it work as follows: 
   
   
   
   
   is strong against 
                                               
   is strong against 
    
  
   
  51 
   is strong against
    
   
  is strong against 
    
   
   is strong against
   
   is strong against
   
  is strong against
   
  is strong against 
                                     is strong against 
       
   
  Magic will use your charisma modifier. All magic spell require a magic spell check to cast. Level 1 
  spells is dc15. Each spell level up from level 1 adds an extra skill check dc5 to the base dc15. Attack 
  spells are a magic vs. ref after a successful cast. there for a level 3 sage descendant with a magic level 
  15 casting a level 3 spell would be dc25 vs. d20 roll + 15. Magic that is strong against another does 
  double damage and magic that is weak does half. All races have natural elements that will determine 
  what there week to and strong against 
  Ice and water magic 
  Ice base magic has 1/8chance to freeze the enemy in place for 1 turn and does not stack 
  Ice  
  Attack enemy with Ice  
  2 MP 1d8  
  Ice spike 
   
  Fire a ling icicle strait thought an enemy 4mp 2d8 and pegging them to the nearest wall or 
  ground if more than 15 feet away until there turn 
  Ice 2  
   
  Damage all enemies within 4 square radius of choice location with Ice  8 MP 1d8 
  
   
  52 
  Ice blast 
   
   
   
  Damage enemy with a freezing blast of air and has and ¼ chance to freeze 
  enemy instead of 1/8 8mp 3d4 
  Ice storm 
   
   
   
  Damage all enemies within 6 square radius of choice location with Ice 
  shards 15mp 8d4 
   
  Water whip lvl1 
   
   
  2mp [spell level 1] 
  -4 line, pulls enemy towards user and gives a -2 modifier for enemies reflex, does 3d4 damage 
  Water whip lvl2 
   
   
  3mp [spell level 3] 
  -6 line, pulls enemy towards user and gives a -3 modifier for enemies reflex, does 3d4 damage 
  Water whip lvl3 
   
   
  4mp [spell level 5] 
  -8 line, pulls enemy towards user and gives a -5 modifier for enemies reflex, does 5d4 damage 
   
  Water spout lvl1 
   
  2mp [spell level 1] 
  Nominate any spot with in 24 squares, the enemy in that spot is raised one floor into the air [taking 
  appropriate fall damage] also that unit takes 2d4 damage. 
   
  Water spout lvl2 
   
  3mp [spell level 3] 
  Nominate any spot with in 24 squares, the enemy in that spot is raised two floors into the air [taking 
  appropriate fall damage] also that unit takes 4d4 damage. 
   
  Water spout lvl3  
  4mp [spell level 6] 
  Nominate any spot with in 24 squares, the enemy in that spot is raised three floors into the air 
  [taking appropriate fall damage] also that unit takes 6d4 damage. 
   
  Tidal wave 
   lvl1 
   
   
  
   
  53 
  2mp [spell level 1] 
  Cone of 3, 2d4 damage [friend or foe] 
   
  Tidal wave  
  lvl2 
   
   
  4mp [spell level 5] 
  Cone of 6, 4d4 damage [friend or foe] and on a roll of 4 on a 1d4 the enemy is knocked down 
   
  Tidal wave 
   lvl3 
   
  6mp [spell level 8] 
  Cone of 8, 5d4 damage [friend or foe] and on a roll of 4 on a 1d4 the enemy is knocked down 
   
  Jet claws lvl1 
   
  4mp/1mp per turn after [spell level 3] 
  The user manifests shooting jets of water that can cut through steel,  5d4 damage on a critical hit the 
  claws cut through the enemies shield and breaks it[ if it has one] 
   
  Jet claws lvl2 
   
  2mp/1mp per turn after [spell level 5] 
  The user manifests shooting jets of water that can cut through steel,  5d4 damage on a  hit of 20 or 19 
  the claws cut through the enemies shield and breaks it[ if it has one] 
   
  Jet claws lvl3 
   
  3mp/1mp per turn after [spell level 8] 
  The user manifests shooting jets of water that can cut through steel, 5d4 damage.  On a hit of 19-15 
  the claws cut through the enemies shield and breaks it [if it has one] and on a critical 20 breaks 
  through the enemies armor if they have any. 
   
  Mystic water [passive] 
  In combat the user is covered in a veil of arcane water, the user is unable to be burned or harmed by 
  fire damage [dispelled on a critical 20] but is easily frozen [x2 on every role for ice attacks for 
  attacker]. Also the damage done by water spells that the user does adds twice the d4. 
   
  
   
  54 
  Water Demon 
  Prerequisites. Mystic water and 2 spells with all three tiers 40mp [spell level 12] 
  The sage pulls water from everything around them and embodies the likeyness of a great and ancient 
  daemon of colossal propotions.  The sage now only has great claws for attacking and does 24d4 of 
  damage and doubles their fortitude and movement for 15 turns, dispels after combat 
   
  Fish lung [passive] 
  The user can double their swim movement and doesn’t drowned from water must have mystic water 
  and one tier of spells 
   
  Fire magic  
  Fire base magic has 1/8chance to burn the enemy for 3 turns dealing 2 damage per turn 
  Fire fox 
  Three fire balls surround you for up to 3 turns. After a short delay after cast, each flame will target 
  the closest visible enemy unit to yourself, and deal damage to the target. 
  1d4 per fire ball 
  Din's Fire  
  Din's Fire is a powerful magic spell given to Link by the Great Fairy of 
  Magic who resides in a fountain at the Dead End outside Hyrule 
  Castle. As its name suggests, Din's Fire produces a dome of fire when 
  activated, which engulfs nearby objects in flame.  
  D20 + magic vs. REF 
  9 square radius of enemies 8mp 2d4 
  Level 3 spell 
  3D6 damage 
  3d4 
  5 MP 
  Fire 
  Fire produces a line of fire when activated, which engulfs nearby objects in flame. (This can do 
  damage to allies as well as enemy) distance=speed 
  Level 1 spell 
  2 MP 1d8 
  Napalm 
   
  2 square radius of enemies max range of 6 for user a 4mp 2d4 
  
   
  55 
  Prerequisites: fire 
  Level 2 spell 
   
   
  Fire 2 
   
   
  3 square radius of enemies 8mp 2d4 
  Prerequisites: Napalm 
   
   
  Level 3 spell 
   
   
   
  Mega Bomb 
   
   
   
  2 square radius of enemies 15mp 8d4 
  Prerequisites: fire 2 
  Level 4 spell 
   
   
   
   
  Flare 
   
   
   
   
  8 square radius of enemies 20mp 5d4 
   
   
   
   
  Prerequisites: Mega bomb 
   
   
   
   
  Level 5 spell 
  Wood magic 
  Poison thorn 
  Fires a poison thorn that deal 1d4 on impact and deal 1d4 each turn till cured or death 
  Vine whip 
  Strikes an enemy with a magic vine with a ¼ chance to poison them 
  Energy Ball 
   
  Wind magic 
  Farore's Wind 
   
  Farore's Wind is a spell from The Legend of Zelda: Ocarina of Time. 
  Although not necessary for the completion of the game, Farore's Wind is a 
  valuable addition to Link's arsenal of magic. With Farore's Wind, Link can 
  create a warp point in his current dungeon room. When used again Link 
  can either dispel the Warp Point or use it to travel instantly to the 
  entrance of the room in which he created the point. Also, if a Warp Point is 
  placed in any dungeon, Link can warp to it from any other dungeon. 
  8MP 
  Wind magic 
  
   
  56 
  Quick as the wind lvl1 
  The user casts small but powerful gusts of wind underfoot to propel them forward. Roll 2D4 and add 
  to movement, costs 2MP, and last two turns 
  Level 2 spell 
   
  Quick as the wind lvl2 
  2d4 and add to movement, 1d4 to acrobatics, costs 4MP, 1MP per turn maximum of 4 turns 
  Level 3 spell 
   
  Quick as the Wind lvl3 
  2d4 and add to movement, 1d4 to acrobatics, 2d4 to dodge roll, costs 6mp , 1MP per turn maximum 
  of 4  
  Level 4 spell 
  Wind Slash 
  Brandishes your weapon, and swing it along the ground, sending an air shockwave along a line of 
  enemies. 
  Line of 6 
  2mp 2d4 
  Level 1 spell 
  Wind Slash level 2 
  Draw a line of 6 squares in any direction from your character, costs 3mp,  
  3d4 damage 
  Level 2 spell 
  Wind Slash level 3 
  Draw a line of 6 squares in any direction from your character, costs 4mp,  
  5d4 damage 
  Level 4 spell 
   
  Cyclone lvl1 
  Anywhere on battle field create a 1 square in your choice location costs 2MP, 3d4 damage 
  Level 3 spell 
  Improved Cyclone 
  -anywhere on battle field create a 2 square in your choice location costs 4MP, 4d4 damage 
  
   
  57 
  Level 4 spell 
  Cyclone lvl3 
  -anywhere on battle field create a 3 square in your choice location costs  6MP, 5d4 damage lasts 2 
  turns 
  Level 5 spell 
  Tornado lvl1  
  Prerequisites [cyclone lvl3 and wind slash lvl3] 
  Anywhere on the battle field create a 3 square dealing 4d4 damage, one the next turn create another 
  3x3 square 10 squares  of travel from center point to center point. All affected area receives 4d4 
  damage and costs 12MP over both turns 
  Level 6 spell 
  Tornado lvl2 
   Prerequisites [cyclone lvl3 and wind slash lvl3 and Tornado lvl1] 
  Anywhere on the map create a 2 square dealing 6d4 damage [friend or foe], one the next turn create 
  another 2 square 14 squares  of travel from center point to center point. All affected area receives 6d4 
  damage and costs 14MP over both turns  
  Level 8 spell 
  Air Blast lvl1 
  - 
  3square cone, pushes enemies to edge of cone. Costs 1MP 2d4 Damage 
  Level 1 spell 
   
  Air Blast lvl2 
  - 
  6square cone, pushes enemies to edge of cone. Costs 2MP 3d4 Damage 
  Level 2 spell 
   
  Air Blast lvl3 
  - 
  6square cone, pushes enemies to edge of cone. Costs 2MP 5d4 Damage 
  Level 3 spell 
   
  Spirit of the West  
  Halves the cost of MP for every spell to a minimum of 2MP and adds 1 d4 
  Prerequisites 3 consecutive levels of two wind powers and higher then level 5  
  Passive Tech 
  
   
  58 
  Negative Air Pressure lvl1 
   
  Prerequisites [3consecutive levels of any wind powers and higher then level 5] 
  - 
  3d4 is added to your quick as the wind rolls 
  Level 5 spell 
  Negative Air Pressure lvl2 
  Prerequisites [Negative air Pressure lvl1, 3consecutive levels of any wind powers and higher then 
  level 5] 
  - 
  The player may levitate themselves up to a maximum of a 3rd story building [25ft]. Cannot 
  use this if in combat or on things heavier than the controlling player. Cost 5MP 
  Level 6 spell 
  Spirit magic 
  Summons look as good or evil as you alignment. If you have a good alignment you summon will have 
  a golden glow and blessed but if your evil your summon looks horrid, disfigured and has a dark purple 
  colour 
  Summon 
  A summon starts as small animal dealing 1d4 per turn as long as it hits. If the summon kills 
  something on its own it will evolve in to the thing it kills and acts accordingly. 
  Level 1 spell 
  5mp  
  Staring as with the stats  
  Str 10 
  Dexterity10 
  Damage 1d4 
  Con 10 
  Int 10 
  Base attract +3 
  Wis 10 
  Cha 10 
  Level 0 
  Sense of the Summon 
  You may see hear and feel the same thing that your summoned creature this also allows you to 
  communicate with it without speaking to it 
  Level 1 spell 
  1mp  
  Rush 
  The player dashes in the direction of choice and fires essence bolts, dealing damage to up to 3 visible 
  nearby enemies, prioritizing them. Rush can be cast two additional times before end of turn. Each 
  enemy can only be hit once per dash. 
  Charm 
  The first enemy it hits takes damage and is charmed, forcing them to walk harmlessly towards you 
  while being slowed by 50% for the duration. 
  2d4 
  
   
  59 
  Summoned weapon 
  The Summoned Weapon is a spell that allows you to summon one of the basic starting weapons for 
  any class and you are temporally proficient with the weapon but use half of you magic skill to hit 
  instead of your straight skill or Dexterity skill. You do the same damage as the weapon normally 
  would. 
  5mp for cast 1mp to maintain after cast 
  Level 2 spell 
  Advanced Summoned weapon L1-L3 
  Summoning a weapon of any level can be done as a swift action for the regular costs in MP. 
  Advanced Summoned weapon L1 allows the caster to cast all standard weapons excluding exploding 
  weapons and you are temporally proficient with the weapon but use half of you magic skill to hit 
  instead of your straight skill or Dexterity skill. 
  Level 3 spell 
  5mp for cast 1mp to maintain after cast 
  Advanced Summoned weapon L2 allows the caster to cast all standard weapons Lv2 excluding 
  exploding weapons and you are temporally proficient with the weapon but use half of you magic skill 
  to hit instead of your straight skill or Dexterity skill. 
  Level 4 spell 
  8mp for cast 2mp to maintain after cast 
  Advanced Summoned weapon L3 allows the caster to cast all standard weapons Lv3 excluding 
  exploding weapons and you are temporally proficient with the weapon but use half of you magic skill 
  to hit instead of your straight skill or Dexterity skill. 
  Boon Spirit 
  Boon Spirit 1 [spell level 3] 
  After successful cast roll 1d20 -5 and look on the random boon table for the result. 2MP 
  Boon Spirit 2 [spell level 4] 
  After successful cast roll 1d20 and look on the random boon table for the result.4MP 
  Boon Spirit 3 [spell level 5] 
  After successful cast roll 1d20 +5 and look on the random boon table for the result.6MP 
  Dice roll 
  Summoning boon table 
   
  1 
  One enemy is instantly paralyzed 
   
  2 
  One enemy is instantly burned 
   
  3 
  One enemy is instantly confused 
   
  4 
  One enemy is instantly poisoned 
   
  5 
  One enemy is instantly frozen 
   
  
   
  60 
  6 
  The caster teleports an enemy to anywhere in the room of combat, not 
  anywhere that will cause immediate harm to the enemy model [ex. Cannot 
  teleport them into a pool of lava or up into the air, making them fall] 
   
  7 
  The caster summons a single regular bomb 8 squares away from it, it detonates 
  normally 
   
  8 
  The caster heals one full heart of damage 
   
  9 
  The caster reduces one enemy units fortitude and reflex by a -5 modifier 
   
  10 
   The caster summons an additional creature, from summon creature spell 1 or 
  2, and this creature is essentially a clone of whatever the summoned and 
  benefits normally 
   
  11 
   The caster does one heart of damage to one enemy unit, no matter what 
  armor they have, can be repelled by magic items or ability 
   
  12 
  The caster shoots 2d4 shots of arrows out from their hand cause 1d4 of damage 
  per arrow 
   
  13 
  The caster heals up to three full hearts of damage to anyone in the party [ex. 3 
  hearts to one character, or 0.5 heart to 6,etc..] note that the caster cannot heal 
  themselves 
   
  14 
  The fortitude and strength of the caster is improved for 3 turns in combat, 
  both are improved by a modifier of +5 
   
  15 
  Roll a d10 for the number of bombs to be placed, and scatter them randomly 
  [ex. Toss then in the air and where they land they land] they ignite as normal 
  and will damage anyone friend or foe. 
   
  16 
  The caster poisons all enemies that they face until combat is resolved 
   
  17 
  The cast automatically casts infernal wrath 
   
  18 
  The cast automatically casts divine fury 
   
  19 
  Roll 2d4 for damage; so long as both dice are even [ex 2 and a 2, or 4 and a 4, 
  or a 2 and a 4] continue to roll until your roll has failed. 
   
  20 
  The caster causes all the enemies that are in combat to hallucinate, roll a d4 
  and on a roll higher than one they use their normal attack on the closet 
  enemy. If no other enemy is present then the enemy attacks themselves. 
   
   
   
  Spirit Shackle 
  [Spell level 10] 
  The user binds the soul of the enemy and if they survive the spiritual attack they are hindered 
  thereafter. Does 10d4 damage and slows the targets speed, roll a d6 every turn of movement to find 
  the distance they can travel, effects of slowed speed lasts for 3 turns. Roll a d8 and on a roll of an 8 
  the victim is also paralyzed. 8MP 
  Smite  
  The caster sends out invisible explosions in the spirit world causing rifts in the victim’s souls. Cast 
  this spell as normal but it takes the amount of magic [level + skill + etc.] verses the victims BASE 
  will, the difference of this is the amount of d4’s to be rolled for damage, this is for any person that the 
  caster claims as an enemy that they can see. 
  [Spell level 15] 15MP 
  Level 5 spell 
  
   
  61 
  5mp for cast 3mp to maintain after cast 
  Meditation 
  Meditation 1 [passive] [prerequisites ELC6] 
  This skill focuses the energy of the caster to improve their skills; the caster can add a +3 to their 
  magic skill indefinitely.  
  Meditation 2 [passive] [prerequisites constitution +18] 
  The character channels their chakras and can go on longer then a regular person. For every players 
  turn, roll 1d4 for damage regenerated. 
  Meditation 3 [passive] [prerequisites magic skill +20 and ELC8] 
  The character has reached a state of nirvana and allows the magical energy to flow through them 
  infinitely. The amount of MP the caster uses to cast a spell is halved [round down minimum of 1mp], 
  this passive is stackable. 
  Provoke  
   
  Confuse enemy  1 MP 1d20 
  Haste   
  Cut ally's wait time by 1/2  
  6 MP 
  Earth magic 
   
  Plasma 
  Lightning  
  Fires a jolt of electricity in to an enemy 2mp 2d4 
  Level 1 spell 
  Lightning 2 
  Fire many bolts of lightning form the sky in to all enemies within 4 square radius of choice location 
  4mp 2d4 Level 2 spell 
  Electrocute  
   
   
  Zap one enemy and all enemies within 3 squares of each hit enemy with 
  electricity 5mp 4d4 Level 3 spell 
  Super shocker 
   
   
   
  Fire many bolts of lightning form your hand in a cone 6 dealing 6d4 
  Level 5 spell 
   
  Electric rage 
   
   
   
   
  You are the embedment of lightning all enemies that use 
  melee attacks on you  take  2d4 damage and all of your lightning spells do double damage. 5mp Level 
  10 spell 
  Amp Charge 1 [spell level 3] 
  
   
  62 
  The user turns his whole body into electricity and teleport attacks his enemies. Roll 1d20 and minus 
  10 to a minimum of 1 for the number of jumps achieved, each jump is users normal movement [add 
  any bonuses] each attack does 3d4 melee and roll 1d4 and on a 4 enemies are paralyzed. Costs 4mp  
  :note: the user has to be in base contact in order to do the melee attacks, if the user doesn’t have 
  enough jumps to make it to an enemy then the user does not do any damage that turn , but stills gets 
  to move. 
  Amp Charge 2 [spell level 6] 
  The user turns his whole body into electricity and teleport attacks his enemies. Roll 1d20 and minus 5 
  to a minimum of 1 for the number of jumps achieved, each jump is users normal movement [add any 
  bonuses] each attack does 5d4 melee and roll 1d4 and on a 4 enemies are paralyzed. Costs 8mp  
  :note: the user has to be in base contact in order to do the melee attacks, if the user doesn’t have 
  enough jumps to make it to an enemy then the user does not do any damage that turn , but stills gets 
  to move. 
  Amp Charge 3 [spell level 8] 
  The user turns his whole body into electricity and teleport attacks his enemies. Roll 1d20 for the 
  number of jumps achieved, each jump is users normal movement [add any bonuses] each attack does 
  8d4 melee and roll 1d4 and on a 4 enemies are paralyzed. Costs 12mp  
  :note: the user has to be in base contact in order to do the melee attacks, if the user doesn’t have 
  enough jumps to make it to an enemy then the user does not do any damage that turn , but stills gets 
  to move. 
  Capacitance Cannon 1[spell level 10] 
  prerequisites: 2 full tiers of spells and electric rage 
  The user has a great buildup of power between their hands and as they put them closer the energy 
  builds. Shoots a shot of electricity at one enemy unit at an unlimited range doing 15d4 damage and 
  automatically paralyzes the enemy, the caster then is unable to use magic the next turn, Cost 10mp 
  Capacitance Cannon 2[spell level 12] 
  prerequisites: 2 full tiers of spells and electric rage and Capacitance Cannon 
  1 
  The user has a great buildup of power between their hands and as they put them closer the energy 
  builds. Shoots a shot of electricity at one enemy unit at an unlimited range doing 20d4 damage and 
  automatically paralyzes the enemy, the caster then is unable to use magic the next turn, Cost 15mp 
   
   
  Chain Lighting 1 [spell level 3]  
  prerequisites: lighting1, 2, 3 
   Lighting shot at an enemy has a chance to jump to another enemy. When rolling to hit if the dice 
  rolled is a 15 or more then the lighting jumps to the next closest enemy and the “to hit” is rolled again 
  but adds one for the jumping roll [ex. 1st jump=+15, 2nd jump=+16, 3rd=+17…note on a jump roll a 
  20 is not a critical excluding the first roll]. Does 5d4 for every jump granted 
  
   
  63 
  Chain Lighting 2 [spell level 5]  
  prerequisites: lighting1, 2, 3 
   Lighting shot at an enemy has a chance to jump to another enemy. When rolling to hit if the dice 
  rolled is a 10 or more then the lighting jumps to the next closest enemy and the “to hit” is rolled again 
  but adds one for the jumping roll [ex. 1st jump=+10, 2nd jump=+11, 3rd=+13…note on a jump roll a 
  20 is not a critical excluding the first roll]. Does 5d4 for every jump granted 
  Chain Lighting 3 [spell level 7]  
  prerequisites: lighting1, 2, 3 
   Lighting shot at an enemy has a chance to jump to another enemy. When rolling to hit if the dice 
  rolled is a 10 or more then the lighting jumps to the next closest enemy and the “to hit” is rolled again 
  but adds one for the jumping roll [ex. 1st jump=+10, 2nd jump=+11, 3rd=+13…note on a jump roll a 
  20 is now a critfor amount of damage caused]. Does 5d4 for every jump granted 
   
   
  Light magic  
  Nayru's Love 
  Nayru's Love is an item from The Legend of Zelda: Ocarina of Time. It 
  is a magic spell that Link receives from the Great Fairy of Magic found 
  near the Desert Colossus. At the cost of magic, it creates a blue crystal-
  like shield that envelops Link, preventing him from taking damage, 
  though he will still be knocked back, or down, if hit by a powerful blow. 
  While Nayru's Love is in effect, Link is unable to use any equipment or 
  abilities that require the consumption of magic power. 
  Magic roll vs. attack roll 
  May only use Reflect Spell 
  Level 4 spell 
  4 turns 
  10 MP 
  Reflect Spell  
  The Reflect Spell a spell from Zelda II: The Adventure of Link. It strengthens Link's Magical Shield, 
  giving it the ability to block weapons it ordinarily could not, such as Dairas' axes, Doomknockers' 
  hammers, and fireballs. It reflects Wizzrobe spells back at the caster, which is the only way to defeat 
  them.  This version can be casted on normal shields. 
  In this case it can be used on shields and Nayru's Love 
  Level 3 spell 
  2mp 
  Sword Beam 
  The Sword Beam is a recurring skill in the Legend of Zelda series. This sword technique allows Link 
  to fire a damaging beam from the tip of his sword. Usually, Sword Beams can be fired only if Link's 
  
   
  64 
  health is full. The Sword Beam takes the shape of either a gleaming sword similar to the one Link is 
  currently holding or a blast of energy. 
  Level 1 spell 
  1 MP 
  Divine’s fury 
  This extremely powerful spell channels the fury of the gods, drawing huge pillars of light energy from 
  the sky and striking all within a wide radius where they stand. 
  Each level in good add 1d4 
  10d4 
  20mp 
  Level 10 spell 
  20mp 
  Aura   
  Restore ally's HP (Some)  
  1 MP 1d6 
  Cure  
   
  Heal ally (More)  
  2 MP 1d10 
  Cure 2   
  Heal ally (Full)  
  5 MP 
  Life 1 
  Revive / Restore 10MP 1d12 10mp 
  Life 2  
   
  Revive / restore all HP  
  15 MP 
  Shadow magic 
  Vanish 
  Vanish is fairly self-explanatory one disappears out of plain site in this case a Deku Nut is required 
  and when performed a charter can move there speed without being seen but ends if attacking or the 
  end of your turn 
  1MP 
  Infernal Wrath 
  Infernal Wrath is an Attack spell that is Divine Fury's 'Evil' counterpart. It creates a dark, red circle 
  around the user. Portals to the netherworld open up beneath each and every unfortunate victim. 
  Each level in evil adds 1d4 
  10d4 
  20mp 
  
   
  65 
  Level 10 spell 
  Black mist 
  Adds a mist to the battle field that has a 25% chance to add the jinx effect to all enemies on the field 
  Lasts 10 turns  
  5 MP 
  Level 1 
  Dead Man's Volley  
  Dead Man's Volley is a recurring battle technique in the Legend of Zelda series. This term applies to 
  battles in which Link has to deflect an enemy's magical attack back onto them with his sword. The 
  magical attack often has to be deflected multiple times before the enemy drops their guard and is hit, 
  allowing Link to damage them. Link may also have to face opponents who use multiple balls or trick 
  balls that break uncountable blasts upon impact. 
  Each level in evil add 1d4 
  10d4 
  20 MP 
  Level 4 spell 
  Charge  
  Charge a spell for one or more turns to do double damage (longer the charge the higher the multiplier) 
  e.g. Three turns 3Xdamage four turns 4Xdamge etc. However if hit the spell goes back to normal 
  damage  
  Cast spell the start charge 
  Focus  
  For every time you take this you can take one hit form an enemy during a charge to keep the damage 
  multiplier.  
  Note: here is how spells work  
  One handed casting 
  You no longer need two hands to cast and can use you free hand to for a shield or the item 
  Quick cast 
  Level 1 speels are now a swift action 
  Prerequisites: magic skill 25 or higher 
  
   
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  Alignment magic 
  Rage 
  Instead of going unconscious when you hit 0hp you fire all types of powerful magic pulses at the 
  enemy until your full team is consciousness regardless of how much damage you take. However you 
  become unconscious yourself for equal the about of damage you sustained. 
  Roll a d10 1 being water, 2 being fire, 3 being wood, 4 being wind, 5 being sprit 6, being ice, 7 being 
  earth, 8 being plasma, 9 being light, and 10 being shadow. Roll each turn 
  Roll to cast for first time then just roll to hit afterword 
  Fail to cast results in passing out 
  All remaining M 
  20d4 
  Prerequisites: evil aligned, boss battle 
  Level 15 spell 
  Knocked unconscious 
  Powers of the devines 
  Instead of going unconscious when you hit 0hp you fire a powerful magic beam (of your type choice) 
  at the enemy healing your team equal the damage dealt and wakes unconscious team member 
  regardless. You continue to fire until all other members are at full heath regardless of how much 
  damage you take. However you become unconscious yourself for equal the about of damage you 
  sustained. 
  15d4 
  Roll to cast for first time then just roll to hit afterword 
  
   
  67 
  Fail to cast results in passing out 
  All remaining MP 
  Prerequisites: good aligned, boss battle 
  Level 15 spell 
  Thief 
  Backstab 
  The thief reappears and does 2d4 extra damage to the selected enemy 
  Prerequisites: Trained in Stealth 
  Two for one 
  Thief (and only Thief) can use two dagger together as if they were one all of their attacks use both 
  daggers and only need to roll to hit once after a successful hit roll the damage of both daggers 
  Disarm 
  Steal enemy's weapon. 
  STR +5+ d20 vs. there active Fortitude swift action  
  Luck 
  Increases critical hit chance form 20 down to 18 
  Pure Luck 
  Rerolls 1 failed skill check per day 
  Steal HP 
  Drains HP and becomes yours 
  1d4 
  5 MP 
   
  Prerequisites: Trained in Stealth 
  Life stealing   
  Self-buff, adds HP drain to all attacks for 5 turns once per encounter 
  5 MP 
  Prerequisites: Steal HP 
  Steal MP  
  Drains MP and becomes yours 
  2 MP on hit 
  
   
  68 
  Steal Rupees/ Treasure 
  Steal Rupees, steal more with higher stealth 
  Stealth vs. active ref 
  Rupees Toss  
  Deal damage based on the last amount of Rupees you stole can't use again until you steal Rupees 
  again 
  5 MP 
  Thievery 
  Deal damage based on how many times you've stolen  
  1d4 * times you've stolen 
  Detect 
  Detect what items can be stolen from an enemy  
  1 MP 
  Steal Heart 
  Confuses enemies making the target critically fail on a 4 or lower for 5 turns 
  Stealth Vs. will 
  5 MP 
  Dagger throw 
  Throw a dagger and lodged in the enemy 
  Add 2d4 
  Pull out of the enemy to retrieve the dagger and dealing 1d4 extra damage to what you normally do 
  for an attack (standard action) would 
  Poison 
  Poisons for 3 turns 
  1d4 per turn full round 
  5 MP 
  Spin Attack 
  The Spin Attack, also known as the Whirling Blade, is a recurring skill in the Legend of Zelda series. 
  When Link performs it, he charges his sword, either by just getting it into the correct position, or by 
  making it glow with what appears to be magic. When charged, he lets go in a 360-degree slash that 
  harms all enemies surrounding him, often dealing more damage than a regular sword strike. The Spin 
  Attack is described as a secret sword technique known only to the Knights of Hyrule. 
  This is a 1 square around the person doing an extra 1d6  
  
   
  69 
  Vanish 
  Vanish is fairly self-explanatory, one disappears out of plain sight in this case a Deku Nut or desert 
  sand is required and when performed a charter can move there speed without being seen 
  Add   +10 stealth skill (d20) 
  2 MP 
   Hidden strike 
  The hidden strike is a skill the Gerudo knows this one of their main attacks. When Link is first 
  encounter whit the Gerudo in one of the prisons a Gerudo appears out of nowhere, if not for the 
  carpenter Link would not have noticed her. 
  Add stealth to d20 hit roll 
  High kick 
  High kick is a swift action attack there for you can still do a normal attack and move.  Use you base 
  dexterity or your strength modifier. 
  Trap finding 
  Thief (and only Thief) can use the Search skill to locate traps when the task has a Difficulty Class 
  higher than 20.  
  Finding a non-magical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic 
  traps has a DC of 25 + the level of the spell used to create it. 
  Thief (and only Thief) can use the Disable Device skill to disarm magic traps. A magic traps generally 
  has a DC of 25 + the level of the spell used to create it. 
  A Thief who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out 
  how it works, and bypass it (with her party) without disarming it. 
  Evasion 
   At 2nd level and higher, a Thief can avoid even magical and unusual attacks with great agility. If 
  he/she makes a successful acrobatics roll against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion can be used only if the Thief is wearing light 
  armor or no armor. A helpless Thief does not gain the benefit of evasion. 
  5 times per day 
  Trap Sense  
  At 3rd level, a Thief gains an intuitive sense that alerts him/her to danger from traps, giving him/her 
  a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by 
  traps. These bonuses rise to +2 when the Thief reaches 6th level, to +3 when she reaches 9th level, to 
  +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. 
  Trap sense bonuses gained from multiple classes stack. 
  
   
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  Uncanny Dodge 
   Starting at 4th level, a Thief can react to danger before her senses would normally allow her to do so. 
  She retains her Dexterity bonus to Fortitude (if any) even if she is caught flat-footed or struck by an 
  invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. 
  If a Thief already has uncanny dodge from a different class she automatically gains improved 
  uncanny dodge (see below) instead. 
  Improved Uncanny Dodge 
  A Thief of 8th level or higher can no longer be flanked. 
  This defense denies another Thief the ability to sneak attack the character by flanking her, unless the 
  attacker has at least four more Thief levels than the target does. 
  If a character already has uncanny dodge (see above) from a second class, the character automatically 
  gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge 
  stack to determine the minimum Thief level required to flank the character. 
  The Magical Key  
  At the 10th level of thief the thief only thief can get this as a tech. 
  The Magical Key allows the user to unlock any normal Locked Door. Unlike a normal 
  Key, it is reusable, meaning that regular keys are rendered useless for the rest of the 
  game.  
  Deceptive Appearance 
  Deceptive Appearance you take on a new look that is same or of a similar race with new clothing and 
  with new voice and even another gender.  
  Prerequisites: a new set of clothing, time and out of site. 
  Dc 15 for+5 stealth  
  Dc 20 for+8 stealth 
  Dc 30 for+10 stealth 
  No stealth effects if you never interacted with the charter 
  +10 deception check 
  Grunt 
  Accurate shot 
  Accurate shot allows you hit a more vital part of the body of an enemy. This deals 1d6 more damage 
  Prerequisite: targeting 
  Heart system 1d4 
  Point blank shot 
  You get a +1 on attack and damage rill with ranged weapons in point blank range 
  
   
  71 
  Poison arrow 
  Poison arrow deals 2 damage per turn and last until dead or cured 
  Fire arrow level 2 spell 
   
  Fire Arrows are recurring items in the Legend of Zelda series. As their 
  name implies, Fire Arrows are arrows enchanted with a perpetuating fire 
  that damages enemies. In games not featuring fire arrows, flaming 
  arrows can be created by shooting an arrow through a Torch.  
  5 MP 1d10 
  Heart system 2d4 
  Ice arrow level 2 spell 
   
  Ice Arrows are recurring items in the Legend of Zelda series. As their 
  name implies, Ice Arrows are arrows enchanted with the power of ice. 
  When fired, Ice Arrows freeze certain targets for 1 full turn. They 
  deplete magic, however, so one has to be frugal and use them 
  sparingly. 
  5MP 1d10  
  Heart system 2d4 
  Light arrow level 3 spell 
  Light Arrows are recurring items in the Legend of Zelda series. Arrows 
  enchanted with the Power of Light, they are twice as powerful as the Ice 
  and Fire Arrows, but require twice as much magic to use.  
  They are similar to the Silver Arrows, as both arrows are used against 
  Ganon. They are often also associated with Princess Zelda, who has 
  occasionally used Light Arrows in battle.  
  10 MP 1d20 
  Heart system 4d4 
  Prerequisites: ice and fire arrow 
  Shadow arrow level 3 spell 
  Shadow arrows enchanted with the Power of dark energy, they are twice as 
  powerful as the Ice and Fire Arrows, but require twice as much 
  magic to use.  
  10 MP 1d20 
  Heart system 4d4 
  
   
  72 
  Prerequisites: ice and fire arrow 
  Bomb Arrows 
   
  Bomb Arrows are recurring items in the Legend of Zelda series. As their name suggests, they 
  are explosive projectiles, created by combining Bombs with Arrows. When a Bomb Arrow 
  hits its targets, the bomb explodes.  
  Crafting is requird to make them 
  1d10 and 3 squars of 1d8 area damage to all players 
  Heart system 2d4 
  Moving shot 
  Moving shot allows for the player to attack while moving but takes -5 to hit 
  Advanced Moving shot 
  Same as moving shot however you no longer take -5 to hit 
  Lucky shot 
  When you miss you have a chance to reroll keeping the better number 
  Overpowered  
  Twice per day you may use this to do double damage with any arrow. If you roll a critical 1 you will 
  break the weapon being used.  
  Bow Strike 
  With bow Strike you make a melee attack who is one square in front of you, pushing them back 2 
  squares 
  1d4 
  Bull’s-eye 
  10% chance of paralyzing the target for a few seconds 
  Soul Arrow 
  Use a self-made arrow for your Bow/Crossbow without using arrows for a 10 shots and able to use any 
  other tech with these arrows 
  5mp 
  Illusion Step 
  Greatly enhances DEX by 5 for a 5 turns  
  10mp 
  Evasive Fire 
  If an enemy is in front of you at close range, you will backflip away 15 feet. You may backflip once 
  per 3 turns. 
  1d4 extra if an enemy is in front of you at close range 5 feet. 
  
   
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  Inventor 
  Efficiency 
  Reduces metal cost by half to a minimum of one level inventor required  
  Improvement 
  At each level you can improve an item the item can improved by 1d4 
  Quick learner 
  Most weapons can be used by the inventor with only a negative 1 appose to negative 5 
  Technology  
  You may now use the Technology skill 
  Enchanting 
  You may now use the Enchanting skill 
  Brewing 
  You can no brew your own potions 
   
  Anyone can learn 
  Targeting  
  Targeting is a recurring skill in the Legend of Zelda series. Targeting is the system of "locking on" to 
  enemies, characters, and objects. This is used to interact with them in an easier fashion, or from a 
  distance. When targeting an enemy and attacking, all of Link's attacks will be directed towards the 
  enemy. When Link is targeting an enemy, character, or object Link can freely strafe around the 
  target, so he can face the target continuously. Some techniques, such as thrusting or the Jump 
  Attack, as well as backflips and sidestep hops, can only be completed while targeting.  
  Backflips requires a DEXTERITY of 13. Backflips allows for moving back one square out of combat 
  without provoking an opportunity of attack. As long as you shield is raised you will block the 
  targeted enemy 
  +3 to damage and hit rolls, -2 to attack and damage rolls to all others. You must spend a swift action 
  to switch targets.  
  Jump attack 
  The Jump Attack is a recurring sword technique in the Legend of Zelda series. This skill has Link 
  lunging into the air with his sword raised, dealing a severe amount of damage upon impact. Link can 
  also perform the Jump Attack using Deku Sticks, the Megaton Hammer and the Skull Hammer. 
  1 piece of Stamina Gauge
   
  Prerequisites: Targeting 
  Add 1d4 
  
   
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  Spin Attack 
  The Spin Attack, also known as the Whirling Blade, is a recurring skill in the Legend of Zelda series. 
  When Link performs it, he charges his sword, either by just getting it into the correct position, or by 
  making it glow with what appears to be magic. When charged, he lets go in a 360-degree slash that 
  harms all enemies surrounding him, often dealing more damage than a regular sword strike. The Spin 
  Attack is described as a secret sword technique known only to the Knights of Hyrule. 
  This is a 1 square around the person doing an extra 1d6  
  Heart system 1d4 
  2 piece of Stamina Gauge
   
  Dodge 
  Dodge will increase the ability to get out of the way, also can changed a fort check to a ref check 
  Level 1 +1 REF 
  Level 2 form +1REF to +2 REF 
  Level 3 form +2REF to +3 REF 
  Limit of level 3 
  Parry LVL 1 
  This technique allows you to block a melee attack without a shield 
  Active Reflex Defense vs. attack roll  
   
  Parry LVL 2 
  This technique allows you to block a melee attack without a shield plus enabling you to counter strike 
  them when /if you are successful. 
  Active Reflex Defense vs. attack roll 
  
   
  75 
  +2 to attack roll if successful. 
  Prerequisites level 1 parry 
  Parry LVL 3 
  The Parry is a sword technique from The Legend of Zelda: The Wind Waker. It is taught to Link by 
  Orca on Outset Island near the start of the game, and is one of the most useful techniques that Link 
  learns during his quest. It is activated by L-targeting an enemy and pressing the A button just before 
  they attack, at which time the A button in the heads up display will flash, Link's sword will flash 
  green, and a sound will be heard. There are two common variations of this technique, and one only 
  done in rare circumstances; one for evading vertical strikes, which results in a sideward roll and 
  counter behind the enemy and one for evading horizontal strikes, which has Link jumping over the 
  enemy and striking its head. It is useful when removing the armor and helmets of Darknuts. The 
  uncommon one is performed on a few select enemies, such as a Magtail or Floormaster when it is 
  grabbing Link. It is a jump straight up, followed by slamming the edge of the blade down on the 
  enemy. Link performs a combination of the two common variations when performing the final strike 
  on Ganondorf. 
  Active Reflex Defense vs. attack roll 
  +2 to attack roll if successful. 
  +3 to damage roll 
  Prerequisites: level 1 and 2 parry, Back Slice, Helm Splitter 
   
  Magic Parry 
  Magic parry is the ability to reflect some magic, such as dead man’s volley, or if it cannot be reflected 
  (i.e. an area of effect attack, such as Din’s Fire) it may be dodged. 
  Active Reflex Defense vs. attack roll 
  Prerequisites: level 1 and 2 parry   
   
  
   
  76 
  Dash Attack 
  The Dash Attack is a recurring skill in the Legend of Zelda series. This can be executed by equipping 
  both the Pegasus Boots and the sword. This will result in a headlong forward dash, with sword drawn 
  and held out in front, ready to skewer foes in Link's path. Although it can be used to attack foes, the 
  attack is generally used in-game for crashing into trees to knock useful items from their branches. 
  1 piece of Stamina Gauge
   
  Down thrust 
  Down thrust is a recurring sword technique in the Legend of Zelda series. When Down thrust is 
  executed, Link jumps in the air and then slams down into the ground using his sword? Link usually 
  learns this technique after acquiring the ability to jump. 
  Requires Roc’s feather or better 
  Roll Attack 
  The Roll Attack is a recurring skill in the Legend of Zelda series. Link can perform it by rolling and 
  then hitting with sword once he has rolled through, unleashing a quick sword lunge attack. 
  Swap 
  One can swap out with another known party member not currently in play. You can only use this 
  skill when at 10% of your health, it can only be used once in combat, also the current party member 
  must be conscious. This Tech takes your full turn and takes the new party members move action. 
  New party member stars where old party member left or outside of the trap (spikes)/bad terrain such 
  as lava. 
  Finally this Tech can be use outside of an encounter. 
  Prerequisites: characters must know of each other, the character that is replacing the current one 
  must not be in an encounter and have more the 1 heart or 25% of health. 
  Courage Boon 
   You gain an additional 3 Courage Points. 
   
  Quick draw  
  Quick draw allows you to draw faster and there for you know draw you weapon as a swift action. 
  Weapon proficiency  
  A single Weapon proficiency 
  Trained skill 
  Choose a skill to be trained in and add +5 
  Skill focus 
  Choose a skill to focus in and add +5 
  Evasion 
  50% to doge mortal draw and critical hits 
  Prerequisites: +4 Dexterity modifier 
  
   
  77 
  Twili magic 
  Twill magic can generally only be used by twill but because of a history of little or no use of magic the 
  magic has been lost so one would have to seek out the magic artifacts and scrolls to use the magic. It 
  is up to the Game master if he/she will allow this to be used. Generally this would also replace one of 
  you normal abilities at the even numbers. 
  All twill magic is shadow type magic 
  Shadow Crystal  
  The Shadow Crystal is an item from The Legend of 
  Zelda: Twilight Princess. It is an evil artifact used by 
  Zant. The wall that separates the Twilight Realm from 
  Hyrule is made up of a dense conglomeration of 
  Shadow Crystals called Shadow Crystal Fog. Whenever 
  Link passes through this barrier, he is instantly 
  reverted to his wolf form. The end of Link's Master 
  Sword sheath has the Shadow Crystal design on it, so it 
  may be where it is held when Link is in his Hylian 
  form. 
  The Light Spirit Faron tells Link that his turning to a 
  wolf when exposed to Twilight, instead of a spirit like 
  most Hylians, is a sign that the powers of the chosen one rest within him. This may refer to the 
  Triforce of Courage, which is strongly implied to be held by Link. 
  Twilight Portals 
  Twilight Portals are objects from The Legend of Zelda: 
  Twilight Princess. These portals serve as links between 
  the Twilight Realm and Hyrule. They are used by Zant 
  to transport Shadow Beasts to Hyrule during his 
  invasion. After the beasts are destroyed by Link, the 
  portal remains, allowing Midna to use them to warp 
  Link and herself to different areas around Hyrule — but 
  only when Link is in wolf form. 
  Midna is also able to create these herself after a boss fight. The major difference between the two is 
  that Midna's portals are projected on the ground. Ganon also uses Twilight Portals in his boss fight; 
  after taking damage he will warp and, after that, create several portals. They appear floating 
  vertically and unlike the other Twilight Portals, only have the red/blue markings without the black 
  mass. 
  Shadow form 
  Midna, like all creatures from the Twilight Realm  
  
   
  78 
  , cannot tolerate light and hides in Link's shadow when he is in the Light 
  World. The only time she takes her physical form is when Link is in the 
  Twilight, is a wolf, or is in a dungeon. It may also simply be that she 
  cannot fraternize with the light-dwellers; this would seem to fit with Zant's 
  claim that Midna is incapable of consorting with light-dwellers. However, 
  when Zelda restores Midna, she also gives Midna the ability to withstand 
  the light, though Midna still chooses to remain in Link's shadow for most of the time. 
  Non-combat use 
  Fused Shadow 
  The Fused Shadow is a quest item from The Legend of Zelda: Twilight Princess. It is 
  the physical manifestation of extremely powerful Shadow magic created by an 
  "ancient race" and once used by a group known only as the Interlopers. This power 
  was sealed away by the Light Spirits. While the item must be made whole again in 
  order to unleash its full power, just the Fused Shadow shards appear to hold a 
  significant amount of power, as they can curse individuals and transform them into 
  monsters.  
  All parts are required to use this power 
  Levitation 
  Self-explanatory: how ever if you don’t know you hover just above gorund able to 
  move across the ground with out tuching the gorund however you do not fly and must 
  be above a solid surface (stone, earth, ice) you may levitatae over water for 1 turn 
  The exact defianishion is to rise or float in the air, especially as a result of a supernatural 
  power that overcomes gravity 
  Move in or out to Twilight 
  Grabbing something/someone from outside the Twilight 
  and pulling it into the Twilight. To move something 
  //someone you must have a portal outside of the Twilight. 
   
   
  Telekinesis 
  Performing telekinesis aka picking up an object 
  with the mind small objects outside of combat do not require a dc check  
  
   
  79 
   
  Storage 
  Keeping an item in an unknown hammer space. Midna has been seen to be able to keep the Ordon 
  Sword, the Ordon Shield, and the Shadow Crystal and have it reappear floating in her hand at will. 
  She may use this power to store Link's items while he is in wolf form. 
  Does not suspend in time and cannot support life  
   20 slots 
  Shape shifting 
  You adopt the appearance of any one person. 
  You must have seen this person before. You do not gain the equipment that they were wearing nor do 
  you gain any natural attacks. If a person tries to see through the guise, they take a -5 penalty to their 
  Insight check vs. your deception check.  
  Requirement: You can only copy humanoids whose size is medium or small. 
  Twilight particles  
  The ability to break down his /her body into Twilight particles. Midna 
  does this to move through the bars of the cell in which Link was 
  imprisoned 
  Waves of Energy 
  Creating waves of energy strong enough to break metal. 20 vs. fort for of 
  armor or 20 harts of shield critical 20 to brake something that is 
  Indestructible 
  
   
  80 
  The ability to use her hair like a hand to grab enemies or perform other functions, like opening doors 
  in some dungeons if Link is in his Wolf Link form.  
   
  2d4 and will shatter shields unless it is indestructible. 
  Dual techs 
  Duel techs are abilities that gave two or more players the chance to work together if they proses the 
  right techs. 
  Fire strike 
  Strike foe with enchanted blade. (Fire)  
  Sage descendant and Squire or Descendant of the hero of time 
  Adds 2d4 per person  
  6mp sage descendant 
  Ice strike 
  Strike foe with enchanted blade. (Ice) 
  Sage descendant and Squire or Descendant of the hero of time 
  2d4 per person  
  Lighting strike  
  Strike foe with enchanted blade. (Lighting) 
  Sage descendant and Squire or Descendant of the hero of time 
  2d4 per person  
  Lightning Rod 
  Skewer a foe and hit with lightning. (Light) 
  Sage descendant and Squire or Descendant of the hero of time 
  
   
  81 
  3d4 per person  
  X-Strike 
  X-Strike' is usable by Squire and Descendent of the hero of time 
  Bracing their Swords (or other weapon), Squire and Descendent of the hero of time dash toward the 
  target. The blows from their weapons cross perpendicularly to form a red X shape on the map. 
  3d4 per person 
  Aura Whirl 
  Restore a small amount of HP to all allies. 
  Sage descendant and Squire or Descendant of the hero of time 
  2d4 
  Drill Kick 
  Strike an enemy with a penetrating kick. 
  Squire and Squire or Descendant of the hero of time 
  Multi shot 
  Fires 4 arrows instead of one can be of any normal or magical arrows but not bomb arrows. Status 
  effects do not stack and still only has 1/8 chance for status effect regardless of number of arrows. 
  Every time taken afterward adds 1 extra arrow  
  5mp Sage descendant 2mp grunt 
  Triple Techs 
  Delta Force 
  Hit all foes with an elemental blast. (Shadow) 
  3d4 per person 
  5MP  
  Life Line 
  All allies will be revived once after they die. 
   
  
   
  82 
  Advance class 
  Gunslinger 
  You learn how to fire energy wave made of any of the elements you know to 100% each having a 
  different effect form a new device. 
  However should you have gone thought the grunt class you will need ammo and unable to use one 
  energy type weapons with your own power. Goddess Plumes being the power source. For each 
  Goddess Plume you gain 100 shots. To fire for no cost you must have 8 levels in Sage descendant. Or 
  you may use normal gun types. 
  However should you have gone thought the Sage Descendant class you take -5 to hit until you have 4 
  levels in grunt? 
  All arrow spells form the grunt class are now bullet spells 
  Ice is an armor piercing rounds that will ignore 5% of reduction 
  Fire is a tracer round +3 to hit -3 stealth and still has a 1/8chance to burn the enemy for 3 turns 
  dealing 2 damage per turn 
  Wood is poison shot that has a ¼ chance to poison and dealing 5 damage per turn until  
  Light is purified shot that deals extra damage to evil aligned character. Each modifier of evil deals an 
  extra 1d4 
  Shadow is corrupted shot that deals extra damage to good aligned character. Each modifier of good 
  deals an extra 1d4 
  Wind is shot that pushes back equal to your Dexterity modifier if you roll 15 or higher (does not work 
  on bosses or people that are wearing the iron boots) 
  Techs 
  The Gunslinger’s Bonded Mage lock Pistol 
  While the Gunslinger is capable of many spectacular feats with any firearm, he is most impressive 
  when he holds a bonded mage lock pistol in his hand. This is a very special sort of firearm. Every 
  budding Gunslinger seeks to possess at least one of these weapons. The mage lock is of Twili make, 
  created from rare metals in a casting process refined by elite craftsmen and have properties attuned 
  to, for lack of a better term among the Twili, “the haphazard sorceries of manfolk.” Gunslingers who 
  have polished their magical abilities are adept at weaving spells into and through these weapons for 
  an assortment of fantastic effects, and once a Gunslinger has bonded with a mage lock, it is as if the 
  weapon becomes a physical extension of its master. 
  As the master’s levels in the Gunslinger class increase, the mage lock pistol also increases in power.  
  
   
  83 
  If the bonded pistol is destroyed, the master must attempt a Fortitude saving throw (DC 15). If the 
  saving throw fails, the master loses 200 experience points per class level. A successful saving throw 
  reduces the loss to half of that amount. However, a master's experience point total can never go below 
  zero as the result of the destruction of a bonded pistol. 
  Charismatic shot 
  Use you half of your magic skill instead of Dexterity and base attack to hit 
  Potshot 
  Fire as a swift action during a charging spell 
  Precise shot 
  Doubles damage on ranged weapons and spells 
  Equipment save 
  The more equipment you have on your weapons the more damage you do +1 damage per equipped 
  attachment on weapon 
  Call Pistol:  
  At 9th level, the master gains the ability to summon his mage lock pistol to his hand. When separated 
  from his pistol, with a successful Concentration check (DC 18) the master can cause his pistol to 
  Fly into his hand so long as it is not gripped by another and can be seen by its master. This ability is 
  a move equivalent action, though a Gunslinger with the quick draw ability can call his pistol as a free 
  action. 
  Sighting Link 
  Due to the magical nature of the mage lock and the bond that has been forged 
  between the pistol and its master, with a successful Concentration check (DC 15), the master of 7th 
  level or higher can see as if looking out from his pistol’s sights (or the end of the barrel if it has no 
  sights), instead of using his own eyes. This enables the master to aim the pistol without looking, 
  allowing for some spectacular trick shots. 
  Dispel 
  Able to stop a spell form hitting you 
  D20+ magic vs. Attack roll 
  Twin blade 
  You may now use a two handed weapons as a one handed weapons  
  Techs 
  Improved Dual Wield 
  Dual wielding you may strike with both weapons in hand without taking penalties. Does not affect 3 
  or more weapons. 
  Toughness 
  All attacks go agented you fortitude 
  Shrug it off 
  3 times per encounter you ignore status effects 
  
   
  84 
  Full of your self 
  When you defeat an enemy you attack go up by 1d4 but you leave yourself open -1 to fortitude 
  Power house 
  Triples the D4s use for all attacks 
  Money is money 
  When you kill an enemy you reserve 10*level of the thing you killed  
  Hero 
  All one handed swords do double damage and gain proficiency with all weapons 
  Techs 
  Quick on your feet 
  Able to counter without parrying and dodges the attack 
  Acrobatics vs. attack roll 
  Six senses 
  Six senses make possible to detect invisible and clocked enemy  
  Will  
  Should you hit 0 you may use your active will check/ courage to continue to stand so long as the 
  damage does not beat you damage threshold 
  Courage Vs. dc chart 
  Damage DC 
  1-50 
  15 
  51-100 
  20 
  101-150 
  25 
  151-200 
  30 
   Alignment 
  Depending on your alignment you do double damage to the opposite alignment 
  Bombos Medallion 
  With an enchanted Spin Attack, Link sends out a ring of fire followed by a 
  series of small explosions in all directions. This causes all foes to become 
  inflamed, as if they have been struck with the Fire Rod. Additionally, fewer 
  enemy types are immune.  
  Ether Medallion 
  Ether attacks through the atmosphere, as flying enemies appear to be the most 
  affected. Most enemies who are not destroyed by the initial pulse of lightning 
  and pressure are frozen, as if they were struck by the Ice Rod. Ether's 
  atmosphere-altering capabilities can be used to clear the rain in Misery Mire.  
  
   
  85 
   Quake Medallion 
  The Quake Medallion causes an earthquake, resulting from Link thrusting the 
  Master Sword into the ground. It only affects ground-bound enemies, generally 
  either destroying them or turning them into Slime. Using the Quake Medallion 
  near certain trees will cause them to yield various items, as if Link ran into 
  them with his Pegasus Boots. 
  Power of Courage  
  Doubles D4s use for all attacks 
  Hyrule knight 
  Techs 
  At Ease 
  The knight is harder to be startled and will not back down 
  Marine 
  Physical Training 
  Physical Training adds +2 to your strength and dexterity score (can only take two times. minimum 
  level ECL 14 and second time ECL 20) 
  Double attack 
  After a successful melee attack you may try to shoot you pistol taking a -5 to hit 
  Improved double attack 
  After a successful melee attack you may try to shoot you pistol taking a -2 to hit 
  Extreme double attack 
  After a successful melee attack you may try to shoot you pistol taking a no penalties to hit 
  Rangefinder 
  Even at a longer rage you do not take negatives until in the Medium rage where you will take 
  penalties as normal 
  Sage 
  When the sage decent becomes a sage the MP they have is doubles 
  Techs 
  Holy light 
  A beam of light that deals 8d4 damage to all character with in the line. 
  Miracle Fireball 
  Ball of fire that can burn everything on its path 
  Miracle Fireball Increased 
  Summons three fireballs at the same time. 
  Miracle Fireball Extreme 
  Summons eight fireballs at the same time. 
  
   
  86 
  Miracle Lightning 
  Bolts of energy strike anything ahead of the caster 
  Miracle Lightning Increased 
  Produces more powerful and further-spreading bolts. 
  Miracle Lightning Extreme 
  Produces an extremely powerful stream of lighting. 
  Explosion 
  Casts a highly destructive beam of light on the targeted area. 
  Explosion Increased 
  Casts seven beams within a small area. 
  Explosion Extreme 
  Casts seven beams, followed by a "rain" of beams to bombard the area over a period of time. 
   
   
  
   
  87 
   
  Great fairies 
  Great Fairies are large humanoid Fairies that have appeared in various Zelda titles. Their main 
  purpose is to heal Link whenever he is wounded and will also recover his magic power in games such 
  as Ocarina of Time and Majora's Mask. [1] In other titles, like The Wind Waker and Four Swords 
  Adventures, they also bless Link with new items, powers or upgrades of his existing equipment. The 
  Great Fairies' appearances differ vastly between games, and most of them can be found living within 
  a Great Fairy Fountain. 
  These Great Fairies are the most common ones out of all the Great Fairies in A Link to the Past, and 
  as such, they can easily be found scattered throughout Hyrule in either caves or holes. When Link 
  approaches her, she will completely heal the young hero's wounds. Great Fairies seem able to 
  maintain their normal forms even while in the Dark World, despite its corrupting effects (with one 
  possible exception, see below). 
  Venus is the Fairy Queen and lives in the middle of Lake Hylia. Throwing money into the Wishing 
  Well allows her to upgrade Link's carrying capacity of Bombs and Arrows 
  At the Waterfall of Wishing near Zora's Lake lives a Great Fairy who is known to be a friend of 
  Venus. [2] She looks identical to Venus with the exception of her wings, which are smaller and 
  greener. The Fairy at the Waterfall of Wishing appears as Link throws various items into the 
  Mysterious Pond and asks him whether or not he dropped them. She will return items dropped by the 
  young hero, but if he drops certain items, she will instead give him better items or upgrades of the 
  item in return if Link answers the questions honestly. These include the Boomerang, which she 
  upgrades to the Magical Boomerang, the blue Level-1 Fighter's Shield, which she upgrades to the Red 
  Shield, and an empty Magic Bottle, which she fills with Medicine of Magic. 
  In Ocarina of Time, the Great Fairies are depicted as giant women who wear ivy vines as clothes and 
  leather boots, and have red hair that is tied into three pigtails. This also marks the first time that 
  Great Fairies are seen without wings. Their locations are scattered throughout Hyrule, where they 
  live in certain Great Fairy Fountains that has the Triforce symbol engraved on the floor in front of 
  their pond. By playing Zelda's Lullaby on this symbol, they will be summoned. Great Fairies, when 
  first summoned, will bless Link with either a new item or an upgrade. The color of their fountain's 
  walls will also vary from either blue or red to signify what kind of blessing they will give. The Great 
  Fairies who give out Din's Fire, Nayru's Love and Farore's Wind will have red walls. The Great 
  Fairies who simply upgrade Link's powers will have blue walls instead. 
  The Great Fairies can also be summoned again at their fountains to recover Link's health as well as 
  his Magic Power. All three of the Great Fairies who give out Din's Fire, Nayru's Love and Farore's 
  Wind refer to themselves as the Great Fairy of Magic, [4] and possibly may be the same Great Fairy. 
  The Great Fairies who bless Link with a magical sword spin attack, a larger Magic Meter, and a 
  defense upgrade are referred to as the Great Fairy of Power,[5] the Great Fairy of Wisdom,[6] and the 
  Great Fairy of Courage, respectively.[7] 
  
   
  88 
  There are seven Great Fairies in The Wind Waker, five of which have their fountain under a giant 
  shell. One of them must be rescued from inside a Big Octo at the Two-Eye Reef.[20] Another one, the 
  Fortune Goddess,[21] lives in the Forest of Fairies above Link's home and gives Link a larger Wallet.  
  The upgrades received, along with the names of the islands in which the Great Fairies are located, are 
  as follows: 
  Pink Great Fairy: Wallet upgrade. 
  Northern Fairy Island – There is no obstacle blocking the entrance; this fountain can be visited as 
  soon as the Forbidden Woods have been completed. 
  Outset Island in the Fairy Forest – A bomb must be used to blow up the rock blocking the entrance. 
  Blue Great Fairy: Bomb Bag upgrade. 
  Eastern Fairy Island – A bomb must be used to blow up the rock blocking the entrance. 
  Southern Fairy Island – A bomb or a Fire Arrow must be used to destroy the wooden wall blocking 
  the entrance. 
  Violet Great Fairy: Magic Meter upgrade 
  Two-Eye Reef – A Big Octo must be defeated to rescue the Great Fairy. 
  Yellow Great Fairy: Quiver upgrade: 
  Western Fairy Island – The Skull Hammer must be used to hit the nearby stake and remove the fire 
  blocking the entrance. 
  Thorned Fairy Island – The Skull Hammer must be used to hit the three nearby stakes and remove 
  the thorns blocking the entrance. 
   
   
  
   
  89 
  Status effects 
  Poison: taking 1d4 damage per turn 
  Frozen: unable to attack but has ¼ chance of breaking free 
  Burned: taking 1d4 damage per turn but may use spin attack to put out the flames 
  Paralysis or electrocuted: has a ¼ chance that you will be unable to attack 
  Confused: critical fail is now is 1-6 
  Beam attacks continue to damage on all turns 
  Jinx: Jinx forces you to sheath your primary weapon and be unable to draw it; however, the effect is 
  temporary and will wear off after approximately 50 seconds. You can also immediately remove the 
  effect of a jinx by playing the Song of Storms. 
  Falling is uncontrolled downward movement. For example, if forced movement causes a creature to 
  occupy a square over a pit or precipice, it may fall. Movement due to falling does not trigger 
  opportunity actions, including opportunity attacks. Large, Huge, and Gargantuan creatures only fall 
  if every square they occupy is over an edge. A fall of 10 feet or more may inflict damage on a falling 
  creature. The creature takes 1d10 damage for each 10 feet it falls, up to a maximum of 50d10 damage 
  for a fall of 500 feet or more. A creature that is flying when it begins falling descends the full distance 
  of the fall, but subtracts its fly speed from the distance of the fall for the purpose of determining 
  falling damage. For example, a flying dragon, with a fly speed of 8 (8 squares = 40 feet), takes 
  damage from a fall as though the fall were 40 feet shorter, and does not take damage from a fall of less 
  than 50 feet. 
   
   
  
   
  90 
   
  Items 
  ALL ITENS sells half price of what they can be bought for (this is guide of new GMs) prices may 
  vary store to store 
  Equipped items will brake if damage threshold is/should have been breached. Should being if a ring or 
  other equipment force to only 1 heart of damage and the attacker has the possibility of damaging you 
  beyond you  damage threshold continue rolling however no matter how much damage dealt the 
  equipped player still takes on the 1 heart. When a Equipped items brakes they brake a random 1d8 1 
  being head slot 2 being face slot 3 being throat slot 4 being torso slot 5 being body slot 6 being hands 
  slot 7 being one of the ring slots 8 being feet slot. Note if there is no equipment in the slot the item in 
  the next closest slot brakes.  
  Slot spacing 
  Unless specified all items take up a 1 slot in your bag. Equipped items take up no slots unless you un 
  equip them. 
  Standard Items 
  Starter Weapons 
  Swords 
  2d4
   
  The Sword is perhaps the most famous weapon in The Legend of Zelda series. It is often one of the 
  first items Link will come across in his travels, alongside the Shield. A Sword is Link's primary and 
  most crucial weapon as it is adequate in defeating most foes Link will encounter, though some 
  enemies may be immune or resistant to it. However, it is also useful for breaking Pots, cutting Grass, 
  and triggering Switches In some Zelda titles, a Sword can help detect if a wall can be destroyed by 
  Bombs via the hollow clang it makes when hitting said wall. Like the Giant's Knife, Biggoron's Sword 
  and the Great Fairy's Sword require both hands to wield. There are many different Swords Link may 
  use in his quest, as well as many swordsman techniques he can master. 
  Shields 
    
  50
   
  Wooden 
  Shield 
  the shield will break should 
  it sustain too much damage 
  The Wooden Shield can 
  protect Link from electric 
  based attacks but will burn 
  if it comes in contact with 
  fire 
    
  40
   
  The Deku Shield 
  the shield will break should it sustain 
  too much damage 
  The Deku Shield can protect Link from 
  electric based attacks but will burn if it 
  comes in contact with fire 
  Use for child size charter 
  
   
  91 
    
  100
   
  The Iron 
  Shield 
  it will not burn when it 
  comes in contact with fire, 
  but cannot repel or block 
  electric attacks, and 
  shatters if a Thunder 
  Keese hits it 
   
  500
   
  Sacred Shield 
  It will protect from all forms of 
  attack including fire and 
  electricity, but suffers from very 
  low durability. However, the 
  shield also has the ability to 
  automatically repair damage done 
  to it. 
    
  75
   
  Fighter's 
  Shield 
  provides protection against 
  basic projectile attacks, 
  such as arrows or spears, 
  but is vulnerable to other 
  projectiles such as fireballs 
  and beams 
    
  200
   
  Shield of Antiquity  
  Cannot be eaten by Like Likes. 
   125
   Red Shield 
  It is bigger than the Fighter's Shield and can block 
  fireballs, but not beams 
   
  Bows 
  3d4
   
  Arrows 
  Standard Arrows 
  Arrows set the standard for projectiles and are usually the fastest, most penetrating weapons in the 
  Zelda franchise. Arrows come as a combo package with the bow, its counterpart and a premier 
  dungeon item in one of the first couple temples of every Zelda game; the amount of arrows Link can 
  hold can usually be upgraded during the adventure with a new arrow quiver [1] The rudimentary 
  
   
  92 
  arrow has many functions, but its most prevalent is in the piercing of objects and in the injuring of 
  enemies with a greater strength and accuracy than the previous projectile shooter. The arrow is a 
  replenish able item, and obviously, the bow will not function without a constant supply of arrows.[2] 
  They can be found cheaply at shops,[3] from Business Scrubs,[4] or freely gathered in small grasses, 
  after defeating enemies, or in small chests scattered about the over world of Hyrule. Like many other 
  weapons in the Zelda series, arrows can be upgraded, all of which serving specific, often non-plot-
  required, functions that enhance the game experience nonetheless. 
  Silver Arrow 
  The Silver Arrow is a special upgrade to the bow and arrow used to defeat Ganon. They 
  are the only weapon that is capable of defeating Ganon, who will recover from any wound 
  if not pierced by a Silver Arrow. [1] These arrows have appeared in both the first The 
  Legend of Zelda and A Link to the Past. In later games of the series, the Light Arrows 
  perform a similar role, although they function differently in that they merely stun Ganon. 
  The Master Sword is often used to deal the final blow instead, but aside from one occasion 
  in the Oracle Series where Ganon was not fully revived, the Silver Arrows are the only weapon shown 
  to completely destroy his demonic beast form. 
  Bomb Arrow 
  The Bomb Arrow is a little-seen, highly-usable arrow upgrade that only exists in two games: Link's 
  Awakening and Twilight Princess, but to great success and game interest. This arrow is eponymously 
  described: a bomb is melded with an arrow to create an exploding projectile, [12] similar to the 
  Bombchu in its intention, but unique: it can be shot far to a selected target before exploding. [13] 
  This arrow is quite useful when it comes to removing wall obstacles from afar, [14] and in blowing 
  foes from their steeds and/or lookout points during battle. 
  Staffs 
  1d4
   
  Daggers 
  1d4 
   
   
  Though the dagger is weaker than the sword it makes up for it in stealth and generally used with two 
  combined one in each hand 
  
   
  93 
  Axes 
  4d4 
   
   
  The axes is never used by link however we have seen that the Iron Knuckle welding an axe that is 
  capable of dealing immense damage. The exe is two handed weapon that is grate for offence but not 
  as good in defense. 
  Hammer 
  The hammer serves many purposes as both a tool and a weapon. In both dungeons and the over world 
  it can remove obstacles from Link's path, allowing him to pass into otherwise inaccessible areas. As a 
  weapon it is useful in dispatching enemies. Against most foes, it has the advantage of high damage, 
  dealing as much damage as the Tempered Sword, but its reach is much shorter than that of the 
  swords. Freezing enemies with the Ice Rod and then breaking them with this hammer instantly kills 
  them and often yields a Magic Jar. 
  4d4 
  Bottles 
  Bottles, commonly known as Empty Bottles, are recurring items in the Legend of 
  Zelda series. They carry useful things such as fish, bugs, water, potions, Poes, Lon, 
  Lon Milk, Fairies, among other things. In one odd occurrence, the Deku Princess is 
  carried in a bottle for a short period of time in The Legend of Zelda: Majora's 
  Mask. 
  300
   max of 8 bottles per player 
  Fairy Bow  
  The Fairy Bow is an item from The Legend of Zelda: Ocarina of Time. This 
  Bow fires arrows at various targets, such as enemies or Crystal Switches. The 
  arrows for the Fairy Bow are stored in an upgradeable quiver. It is the main 
  treasure of the Forest Temple, the first dungeon in the ruined future Hyrule, 
  where it is guarded by three Stalfos. The Fairy Bow can only be used by Link 
  as an adult. 
  This bow is a level one bow but has level two damage and can be upgraded  
  600
   
  
   
  94 
  Hero's Bow   
  The Hero's Bow is a recurring item in the Legend of Zelda series. Although the bows share the similar 
  name, none are exactly alike one another in appearance. However, due to a 
  statement made by Dangoro in The Legend of Zelda: Twilight Princess, that the 
  bow Link obtains was used by "an ancient hero", it is plausible that the Hero's 
  Bow in Twilight Princess is the same as the one Link uses in The Legend of 
  Zelda: Majora's Mask. 
  This bow is a level one bow but has level two damage and can be upgraded. 
  600
   
  Giant's Knife
   
  The Giant's Knife is a weapon from The Legend of Zelda: Ocarina of Time. It is the third sword Link 
  can obtain in the game; however, unlike the Kokiri Sword and Master Sword, it is not necessary for 
  completing the game. The Giant's Knife is forged by Medigoron in Goron City and can be purchased 
  as Adult Link for the price of 200 Rupees. The tunnel to Medigoron's Forge is blocked by several stone 
  walls when Link arrives there in the future. These Breakable Walls can be destroyed with Bombs. 
  This large sword must be held with both hands, preventing Link from using a shield to block attacks in 
  front of him. 
  Although the Giant's Knife is twice as powerful as the Master Sword, it is an unusually frail weapon 
  and breaks after a small number of hits. The first time Link purchases the Giant's Knife, it will break 
  after four strikes against enemies, or three against walls. Every subsequent Giant's Knife Link buys 
  will last for one more hit than its predecessor, until it reaches a maximum durability of eight hits 
  (though it will still break in three hits against walls). 
  8d4 
  200
   
  Deku Sticks  
  Deku Sticks are recurring items in The Legend of Zelda series. The dried stems of Deku Babas, they 
  can be wielded as simple wooden sticks. Deku Sticks are primarily used to 
  light torches. Once lit, Deku Sticks burn up when a certain amount of time 
  has passed; they may be saved from burning up by putting them away or 
  switching to another item. They can also be used as weapons, although 
  they typically break after the first hit or when struck against a wall. They 
  may be left behind by defeated Deku Babas, found inside broken pots or 
  purchased in stores. 
  
   
  95 
  2d4 one use 
  3 turns burning 
  Deku Nuts  
  Deku Nuts can be used to temporarily stun enemies. When the Nut collides with the 
  ground, it lets off a large flash which freezes the enemy in place  
  Deku Nuts are the weapon of choice of Deku Scrubs, which spit them from their 
  mouths. Surprisingly, the nuts utilized by Scrubs do not explode on impact, and 
  instead simply deal damage and crumble; however, that being said, Deku Link is 
  able to drop Deku Nuts while flying using a Deku Flower which have the same effect as throwing 
  them. Besides being used for battle, Deku Nuts also hold aesthetic value for the Deku Royal Family 
  in particular, as the Deku King's scepter is adorned with a large Deku Nut on top. 
  D20 Roll vs. will  
  Bomb Bags  
  Bomb Bags are recurring items in The Legend of Zelda series. These bags are 
  used to store Link's bombs. They only appear in specific games, though, and in 
  some games, no Bomb Bag is needed in order to carry bombs or bomb-like 
  products. Often, Bomb Bags can be upgraded to store more bombs.  Max of 1 + 
  expansions 
  600
   
  Bombs 
  Bombs are recurring items in the Legend of Zelda series. Bombs are powerful 
  explosives that Link can use to destroy obstacles blocking his path or to damage 
  enemies. Their appearance is that of metallic orbs filled with explosive powder with a 
  long fuse. Bombs can normally be carried without any special requirements. 
  However, in some games, Bomb Bags are needed in order to safely carry Bombs. Many different 
  explosive devices also appear alongside bombs.  
  2d6 3 square 
  Item 
  Selling Price 
  Item 
  Selling Price 
  Bombs (10) 
  30 Rupees 
  Water Bombs (5) 
  30 Rupees 
  Bombs (20) 
  60 Rupees 
  Water Bombs (10) 
  60 Rupees 
  Bombs (30) 
  90 Rupees 
  Water Bombs (15) 
  90 Rupees 
  Bomblings (1) 
  6 Rupees 
  Bombchu (10) 
  90 Rupees 
  Bomblings (5) 
  30 Rupees 
  Bombchu (20) 
  180 Rupees 
  Bomblings (10) 
  60 Rupees 
  Bombchu (30) 
  270 Rupees 
  Bombchu 
  Bombchu are recurring items in the Legend of Zelda series. Bombchu are 
  small, explosive items similar in appearance to a stylized rodent (the "chu" of the 
  item's name is the Japanese onomatopoeic word for a mouse's squeak). When 
  released, a Bombchu will dash along a surface until its fuse is gone or until it hits a 
  solid object; in both cases, it explodes. Bombchu can be used to hit certain far-off 
  targets. Often, the usage of Bombchu is mostly or entirely optional.  
  2d6 
  
   
  96 
  Armor 
   
  Armor 
  Cost 
  Armor 
  Bonus 
  Max 
  Dexterity 
  Bonus 
  Check 
  Penalty 
  Spell 
  Failure 
  chance 
  Speed 
  lost 
  Bag Slots 
  Light armor 
   
  Padded 
  *500 
  +1 
  +8 
  0 
  5% 
  0 
  2 
  Leather 
  *1000 
  +2 
  +6 
  0 
  10% 
  0 
  2 
  Studded 
  Leather 
  *2500 
  +3 
  +5 
  -1 
  15% 
  0 
  3 
  Chain Shirt 
  *10000 
  +4 
  +4 
  -2 
  20% 
  0 
  2 
   
  Medium 
  armor 
   
  Hide 
  *1500 
  +3 
  +4 
  -3 
  20% 
  -2 
  2 
  Scale mail 
  *5000 
  +4 
  +3 
  -4 
  25% 
  -2 
  2 
  Chainmail 
  *15000 
  +5 
  +2 
  -5 
  30% 
  -2 
  3 
  Breastplate 
  *20000 
  +5 
  +3 
  -4 
  25% 
  -2 
  4 
   
  Heavy armor 
   
  Splint mail 
  *20000 
  +6 
  +0 
  -7 
  40% 
  -2 
  4 
  Banded mail 
  *25000 
  +6 
  +1 
  -6 
  35% 
  -2 
  4 
  Half-plate 
  *60000 
  +7 
  +0 
  -7 
  40% 
  -2 
  5 
  Full-plate 
  *150,000 
  +8 
  +1 
  -6 
  35% 
  -2 
  6 
  
   
  97 
  Boomerang 
  The Boomerang is a recurring item in the Legend of Zelda series. It is 
  typically used to stun enemies, retrieve items, and trigger switches. 
  Some weak enemies can be defeated using the Boomerang, and in some games, the 
  Boomerang is capable of cutting down objects. Oftentimes, the Boomerang has the 
  ability to be upgraded to the Magical Boomerang later in the game. 
  Lantern 
  The Lantern is used to light up dark places and dungeons, ignite torches to solve puzzles, 
  and burn shrubbery and grass to reveal pathways, or sometimes just Rupees. The item 
  took a back seat in some major console titles such as The Wind Waker and Ocarina of 
  Time, with a larger emphasis given to Fire Arrows, but resurfaced in full 3D glory in 
  Twilight Princess to much success and usability. The lantern (or its equivalent: the 
  Candle) has been included more often than not in the 2D iterations of the series.  
  Masks 
  Deku Mask 
  Transforms You into a 
  Deku.  
  Goron Mask 
  Transforms You into a 
  Goron. 
  Zora Mask 
  Transforms You into a 
  Zora. 
  Fierce 
  Deity's Mask 
  Transforms You into 
  Fierce Deity. 
  Its dark power can be 
  used only in boss 
  rooms. 
  All-
  Night Mask 
  500 Rupees. 
  Keeps You from 
  falling asleep. 
  Blast Mask 
  Detonates like a 
  bomb. Losing hearts 
  from the explosion is a 
  side effect. 
  Bremen 
  Mask 
  Plays music and 
  prompts small animals 
  to march. 
  Wear it so young 
  animals will mistake 
  you for their leader. 
  Bunny Hood 
  Increases running 
  speed, jumping 
  distance, and agility. 
  Wear it to be filled 
  with the speed and 
  hearing of the wild. 
  Captain's 
  Hat 
  Prevents Stalchildren 
  and ReDead attacks. 
  Wear it to pose as 
  Captain Keeta. 
  Circus 
  Leader's Mask. Calms 
  angry people, prevents 
  attack from Milk Road 
  pursuers. People 
  related to Gorman will 
  react to this. 
  Don Gero's 
  Mask 
  Allows communication 
  with frogs. When you 
  wear it, you can call 
  the Frog Choir 
  members together. 
  Garo's 
  Mask Allows entry 
  into Ikana Canyon  
  Attracts Garo Ninjas 
  Prevents ReDead 
  attacks. 
  This mask can 
  summon the hidden 
  Garo ninjas.  
  
   
  98 
  Couple's 
  Mask 
  Symbolizes ultimate 
  love, stops long 
  disputes among 
  people. When you 
  wear it you can soften 
  people's hearts. 
  Great 
  Fairy Mask 
  Alerts to presence of 
  (and attracts) Stray 
  Fairies. The mask's 
  hair will shimmer 
  when you're close to a 
  Stray Fairy. 
  Giant's 
  Mask 
  Transforms You into a 
  Giant 
  If you wear it in a 
  certain room, you'll 
  grow into a giant. 
  Gibdo 
  Mask 
  Prevents Gibdo and 
  ReDead attacks. 
  Use it Even a real 
  Gibdo will mistake 
  you for its own kind. 
  Kafei's 
  Mask 
  Characters will talk 
  about Kafei. Wear it 
  to inquire about 
  Kafei's whereabouts. 
   
  Kamaro's 
  Mask 
  Allows wearer to 
  dance. Wear this to 
  perform a mysterious 
  dance. 
  Keaton 
  Mask 
  Summons Keatons. 
  The mask of the ghost 
  fox, Keaton. 
  Mask of 
  Scents 
  Enables You to find 
  mushrooms by 
  smelling them. Wear 
  it to heighten your 
  sense of smell. 
  Mask of 
  Truth 
  Wear it to read the 
  thoughts of Gossip 
  Stones and animals. 
  Stone 
  Mask 
  Makes You invisible to 
  most enemies and 
  characters. 
  Become as plain as 
  stone so you can blend 
  into your 
  surroundings. 
  Postman's Hat  
  Enables You to open 
  mailboxes. 
  You can look in 
  mailboxes when you 
  wear this 
  Romani's 
  Mask  
  Grants access to the 
  Milk Bar at night. 
  Wear it to show you're 
  a member of the Milk 
  Bar, Latte. 
  Majora's 
  Mask 
  Unusable, allows one 
  to be possessed by the 
  Evil Spirit of Majora. 
  Hero's 
  Charm 
  Shows the life bar of 
  enemies and bosses. 
  Hawkeye 
  Allows You to watch 
  at long distances. Also 
  compatible with 
  arrows. 
  120 Rupees 
  Fused 
  Shadow 
  grants dark and 
  corrupting powers 
  
   
  99 
  Enchanted equipment 
  Kokiri Tunic 
  The Kokiri Tunic is an item from The Legend of Zelda: Ocarina of Time. The 
  initial tunic that Link is wearing at the start of the game, it is the traditional 
  clothing of the Kokiri. The Kokiri Tunic does not possess any special abilities; 
  nonetheless, it is the only tunic the Like Likes cannot swallow  
  Goron Tunic 
  The Goron Tunic is, at least to a degree, fire proof. Enabling you to withstand 
  the immense heat of the Death Mountain Crater and the Fire Temple 
  without fainting. It may also be used to slow down the damaging effects of 
  lava and fire.  
  200
   
  Zora Tunic 
  The Zora Tunic is a tunic that allows you to breathe underwater in The Legend 
  of Zelda: Ocarina of Time. The only difference in appearance from his other tunics is 
  its 
  blue color.  
  200
   
  Blue Mail 
  Blue Mail is a recurring item in The Legend of Zelda series. This tunic reduces 
  the damage you sustains when hit by an enemy by half.  
  30000
   
  Red Mail 
  The Red Mail is a recurring item in the Legend of Zelda series. This suit of 
  armor offers even greater protection than the Blue Mail, reducing damage 
  received in battle by 3/4.  
  9,000,000
   
  Zora's Flipper 
  Zora's Flipper can be purchased from Zora for the price of 500 Rupees. They not 
  only allow you to swim, but also allow him to make use of the Whirlpool transport 
  system, which provides more direct routes to the different bodies of water in 
  Hyrule. You can also dive for a short while. However, diving does not serve any 
  other use than eventual dodging of enemy attacks. 
  Character that can’t normally swim or sink can now swim with a negative 10 to the 
  dc check swim 
  Character that can normally swim other than Zoras gain a plus 10 to the dc check 
  swim 
  500 
   
  
   
  100 
  Mermaid Suit
   
  This item is an upgrade for the Zora's Flippers. The 
  Mermaid Suit permits Link to swim in deep water without 
  drowning. It also allows him to swim faster and against 
  currents Furthermore, he can use it to dive under the water 
  to explore the seabed 
  700
   
   
  Moon Pearl 
  The Moon Pearl is a shining gem which protects Link from Ganon's magic, 
  allowing him to retain his normal shape while in the Dark World. [1][2] Other 
  humans entering the Dark World are transformed into shapes which reflect 
  their "True Nature", or personality. This is shown by the pair of men on 
  Death Mountain, as well as Link himself. The bully is transformed into a demon-like creature because 
  of his devilish nature, and the other man turned into a ball because he could never make up his mind. 
  Link's "true nature" is apparently a cute little pink bunny rabbit, probably due to his kindness and 
  compassion. 
  1000
   
   
   
  
   
  101 
  Magic Ring 
  Rings cost 2000
  and you get them at random 
  A maximum of 3 rings can be bought in one day. 
  Ring effects of the same type do not stack 
  Ring 
  Name 
  Type 
  Description 
  Roll d100 
   
  Friendship 
  Ring 
  None 
  Trophy ring. It can be appraised for free, but it has no 
  effect when worn. 
  1 
  2 
   
  Power 
  Ring L-1 
  Attack 
  Primary weapon damage increases by 1, damage taken 
  increases by 2. 
  3 
  4 
   
  Power 
  Ring L-2 
  Attack 
  Primary weapon damage increases by 2, damage taken 
  increases by 4. 
  5 
  6 
   
  Power 
  Ring L-3 
  Attack 
  Primary weapon damage increases by 3, damage taken 
  increases by 8. Inferior to the Red Ring when Link has the 
  Master Sword. 
  7 
  8 
   
  Armor 
  Ring L-1 
  Defense Damage taken decreases by 1, primary weapon damage 
  decreases by 1. 
  9 
  10 
   
  Armor 
  Ring L-2 
  Defense Damage taken decreases by 2, primary weapon damage 
  decreases by 2. 
  11 
  12 
   
  Armor 
  Ring L-3 
  Defense Damage taken decreases by 3, primary weapon damage 
  decreases by 3. 
  13 
  14 
   
  Red Ring 
  Attack 
  Primary weapon damage doubles.  
  15 
  16 
   
  Blue Ring 
  Defense Damage taken halves 
  17 
  18 
   
  Green 
  Ring 
  Attack 
  and 
  Defense 
  Primary weapon damage increases by 50%, damage taken 
  decreases by 25%. 
  19 
  20 
   
  Cursed 
  Ring 
  Attack 
  Primary weapon damage halves, damage taken doubles. 
  Useful to make the game more challenging. 
  21 
  22 
   
  Expert's 
  Ring 
  Attack 
  The punches are as strong as Bombs, but have short ranges, 
  which increase the chances of injury. Useful to make the 
  game more challenging. 
  23 
  24 
   
  Blast Ring 
  Attack 
  Bomb damage increases by 25%. 
  25 
  26 
   
  Rang Ring 
  L-1 
  Attack 
  Boomerang damage increases by 1. Inferior to the Rang 
  Ring L-2. 
  27 
  28 
   
  Maple's 
  Ring 
  Utility  
  Increases the frequency of meeting Maple from once every 
  30 enemies slain to once every 15 enemies slain. 
  29 
  30 
   
  Steadfast 
  Ring 
  Defense Attacks from enemies push back less. 
  31 
  32 
  
   
  102 
   
  Pegasus 
  Ring 
  Utility 
  Lengthens the duration of the effect of Pegasus Seeds. 
  33 
  34 
   
  Toss Ring 
  Utility 
  Enables Link to throw most items lifted with the Power 
  Bracelet or Power Glove twice as far, including Bombs. 
  35 
  36 
   
  Heart 
  Ring L-1 
  Utility 
  Enables Link to recover lost Hearts at the rate of 1/2 Heart 
  per 60 seconds game time. Inferior to the Heart Ring L-2. 
  37 
  38 
   
  Heart 
  Ring L-2 
  Utility 
  Enables Link to recover lost Hearts at the rate of 1 Heart 
  per 60 seconds game time. 
  39 
  40 
   
  Swimmer's 
  Ring 
  Utility 
  Swimming speed increases times 2. 
  41 
  42 
   
  Charge 
  Ring 
  Utility 
  Enables Link to charge up Spin Attack in a quarter of the 
  time it normally takes. (swift action) 
  43 
  44 
   
  Light Ring 
  L-1 
  Utility 
  Enables Link to attack with sword beams and great 
  spin even with up to two Hearts missing instead of none. 
  This only functions with swords that can shoot Sword 
  Beams, namely the Noble Sword and the Master Sword. 
  45 
  46 
   
  Light Ring 
  L-2 
  Utility 
  Enables Link to attack with sword beams and great 
  spin even with up to three Hearts missing instead of none. 
  This only functions with swords that can shoot Sword 
  Beams, namely the Noble Sword and the Master Sword. 
  47 
  48 
   
  Bomber's 
  Ring 
  Utility 
  Enables you use two Bombs at once instead of one. 
  49 
  50 
   
  Green 
  Luck Ring 
  Defense Reduces the damage from traps by half. 
  51 
  52 
   
  Blue Luck 
  Ring 
  Defense Reduces the damage from beam attacks by half. 
  53 
  54 
   
  Gold Luck 
  Ring 
  Defense Reduces the damage from falls by half. 
  55 
  56 
   
  Red Luck 
  Ring 
  Defense Reduces the damage from spiked floors by half. 
  57 
  58 
   
  Green 
  Holy Ring 
  Defense Negates damage from electrical attacks. Very useful in the 
  battle against Veran. 
  59 
  60 
   
  Blue Holy 
  Ring 
  Defense Negates damage from River Zora's fireball attacks. 
  61 
  62 
   
  Red Holy 
  Ring 
  Defense Negates damage from small rocks. 
  63 
  64 
   
  Snowshoe 
  Ring 
  Utility 
  Prevents Link from sliding on frozen floors. This ability can 
  be helpful in several dungeons. 
  65 
  66 
   
  Roc's Ring 
  Utility 
  Prevents you from breaking cracked floors apart and falling 
  through them when they are stepped on. This ability is 
  especially helpful in Oracle of Seasons after obtaining 
  the Roc's Cape. 
  67 
  68 
   
  Quicksand 
  Ring 
  Utility 
  Prevents Link from sinking into quicksand. It also prevents 
  water currents in Zora Seas and conveyor belts from moving 
  Link 
  69 
  70 
  
   
  103 
   
  Red Joy 
  Ring 
  Utility 
  Doubles the amount of Rupees that enemies drop. Inferior 
  to the Gold Joy Ring. 
  71 
  72 
   
  Blue Joy 
  Ring 
  Utility 
  Doubles the amount of Hearts that enemies drop. Inferior 
  to the Gold Joy Ring. 
  73 
  74 
   
  Gold Joy 
  Ring 
  Utility 
  Doubles the amount of Hearts, Rupees, Ore 
  Chunks, Bombs, and Mystical Seeds picked up. Can 
  indirectly serve the purposes of the Red Joy Ring, the Blue 
  Joy Ring, and the Green Joy Ring together, and do more 
  than that. 
  75 
  76 
   
  Green Joy 
  Ring 
  Utility 
  Doubles the amount of Ore Chunks picked up in Subrosia. 
  Inferior to the Gold Joy Ring. 
  77 
  78 
   
  Discovery 
  Ring 
  Utility 
  Enables Link to sense hidden patches of soft soil by making 
  a unique sound. Useful, since hidden patches of soft soil are 
  good for acquiring rarer Gasha Nut items. 
  79 
  80 
   
  Rang Ring 
  L-2 
  Attack 
  Boomerang damage increases by 2. Superior to the Rang 
  Ring L-1. 
  81 
  82 
   
  Spin Ring 
  Attack 
  Enables Link to spin twice instead of once when using 
  the Spin Attack. 
  83 
  84 
   
  Bombproof 
  Ring 
  Defense Prevents Link from taking damage from his own Bombs. 
  85 
  86 
   
  Energy 
  Ring 
  Attack 
  Replaces the charged sword attack, Spin Attack, with 
  the sword beam attack instead. 
  87 
  88 
   
  Dbl. Edged 
  Ring 
  Attack 
  Primary weapon damage increases by times 2, but also 
  damages received increases by times 2. 
  89 
  90 
   
  Whisp 
  Ring 
  Defense Protects you from the effect of jinxes. 
  91 
  92 
   
  Gasha 
  Ring 
  Utility 
  Enables Link to grow Gasha Trees which have higher 
  chances of having rarer items inside the Gasha Nut 
  (indeterminable usefulness). 
  93 
  94 
   
  Peace Ring Defense Prevents Bombs from exploding when Link holds them. 
  95 
  96 
   
  Zora Ring 
  Utility 
  Enables you to dive underwater without breathing, 
  allowing him to stay underwater for as long as he wants. 
  This can be helpful in avoiding water enemies. 
  97 
  98 
   
  Protection 
  Ring 
  Defense Damage taken is always one Heart. This is disadvantageous 
  when facing enemies who inflict damage of less than one 
  Heart, but beneficial when facing enemies who inflict 
  damage of more than one Heart. 
  99 
  100 
   
   
   
  
   
  104 
  Magic Cape 
  Upon donning the Magic Cape, Link becomes invisible, being able to pass through enemies and 
  barriers at will. This comes at a high price though, as the cape demands a high amount of magic 
  energy to sustain.  
  5mp per turn 
  45000
   
  Other items 
  Standard Bags 
  Small = 5 slots 40
   
  Medium = 10 80
   
  Large = 15 160
   
  320
   
  Goron = 20 (can only carry one) 
  A maximum of 10 Bags can be carried 
  Spoils Bag  
  The Spoils Bag is an item from The Legend of Zelda: The Wind 
  Waker. The bag's front has been cut to appear as though it is 
  laughing. It is one of three bags used to collect various items. The 
  Spoils Bag can hold 8 items Link steals or collects from enemies, 
  such as Joy Pendants and Skull Necklaces. 
  This fits in to one of your bag slots but carries 8 treasures and 99 of 
  the 8 treasures 
  20
   
  Bait Bag 
  The Bait Bag is an item in The Legend of Zelda: The Wind 
  Waker. The Bait Bag is used to store Link's Bait. It can be 
  bought from Beedle's Shop Ship for 20 Rupees. The Bag can hold 
  a maximum of eight of any combination of All-purpose Bait 
  helpings and Hyoi Pears. Three helpings of All-purpose Bait 
  counts as one piece of Bait and can be used to lure Fish men and 
  rats to wherever the bait is dropped. The Hyoi Pear can be used 
  to lure a seagull to Link, take control of it, and fly around the 
  island where Link used the Hyoi Pear. 
  20
   
  
   
  105 
  All-purpose Bait 
  All-purpose Bait is an item from The Legend of Zelda: The Wind Waker. Portions of 
  this bait can be bought from Beedle or Rats. Each unit of bait has three uses. After 
  these three uses more can be bought; however, Link can only buy as many units of 
  bait as his Bait Bag can hold. 
  20
   
  Delivery Bag 
  The Delivery Bag is an item from The Legend of Zelda: The Wind Waker. This 
  bag is one of the multi-use carrying items in the game. It is given to Link by the 
  Rito Postman, Quill, on Dragon Roost Island and is used to hold numerous 
  items, such as letters or other quest items. Typically the items held in the 
  Delivery Bag are single-use or trading items that have no effect except to show 
  a particular person. One notable exception are the different statues and decorative 
  items collected by making Merchant's Oaths with the different Traveling Merchants of the 
  Great Sea. 
  20
   
  Iron Boots 
  The Iron Boots are a recurring item in the Legend of Zelda series. These special boots are shod with 
  enough iron to weigh down Link significantly when worn, allowing him to sink to the bottom of 
  bodies of water, to withstand strong winds or to press rusty Foot Switches. However, the boots 
  impede movement on land. Half movement on land
   3200
   
  Hover Boots 
  The Hover Boots are an item from The Legend of Zelda: Ocarina of Time. These 
  sacred boots are fitted with gold work and feature small, decorative wings on the 
  heels, similar to the sandals of Hermes, the Greek messenger god. Their main 
  purpose is to allow Link to walk on water or thin air for a few seconds and thereby 
  cross otherwise impassable pitfalls. This useful, and sometimes necessary 
  ability, is offset by the fact that the boots maintain rather poor traction while 
  on solid ground. The Hover Boots are obtained after defeating Dead Hand in 
  the Shadow Temple. 
  
   
  106 
  7 squares of walking distance before fall  
  3200
   
  Pegasus Boots  
  The Pegasus Boots are special shoes which allow Link to dash at high speeds. The 
  increased speed allows the wearer to bash into various objects like trees in order to 
  knock out their contents. The greater speed can also be coupled with the Roc's 
  Feather to increase jump distance. 
  Doubles speed 
  3200
   
  Roc's Feather 
  Roc's Feather is an item that grants Link the ability to jump over single holes. 
  +5 to jump  
  3200
   
  Roc's Cape 
  The Roc's Cape is an item that allows Link to jump and glide over holes and between 
  platforms. Roc's Cape is a Level 2 Roc's Feather 
  Temporary flight/glide 
  12000
   
  Cane of Byrna 
  When used, the Cane of Byrna creates a force field around Link, making him 
  invincible so that he takes no damage from attacks or spikes; however, it 
  consumes magic power. The Cane of Byrna has essentially the same effect as 
  the Magic Cape, but the difference is that the force field will damage enemies if they make contact 
  with Link. It uses less magic power and the enemies can see him during its use 
  3mp per turn 
   
  Cane of Somaria 
  This red cane, when used, instantly creates a single Block that Link can push and sometimes carry 
  around. Only one block can exist at a time. This is useful to press slacked switches or obstruct enemy 
  projectiles. 
  
   
  107 
   
  2mp per use 
  Goron's Bracelet 
  The Goron's Bracelet is an item from The Legend of Zelda: Ocarina of Time. It is a 
  small, golden bracelet shaped somewhat like a crown and emblazoned with the 
  likeness of the Goron's Ruby. It is given to Link by Darunia after Link plays "Saria's 
  Song" for him. It bestows greater strength upon Link, allowing him to  
  Pull Bomb Flowers and bushes out from the ground. The Goron's Bracelet is 
  necessary in order to remove the boulder blocking the way to Dodongo's Cavern with Bomb Flowers. 
  The Bracelet can only be worn when Link is a youth; however, as an adult, Link can pick up objects 
  without the use of the Goron's Bracelet 
  Small character or Medium children character.  
  1600 
   
  Power Bracelet 
  The Power Bracelet is a recurring item in the Legend of Zelda series. This magical 
  bracelet, when worn, bestows great strength to its wearer, allowing Link/user to grab 
  and pick up objects he cannot pick up with his bare hands. The Power Bracelet are 
  equip able item to the arm/hand slots. 
  Small character or Medium children character. 
  3600
   or 600
   Gorrn’s bracelet plus 2
  Dusk Relics, 1
  Star Fragment, 1
  Evil Crystal and 4
  Eldin Ore 
  Silver Gauntlets 
  The Silver Gauntlets is an item from The Legend of Zelda: Ocarina of Time. These 
  silver-plated gauntlets enhance Link's strength, allowing him to lift rocks and move 
  huge stone blocks when he wears them. The Gauntlets were designed for adults and 
  cannot be used when Link is a youth.  
  Medium and large character adults.  
  1600 
   
  
   
  108 
  Golden Gauntlets 
  The Golden Gauntlets are an item from The Legend of Zelda: Ocarina of Time. These 
  gold-plated Gauntlets are even more powerful than the Silver Gauntlets, and may only 
  be worn by an adult. When worn, they grant Link immense strength, allowing him to 
  lift rock pillars which, based on their appearance, easily weigh several tons, then throw 
  them behind him to reveal a new door or path. Link also gains the ability to lift and 
  throw gray stones. He cannot, however, walk while carrying either of these. 
  3600
   or 600
   Gorrn’s bracelet plus 2
  Dusk Relics, 1
  Star Fragment, 1
  Evil Crystal and 4
  Eldin Ore 
  Lens of Truth 
  The Lens of Truth is a recurring item in the Legend of Zelda series. It is a magical lens 
  crafted by the Sheikah that can see through any illusion, such as hidden doors, pits and 
  other things. It may also be used to ascertain the contents of a large Treasure Chest before 
  opening it, thus allowing Link to avoid trapped chests. The Lens of Truth will slowly 
  drain the user of magic power. It acts only in the middle of the screen, and will also 
  prevent the use of other magical abilities when active. 
  3600
   
  Hookshot 
  The Hookshot is a recurring item in the Legend of Zelda series. The Hookshot is 
  an item consisting of a handle that allows Link to fire a spring-loaded chain 
  with a hook on the end. This can be used to transport Link to special surfaces or 
  pads, such as Treasure Chests, by pulling him towards them. It can also be used 
  to pull items towards Link. The Hookshot can also be used as a weapon, which 
  usually does a minimal amount of damage or stuns the enemy.  
  2d4 
  600
   
  Longshot 
  Ocarina of Time also includes a second version of the Hookshot called the Longshot. It functions the 
  same way as the Hookshot but has a longer chain, allowing Link to reach areas and items that are out 
  of the reach of the regular Hookshot. 
  Clawshot 
  The Clawshot is based on the Hookshot, but instead of having a single point, it 
  has three claws that are used to grab things to pull them closer to Link or pull 
  Link to them. 
  In Twilight Princess, Link receives the Clawshot in Lakebed Temple at the 
  bottom of Lake Hylia, after defeating the local mini-boss, Deku Toad. It is 
  important for beating the temple's boss, Morpheel. 
  
   
  109 
  600
   
   
  Double Clawshot 
  Later in Twilight Princess, Link finds another Clawshot in the City in the Sky, after defeating the 
  mini-boss Aeralfos. Together, they are referred to in Twilight Princess as 
  the Double Clawshots and in Skyward Sword simply as the Clawshots, and 
  they enable Link to grapple onto an object while holding onto (or hanging 
  from) another. 
  With the single Clawshot, Link's only option after grappling onto a target 
  is to drop to the platform below. However, the combination of two 
  Clawshots allows him to grapple and pull himself towards one target, then 
  grapple another target without the need to drop down beforehand. This is 
  vital, since many sections of the City in the Sky have pitfalls and holes instead of solid platforms. 
  The Double Clawshots are the key to defeating the boss of the City in the Sky, Argorok. The Double 
  Clawshots are found again in Skyward Sword, under the name Clawshots (since they're received at the 
  same time, rather than separately). They are found by completing the Lanayru Desert Silent Realm 
  challenge. Like most items in the game, it can only latch onto special Clawshot targets and vines.  
  1200
   
  Clawshot vs. Hookshot 
  The Clawshot is a departure from the Hookshot, since it can no longer attach to the same variety of 
  items and surfaces as previously possible. Where the Hookshot could latch onto wooden objects such 
  as torches, chests, and rooftops as well as designated targets and climbable surfaces, the Clawshot is 
  more limited in what objects it can grasp. These objects are typically a form of grating or vines, which 
  somewhat diminishes the variety of different areas the Clawshot can cling to. 
  On the other hand, the Clawshot surpasses the Hookshot in other areas. The ability to cling to grates 
  and use the second Clawshot to reach other areas opens up interesting new exploration abilities. The 
  ability to move up and down along the Clawshot's chain is also useful, and is reminiscent of The Wind 
  Waker's Grappling Hook. 
  Shovel 
  The Shovel is a recurring item in the Legend of Zelda series. This handy tool allows Link to dig holes 
  in the ground to uncover treasures such as hearts, Rupees and various other things. 
   
  In some games, it can also serve as a replacement for the shield, since it deflects enemies with the 
  power of a level 1 Shield while Link digs. This can be useful for flipping over Spiked Beetles with 
  correct timing. 
  So far, it has appeared only in games with a top-down perspective, most likely because of the fact 
  that those games' maps can be divided into squares, and a hole created by digging always uses up one 
  square. 
  
   
  110 
  200 
   
  Switch Hook 
  The Switch Hook is an item in Oracle of Ages. It resembles a Hookshot, however, when 
  Link fires the Switch Hook, he will shift places with whatever it grabs, hence the name 
  Switch Hook.  There is also a L-2 Switch Hook that is called the Long Switch, or the Long 
  Hook. It shoots further than the Switch Hook 
  3600
   
  Legendary Items 
  Master Sword 
  The Master Sword, also known as the Blade of Evil's Bane and the Sword of 
  Time, is a recurring sword in the Legend of Zelda series. In many games it is 
  said to be the only sword capable of defeating Ganondorf or Ganon. This 
  legendary blade was crafted by the Ancient Sages and blessed with the power 
  to vanquish beings of evil. 
  Found or a similar weapon can be specially crafted using the same advents 
  form skyward sword. 
  4d4 
  Sword beam/skyward strike 
  Evil's Bane 2d4 extra on evil aligned characters 
  The ability to release the power of the Bombos, Ether, and Quake 
  Medallions, protects its user from evil auras, curses, and transformations.  
  The Master Sword also has the ability to dispel magical barriers that other 
  weapons and items are ineffective against 
   
  Crossbow 
  The Crossbow is an item from Link's Crossbow Training. Link's 
  sole weapon, it is capable of long range attacks similar to a 
  bow; additionally, it can be charged up to fire a Bomb Arrow 
  and can even be enabled to fire fully-automatically if Link hits 
  a flashing green enemy. The Crossbow is controlled using the 
  Wii Zapper, creating a realistic experience for the player. 
  Link's Crossbow Training is the only game in which Link wields a Crossbow. Some enemies, such as 
  Bulblins and Hyrule Guards, use crossbows, as well. Link's Crossbow, however, seems to be more 
  finely crafted than the others. 
  Treat as an Lv1 bow with 4d4 damage and Accurate shot (stacks with tech accurate shot) 
  Upgrades just like the bow 
  
   
  111 
  14400
    
  Bow of Light  
  The Bow of Light is an item from The Legend of Zelda: Spirit Tracks. This Bow is obtained after the 
  defeat of Skeldritch in the Sand Temple and is necessary for defeating Malladus in the final battle. Its 
  appearance is similar to the "wings" on the Lokomo Sword, as well as those on the statues in the boss 
  chamber of each realm's temple. Once Link obtains the Bow of Light, he can never use his other bow 
  again. 
  If an Arrow is held down for a short while, the arrow is charged with light, effectively becoming a 
  Light Arrow; if not, the bow will fire a regular Arrow instead. Link and Princess Zelda both use this 
  against Malladus; Link to free Zelda's body from Malladus, and Zelda to weaken and stun Malladus in 
  his final form. 
  Light Arrows are an improvement on regular Arrows in several aspects. For one, they go through 
  enemies instead of only delivering one hit. Second, they cause much more damage. Another 
  improvement is that they can be used to help Princess Zelda possess Phantoms, similar to the effects 
  of the Tears of Light and the Lokomo Sword. Finally, they can activate the Golden Eye Switches, 
  which regular Arrows cannot. 
  Can be built but not for sale 
  3600
   and 7
  Dusk Relics 6
   Regal Rings 2
  Ancient Flowers 4
  Goddess Plumes and 
  a 
  Sacred Bow 
  Lokomo Sword 
  The Lokomo Sword is a sword from The Legend of Zelda: Spirit Tracks. It is given to 
  Link by Anjean after he acquires the Bow of Light. Anjean states that the 
  Lokomo Sword was made and once used by one of the Spirits of Good. Because 
  of this, she thinks it will come in handy in the fight against Malladus. The Lokomo Sword can stun 
  Phantom Guardians for Princess Zelda to possess without being infused with Tears of Light and deals 
  twice as much damage as the Recruit's Sword. Its Spin Attack is light blue, a different color than the 
  one used with the Recruit's Sword. 
   
  Interestingly, the Lokomo Sword bears some resemblance to the Master Sword, though there are also 
  significant differences. Its blade is covered in a pattern similar to that of the Spirit Tracks, and the 
  yellow gem of the Master Sword is replaced by a Force Gem-shaped jewel. The "wings" on the hilt are 
  shaped like the new crest of the Royal Family, as well as the ones on the statues that hold the Force 
  Gems of each Realm's Temple and the Bow of Light. The hilt, which is royal blue or purple on the 
  Master Sword, is green on the Lokomo Sword. 
  Found only 
  
   
  112 
  Recruit's Sword 
  The Recruit's Sword is a sword from The Legend of Zelda: Spirit Tracks. This dangerous yet 
  unremarkable weapon is obtained in the training room of Hyrule Castle, as Link requires a sword in 
  order to traverse the hidden back way into the Tower of Spirits, which is infested with enemies. 
  Russell, the leader of the castle guard, gives it to Link, whom he mistakes for one of his recruits due 
  to his Recruit Uniform, after Link successfully completes a basic sword training exercise. It is 
  eventually replaced by the Lokomo Sword that Link receives from Anjean after he completes the 
  Sand Sanctuary. The Recruit's Sword has an average-length blade and a very short cross-guard. It 
  has a tan hilt with a blue gem in the pommel.\ 
  This weapon may be legendary however it does standard damage 
  Kokiri Sword 
  The Kokiri Sword is a recurring sword in the Legend of Zelda series. While its design varies between 
  appearances, it is always a short sword made for use by the diminutive Kokiri race, and thus, it 
  cannot be used by adults unless used as a dagger. 
   
  This weapon may be legendary however it does standard damage 
  Razor Sword 
  The Razor Sword is a sword from The Legend of Zelda: Majora's Mask. This sword can be obtained by 
  having Zubora and Gabora, the smiths of the Mountain Village, re-forge Link's Kokiri Sword for 100 
  Rupees. It is twice as powerful as the Kokiri Sword and has a considerably longer reach, but once 
  Link strikes with it a total of one hundred times, the edge becomes dull and useless, and the sword 
  reverts back into the Kokiri Sword. The sword will also revert back into the Kokiri Sword if Link 
  travels back in time. 
   
  This weapon may be legendary however it does standard level 2 damage 
  Gilded Sword 
  The Gilded Sword is a sword from The Legend of Zelda: Majora's Mask. This sword, an upgrade of the 
  Razor Sword, is forged with gold plating that strengthens its surface. The blade also becomes slightly 
  longer, and thus easier to use. 
   
  Great Fairy's Sword 
  The Great Fairy's Sword is a sword from The Legend of Zelda: Majora's Mask. It is a magical, two-
  handed sword emblazoned with black rose motifs and is given to Link by the Great Fairy of Kindness 
  in Ikana Canyon as a reward for returning the Stray Fairies of the Stone Tower Temple to her 
  
   
  113 
  fountain, which restores her true form. Since it is a double-handed sword, it cannot be used in 
  conjunction with a shield (though it may parry some attacks). To offset this disadvantage, the Great 
  Fairy's Sword deals four times as much damage as the Kokiri Sword, making 
  it a very formidable blade. 
  Level 4 damage with healing effect. Once per day may cast Cure without paying MP 
  Double Helix Sword 
  The Double Helix Sword is a sword from The Legend of Zelda: Majora's Mask. 
  This two-handed long sword can be used when Link uses the Fierce Deity's 
  Mask to transform into the Fierce Deity. Aside from its long range, the 
  Double Helix Sword is able to fire magical dark blue colored blasts when used 
  while Z-targeting is in effect; however, each such attack drains one point of 
  magic from the Magic Meter. The sword cannot be unequipped until Link 
  removes the Fierce Deity's Mask. 
  Fighter's Sword 
  The Fighter's Sword is a sword from The Legend of Zelda: A Link to the Past. It is the first sword 
  that Link obtains in the game and is received from his uncle just before he passes away. Link's Uncle 
  also gives him the Fighter's Shield. The Fighter's Sword can be effectively used 
  against most of the enemies that Link encounters. It is later replaced by the legendary Master Sword 
  after Link finds all three of the Pendants of Virtue. 
  Biggoron's Sword 
  Biggoron's Sword is a recurring sword in the Legend of Zelda series. A massive two-handed sword 
  forged by Biggoron, this powerful sword cannot be used in conjunction with a shield. 
   
  Phantom Sword 
  The Phantom Sword is a sword from The Legend of Zelda: Phantom Hourglass. It is the 
  second and strongest sword Link obtains in the game. Like Oshus's Sword it can be 
  powered up by equipping Leaf to make it deal more damage or by equipping Ciela to 
  
   
  114 
  make it shoot Sword Beams. Later in the game Link also obtains the ability to utilize Phantom 
  Spheres that stop time using the Phantom Sword and Ciela's powers. 
  Megaton Hammer 
  The Megaton Hammer is an item from The Legend of Zelda: Ocarina of Time. Forged out of 
  the finest steel available, it is a mighty hammer that was once wielded by the Hero of 
  the Gorons to slay the evil dragon, Volvagia. The Megaton Hammer is used in 
  much the same fashion as a sword, and if used in conjunction with Z-targeting, 
  Link can execute horizontal swings, as well as a Jump Attack; although performing 
  the latter will sometimes not damage an enemy at all, and unlike when performed 
  with a sword, it does not deal additional damage. Since the weapon was made 
  with a Goron wielder in mind, Link must use both hands to brandish it, 
  leaving him unable to use a shield for defense.  
  While a powerful weapon in its own right, its primary fields of use are 
  depressing heavily 
  rusted switches, knocking away certain statues that impede his progress, flipping over certain enemies 
  and destroying certain types of boulders. Interestingly, the hammer can also be used for some of the 
  same purposes bombs are used for, such as uncovering entrances to Hidden Holes and destroying 
  Door Mimics. 
  6d4 
  Items found around the world 
  Pots 
  Pots are things that are found everywhere. they contain miner thing such as hearts, rupees, the rear 
  fairy and Treasure. Pots will brake vary easily and cannot be stored but can be carried room to room 
  however they require two hands to hold them 
   
  Magic Jar  
  Magic Jars, also known as Magic Vials or Magic Decanters, are recurring items in the Legend of Zelda 
  series. These green jars are the complement of hearts, as they restore Link's Magic Meter when 
  obtained. There are also bigger jars that restore more of the magic meter than regular-sized Magic 
  Jars. Magic Jars can be found by cutting grass, beneath rocks, inside pots, etc. They only appear in 
  games that incorporate the Magic Meter. 
   
  2mp small 
  4mp large 
  
   
  115 
  Hearts 
  One picked up they must be used on the spot. Hearts will replenish HP by 1 heart or 50HP 
   
   
   
  
   
  116 
  Rupees 
  Game  
   
   
   
   
   
   
   
   
  Huge  
   
  Huge  
   
  Huge  
   
   
  Huge  
   
  The 
  Legend of 
  Zelda  
  –  
  5  
  1  
  –  
  –  
  –  
  –  
  - 
  –  
  –  
  –  
  – 
  A Link to 
  the Past  
  1  
  5  
  –  
  20  
  –  
  –  
  –  
  - 
  –  
  –  
  –  
  – 
  Ocarina 
  of Time  
  1  
  5  
  –  
  20 
  50  
  –  
  5 
  - 
  –  
  –  
  –  
  200 
  Majora's 
  Mask  
  1  
  5  
  –  
  20  
  50  
  200  
  100  
  - 
  –  
  –  
  –  
  200 
  Oracle of 
  Ages  
  –  
  1  
  –  
  5  
  –  
  –  
  –  
  - 
  –  
  100  
  200  
  – 
  Oracle of 
  Seasons  
  1, 5, 
  10, 
  20  
  1  
  1, 5, 
  20  
  5  
  –  
  –  
  –  
  - 
  –  
  100  
  200  
  – 
  Four 
  Swords  
  1  
  5  
  –  
  10  
  –  
  –  
  –  
  - 
  100  
  150  
  200  
  – 
  The Wind 
  Waker  
  1  
  5  
  10  
  20  
  50  
  100  
  200  
  - 
  –  
  –  
  –  
  – 
  The 
  Minish 
  Cap  
  1  
  5  
  –  
  20  
  –  
  –  
  –  
  - 
  50  
  100  
  200  
  – 
  Twilight 
  Princess  
  1  
  5  
  10  
  20  
  50  
  100  
  200  
  - 
  –  
  –  
  –  
  – 
  Phantom 
  Hourglass  
  1  
  5  
  –  
  20  
  –  
  –  
  –  
  - 
  100  
  –  
  200  
  300 
  Spirit 
  Tracks  
  1  
  5  
  –  
  20  
  –  
  –  
  –  
  - 
  100  
  –  
  200  
  300 
  Skyward 
  Sword 
  1 
  5 
   
  20 
   
   
  100 
  300 
  - 
  - 
  - 
  - 
   
   
  
   
  117 
  Capacity Image 
  Capacity 
  Image 
  Capacity Image Capacity Image Capacity Image Capacity Image 
  99 
   
  200 
   
  500 
   
  1,000 
   
  5,000 
   
  9,000 
   
  300 extra Rupees 
   
  Bank 
  The Clock Town Bank is located in West Clock Town and is open 24 hours a day. It is operated by an 
  enthusiastic character who possesses the ability to recognize Link and his associated balance through 
  a system of "invisible stamping" which operates, it would seem, in a paradoxical (yet convenient) 
  manner. Link uses the services of this bank to his advantage, depositing the Rupees he collects 
  through his adventures in Termina to preserve them for the next cycle (the Rupees left in his wallet 
  are gone forever when he plays the Song of Time to travel back to the First Day). During the night, 
  there is a 4 Rupee service charge on withdrawals.  
  When 200 Rupees have been deposited, you are rewarded with a Large Wallet. When 500 Rupees 
  have been deposited, you are rewarded with an Extra Large Wallet. When 1000 Rupees have been 
  deposited, you are rewarded with a Large Wallet. When 5000  Rupees have been deposited, you are 
  rewarded with a Goron’s Wallet. When 9000 Rupees have been deposited, you are rewarded with a 
  Thief Wallet. Once the maximum deposit of 49500 is achieved, one is rewarded with a Piece of Heart. 
  If required more money than what can be carried a voucher can be given by the banker (assuming 
  that you have the money in your bank) for the amount of money need for the price of 50 Rupees. 
  Think it as a cheque. 
   
   
  
   
  118 
  Medals 
  Medals stored in The Adventure Pouch, as long as the Medal is kept inside the pouch, it will add its 
  effect. 
  Life Medal 
   
  The Life Medal acts as a Heart Container, but takes up one space in the Adventure Pouch.[1] It can be 
  purchased from Beedle's Air Shop for 800
  .  
  Bug Medal 
   
  The Bug Medal reveals the locations of bugs on the map. It can be purchased from Beedle's Air Shop 
  for 1,000
  . 
  Heart Medal 
   
  The Heart Medal causes hearts to appear more often.[2] This is also the only object that causes hearts 
  to appear and heart flowers to bloom in Hero Mode.[3] 600
   
  Rupee Medal 
   
  The Rupee Medal causes Rupees to appear more frequently.[4]  700
   
  Treasure Medal 
   
  The Treasure Medal increases the frequency of finding treasure.[5]  1000
   
  Potion Medal 
   
  The Potion Medal causes the effects of potions such as the Guardian Potion to last longer and increase 
  drop rate of Magic Jars.[6]  800
   
   
  
   
  119 
  The Cursed Medal increases the frequency of finding Rupees and treasure, but it disables the use of 
  the pouch.[7] This means Link cannot use potions, bottles or any shields. However, items that do not 
  need to be equipped, like Bomb and Medals, will continue functioning. 666
   
   
  Ancient Robot Gear 
  Each piece or pair of gear takes 1 of your 20 slots. Note: this does not include your equipment such as 
  swords and shield or poisons. To build anything in here yourself you need the technology skill. 
  Standard processor will only allow you to use 6 gear items at a time. 
  Processors 
  Processors do not take up a sot do to it being a requirement part 
  Standard Processor  
  Standard processor allows the use of up to 6 gear items at any time 
  Standard processor is the starting processor 
  Dc 15 
  Advanced Processor  
  Advanced processors allows the use of up to 10 gear items at any time 
  Dc 30 
  Grater Processor  
  Greater processor allows the use of up to 15 gear items at any time 
  Dc 45 
  Super Processor  
  Super processor allows the use of up to 20 gear items at any time 
  Dc 60 
  Drives 
  Drives determine how efficient your time shift stones are how long they will last and how easily you 
  can add more equipment and how many things you can have powered at a time 
  Standard Drive  
  You have a max of 7 days with 6 gear items powered power is halved if more than 6 gear items are 
  powered. Should 15 gear items be powered you have 15 minutes before running out of power 
  200 
  Technology Check Dc 25 
  Advanced Drive 
  You have a max of 14 days with 6 gear items powered power is halved if more than 6 gear items are 
  powered. Should 20 gear items be powered you have 15 minutes before running out of power 
  
   
  120 
  800 
  Technology Check Dc 50 
  Grater Drive 
  You have a max of 14 days with 10 gear items powered power is halved if more than 15 gear items are 
  powered. Should 20 gear items be powered you have 30 minutes before running out of power 
  1600 
  Technology Check Dc 75 
  Super Drive 
  You have a max of 14 days with 15 gear items powered power is halved if more than 15 gear items are 
  powered. Should 20 gear items be powered you have 45 minutes before running out of power 
  3200 
  Technology Check Dc 100 
  Locomotion 
  All Ancient Robot begin with a base movement speed determined by system. Ancient Robot can 
  locomotion system. Add 500 x the Ancient Robot's cost factor for second locomotive system, 1,000x 
  to the Ancient Robot’s cost factor for the third cost factor for the fourth, and 5,000 x to the cost 
  factor for the cost factor for the fifth 
  Walking 
  Walking Ancient Robot: Walking Ancient Robot are the most versatile legs and feet that let them 
  travel like bipeds, quadruples creatures. The most common chassis for walking Ancient Robot is the 
  form [two arms. two legs, and a head). They suffer the usual moving through difﬁcult terrain 
   
  350 
  Technology Check Dc 15 
  Extra legs 
  Walking Ancient Robot can be built with three or more (usually four) to grant the Ancient Robot 
  extra stability and carrying the cost of the walking locomotion system. But the cost is 50% higher 
  than that of a bipedal Ancient Robot of the in addition, the Ancient Robot gains a +5 stability bonus 
  on cheeks of knock it prone. 
  150 per leg 
  
   
  121 
  Gyroscopic Stabilizers 
  Using an integrated system of gyroscopes, hydraulics, and high-speed processing, this system gives an 
  Ancient Robots greater stability. The Ancient Robots gains a +5 stability bonus to checks and 
  defenses to resist attempts to knock it prone. 
  This bonus stacks with the bonus provided by extra legs. 
  Technology Check Dc 30 
  Magnetic Feet 
  Electromagnetic grippers enable an Ancient Robot to cling to a metal wall, even when the object is 
  moving at high speed. Only Ancient Robot with walking wheeled or tracked locomotion can have 
  magnetic feet. 
  Technology Check Dc 45 
  Wheeled 
  Wheeled Ancient Robot: Wheeled Ancient Robot use one or more powered move and are generally 
  designed to traverse smooth surfaces. Ancient Robot can’t use the Climb skill, and the penalties of 
  moving terrain are doubled. 
  Technology Check Dc 30 
  Tracked 
  Tracked Ancient Robot: Tracked Ancient Robot is an improvement on the Ancient Robot, having 
  ridged treads that give them more traction. Tracks ignore the penalties of difﬁcult terrain, but they 
  take a -5 penal Climb checks. 
  Technology Check Dc 30 
  Hovering 
  Hovering Ancient Robot: Hovering Ancient Robot use repulse lift technology slowly above the 
  ground (within 3 feet). They ignore the pen difficult terrain. You may hover over water for 1 turn 
   
  Technology Check Dc 15 
  
   
  122 
  Flying 
  Flying Ancient Robot use engines of some kind to travel 
  12 squares. They are not hampered by any type of terrain, 
  but expensive. 500000
    
  Technology Check Dc 75
   
  Climbing Claws 
  Climbing Claws can be added to any Ancient Robot with a walking Climbing claws grant the Ancient 
  Robot a climb speed equal to In addition, an Ancient Robot equipped with climbing claws reroll 
  failed climb checks (keeping the better result] and can take 10 even when rushed or threatened. 
  Climbing claws double walking locomotion system cost. 
  Technology Check Dc 30 
  Jump servos 
  Jump servos can be added to any Ancient Robot with a walking servos grant the Ancient Robot the 
  ability to treat all jumps as running jumps, even jumps without normal running star. In addition, the 
  Ancient Robot may reroll a failed jump checks keeping the better result and take 10 on Jump checks 
  even when rushed or threatened. Jump servos double the cost of a walking Locomotion 
  Technology Check Dc 30 
  Burrower Drive 
  Mining and other fifth-degree Ancient Robots s can use a burrower drive to tear through large chunks 
  of ore embedded in the crust of a planet or in an asteroid. A burrower drive enables an Ancient 
  
   
  123 
  Robots to move at half speed underground. It can so move vertically up or down at a similar rate. A 
  burrower drive can be used as a weapon. The Ancient Robots makes a melee attack. If the attack is 
  successful, the Ancient Robots deals damage equal to the amount it would do if it had used a self- 
  destruct device. However, each successful attack moves the Ancient Robots -1 step on the condition 
  track with a persistent condition, as the drill gears and bits strip down and damage the Ancient 
  Robots. 
  Technology Check Dc 30 
  Underwater Drive 
  An Ancient Robots purchased on water comes with an underwater drive as a standard option. The 
  drive process is simple. The engine draws water in through the front of the drive and expels it quickly 
  out the back. An underwater drive gives the Ancient Robots a swim speed equal to its base land 
  speed. 
  600 
  Technology Check Dc 45 
  Appendages 
  The type of appendages an Ancient Robot has determines how well it is able to touch, hold, lift, 
  carry, push, pull, or place objects. A limb that isn't used for locomotion or balance has one of the 
  following types of appendages: probe, instrument, tool, claw, or hand. Ancient Robot can use their 
  appendages to make unarmed attacks. The damage dealt by an unarmed attack depends on the 
  Ancient Robot‘s size and the type of appendage. Ancient Robot Appendages and Damage lists the 
  base unarmed damage; remember to apply the Ancient Robot's Strength modifier to this base 
  damage. An Ancient Robot can have any number of appendages, but this does not increase the 
  number of actions or attacks the Ancient Robot can make in a round. 
  Hands 
  Adds a hand for 
  150 
  Technology Check Dc 30 
  Tool 
  Tool appendages are somewhat sturdier than instruments. An Ancient Robot must make a DC 15 
  Dexterity check to lift, carry, or drag objects for which its tools were not designed. The GM might 
  rule that particularly delicate objects have a higher DC. If the check fails the Ancient Robot drops 
  the object. 
  Weapons mounted on an Ancient Robot are considered tool appendages unless otherwise noted. A 
  tool mount does not include the cost of the tool or weapon mounted on it. 
  Technology Check Dc 10 
  
   
  124 
  Digging Claw 
  Digging Claws are an intermediate step between 
  tools and hands. They are useful for grabbing 
  onto objects to be moved. But aren't very good 
  for tasks that require fine manipulation. While 
  an Ancient Robot could easily carry a rifle in its 
  claw, it would have difficulty ﬁring it, for 
  example. An Ancient Robot using a claw to 
  perform a task that normally requires a true 
  hand must make a DC 15 Dexterity check to 
  succeed at the task. If the check fails the Ancient Robot drops the object it is attempting to 
  manipulate.  
  Magnetic Hands 
  Magnetic feet are a common accessory. Ancient Robot specializing in extra-vehicular activities are 
  often equipped with them. Magnetic hands function like magnetic feet. When used in concert with 
  magnetic fee t, they provide a +2 bonus to any Climb checks made while maneuvering around a hull 
  in space, as well as a +5 bonus to defenses against any attempt to knock the Ancient Robot off the 
  hull. When magnetic hands are activated, the Ancient Robot cannot make attacks or use anything 
  requiring its hands, including weapons. 
  425 for first set 
  Technology Check Dc 30 
  Projectile Hand 
  A popular modification is a projectile appendage, usually a hand on humanoid Ancient Robot. When 
  the projectile is activated, the hand flies toward the target. It is considered a nonlethal weapon. An 
  Ancient Robot might use a projectile hand in order to stun an aggressor or knock a rifle away rather 
  than risking destruction in a rifle fight. The basic package is a tension-spring device that costs 250 
  cred it’s to install. A projectile hand is considered to be a ranged simple weapon that deals 2d8 
  damage. Additionally, the projectile hand can be used to make a ranged disarm attempt against a 
  target within 6 squares. 
  575 
  Technology Check Dc 50 
  Quick-Release Coupling 
  Some Ancient Robot require frequent changes of tools and equipment to carry out their designated 
  tasks. A too l-sized quick-release mechanism al lows an Ancient Robot to swap a tool in two standard 
  actions: one to detach the tool and one to attach another. Both the appendage and the tool must have 
  quick- re lease couplings. The appendage-sized quick re lease mechanism allows an Ancient Robot to 
  swap an appendage in two full-round actions: one round to detach the appendage and one round to 
  attach another. Both the appendage and the Ancient Robot chassis must have quick-release coupling 
  s. A tool sized quick-release coupling cannot be used with an appendage-sized coupling. Additionally, 
  to swap out its own appendage or tool, an Ancient Robot must have must have another appendage 
  capable of carrying out the task, usually a hand or claw appendage of sufficient size, strength, and 
  agility. An Ancient Robot mechanic must also be capable of handling the weight of the tool or 
  appendage. Swapping appendages with a quick-release coup ling does not require a Craft check. 
  Technology Check Dc 50 
  
   
  125 
  Remote Limb Control 
  A disassembled Ancient Robot is usually not a threat. Most beings overlook a pile of Ancient Robot 
  parts on the floor and keep moving. This package allows an Ancient Robot to voluntarily remove an 
  arm or a hand and operate it as if it were still attached to the Ancient Robot's body. 
  This equipment comes in basic and deluxe versions. The 1500-credit basic package enables one 
  specified limb to operate on its own. The limb has a small repulsor unit inside it, allowing it to move 
  (hover) up to 6 squares, and remains functional at a maximum range of 24 squares. While detached, 
  the limb can perform any action it would normally be able to if attached to the Ancient Robot. The 
  6,000-cred it deluxe package enables multiple limbs to be active at once. An Ancient Robot can 
  control a number of limbs equal to 1 + its Intelligence modifier (minimum 1). 
  Technology Check Dc 60 
  Rocket Arm 
  A rocket arm is essentially a hollowed-out Ancient Robot arm in which the servo control has been 
  replaced by a short-range spell. The arm's fine control is eliminated, but the Ancient Robot can point 
  its arm at a target and fire. The arm detaches and flies at the target, detonating on impact. Rocket 
  arms are unguided projectiles without targeting computers. 
  Costs 2,000 cred its and installation requires a DC 20 Craft check. Failure on the Craft check means 
  the rocket might not detach properly when fired, exploding and dealing its damage to the Ancient 
  Robot and all targets in a 1-square splash radius. The rocket arm is considered to be a ranged heavy 
  weapon that deals 3d8 points of damage upon detonation, with a 1-square splash. 
  Technology Check Dc 75 
  Accessories 
  Armor 
  ARMOR  
  (CHECK 
  PENALTY) 
  Cost 
  ARMOR 
  BONUSTO 
  REF 
  DEFENSE 
  MAX. 
  DEXTERITYBONUS 
  Slots 
  AVAILABILITY 
  Light Armor 
  (-2) 
   
   
   
   
   
  Duravlex shell 
  1,000 x 
  cost factor 
  +4 
  +3 
  10 x cost 
  factor 
  Licensed 
  Laminanium 
  plating 
  3,000 x 
  cost factor 
  +4 
  +3 
  15 x cost 
  factor 
  Military 
   
  Heavy Armor' 
  (-10) 
   
   
   
   
   
  Crystadurium 
  plating 
  50,000 x 
  cost factor 
  +10 
  +2 
  30 x cost 
  factor 
  Military, Rare 
  Laminanium 
  plating 
  20,000 x 
  cost factor 
  +12 
  +2 
  15 x cost 
  factor 
  Military, Rare 
  Vocabulator 
  An item that allows for speech does not take up a slot.  
  Technology Check Dc 10 
  
   
  126 
  Water sealant 
  Allows ____ to go in water without short circuiting 
  Technology Check Dc 10 
  Diagnostic systems 
  Adds +2 appose to a -5 to craft checks on self-repairs and analysis
  300 
  Technology Check Dc 75 
  Lock out 
  Without locked access, anyone could shut you off in a grapple 
  50 
  Technology Check Dc 75 
  Sensors 
  Improved sensors +2 perception checks 
  50 
  Technology Check Dc 25 
  Heat Sensor +5 perception checks when sensing for the living
  525 
  Technology Check Dc 50 
  Dark vision gain dark vision
  150 
  Technology Check Dc 75 
  Sensor Booster: Ancient Robots try to coax a little more range out of their sensor equipment to get 
  that extra amount of information about the area they are scanning. A sensor booster is an Ancient 
  Robot enhancement that extends the range of its sensors to a maximum of 2 kilometers, if the 
  Ancient Robot has a sensor pack in stalled.  
  150 
  Technology Check Dc 75 
  Sensor Countermeasure Package: Ancient Robots operating covertly must avoid drawing attention to 
  themselves. The sensor countermeasure package broadcasts signals that interfere with incoming 
  sensor signals. An Ancient Robot equipped with the sensor countermeasure package can make a 
  stealth check to avoid being detected. If the stealth check equals or exceeds a Perception check made 
  to detect the Ancient Robot through any form of nonvisual sensor equipment, the Ancient Robot 
  remains undetected. +10 to stealth check against other Ancient Robots. 
  150 
  Technology Check Dc 75 
  Weapon Detector 
  Ancient Robots use sophisticated sensor systems, which can easily be adjusted to offer additional 
  security. A weapon-detector package features a high-frequency receiver that can detect weapons. A 
  weapon detector package allows an Ancient Robot to add its Intelligence modifier to Perception 
  checks made to Search for weapons. 
  500 
  
   
  127 
  Technology Check Dc 50 
   Translator unit 
  Translates all languages to and allows you to speak all languages 
  150 
  Technology Check Dc 25 
  Shield generator  
  Reduces damage by half but consumes twice as much power out of your time shift stone when active. 
  700 
  Technology Check Dc 100 
  Hidden Holster 
  This attachment gives an Ancient Robot access to a weapon without having to visibly carry it. In 
  stalled in an Ancient Robot's leg, the holster can hold a weapon on size category smaller than the 
  Ancient Robot. As a free action, the Ancient Robot can activate the holster, which opens up, 
  providing access to the weapon. The hidden holster provides the benefit of the Quick Draw feat with 
  whatever weapon the Ancient Robot is keeping in the holster the Ancient Robot can draw or holster 
  the weapon as a swift action. To gain this benefit, the Ancient Robot must have the feats + 1 base 
  attack bonus prerequisite. 
  150 
  Technology Check Dc 25 
  Holographic Image Disguiser 
  The holographic image disguiser hides an Ancient Robot's true appearance. A central processor 
  installed in the Ancient Robot's chassis coordinates several small, full-color, high-resolution holo 
  projectors installed at various points on the Ancient Robot's body. The disguise r's processor 
  synchronizes the holographic image with the Ancient Robot’s movements and its vocabulator, 
  making the disguise particularly lifelike. The basic model is essentially a standard holo shroud, 
  granting the Ancient Robot a + 10 equipment bonus to Deception checks using Deceptive 
  Appearance. An advanced model, for double the price, includes sensor nodes that track a number of 
  other factors, such as ambient temperature and weather conditions, making the image react to those 
  variables. The advanced model allows the Ancient Robot to disguise its appearance as a full-round 
  action at no penalty. 
  900 
  Technology Check Dc 35 
  Internal Hookshot 
  When an Ancient Robot needs to reach an inaccessible area, an internal a spring-loaded chain with a 
  hook on the end. This can be used to transport to special surfaces or pads, such as Treasure Chests, by 
  pulling him towards them. It can also be used to pull items towards Link. The Hookshot can also be 
  used as a weapon, which usually does a minimal amount of damage or stuns the enemy. Firing the 
  Hookshot is a standard action. 10 squares 
  850 
  Technology Check Dc 50 
  
   
  128 
  Multispectral Searchlight 
  This handheld or installed accessory is a powerful spotlight that shines visible, infrared, or ultraviolet 
  light. It has a 6-km range and is powered by the Ancient Robot's own internal power supply. Ancient 
  Robots able to see the projected light and gain a +2 equipment bonus to Perception checks to Search 
  and Notice Targets and to other situations in which the Game master judges that the light provides 
  an advantage. 
  This bonus stacks with bonuses granted by helmet packages and improved sensor packages. 
  The light can also be used to blind targets in a 6-square cone. All targets within the cone receive a -10 
  penalty to Stealth checks. As a standard action, the Ancient Robot makes a ranged attack against 
  each target's Fortitude Defense. 
  If the attack is successful, the target receives a -5 penalty to attack rolls, Perception checks, Drive 
  checks, and other skill checks until the end of the Ancient Robot's next turn. If the attack does not 
  exceed a target's Fortitude Defense, the target receives a -2 penalty instead. This accessory can be 
  used only by 
  Ancient Robots of Tiny size or larger. 
  450 
  Technology Check Dc 50 
  Remote Viewer 
  The remote viewer is a small, se lf-contained visual and audio sensor. Functioning as one of an 
  Ancient Robot's regular audio and visual sensors, the remote viewer can be externally mounted, 
  concealed, or made to look like one of the Ancient Robot’s regular sensors. However, the Ancient 
  Robot can detach the unit and send it to inspect an area remotely. The viewer can travel up to 12 
  squares away from the Ancient Robot, has a speed of 4, a Reflex Defense 18, a Fortitude Defense 12, 
  and it runs for 30 minutes before needing to be recharged for 1 hour. 
  250 
  Technology Check Dc 75 
   
  Instruments and Music 
  Instruments 
  The Ocarina of Time 
  The Ocarina of Time is a recurring item in the Legend of Zelda series. The 
  Ocarina of Time is a unique ocarina secretly handed down for generations 
  by Hyrule's Royal Family. The Ocarina of Time, the Spiritual Stones and 
  the "Song of Time", are the three keys needed to enter the Sacred Realm 
  where the Triforce is found.  Can be made with a time shift stone 
  Fairy Ocarina 
  The Fairy Ocarina is an item from The Legend of Zelda: Ocarina of Time. Link 
  receives this brown ocarina as a memento from Saria when he leaves Kokiri 
  Forest to embark on the quest for the Spiritual Stones. Link learns most of the 
  non-teleportation songs in the game while in possession of the Fairy Ocarina, 
  including "Zelda's Lullaby" and "S aria's Song". The Fairy Ocarina sounds identical 
  to the 
  
   
  129 
  Ocarina of Time, which is obtained later in the game. Upon obtaining the Ocarina of Time, it takes 
  the place of the Fairy Ocarina on the Item Subscreen; what happens to the Fairy Ocarina is 
  unknown. 
  The Drums of Sleep 
  The Drums of Sleep are instruments from The Legend of Zelda: Majora's 
  Mask. They serve as the Ocarina of Time-manifested instrument for Goron 
  Link. The Drums consist of five bongo-like drums all connected and slung 
  around Link's body. The only difference between the drums and other 
  instruments in the game is that if used to play "Goron's Lullaby" in front of 
  Biggoron outside Snowhead Temple, it will allow Link to progress forward 
  into the temple by putting Biggoron into a deep sleep. 
  Guitar of Waves 
  The Guitar of Waves is an instrument from The Legend of Zelda: Majora's 
  Mask. It is played by Mikau, guitarist of The Indigo-Go's, and another serves 
  as the instrument for Zora Link. The Guitar of Waves is what appears to be a 
  skeleton of a large fish equipped with guitar strings, giving it the sound of a 
  guitar. It functions similarly to other instruments in the game. As a tie-in with 
  the game, the Jackson Guitar Company created ten "Zoraxe" guitars based on 
  the Guitar of Waves. 
  Pipes of Awakening 
  The Pipes of Awakening, also known as the Deku Pipes, are instruments from The Legend of Zelda: 
  Majora's Mask. They serve as the instrument for Deku Link. The Pipes are used at various times 
  throughout the game for purposes such as unlocking secrets and playing mini-games. 
  The Pipes of Awakening consist of five horns, and due to their loud sound, it 
  is assumed they require powerful lungs and correct embouchure to play with 
  proper tone. It is assumed that the pipes are actually a natural part of the 
  bodies of Deku Scrubs that can be summoned forth at will. The only other 
  known player of the Pipes is the Deku Princess, though it is briefly mentioned 
  that she had only recently learned to play them. 
  Harp of Ages 
  The Harp of Ages is an item from The Legend of Zelda: Oracle of Ages. This magical 
  harp, an heirloom of the line of the Oracle of Ages, grants the one who plays it the 
  power to control time, albeit in a rather limited way. Link can obtain it in Nayru's 
  house and learns to play a total of three tunes over the course of the game. While 
  time travel is not possible in dungeons, Link can still use the harp to defeat Pols 
  Voice by simply playing one of the available tunes.  
  Spirit Flute 
  The Spirit Flute, also known as the Spirit Pipes, is an item from The Legend of 
  Zelda: Spirit Tracks. A mysterious magical instrument, this item has the power to 
  unlock new areas of the land of New Hyrule when played. The Spirit Flute can be 
  played by blowing into the microphone to produce a tune and the stylus to choose 
  a different tune. The Spirit Flute once belonged to Anjean, and was given to one of 
  Princess Zelda's ancestors who founded New Hyrule, Tetra. 
  
   
  130 
  Wind Waker 
  The Wind Waker is an item from The Legend of Zelda: The Wind Waker. It is a 
  conductor's baton that Link uses to invoke several powers of nature by conducting 
  disembodied voices. Fado tells Link that it was once used by the King of Hyrule 
  to conduct the sages. Link is given the Wind Waker by the King of Red Lions 
  when he first arrives on Dragon Roost Island. With it, Link can learn a total of six 
  songs, and he can conduct in three different time signatures: 4/4, 3/4 or 6/4. 
  This is not an Instrument but can be used to aid others with Instruments so long as you know the 
  song they are playing. 
  Goddess's Harp 
  The Goddess's Harp is an item from The Legend of Zelda: Skyward Sword. 
  The harp's primary purpose is the playing several songs vital to Link's 
  progress in his quest. It may also be used to cause Gossip Stones or Goddess 
  Walls to appear in certain areas with multiple Blessed Butterflies flying 
  around them.  
   
  A similar version of all Instruments can be bought for 250
   
   
   
  
   
  131 
  Songs you can learn 
   
  Song 
  Power(s) 
  Difficulty (DC check)  
  Just 
  learning 
  it 
  First 10 
  times 
  playing it 
  11-30 
  times 
  playing it 
  31-60 
  times 
  playing it 
  61or more 
  times 
  playing it 
  Song of Healing 
  Heals broken souls and turns them 
  into masks: 
  Completely heals you once per 
  dungeon 
  20 
  25 
  15 
  10 
  5 
  Song of Time 
  Opens the Door of Time with the 
  Spiritual Stones 
  Removes and brings back blocks that 
  have the Symbol of Time design 
  Special circumstances  
  Takes you back 3 days 
  20 
  30 
  20 
  15 
  10 
  Epona's Song 
  If you have an empty bottle, “Epona’s 
  Song” can be played around cows to 
  earn milk. It will also summon your 
  mount if you have one 
  20 
  25 
  15 
  10 
  5 
  Saria's Song 
  Contacts sprits 
  Pols Voice can be killed by playing 
  Saria's Song 
  20 
  25 
  15 
  10 
  5 
  Sun's Song 
  ReDead and Gibdo are paralyzed 
  20 
  25 
  15 
  10 
  5 
  Song of Storms 
  Summons rain 
  Removes a jinx 
  20 
  30 
  20 
  15 
  10 
  Goron Lullaby 
  Puts Gorons to sleep 
  20 
  25 
  15 
  10 
  5 
  Song of Soaring 
  Warps you to any Owl Statue that is 
  known 
  20 
  20 
  10 
  5 
  5 
  Zelda's Lullaby 
  Gains access to the Sacred Grove, If 
  played while close to a Gossip Stone, it 
  summons forth a Fairy. Proof royal 
  connection. 
  25 
  30 
  25 
  20 
  15 
  Sonata of 
  Awakening 
  When played this song has the power 
  to awaken certain objects and 
  characters who are asleep 
  20 
  25 
  20 
  15 
  10 
   
  Skills 
   
  Acrobatics 
  You can perform an acrobatic stunt, keep your balance while walking on narrow or unstable surfaces, 
  slip free of a grab or restraints, or take less damage from a fall 
  
   
  132 
  Make an Acrobatics check to swing from a chandelier, somersault over an opponent, slide down a 
  staircase on your shield, or attempt any other acrobatic stunt that you can imagine and that your 
  DM agrees to let you try. The DM sets the DC based on the complexity of the stunt and the danger of 
  the situation. If the stunt fails, you fall prone in the square where you began the stunt (the DM might 
  change where you land, depending on the specific stunt and situation). Your DM always has the right 
  to say that a stunt won’t work in a particular situation or to set a high DC. 
  Make an Acrobatics check to move across a surface less than 1 foot wide (such as a ledge or a 
  tightrope) or across an unstable surface (such as a wind-tossed rope bridge or a rocking log). 
   
  Balance: Part of a move action. 
   
  DC: See the table. 
   
  Success: You can move one-half your speed across a narrow or unstable surface. 
   
  Fail by 4 or Less: You stay in the square you started in and lose the rest of your move 
  action, but you don’t fall. You can try again as part of a move action. 
   
  Fail by 5 or More: You fall off the surface (see Falling) and lose the rest of your move 
  action. If you are trying to move across an unstable surface that isn’t narrow, you 
  instead fall prone in the square you started in. You can try again as part of a move 
  action if you’re still on the surface. 
   
  Grant Combat Advantage: While you are balancing, enemies have combat advantage 
  against you. 
   
  Taking Damage: If you take damage, you must make a new Acrobatics check to 
  remain standing. 
   
  Surface 
  Acrobatics DC 
  Narrow or unstable 
  20 
  Very narrow (less than 6 inches) 
  +5 
  Narrow and unstable 
  +5 
  Make an Acrobatics check to slip free of restraints. 
   
  Escape from Restraints: 5 minutes. 
   
  DC: Base DC 20. The DC is determined by the type of restraint and its quality, as set 
  by the DM. 
   
  Fast Escape: You can make an escape attempt as a standard action, but the DC 
  increases by 10. 
   
  Success: You slip free of a physical restraint. 
   
  Failure: You can try again only if someone else aids you. 
  If you fall or jump down from a height, you can make an Acrobatics check to reduce the amount of 
  falling damage you take. 
   
  Reduce Falling Damage: Free action if you fall or a move action if you jump down. 
  Damage Reduced: Make an Acrobatics check, and reduce the amount of falling damage you take by 
  one-half your check result (round down). 
  
   
  133 
  Deception 
  You can make the untrue seem true 
  Climb 
  With a successful Climb check, you can advance up, down, or across a slope, a wall, or some other 
  steep incline (or even a ceiling with handholds) at one-quarter your normal speed. A slope is 
  considered to be any incline at an angle measuring less than 60 degrees; a wall is any incline at an 
  angle measuring 60 degrees or more. 
  A Climb check that fails by 4 or less means that you make no progress, and one that fails by 5 or more 
  means that you fall from whatever height you have already attained. 
  Climb DC Example Surface or Activity 
  0 
  A slope too steep to walk up, or a knotted rope with a wall to brace against. 
  5 
  A rope with a wall to brace against, or a knotted rope 
  10 
  A surface with ledges to hold on to and stand on, such as a very rough wall or a ship’s 
  rigging. 
  15 
  Any surface with adequate handholds and footholds (natural or artificial), such as a 
  very rough natural rock surface or a tree, or an unknotted rope, or pulling yourself up 
  when dangling by your hands. 
  20 
  An uneven surface with some narrow handholds and footholds, such as a typical wall in 
  a dungeon or ruins. 
  25 
  A rough surface, such as a natural rock wall or a brick wall. 
  25 
  An overhang or ceiling with handholds but no footholds. 
  — 
  A perfectly smooth, flat, vertical surface cannot be climbed. 
   
  Crafting 
  Crafting give you the chance to make new and better weapons or even armor. Things that do not 
  already exist fall under a stage 2 version called technology.  To make a new item you need its blue 
  prints that can be bought of venders. The blue prints will tell you what you need in the way of 
  Treasures and how to craft it. The inventor and only the inventor can perform reverse engineering to 
  gain a blue print. Tools are required to make things on the fly. To make a weapon or metal object you 
  must use a forge. 
  Technology  
  Things like the hookshot and mirror shield fall under the technology category to start in this 
  skill you must have at least 15 in crafting. How technology work is a new item consist of olds item 
  such as a boom and Gust Bellows to make something like a gun however it would still require some 
  small treasure such as Eldin Ore and Evil Crystal.  It is up to the GM to dice. 
  Enchanting  
   
  Items can be enchanted to use special abilities and do more damage or even be infused with 
  an element. Requires technology as a Prerequisite. 
   Enchantments and magic work as follows: 
  
   
  134 
   is strong against 
                                               
   is strong against 
    
   is strong against
    
   
  is strong against 
    
   
   is strong against
   
   is strong against
   
  is strong against
   
  is strong against 
                                     is strong against 
       
   
  All enchantments can be learned by destroying the original item that had the enchantment. Note all 
  effects (excluding damage) are considered enchantments. Only two effect enchantments and one 
  element enchantment can be placed on an item. Adding two of the same effect does not stack. For 
  example if you were to destroy Double Helix Sword you would learn how to add this effect: The new 
  item is able to fire magical light blue-colored blasts shaped like buzzsaws, similar to Sword Beams, 
  when used while Z-targeting is in effect; however, each such attack drains one point of magic from the 
  Magic Meter also allows the use of the sword even if jinxed by a Blue Bubble. 
  This is just one of the meany enchantments. 
  Treasures 
  Image 
  Treasure 
  Price 
  Image 
  Treasure 
  Price 
  Image 
  Treasure 
  Price 
  Image 
  Treasure 
  Price 
  
   
  135 
   
  Master 
  Ore 
  100,000 
  Rupees 
   
  Timeshift 
  Stone 
  3,000 
  Rupees 
   
  Ancient 
  Flower 
  2,500 
  Rupees 
   
  Regal 
  Ring 
  2,500 
  Rupees 
   
  Alchemy 
  Stone 
  2,500 
  Rupees 
   
  Dusk 
  Relic 
  2,500 
  Rupees 
   
  Goddess 
  Plume 
  2,500 
  Rupees 
   
  Mystic 
  Jade 
  500 
  Rupees 
   
  Goron 
  Amber 
  500 
  Rupees 
   
  Palace 
  Dish 
  500 
  Rupees 
   
  Monster Horn 
  500 
  Rupees 
   
  Ancient 
  Gold 
  Piece 
  500 
  Rupees 
   
  Blue Bird 
  Feather 
  500 
  Rupees 
   
  Evil 
  Crystal 
  500 
  Rupees 
   
  Golden Skull 
  500 
  Rupees 
   
  Jelly 
  Blob 
  150 
  Rupees 
   
  Pirate 
  Necklace 
  150 
  Rupees 
   
  Ruto 
  Crown 
  150 
  Rupees 
   
  Monster Claw 
  150 
  Rupees 
   
  Dark 
  Pearl 
  Loop 
  150 
  Rupees 
   
  Pearl 
  Necklace 
  150 
  Rupees 
   
  Dragon 
  Scale 
  150 
  Rupees 
   
  Lizard Tail 
  150 
  Rupees 
   
  Eldin 
  Ore 
  150 
  Rupees 
   
  Knight's 
  Crest 
  150 
  Rupees 
   
  Skull 
  Necklace 
  50 
  Rupees 
   
  Demon Fossil 
  50 
  Rupees 
   
  Bird 
  Feather 
  50 
  Rupees 
   
  Star 
  Fragment 
  50 
  Rupees 
   
  Stalfos 
  Skull 
  50 
  Rupees 
   
  Ornamental 
  Skull 
  50 
  Rupees 
   
  Hornet 
  Larvae 
  50 
  Rupees 
   
  Bee 
  Larvae 
  50 
  Rupees 
   
  Wood 
  Heart 
  50 
  Rupees 
   
  Tumbleweed 
  50 
  Rupees 
   
  Amber 
  Relic 
  25 
  Rupees 
   
  Joy 
  Pendant 
  5 
  Rupees 
   
  Golden 
  Feather 
  5 
  Rupees 
   
  Boko Baba 
  Seed 
  5 
  Rupees 
   
   
   
  Red, 
  Green, 
  and Blue 
  Chu Jelly 
  1 
  Rupee 
   
  Flying 
  Characters and items that fly fall under these rules. 
  When flying your Stamina Gauge
   depletes for staying in the air at the same height or flying 
  up at 45° or less you lose one full bar. Gilding (moving 6 forward and 3 down) you will lose ½ of a bar 
  form your Stamina Gauge. Flying up above 45° will cost 2 bars from your Stamina Gauge. Diving 
  costs nothing. When out of Stamina Gauge you can roll an endurance check to stay in the air starting 
  with d15 check for the first time and adding 5 to the check each turn till on the ground.  
  About Turn: On a DC 10 acrobatics skill check, you can change direction quickly as a swift action, 
  turning up to 180 degrees. The change of direction consumes 2 squares of flying movement. 
  
   
  136 
  If there is a gust of wind up
   it costs nothing to fly up in side of it roll 1d6 to determine the 
  distance up. 
  Gather Information 
  Charisma 
  Use this skill for making contacts in an area, finding out local gossip, rumor mongering, and collecting 
  general information. 
  Check: An evening’s time, a few rupees for buying drinks and making friends, and a DC 10 Gather 
  Information skill check get you a general idea of a city’s major news items, assuming there are no 
  obvious reasons why the information would be withheld. (Such reasons might include racial enmity – 
  if you are a moblin in a kokiri settlement, for example – or your inability to speak the local language.) 
  The higher your check result, the better the information. 
  If you want to find out about a specific rumor (“Which way to the ruined Temple of Seasons?”) or a 
  specific item (“What can you tell me about that pretty sword the captain of the guard walks around 
  with?”, or obtain a map, or do something else along those lines, the DC for the check is 15 to 25, or 
  even higher. 
  Disposition and Gather Information: You get a circumstance bonus on your Gather Information skill 
  checks depending upon their disposition towards you: Helpful +8; Friendly +4; Neutral +0; 
  Unfriendly -4; Hostile -8. 
  Bribery: You can bribe certain characters to get them to help you. NPCs that can be bribed have an 
  offer, which determines the base of what they are expecting to gain from their information, which can 
  be determined with a successful Sense Motive skill check. This is usually a monetary value, but may 
  also be a service or other offer instead. If you give this offer, you gain a +2 circumstance bonus to 
  your Gather Information skill check. 
  You get an additional +2 circumstance bonus to your skill check for every multiple of their offer you 
  give. If you offer less than their initial offer you don't get a bonus. If the NPC is honest, they are not 
  open to bribery, and any bribe will result in a -4 circumstance penalty for the check, rather than the 
  normal circumstance modifiers for bribery. If the NPC is corrupt, then they are expecting to be 
  bribed, and failing to offer a bribe results in a -8 circumstance penalty to the check, and offering less 
  than half of their initial offer results in a -4 circumstance penalty to the check. 
  Jump 
  Strength; Armor Check Penalty 
  Use this skill to leap over pits, vault low fences, or reach a tree’s lowest branches. 
  Check: The DC and the distance you can cover vary according to the type of jump you are 
  attempting. 
  
   
  137 
  Your Jump check is modified by your speed. If your speed is 6 squares (the speed of an unarmored 
  hylian), then no modifier based on speed applies to the check. If your speed is less than 6 squares, you 
  take a penalty of -6 for every 2 squares of speed less than 6 squares. If your speed is greater than 6 
  squares, you gain a +4 bonus for every 2 squares beyond 6 squares. For instance, if you have a speed 
  of 4 squares, you take a -6 penalty on your Jump checks. If, on the other hand, you have a speed of 
  10 squares, you gain a +8 bonus. 
  All Jump DCs given here assume you have a running start, which requires that you move at least 4 
  squares in a straight line before attempting the jump. If you do not get a running start, the DC for 
  the jump is doubled. 
  Distance moved by jumping is counted against your normal maximum movement in a round. For 
  example, Link has a speed of 8 squares. If he moves 6 squares, then jumps across a 2 square-wide 
  chasm, he’s then moved 8 squares total, so that’s his move action. 
  If you have ranks in Jump and you succeed on a Jump check, you land on your feet (when 
  appropriate). If you attempt a Jump check untrained, you land prone unless you beat the DC by 5 or 
  more. 
  Long Jump: A long jump is a horizontal jump, made across a gap like a chasm or stream. At the 
  midpoint of the jump, you attain a vertical height equal to one-quarter of the horizontal distance. 
  The DC for the jump is equal to the distance jumped (in squares) multiplied by 5. For example, a 2 
  square-wide pit requires a DC 10 Jump skill check to cross. 
  If your check succeeds, you land on your feet at the far end. If you fail the check by less than 5, you 
  don’t clear the distance, but you can make a DC 15 Reflex save to grab the far edge of the gap. You 
  end your movement grasping the far edge. If that leaves you dangling over a chasm or gap, getting up 
  requires a move action and a DC 15 Climb check. 
  High Jump: A high jump is a vertical leap made to reach a ledge high above or to grasp something 
  overhead, such as a tree limb. The DC is equal to 20 times the distance (in squares) to be cleared. For 
  example, the DC for a high jump to land atop a 1 square ledge is 20 (1 x 20). 
  If you jumped up to grab something, a successful check indicates that you reached the desired height. 
  If you wish to pull yourself up, you can do so with a move action and a DC 15 Climb check. If you fail 
  the Jump check, you do not reach the height, and you land on your feet in the same spot from which 
  you jumped. As with a long jump, the DC is doubled if you do not get a running start of at least 4 
  squares. 
  Obviously, the difficulty of reaching a given height varies according to the size of the character or 
  creature. The maximum vertical reach (height the creature can reach without jumping) for an 
  average creature of a given size is 2 squares. A race which has the Tall (Ex) racial trait has a 
  maximum vertical reach of 3 squares instead. Quadruped creatures (such as horses) don’t have the 
  same vertical height as a bipedal creature; treat them as having a vertical reach of 1 square. 
  Hop Up: You can jump up onto an object up to half a square high, such as a table or small boulder, 
  with a DC 10 Jump check. Doing so counts as 2 squares of movement, so if your speed is 6 squares, 
  you could move 4 squares, then hop up onto a counter. You do not need to get a running start to hop 
  up, so the DC is not doubled if you do not get a running start. 
  
   
  138 
  Jumping Down: If you intentionally jump from a height, you take less damage than you would if you 
  just fell. The DC to jump down from a height is 15. You do not need to get a running start to jump 
  down, so the DC is not doubled if you if not get a running start. 
  If you succeed on the check, you take falling damage as if you had dropped 2 fewer squares than you 
  actually did. Thus, if you jump down from a height of just 2 squares, you take no damage. If you 
  jump down from a height of 4 squares, you take damage as if you had fallen 2 squares. 
  Action: None. A Jump check is included in your movement, so it is part of a move action. If you run 
  out of movement mid-jump, your next action (either on this turn or, if necessary, on your next turn) 
  must be a move action to complete the jump. 
  Special: Effects that increase your movement also increase your jumping distance, since your check is 
  modified by your speed. 
  Perks: You gain the following perks with this skill: 
      At Jump 5 ranks, you may add your Dexterity modifier for Jump skill checks instead of your 
  Strength modifier. 
      At Jump 10 ranks, you need only move 1 square in a straight line to make a running jump. 
      At Jump 15 ranks, you can make all long jumps as if you had a running start. 
  Magic 
  Magic will use your charisma modifier. All magic spell require a magic spell check to cast. Level 1 
  spells is dc15. Each spell level up from level 1 adds an extra skill check dc5 to the base dc15. Attack 
  spells are a magic vs. ref after a successful cast. there for a level 3 sage descendant with a magic level 
  15 casting a level 3 spell would be dc25 vs. d20 roll + 15. 
   Enchantments and 
  magic work as follows: 
  WATER IS STRONG AGAINST FIRE 
  FIRE IS STRONG AGAINST WOOD 
  WOOD IS STRONG AGAINST WIND 
  WIND IS STRONG AGAINST SPIRIT 
  SPIRIT IS STRONG AGAINST ICE 
  ICE IS STRONG AGAINST EARTH 
  EARTH IS STRONG AGAINST PLASMA 
  PLASMA IS STRONG AGAINST LIGHT 
  
   
  139 
  LIGHT IS STRONG AGAINST SHADOW  
  SHADOW IS STRONG AGAINST WATER 
  Magic that is strong against another does double damage and magic that is weak does half. All races 
  have natural elements that will determine what there week to and strong against 
  Survival 
  Use this skill to start fires, hunt wild game, guide a party safely through frozen wastelands, and 
  identify signs that dodongos live nearby, predict the weather, or avoid quicksand and other natural 
  hazards. You can follow the trails of creatures and characters across most types of terrain. 
  Stealth 
  Use this skill to slink pas a sentry without being heard, catch your enemy off guard snipe form a 
  concealed location or perform sleight of hand 
  Sneak: your stealth check sets the dc for perception checks made to notice you. If an 
  opponent perception check equals or exceeds you’re your stealth check your opponent notices you. 
  Any circumstance that hamper your ability to sneak imposes a -2 penalty on your check while a 
  favorable circumstances grant a + 2 bonus. For example sneaking across a surface littered with debris 
  imposes a -2 penalty on stealth check while a roof filled with abundant hiding places grants a +2 
  bonus on your check 
  If you move more than your speed in any give round you take a -5 penalty on your stealth check. If 
  you move more than twice your speed in any given round you take a – 10 on your stealth check 
  Conceal item: as a standard action you can attempt to conceal an item on your person the 
  concealed object must be at least on size smaller than you and you get a modifier on your skill check 
  based on the objects relevant size: one size smaller -5 two 0 three +5 
  Other charters may notice a concealed object with a successful perception check but only if you do 
  not have total concealment. A character gains +10 circumstance bonus on his perception check if he 
  physically touches you to search you for concealed items, this requires a full round action that can 
  only be performed if you’re a willing pinned or helpless target 
  Create a diversion to hide: you can use the deception sill to help you be stealthy. A successful 
  deception gives you the momentary diversion you need to attempt a stealth check even though 
  people are aware of you. While the other turn their action form you, you can make a stealth check if 
  you can reach a hiding place of some kind as a move action 
   
  Pick pocket: with a successful stealth check, you can pilfer a small hand sized object form a 
  target within reach. You stealth check is opposed hand by the targets perception check and the target 
  gains a +5 bonus. You fail by 4 or less you are unable to take the item but the target does not notice 
  the effort if you fail by 5 or more you are unable to take the item and the target catches you in the act 
   
  Sleight of hand: you can palm hand sized objects perform minor feats of legerdemain or 
  attempt to perform a minor action without being noticed (such as flipping a switch pulling out a 
  small item or drawing a weapon under the cover of a table) all such effort are opposed by observers’ 
  perception check any observer that beats you’re your stealth check notices the action you attempted 
  and know how you did it. 
   
  Snipe: after making a ranged attack form hiding you can try to hide again. You must be at 
  least 2 squares for the target and you must already have successfully used stealth to hide form the 
  
   
  140 
  target. Make a new stealth check (as normal but with a -10 penalty) as a move action. If you succeed 
  you remain hidden otherwise your location reveled. 
  Swim 
  Strength; Armor Check Penalty 
  Using this skill, a land-based creature can swim, dive, navigate underwater obstacles, and so on. 
  Check: Make a Swim skill check once per round while you are in the water. Success means you may 
  swim up to one-half your speed (as a full-round action) or one-quarter speed (as a move action). If you 
  fail by 4 or less, you make no progress through the water. If you fail by 5 or more, you go underwater. 
  If you are underwater, either because of a failed Swim skill check or because you are swimming 
  underwater intentionally, you must hold your breath. You can hold your breath for a number of 
  rounds equal to your Constitution score + this
  , but only if you do nothing other than take 
  move actions or free actions. If you take a standard action or a full-round action (such as making an 
  attack), the remainder of the duration for which you can hold your breath is reduced by 1 round. 
  (Effectively, a character in combat can hold his breath only half as long as normal.) After that period 
  of time, you must make a DC 10 Constitution check every round to continue holding your breath. 
  Each round, the DC for that check increases by 1. If you fail the Constitution check, you begin to 
  drown. 
  The DC for the Swim skill check depends on the water, as given on the table. 
  Each hour that you swim, you must make a DC 20 Swim skill check or take 1d6 points of non-lethal 
  damage from fatigue. 
  The following tasks require checks: 
  Avoid Drowning: You can react instantly to try to avoid drowning when you take damage while in 
  the water. This usage does not take an action. 
  Turn: Swimming characters must make a DC 5 Swim skill check in order to turn. If successful, they 
  can turn 45 degrees after 1 square of forward movement. If they fail, they can turn 45 degrees after 2 
  squares of forward movement. If the beat the DC by 5 or more, they may turn in place, although this 
  costs 1 square of movement. If they beat the DC by 10 or more, they can turn up to 90 degrees in a 
  single turn. If they beat the DC by 15 or more, they can turn greater than 90 degrees, and can turn in 
  place without losing movement. You cannot attempt to turn unless you have 2 squares of movement 
  remaining. 
  About Turn: On a DC 10 Swim skill check, you can change direction quickly as a swift action, turning 
  up to 180 degrees. A creature cannot surface during a round when it executes a wingover, but it can 
  dive. The change of direction consumes 2 squares of swimming movement. 
  Surface: A character swimming underwater must make a DC 10 Swim skill check in order to surface 
  at any angle greater than 45 degrees (2 squares of forward movement for every 2 squares of height) at 
  half speed. If they beat the DC by 5 or more, they can surface at an angle of up to 60 degrees (1 
  
   
  141 
  square of forward movement for every 2 squares of height). If they beat the DC by 10 or more, they 
  may surface at any angle. If they beat the DC by 15 or more, they can surface at full speed. 
  Dive: A swimming character must make a DC 10 Swim skill check in order to dive at any angle 
  greater than 45 degrees (2 squares of forward movement for every 2 squares of height) at double 
  speed. Unless they beat the DC by 5 or more, they must make 1 square of forward movement before 
  attempting to surface again. If they fail by 4 or less, they must make 2 squares of forward movement 
  before attempting to surface again. If they fail by 5 or more, they must make 4 squares of forward 
  movement before attempting to surface again. 
  Swim Backwards: Swimming characters may make a DC 15 Swim skill check to attempt to swim 
  backwards without turning around. Unless the character beats the DC by 5 or more, it costs 1 square 
  of movement to start swimming backwards. 
  Action: A successful Swim skill check allows you to swim one-quarter of your speed as a move action 
  or one-half your speed as a full-round action. 
  TREAT INJURY 
  Wisdom; Tools Optional 
  Use this skill to keep a badly wounded friend from dying, to help others recover faster from wounds, 
  to keep your friend from succumbing to a poison sting, or to treat disease. 
  Check: The DC and effect depends on the task you attempt. 
  Treat injury: You usually use treat injury to save a dying character. If a character has negative hit 
  points and is losing hit points (at the rate of 1 per round, 1 per hour, or 1 per day), you can make him 
  or her stable. A stable character regains no hit points but stops losing them. 
  Long-Term Care: Providing long-term care means treating a wounded person for 8 hours or more. If 
  your Treat Injury check is successful, the patient recovers ability score points (lost to ability damage) 
  at twice the normal rate: 2 ability score points for a full 8 hours of rest in a day, or 4 ability score 
  points for a full 8 hours of bed rest. You can send as many as six patients at a time. You need a few 
  items and supplies (bandages, salves, and so on) that are easy to find in settled lands. 
  Giving long-term care counts as light activity for the healer. You cannot give long-term care to 
  yourself. 
  Recover Hit Points: By spending 2 MP, you or another character you touch regain 1d4+1 hit points 
  on a successful skill check. This action provokes an attack of opportunity. 
  Recover Ability Damage: By spending 5 forest or latent MP, you or another character you touch 
  removes 1 point of ability damage (but not ability drain or ability burn) of their choice on a successful 
  skill check. This action provokes an attack of opportunity. 
  Treat Wound from Caltrop, Spike Growth, or Spike Stones: A creature wounded by stepping on a 
  caltrop moves at one-half normal speed. A successful Treat Injury skill check removes this movement 
  penalty. 
  A creature wounded by a spike growth or spike stones spell must succeed on a Reflex save or take 
  injuries that reduce his speed by one-third. Another character can remove this penalty by taking 10 
  
   
  142 
  minutes to dress the victim’s injuries and succeeding on a Treat Injury skill check against the spell’s 
  save DC. 
  Treat Poison: To treat poison means to tend to a single character who has been poisoned and who is 
  going to take more damage from the poison (or suffer some other effect). Every time the poisoned 
  character makes a saving throw against the poison, you make a Treat Injury skill check. The 
  poisoned character uses your check result or his saving throw, whichever is higher. 
  Treat Disease: To treat disease means to tend to a single diseased character. Every time he makes a 
  saving throw against disease effects, you make a Treat Injury skill check. The diseased character uses 
  your check result or his saving throw, whichever is higher. 
  Restore Level: To restore a level means to tend to a single character who has suffered from energy 
  drain. Whenever the character makes a Fortitude save to resist level loss, you make a Treat Injury 
  skill check. The afflicted character uses your check result or his saving throw, whichever is higher. 
  Action: Providing treat injury, recovering hit points, recovering ability damage, treating a wound, or 
  treating poison is a standard action. Treating a disease or tending a creature wounded by spike 
  growth or spike stones takes 10 minutes of work. Providing long-term care requires 8 hours of light 
  activity. 
  Tools: A healer's kit is the perfect tool for healing and provides a +2 circumstance bonus on Treat 
  Injury skill checks. 
  Try Again: Varies. Generally speaking, you can’t try a Treat Injury check again without proof of the 
  original check’s failure. For instance, until a poisoned character makes a saving throw against the 
  poisoned wound you’ve treated, you can’t know whether your Treat Injury check was successful or 
  not, so you can’t retry the check. You can always retry a check to provide treat injury, assuming the 
  target of the previous attempt is still alive. You may always try again when attempting to recover hit 
  points or recover ability damage, but you still lose the spent MP for the unsuccessful attempt. 
  Perks: You gain the following perks with this skill: 
      At Treat Injury 5 ranks, you can administer treat injury to stabilize the dying as a move-
  equivalent action, instead of a standard action. 
      At Treat Injury 10 ranks, whenever you successfully use the Treat Injury skill on yourself or 
  another character, you also heal an additional 1d4+1 hit points to the targeted character. 
      At Treat Injury 15 ranks, you gain a +4 bonus on all rolls made to confirm critical hits. 
  Ride 
  Dexterity; Tools Required 
  You can ride a mount, be it a horse, riding dog, boar, leopard, or some other kind of creature suited 
  for riding. 
  Check: Typical riding actions don’t require checks. You can saddle, mount, and dismount from a 
  mount without a problem. The following tasks do require checks. 
  
   
  143 
  Guide with Knees: You can react instantly to guide your mount with your knees so that you can use 
  both hands in combat. Make your Ride skill check at the start of your turn. If you fail, you can use 
  only one hand this round because you need the other to control your mount. A successful Ride skill 
  check also removes any penalties for controlling a ridden mount without a bit and bridle. 
  Stay in Saddle: You can react instantly to try to avoid falling when your mount rears on bolts 
  unexpectedly or when you take damage. This usage does not take an action. 
  Fight with Warhorse: If you direct your war-trained mount to attack in battle, you can still make 
  your own attack or attacks normally this round. This usage is a free action. 
  Wheel: On a DC 10 Ride skill check, you can change your mount's direction quickly as a swift action, 
  turning up to 180 degrees. The change of direction consumes 2 squares of your mount's movement. 
  Cover: You can react instantly to drop down beside your mount, using it as cover. You can’t attack 
  or cast spells while using your mount as cover. If you fail your Ride skill check, you don’t get the 
  cover benefit. This usage does not take an action. 
  Soft fall: You can react immediately to try and take no damage when you fall off a mount – when it is 
  killed or when it falls, for example. If you fail your Ride skill check, you take 1d6 points of falling 
  damage. This usage does not take any action. 
  Leap: You can get your mount to leap obstacles as part of its movement. Use your Ride skill modifier 
  or the mount’s Jump skill modifier, whichever is lower, to see how far the creature can jump. If you 
  fail your Ride skill check, you fall off the mount when it leaps and take the appropriate falling 
  damage (at least 1d6 points). This usage does not take an action, but is part of the mount’s 
  movement. 
  Spur Mount: You can spur your mount to greater speed with a move action. A successful Ride skill 
  check increases the mount’s speed by 2 squares for 1 round but deals 1 point of damage to the 
  creature. You can use this ability every round, but each consecutive round of additional speed deals 
  twice as much damage to the mount as the previous round (2 points, 4 points, 8 points, and so on). 
  Control Mount in Battle: As a move action, you can attempt to control a light horse, pony, heavy 
  horse, or other mount not trained for combat while riding in battle. If you fail the Ride skill check, 
  you can do nothing else in that round. You do not need to roll for warhorse or war ponies. 
  Fast Mount or Dismount: You can attempt to mount or dismount from a mount up to one size 
  category larger than yourself as a free action, provided that you still have a move action available 
  that round. If you fail the Ride skill check, mounting or dismounting is a move action. You can’t use 
  fast mount or dismount on a mount more than one size category larger than yourself. 
  
   
  144 
  The triforce 
  The Triforce is a sacred relic that reappears throughout the 
  Legend of Zelda series. These golden sacred triangles were left 
  behind by the three Golden Goddesses — Din, the Goddess of 
  Power; Nayru, the Goddess of Wisdom; and Farore, the 
  Goddess of Courage — after the creation of the land of 
  Hyrule. It was formed at the point where they ascended to 
  the heavens, in a different dimension connected to Hyrule 
  called the Sacred Realm, which would later be referred to as 
  the "Golden Land." The Triforce consists of three separate 
  sacred golden triangles: the Triforce of Power (top), the 
  Triforce of Wisdom (left), and the Triforce of Courage 
  (right). 
   
   
  The Triforce has the power to grant the wish of whomever touches 
  it, and molds the Sacred Realm to reflect that person's heart. 
  The Triforce does not discriminate against "good" or "evil". 
  However, if a person without an equal balance of power, 
  wisdom, and courage makes a wish, the Triforce will 
  split into its three separate parts: the piece that best 
  personifies the one who made the wish will be the only 
  piece to remain in hand, while the other two take 
  residence in whosoever most personifies them. 
  Reassembly is then required for such a person's wish to 
  be granted, but does not exclude another from making 
  the attempt. 
  The triforce may be in the heroes (Link, Zelda, and Ganondorf) 
  but there is 3 weaker versions of the each piece of the triforce at least 
  that’s what a long lost legend says. In case the one of the heroes fails or cant 
  complete the task alone there was always someone to take his/her place or help chosen by the goddess 
  of Hyrule being Farore Din Nayru. 
  Triforce of Power 
  When one acquires the Triforce of Power he/she gains a plus 15 strength bonus plus 10 dexterity 
  bonus and plus 5 Charisma bonus 
  Triforce of Wisdom 
  When one acquires the Triforce of Wisdom he/she gains a plus 15 Wisdom bonus plus 10 Charisma 
  bonus and plus 5 dexterity bonus 
  
   
  145 
  Triforce of Courage 
  When one acquires the Triforce of Courage he/she gains a plus 10 strength bonus plus 10 Dexterity 
  bonus and plus 10 INTELLIGENCE bonus 
   
  Translating Hylian-English 
  There are two ways to translate 
  while using the Hylian 
  alphabet. The first is to 
  translate English words into 
  Hylian, or vice-versa Hylian 
  words into English. Described 
  below are the two distinct 
  procedures to follow to perform 
  these tasks. Note that this 
  method of translation will only 
  work for the Hylian Alphabet. 
  To translate the New Hylian 
  Syllabary, simply translate the 
  Hylian syllables into Japanese 
  syllables using this guide. 
   
  1. First, use the chart as shown above to translate Hylian letters into Latin ones. 
  , 
  for example, translates into Zelda. 
  2. If you are using the Wii version of Twilight Princess, then the Hylian text will be written 
  backwards. Simply read from right to left instead of left to right.  
   
  English to Hylian  
  1. Remove any question marks or exclamation marks and replace them with periods. 
  2. Because Hylian has no numerical set of numbers, all numbers must be spelled out as words 
  (for example, 10 would be written as ten). 
  3. If you want the text to look like the Wii version, rewrite everything you just wrote from right 
  to left. 
  4. Translate the letters of the English word or sentence into the Hylian letters shown above. 
   
   
   
  
   
  146 
  Common places to go for adventures 
  The Potion Shop/Medicine Shop 
  The Potion Shop is a shop from The Legend of Zelda: Skyward Sword. Run by Luv, it is located 
  in the Bazaar on Skyloft. Luv sells her various potions here, whereas her husband, Bertie, 
  operates a "side business", in which he infuses his wife's potions with new ingredients to increase 
  their power.  
  Item  
  Price  Effect  
   
  Heart Potion 
  40 
  Restores 8 Hearts. 
   
  Air Potion 
  20 
  Slows your oxygen gauge depletion for 3 minutes. 
   
  Stamina 
  Potion 
  50 
  Slows your Stamina Gauge depletion for 3 minutes. 
   
  Revitalizing 
  Potion 
  30 
  Fully restores an unbroken Shield and restores 4 Hearts. 
   
  Green Potion 
  40 
  This potion, easily identified by its green color, restores the magic 
  power when drink you it 
   
  Blue Potion 
  80 
  The Blue Potion, also known as the Ultimate Potion or the 
  Medicine of Life and Magic. This handy potion fully restores both 
  Link's health and magic. It occasionally requires a mushroom or 
  Chu Jelly to be made. 
   
  Yellow 
  Potion 
  300
   
  These potions are the most expensive variety available in the 
  game due to their ability to restore all hearts 
   
  Guardian 
  Potion 
   
  200
   
   
  Guardian potion decreases damage dealt to you by half for a 
  duration of three minutes or 30 rounds 
  Always round down if in decimal or in 1/8th  
  A round is 6 seconds 
    
   
  Air Potion   
  20
   
  Air Potion decreases the speed at which your supply of air runs 
  out by half while swimming for about three minutes or 30 rounds 
   
   
  Blue Fire 
  300 
  Blue Fire is the only fire that can melt the Red Ice found in Zora's 
  Domain, Ice Cavern and Ganon's Castle. It is a rare supernatural 
  fire, which burns blue instead of red. Rather than being warm, 
  however, it is exceedingly cold. 
   
  Bottle Bugs 
  50 
  These scurry little creatures only have the purpose of being put in 
  bottles and released at soft soil locations found throughout 
  Hyrule, which sometimes have Gold Skulltulas hiding within 
  them. Also, an interesting thing to note is that you can drop them 
  onto the ground, which creates three bugs; then you can quickly 
  scoop up to two bottles worth of them before they dig into the 
  ground and disappear. In this way, you can multiply your bottles 
  of bugs or scoop some up before they dig into the soft soil when 
  trying to get a Gold Skulltula. These things can be found under 
  rocks or bought from the Potion shop in the Market (past) or in 
  Kakariko Village (future). 
  
   
  147 
   
  Fairy Spirit 
  50 
  These magical pixies can be found near water sources, within jars 
  in dungeons and in some random places throughout Hyrule where 
  you can play various songs on your Ocarina to make them appear. 
  They are, without a doubt, the best healing in Ocarina of Time as 
  they not only bring you back to life automatically when you die 
  but heal you 10 hearts as well, making them superior to other 
  forms of healing in the game. Also, a cool thing to note is you can 
  play either Zelda's Lullaby or the Song of Storms for any of the 
  Gossip Stones found in Hyrule to make a fairy appear - a great 
  way to quickly find one! 
   
  Fish 
  200 
  No, this isn't the kind you use a fishing pole to get - that's part of 
  a mini-game. No, these suckers are just your generic fishes that 
  can be found in shallow water such as Zora's Domain and in holes 
  found throughout Hyrule. The only time you ever need one in the 
  game is to give as an offering to Jabu-Jabu, the deity fish in 
  Zora's Fountain. Fish can be purchased from the Potion Shop in 
  the Market (past) and Kakariko Village (future), or in the shop in 
  Zora's Domain, but, as I said, they can be found for free in the 
  shallow water of Zora's Domain. (In other words, don't buy one.) 
   
  Poe Soul 
  30 
  After killing a Poe, its spirit will float around in the area for a few 
  moments, which gives you the opportunity to swipe a bottle at it 
  and catch it. You can then drink it, which will either restore a 
  heart or take one away. They really serve no purpose other than 
  selling to either the Poe Salesman (future). 
   
   
  
   
  148 
  Infusions  
  Heart Potion 
  Level  
  Upgrade  
  Materials  
  Cost  
  Effect  
  Lv2 
   
  Heart Potion+ 
  3x 
  Blessed Butterfly 
  1x 
  Woodland Rhino 
  Beetle 
  1x 
  Volcanic Ladybug 
   
  20 
  Restores all Hearts. 
  Lv3 
   
  Heart Potion++ 
  3x 
  Blessed Butterfly 
  3x 
  Deku Hornet 
  1x 
  Sand Cicada 
  1x 
  Eldin Roller 
   
  30 
  Restores all Hearts. 
  Can be used twice. 
  Revitalizing Potion 
  Level  
  Upgrade  
  Materials  
  Cost  
  Effect  
  Lv2 
   
  Revitalizing Potion+ 
  2x 
  Woodland Rhino 
  Beetle 
  2x 
  Skyloft Mantis 
  3x 
  Deku Hornet 
   
  20 
  Fully restores your Shield 
  automatically when broken 
  and restores 8 Hearts. 
  Lv3 
   
  Revitalizing 
  Potion++ 
  2x 
  Woodland Rhino 
  Beetle 
  3x 
  Lanayru Ant 
  1x 
  Gerudo Dragonfly 
  1x 
  Sand Cicada 
   
  30 
  Fully restores your Shield 
  automatically when broken 
  and restores 8 Hearts. 
  Can be used twice. 
  Stamina Potion  
  
   
  149 
  Level  
  Upgrade  
  Materials  
  Cost  
  Effect  
  Lv2 
   
  Stamina Potion+ 
  3x 
  Volcanic Ladybug 
  2x 
  Sky Stag Beetle 
  2x 
  Gerudo Dragonfly 
  1x 
  Faron Grasshopper 
   
  20 
  Prevents your Stamina 
  Gauge from depleting at all 
  for 3 minutes. 
  Air Potion  
  Level  
  Upgrade  
  Materials  
  Cost  
  Effect  
  Lv2 
   
  Air Potion+ 
  2x 
  Sky Stag Beetle 
  2x 
  Skyloft Mantis 
  2x 
  Lanayru Ant 
   
  20 
  Prevents your oxygen gauge 
  from depleting for 3 minutes. 
  Guardian Potion  
  Level  
  Upgrade  
  Materials  
  Cost  
  Effect  
  Lv2 
   
  Guardian Potion+ 
  1x 
  Faron Grasshopper 
  2x 
  Eldin Roller 
  3x 
  Blessed Butterfly 
  3x 
  Starry Firefly 
   
  40 
  Prevents you from 
  sustaining any damage for 3 
  minutes. 
   
   
  
   
  150 
  Gear Shop/Trading Post 
  The Gear Shop is a shop in The Legend of Zelda: Skyward Sword. It is located in 
  the Bazaar in Skyloft and sells a variety of wares. The shop's proprietor is Rupin. 
  Stock 
  Item 
  Price 
  Durability 
  10 Arrows 
  20 
   
  Roll a percentile die 
  And round down 
  10 Bombs 
  20 
   
  N/A 
  10 Deku Seeds 
  20 
   
  N/A 
  Iron Shield 
  100 
   
  8 Hearts 
  Sacred Shield 
  500 
   
  3 Hearts 
  Self-repairing  
  1 heart at end of  
  Users turn  
  Wooden Shield  
  50 
   
  5 Hearts 
  Small Bomb Bag 
  150 
   
  N/A 
  Small Seed Satchel 
  100 
   
  N/A 
  Small Quiver 
  150 
   
  N/A 
  Deku Nuts (10)  
  30 
  Rupees 
   
  N/A 
  Deku Stick 
  10 
  Rupees 
   
  N/A 
  Fairy 
  50 
  Rupees 
  N/A 
   
   
   
   
   
  
   
  151 
  The Scrap Shop 
  The Scrap Shop is a shop from The Legend of Zelda: Skyward Sword. This shop is located in Skyloft's 
  Bazaar and is run by Gondo. If paid a fee and provided with the needed materials, Gondo can 
  upgrade Link's items. He can also repair one of Link's shields for ten Rupees, regardless of how much 
  damage it has sustained. Upgrading a damaged shield will also fully repair it. Note the scrap shop is a 
  way to upgrade equipment so there does not need to have an eventer in the party. However they do 
  not make things of scratch so you will have to by items to upgrade or live with the ones you have (no 
  custom items). 
  Upgrade Material Lists 
  Half price for selling 
  Image 
  Treasure 
  Price 
  Image 
  Treasure 
  Price 
  Image 
  Treasure 
  Price 
  Image 
  Treasure 
  Price 
   
  Master 
  Ore 
  100,000 
  Rupees 
   
  Timeshift 
  Stone 
  3,000 
  Rupees 
   
  Ancient 
  Flower 
  2,500 
  Rupees 
   
  Regal 
  Ring 
  2,500 
  Rupees 
   
  Alchemy 
  Stone 
  2,500 
  Rupees 
   
  Dusk 
  Relic 
  2,500 
  Rupees 
   
  Goddess 
  Plume 
  2,500 
  Rupees 
   
  Mystic 
  Jade 
  500 
  Rupees 
   
  Goron 
  Amber 
  500 
  Rupees 
   
  Palace 
  Dish 
  500 
  Rupees 
   
  Monster Horn 
  500 
  Rupees 
   
  Ancient 
  Gold 
  Piece 
  500 
  Rupees 
   
  Blue Bird 
  Feather 
  500 
  Rupees 
   
  Evil 
  Crystal 
  500 
  Rupees 
   
  Golden Skull 
  500 
  Rupees 
   
  Jelly 
  Blob 
  150 
  Rupees 
   
  Pirate 
  Necklace 
  150 
  Rupees 
   
  Ruto 
  Crown 
  150 
  Rupees 
   
  Monster Claw 
  150 
  Rupees 
   
  Dark 
  Pearl 
  Loop 
  150 
  Rupees 
   
  Pearl 
  Necklace 
  150 
  Rupees 
   
  Dragon 
  Scale 
  150 
  Rupees 
   
  Lizard Tail 
  150 
  Rupees 
   
  Eldin 
  Ore 
  150 
  Rupees 
   
  Knight's 
  Crest 
  150 
  Rupees 
   
  Skull 
  Necklace 
  50 
  Rupees 
   
  Demon Fossil 
  50 
  Rupees 
   
  Bird 
  Feather 
  50 
  Rupees 
   
  Star 
  Fragment 
  50 
  Rupees 
   
  Stalfos 
  Skull 
  50 
  Rupees 
   
  Ornamental 
  Skull 
  50 
  Rupees 
   
  Hornet 
  Larvae 
  50 
  Rupees 
   
  Bee 
  Larvae 
  50 
  Rupees 
   
  Wood 
  Heart 
  50 
  Rupees 
   
  Tumbleweed 
  50 
  Rupees 
   
  Amber 
  Relic 
  25 
  Rupees 
   
  Joy 
  Pendant 
  5 
  Rupees 
   
  Golden 
  Feather 
  5 
  Rupees 
   
  Boko Baba 
  Seed 
  5 
  Rupees 
   
   
   
  Red, 
  Green, 
  and Blue 
  Chu Jelly 
  1 
  Rupee 
  
   
  152 
  Corrupt process 
  some weapons can be corrupted to have an evil affect isted off a good efect such as the bow of light 
  can be crupted by using 8 Demon Fossil instead of goddess plumes. The bow will now be bow of 
  shadow. If corrupted continue the corrupting at each level after as there is no going back. 
  
   
  153 
  Weapons 
  Bow 
  Level 
  Upgrade 
  Materials 
  Cost 
  Effect 
  Lv1 
   
  Bow 
  3x 
   Tumbleweed 
  3x 
   Monster Claw 
  3x 
  Wood Heart 
   
  50 
  Or 
  200 
  3d4 range 16 squares 
  Lv2 
   
  Iron Bow 
  1x 
   Evil Crystal 
  3x 
   Tumbleweed 
  3x 
   Monster Claw 
  2x 
   Eldin Ore 
   
  50 
  Increased offensive power, accuracy and range. 
  Adds 1d4, increases range from 16 squares to 
  20 squares and +1 to hit. 
  Lv3 
   
  Sacred Bow 
  5x 
   Tumbleweed 
  2x 
   Evil Crystal 
  3x 
   Lizard Tail 
  1x 
   Goddess Plume 
   
  100 
  Further increased offensive power, accuracy 
  and range. Adds 1d4, increases range from 20 
  squares to 24 squares and +2 to hit. 
  Lv4 
   
  Bow of light 
  6x 
   Regal Rings 
  7x  
   Dusk Relics  
  2x 
   Ancient Flowers  
  4x 
   Goddess Plume 
   
  3600 
  The bow has the unique ability to charge 
  arrows with sacred Light and to repel evil 
  forces, becoming a Light Arrow. If held down 
  long enough 
  Lv4 
   
  Bow of shadow 
  6x 
   Regal Rings 
  7x  
   Dusk Relics  
  2x 
   Ancient Flowers  
  8x
  Demon Fossil 
   
   
  The bow has the unique ability to charge 
  arrows with corrupted Shadow and to repel 
  good forces, becoming a Shadow Arrow. If 
  held down long enough 
   
  
   
  154 
  Sword 
  Level 
  Upgrade 
  Materials 
  Cost 
  Effect 
  Adult 
  Child 
  Lv1 
   
   
  2x 
   Eldin Ore 
   
  50 
  Or 
  438 
  2d4 
  Lv2 
   
  Hero's Sword 
    
  Razor Sword 
  1x 
   Monster Horn 
  2x 
   Eldin Ore 
  3x 
   Amber Relic 
   
  150 
  Or 
  1100 
  Adds 1d4. 
  It is twice as powerful as 
  the first Sword and has a 
  considerably longer 
  reach, but once you 
  strike with it a total of 
  one hundred times, the 
  edge becomes dull and 
  useless, and the sword 
  reverts back into the first 
  Sword 
  Lv3 
    
  Tempered Sword 
   
  Gilded Sword 
  2x 
   Monster Horn 
  3x 
   Eldin Ore 
  1x 
   Golden Skull 
  1x 
   Gold Dust 
  1x 
   Goddess Plume 
   
  300 
  Or 
  7219 
  Add 2d4 form previous 
  state.  
  Lv4 
    
  Ultimate Sword  
   
   Magical Sword  
  2x 
  Alchemy Stone 
  3x 
  Regal Ring 
  1x 
  Star Fragment 
  1x 
  Ancient Flower 
   
  300 
  Or 
  26407 
  The Ultimate Sword and 
  magical sword fires sword 
  beams when health is 
  full. 
   
   
  
   
  155 
  Two handed sword 
  Level 
  Upgrade 
  Materials 
  Cost 
  Effect 
  Lv1 
   
  Giant's Knife 
  1x 
   Blue Bird Feather 
  2x 
   Eldin Ore 
   
  50 
  Or 
  200 
  Although the Giant's Knife is twice as powerful as 
  the Master Sword, it is an unusually frail weapon 
  and breaks after a small number of hits. It will 
  break after four strikes against enemies, or three 
  against walls. 
  10d4 
  Lv2 
   
  Biggoron's 
  Sword 
  1x 
   Monster Horn 
  1x 
   Master Ore 
  2x 
   Eldin Ore 
  3x 
   Amber Relic 
   
  150 
  Or 
  1282 
  Biggoron's Sword does not break after any number 
  of hits 
  Lv3 
   
  Great Fairy's 
  Sword 
  2x 
   Evil Crystal 
  3x 
   Eldin Ore 
  2x 
  Ancient Flower 
  4x 
   Goddess Plume 
   
  300 
  Or 
   22219 
  Allows the use of the sword even if jinxed by a 
  Blue Bubble.  
  Lv4 
   
  Double Helix 
  Sword 
  2x 
  Alchemy Stone 
  3x 
   Blue Bird Feather 
  1x 
   Master Ore 
  1x 
  Ancient Flower 
   
  300 
  Or 
  58469 
  The Double Helix Sword is able to fire magical 
  light blue-colored blasts shaped like buzz saws, 
  similar to Sword Beams, when used while Z-
  targeting is in effect; however, each such attack 
  drains one point of magic from the Magic Meter. 
  Keeps: allows the use of the sword even if jinxed 
  by a Blue Bubble. 
   
   
  
   
  156 
  Rods/staff 
   Staff 
  Level 
  Upgrade 
  Materials 
  Cost 
  Effect 
  Lv2 
  Option 
  1 
    
  Fire Rod 
  5x 
   Amber Relic 
  3x
  Dragon Scale 
  1x 
   Goddess Plume 
  Fire Enchantment 
   
  150 
  Or 
  4032 
  half’s magic cost of all fire spells 
  adds 1d4 and 1d4 to fire spells 
  Fire Rod could be used as a weapon to burn 
  enemies or light unreachable torches. 
  However, the Fire Rod uses up energy from 
  the Magic Meter 
  Lv3 
   
  Nice Fire Rod 
  5x 
   Amber Relic 
  5x
  Dragon Scale 
  1x 
   Goddess Plume 
   
  300 
  Or 
  8625 
  half’s DC Check of all fire spells 
  adds 1d4 and 1d4 to fire spells 
  Lv2 
  Option 
  2 
    
  Ice Rod 
  9x
   Pirate Necklace 
  3x 
   Jelly Blob 
  1x 
   Goddess Plume 
  Ice Enchantment 
   
  150 
  Or 
  5563 
  half’s magic cost of all Ice and water spells 
  adds 1d4 and 1d4 to Ice and water spells 
  the Ice Rod launches freezing balls of ice 
  that can permanently freeze foes in blocks 
  of ice 
  However, the Ice  Rod uses up energy from 
  the Magic Meter 
  Lv3 
   
  Nice Ice Rod 
  5x 
   Pirate Necklace 
  3x 
   Jelly Blob 
  1x 
   Goddess Plume 
   
  300 
  Or 
  10563 
  half’s DC Check of all Ice and water spells 
  adds 1d4 and 1d4 to Ice and water spells 
  Lv2 
  Option 
  3 
   
  Sand Rod 
  5x 
   Amber Relic 
  3x 
   Jelly Blob 
  1x 
   Bee Larvae 
  Sprit Enchantment 
   
  150 
  Or 
  969 
  half’s magic cost of all Sprit and Earth 
  spells 
  adds 1d4 and 1d4 to Sprit and Earth spells 
  this tool will turn sand into solid, raised 
  walls  
  1 square 
  However, the sand rod uses up energy from 
  the Magic Meter 
  
   
  157 
  Lv3 
   
  Nice Sand Rod 
  5x 
   Amber Relic 
  3x 
   Ancient Gold Piece 
  1x 
   Bee Larvae 
   
  300 
  Or 
  10938 
   
  half’s DC Check of all Sprit and Earth 
  spells 
  adds 1d4 
  no longer uses up energy from the Magic 
  Meter 
  Lv2 
  Option 
  4 
   
  Dark Rod 
  5x 
   Amber Relic 
  3x 
   Dusk Relic 
  1x
   Demon Fossil 
  Shadow Enchantment 
   
  150 
  Or 
  9782 
  half’s magic cost of all Shadow spells 
  adds 1d4 
   
  However, the Dark Rod uses up energy 
  from the Magic Meter 
   
  Lv3 
   
   
  Nice Dark Rod 
  5x 
   Amber Relic 
  3x 
   Dusk Relic 
  10x
   Demon Fossil 
   
  300 
  Or 
  19563 
  half’s DC Check of all Shadow spells 
  adds 1d4 
  no longer uses up energy from the Magic 
  Meter 
  Lv2 
  Option 
  5  
   
  Tornado Rod 
  5x 
  Amber Relic 
  3x 
  Wood Heart 
  1x 
   Goddess Plume 
  Wind Enchantment 
   
  150 
  Or 
  3469 
  half’s magic cost of all Wind and Wood 
  spells 
  adds 1d4 
  The Tornado Rod is used mainly to lift 
  Link into the air for a few seconds. He 
  cannot move while in the air, The large 
  whirlwind that he creates when he uses it 
  can also throw other objects into the air, 
  including enemies 
  Lv3 
   
  Nice Tornado Rod 
  5x 
  Amber Relic 
  3x 
  Wood Heart 
  1x 
   Goddess Plume 
   
  300 
  Or 
  7313 
  half’s DC Check of all Wind and Wood 
  spells 
  adds 1d4 
  no longer uses up energy from the Magic 
  Meter 
  Lv2 
  Option 
  6 
   
  Dominion Rod 
  5x 
  Amber Relic 
  3x
  Star Fragment 
  1x 
   Goddess Plume 
  Light Enchantment 
   
  150 
  Or 
  9907 
  half’s magic cost of all Light and plasma 
  spells 
  adds 1d4 
  There are four types of statues Link can 
  move with the Dominion Rod. The first 
  type are small statuettes that are mainly 
  used to weigh down switches. The second 
  type is a much larger statue that holds a 
  
   
  158 
  hammer, This statue can attack enemies 
  with its hammer. The last type are Owl 
  Statues They are primarily moved to create 
  platforms for Link to jump on. However, 
  the Dark Rod uses up energy from the 
  Magic Meter 
  Lv3 
   
  Nice Dominion Rod 
  5x 
  Amber Relic 
  3x
  Star Fragment 
  3x 
   Goddess Plume 
   
  220 
  Or 
  19900 
   
   
   
  half’s DC Check of all Light and plasma 
  spells 
  adds 1d4 
  no longer uses up energy from the Magic 
  Meter 
  LV4 
   
  Ultimt Rod 
  1x 
    
   Nice Dominion Rod 
  1x 
    
  Nice Tornado Rod  
  1x 
   
  Nice Dark Rod  
  1x 
   
  Nice Fire Rod 
  1x 
   
  Nice Ice Rod 
  1x 
    
  Nice Sand Rod 
   
  1500 
  Or 
  96128 
  Half’s magic cost of all spells and half’s DC 
  checks. 
  Adds 1d4 
  Adds last stand Tech 
   
   
  
   
  159 
  Axe 
  Axe 
  Level 
  Upgrade 
  Materials 
  Cost 
  Effect 
  Lv1 
   
   
   
   
  2x 
   Eldin Ore 
  3x 
   Amber Relic 
  500 
  Or 
  950 
  4d4 two handed. -5 to parry and 
  counters requires +3 Strength 
  modifier  
  Lv2 
   
   
   
  2x 
   Eldin Ore 
  3x 
   Golden Feather 
  3x 
   Knight's Crest 
  3x 
  Palace Dish 
  3x 
  Dusk Relic 
  500 
  or 
  20438 
  5d4 ignores shields pushing them aide 
  Lv4 
   
   
  2x 
   Eldin Ore 
  3x 
   Golden Feather 
  3x 
   Knight's Crest 
  3x 
  Palace Dish 
  3x 
  Dusk Relic 
  500 
  Or 
  32115 
  6d4 throws enemy back 3 squares  
   
   
  
   
  160 
  Hammer 
  Level 
  Upgrade 
  Materials 
  Cost 
  Effect 
  Lv1 
  Dc35 
   
  Hammer 
   
  2x 
   Eldin Ore 
  3x 
   Amber Relic 
  500 
  4d4 requires a strength of +3 modifier 
  to use without negatives -5 to hit if 
  below requirements 
   
  Lv2 
   
  Megaton Hammer 
   
  1x 
   Master Ore 
  2x 
   Eldin Ore 
  3x 
   Amber Relic 
  150 Adds 2d4 damage 
  Lv3 
  Dc 40 
   
   
  Skull Hammer 
  1x 
   Master Ore 
  3x 
   Eldin Ore 
  2x 
  Ancient Flower 
  4x 
   Goddess Plume 
   
  150 Adds 2d4 damage 
  Dagger 
  Level 
  Upgrade 
  Materials 
  Cost 
  Effect 
  Lv1 
  Dc35 
   
  Dagger 
   
  2x 
   Eldin Ore 
  3x 
   Amber Relic 
  500 1d4 
   
  Lv2 
   
   
  Power Dagger 
   
  2x 
   Evil Crystal 
  2x 
   Eldin Ore 
  3x 
   Amber Relic 
  150 Adds 2d4 damage 
  Lv3 
  Dc 40 
   
  Grate Dagger 
  2x 
  Alchemy Stone 
  3x 
   Eldin Ore 
  2x 
  Ancient Flower 
  4x 
   Goddess Plume 
   
  150 Adds 2d4 damage 
   
   
  
   
  161 
  Master sword 
  Level 
  Upgrade 
  Materials 
  Cost 
  Effect 
  Lv1 
  Dc35 
   
  Goddess Sword stage 1 
   
  6x 
   Master Ore 
  2x 
   Eldin Ore 
  3x 
   Amber 
  Relic 
  6x
   
  Demon Fossil 
  to corrupt 
  500 4d4 
  Sword beam and  skyward strike 
  Lv2 
   
   
  Master Sword  
  Process: forged with materials then 
  must be tempered in the three 
  Sacred Flames:  
  Farore's Flame  Nayru's Flame  
  Din's Flame 
   
   
  Time 
  5d4 
  Sword beam and  skyward strike 
  Evil's Bane 2d4 extra on evil aligned 
  characters 
  The ability to release the power of the 
  Bombos, Ether, and Quake 
  Medallions, protects its user from evil 
  auras, curses, and transformations.  
  Lv3 
  Dc 40 
   
  Tempered Master Sword 
  1x 
   Master Ore 
  2x 
   Eldin Ore 
  3x 
   Amber Relic 
   
  150 Adds 2d4 damage 
  Lv4 
  Dc50 
   
  Golden Master Sword 
  1x 
   Master Ore 
  3x 
   Eldin Ore 
  2x 
  Ancient Flower 
  4x 
   Goddess Plume 
   
  300 adds 2d4 damage 
   
   
   
  
   
  162 
  Magic gun 
  Level 
  Upgrade 
  Materials 
  Cost 
  Effect 
  Lv5 
   
  Magic gun 
  Ultimt Rod 
   
  Sacred 
  Bow Or 
  better 
  3x 
   Monster Claw 
  blueprint 
   
  600 
  Keeps the damage stats and abilities of the 
  bow used and keeps half’s magic cost of all 
  spells and half’s DC checks 
   
  -15 to use if not a gun slinger 
  Cannot be used buy non magic types. 
  E.g. Humans 
   
  Swift action to switch modes 
  Lv6 
   
  corrupt Magic pistol 
   
  2x 
  Ancient Flower 
  3x
  Dragon Scale 
  8x
   Demon Fossil 
   
  150 
  Adds 2d4 and three round burst 
  three round burst Adds +3 to hit and deal 3 
  times damage but has 1 in 4 chance to jam 
  Lv6 
   
   
  Magic pistol 
   
  2x 
  Ancient Flower 
  3x
  Dragon Scale 
  4x 
   Goddess Plume 
   
  150 
  Adds 2d4 and three round burst 
  three round burst Adds +3 to hit and deal 3 
  times damage but has 1 in 1 chance to jam 
  Lv7 
   
  Magic rifel crupted 
  2x 
  Ancient Flower 
  3x
  Dragon Scale 
  8x
   Demon Fossil 
   
  300 
  Adds 2d4 and shotgun effect 
  shotgun effect increases chance to hit by +6 
  but reduces damage buy ½ and only in a 
  cone of 6 dealing damage to all in the cone 
  Lv7 
   
  Magic rifel 
  2x 
  Ancient Flower 
  3x
  Dragon Scale 
  4x 
   Goddess Plume 
   
  300 
  Adds 2d4 and shotgun effect 
  shotgun effect increases chance to hit by +6 
  but reduces damage buy ½ and only in a 
  cone of 6 dealing damage to all in the cone 
  Lv8 
   
  Giga cannon (two handed 
  when firing) 
  2x 
  Ancient Flower 
  20x
  Dragon Scale 
  4x 
   Goddess Plume 
   
  450 
  Adds 2d4, fully automatic and over charge 
  fully automatic 2x2 square area attack with 
  a -5 penalty with enemies taking half 
  damage on a miss 
  Over charge fires a line of 6 dealing 
  4*damage however it over heats and can’t be 
  used for a full round 
  
   
  163 
   
  Lv8 
  Giga cannon crupted (two 
  handed when firing) 
  2x 
  Ancient Flower 
  20x
  Dragon Scale 
  4x 
   Goddess Plume 
   
  450 
  Adds 2d4, fully automatic and over charge 
  fully automatic 2x2 square area attack with 
  a -5 penalty with enemies taking half 
  damage on a miss 
  Over charge fires a line of 6 dealing 
  4*damage however it over heats and can’t be 
  used for a full round 
  Non magic guns 
  (Technology required to build) 
  Level 
  Upgrade 
  Materials 
  Cost 
  Effect 
  L1 
   
  Auru’s cannon 
  2x 
  Ancient Flower 
  3x
  Dragon Scale 
  4x 
   Goddess Plume 
  2x 
   Eldin Ore 
  3x 
   Golden 
  Feather 
  3x 
   Knight's 
  Crest 
  3x 
  Palace Dish 
  3x 
  Dusk Relic 
   
  25215 
  Ammo for one 
  shot 
  4x 
   Eldin 
  Ore 
  1x 
  Bomb 
   
  4d4 damage 
  area effect 3 
  squares 
  full turn reload 
  best suited for the 
  inventor class 
  L2 
   
  Boltaction rifle 
  2x 
  Ancient Flower 
  3x
  Dragon Scale 
  4x 
   Goddess Plume 
  2x 
   Eldin Ore 
  3x 
  Golden Feather 
  3x 
   Knight's 
  Crest 
  3x 
  Palace Dish 
  150 
  Or 
  31519 
  Up grade 
  Or 
  56734 
  Ammo for six 
  clips 
   
  6d4 
  Move action reload 
  (Clip to clip) 
  comes with one Clip 
  of 4  
  Full round to refill 
  clip 
  
   
  164 
  3x 
  Dusk Relic 
   
  L3 
   
  9x
   Pirate Necklace 
  3x 
   Jelly Blob 
  1x 
   Goddess Plume 
  3x
  Dragon Scale 
  2x 
   Eldin Ore 
  3x 
  Golden Feather 
  3x 
   Knight's 
  Crest 
  3x 
  Palace Dish 
  3x 
  Dusk Relic 
   
  150 
  Or 
  Upgrade 
  16832 
  Or 
  91958 
  8d4 
  Move action reload 
  Can be take a Clip 
  of 5 
  shotgun effect 
  shotgun effect 
  increases chance to 
  hit by +6 but 
  reduces damage 
  buy ½ and only in 
  a cone of 6 dealing 
  damage to all in the 
  cone 
  L4 
   
  2x 
  Ancient Flower 
  3x
  Dragon Scale 
  4x 
   Goddess Plume 
  2x 
   Eldin Ore 
  3x 
  Golden Feather 
  3x 
   Knight's 
  Crest 
   
  150 
  Or 
  Upgrade 
  20269 
  140284 
  10d4 
  Swift action reload 
  (Clip to clip) 
  Can be take a Clip 
  of 10 
  fully automatic 
  Fully automatic 
  2x2 square area 
  attack with a -5 
  penalty with 
  enemies taking half 
  damage on a miss. 
  Also clip is emptied 
  in processes. 
  L1 
   
  pistol 
  2x 
  Ancient Flower 
  3x
  Dragon Scale 
  4x 
   Goddess Plume 
  2x 
   Eldin Ore 
  3x 
  Palace Dish 
  24750 
   
  3d4 
  One handed 
  10% chance it will 
  misfire 
  Can be take a Clip 
  of 4 
  Full round to refill 
  clip 
  
   
  165 
  3x 
  Dusk Relic 
   
  L2 
   
  pistol 
  1x 
   Goddess Plume 
  3x
  Dragon Scale 
  2x 
   Eldin Ore 
  3x 
  Golden Feather 
  3x 
   Knight's 
  Crest 
  3x 
  Dusk Relic 
   
   
  5d4 
  Can be take a Clip 
  of 5 
  L3 
   
  pistol 
   
   
  7d4 
  Can be take a Clip 
  of 10 
  Ammo 
   
  4x 
   Eldin Ore 
  1x 
  Bomb 
   
  5 
  Ammo for all non-
  magic guns give 16 
  shots 
  To reload a clip 
  takes a full round 
  action 
   
   
  
   
  166 
   
   
  Pistol/Rifel upgrades 
  Slot 
  location 
  Upgrade 
  Materials 
  Cost 
  Effect 
  Barrel 
   
  Pulverizer 
  3x
  Goron Amber 
  3x 
   Monster Claw 
  2x 
   Eldin Ore 
  4x 
   Goddess Plume 
   
  600 
  Destroys armor if aiming for the armor and 
  equals or exceeds fortitude of the armor (roll 
  to hit first) 
  1d12 vs.  fortitude of the armor 
  Does  not damage the user warring the 
  armor 
  If a critical 1 is roll while using this the 
  pulverizer brakes 
  A critical 20 will break any shield 
  Barrel 
   
  Bayonet 
  (Rifle and up only) 
  4x 
   Goddess Plume 
  3x 
   Monster Claw 
  1x 
   
  Sword  
   
  600 
  Adds a 1d4 blade to the end you barrel 
  holding them just outside the hit rage until 
  shot off 
  Sight 
   
  Improved sites 
  3x 
   Golden Feather 
  2x 
   Eldin Ore 
  4x 
   Goddess Plume 
   
  600 
  Adds +5 to hit 
  Sight 
   
  Target finder 
  (Rifle and up  only) 
  3x 
   Golden Feather 
  1x
  Lens of truth 
  4x 
   Goddess Plume 
  1x
  Improved sites 
   
  600 
  Allows you to see what is hidden 
  1mp per turn 
  keeps +5 to hit 
  Clip 
   
  Power pack 
  3x 
   Golden Feather 
  1x
  Timeshift Orb 
  4x 
   Goddess Plume 
   
  600 
  Adds 1d4 to damage for 5 shots 
  
   
  167 
  Sling 
   
   
   
  Sling/holster 
  3x 
   Golden Feather 
  3x 
   Knight's Crest 
  6x 
   Tumbleweed 
   
  600 
  Adds quick draw and quick stow 
  Stock 
   
  Cooling pack 
  ( Rifle and up only) 
  3x 
   Golden Feather 
  7x
  Timeshift Orb 
  4x 
   Goddess Plume 
  1x
  Blue fire 
   
  600 
  After firing Over charge you may use any 
  other shot type next turn 
  grip 
   
  Encoder 
  3x 
   Golden Feather 
  7x
  Timeshift Orb 
  4x 
   Goddess Plume 
   
  600 
  No one but the owner can use this weapon  
  side 
   
  Mode select 
  3x 
   Monster Claw 
  2x 
   Eldin Ore 
   
  600 
  Free action to choose mode 
  side 
   
   
  Analyzer 
  ( Rifle and up only) 
  3x 
   Golden Feather 
  7x
  Timeshift Orb 
  8x 
   Goddess Plume 
   
  600 
  Gives you Data on targeted unit 
  Under 
  slung 
   
  Grapple/claw shot  
  3x 
   Monster Claw 
  2x 
   Eldin Ore 
  1x
  Clawshot 
   
  600 
  Adds a claw shot to weapon for quick escape 
  or item pick up without having to grab 
  another tool 
  Under 
  slung 
   
  3x 
   Monster Claw 
  600 
  Can see in the dark up to 10 squares away 
  and has 1 in 10 chance to stun enemy 
  
   
  168 
  Shields 
   Wooden Shield 
  Level 
  Upgrade 
  Materials 
  Cost 
  Effect 
  durability 
  Lv2 
   
  Banded 
  Shield 
  2x 
   Amber Relic 
  1x 
   Monster Claw 
  1x 
   Jelly Blob 
   
  30 
  Increased durability. 
  8 Hearts 
  Lv3 
   
  Braced Shield 
  3x 
   Amber Relic 
  2x 
   Monster Claw 
  2x 
   Tumbleweed 
  1x 
   Ornamental Skull 
   
  50 
  Further increased durability. 
  14 Hearts 
  Iron Shield 
   
  Level 
  Upgrade 
  Materials 
  Cost 
  Effect 
  durability 
  Adult 
  Child 
   
   
   
   
   
   
   
  Flashlight 
  2x 
   Eldin Ore 
  1x
  Lantern 
   
  Trigger 
  Magic infuser 
  1x
   Potion Medal 
  1x
  Timeshift Orb 
  4x 
   Goddess Plume 
   
  600 
  Magic can be casted from the gun allowing 
  for two handed casting and normal cast 
  while holding two handed guns. 
  grip 
  Recovery unit 
  1x
  Heart Medal 
  1x
  Timeshift Orb 
  4x 
   Goddess Plume 
   
  600 
  On stander attacks you gain ½ the damage 
  done. 
  
   
  169 
  Lv2 
   
  Reinforced Shield 
   
  Hero's 
  Shield L1 
  2x 
   Eldin Ore 
  2x 
   Monster Claw 
  2x 
   Ornamental Skull 
   
  50 
  938 
  Increased durability 
  14 hearts 
  Lv3 
   
  Fortified Shield 
   
  Hero's 
  Shield  L2 
  3x 
   Eldin Ore 
  3x 
   Monster Claw 
  3x 
   Tumbleweed 
  1x 
   Blue Bird Feather 
   
  100 
  Further increased 
  durability 
  18 hearts 
  Lv4 
  Option 
  1 
   
   
   
  3x  
   Master Ore 
  3x 
   Monster Claw 
  3x 
   Tumbleweed 
  1x 
   Blue Bird Feather 
   
  300
   
   
  It is a metal heaver shield 
  said to be the very same 
  type of shield used by 
  Hylian Knights 
  60 hearts 
  Lv4 
  Option 
  2 
   
   
   
   
  3x  
   Master Ore 
  3x 
   Monster Claw 
  3x 
   Tumbleweed 
  1x 
   Blue Bird Feather 
   
   
   
   
  Lv4 
  Option 
  3 
   
   
   
   
  3x  
   Master Ore 
  3x 
   Monster Claw 
  3x 
   Tumbleweed 
  5x 
   Timeshift Stone 
   
   
  This shield will once a day 
  will let you move back in 
  time by 18 seconds (three 
  turns) but you and you 
  alone are the only one are 
  aware of the last three 
  turns. Anything you and 
  your teammates acquired 
  that three turns is lost  
  40 hearts 
  Lv4 
  Option 
  4 
   
   
  6x  
   Master Ore 
  3x 
   Monster Claw 
  3x 
   Tumbleweed 
   
   
   
  
   
  170 
   
  1x 
   Blue Bird Feather 
   
  Lv4 
  Option 
  5 
   
   
   
  3x  
   Master Ore 
  3x 
   Monster Claw 
  3x 
   Tumbleweed 
  1x 
   Blue Bird Feather 
   
   
   
   
  Lv4 
  Option 
  6 
   
   
   
   
  3x  
   Master Ore 
  3x 
   Monster Claw 
  3x 
   Tumbleweed 
  1x 
   Blue Bird Feather 
   
   
   
   
  Lv4 
  Option 
  7 
   
   
   
   
  3x  
   Master Ore 
  3x 
   Monster Claw 
  3x 
   Tumbleweed 
  1x 
   Blue Bird Feather 
   
   
   
   
  Lv4 
  Option 
  8 
   
   
   
   
  3x  
   Master Ore 
  3x 
   Monster Claw 
  3x 
   Tumbleweed 
  1x 
   Blue Bird Feather 
   
   
   
   
  Lv4 
  Option 
  9 
   
   
   
  3x  
   Master Ore 
  3x 
   Monster Claw 
  3x 
   Tumbleweed 
  1x 
   Blue Bird Feather 
   
   
   
   
  
   
  171 
    Sacred Shield 
  Level 
  Upgrade 
  Materials 
  Cost 
  Effect 
  durability 
  Lv2 
   
  Divine Shield 
  1x 
   Dusk Relic 
  2x 
   Bird Feather 
  3x 
   Ornamental 
  Skull 
   
  100 
  Increased durability 
  Self-repairing 
  1 heart at end of Users turn 
  4 hearts. 
  Lv3 
   
  Goddess Shield 
  4x 
   Dusk Relic 
  3x 
   Bird Feather 
  3x 
   Monster Horn 
  1x 
   Blue Bird Feather 
   
  150 
  Further increased durability 
  Self-repairing 
  2 heart at end of Users turn 
  5 hearts. 
  Lv4 
   
  Sheikah Shield 
  10x 
   Bird Feather 
  3x 
   Monster Horn 
  8x 
   Blue Bird Feather 
   
  200 
  Further increased durability 
  Self-repairing 
  3 heart at end of Users turn 
  6 hearts. 
  Lv5 
   
  Mirror Shield 
  4x 
   Dusk Relic 
  6x 
   Master Ore 
  3x 
   Mystic Jade 
  2x 
   Blue Bird Feather 
  2x 
   Alchemy Stone 
   
  9000  
  It can reflect beams of Sunlight on to Sun 
  Switches and other surfaces in order to solve 
  puzzles. the Mirror Shield cannot be eaten by 
  Like Likes. The Mirror Shield can absorbs 
  targeted spells. Once you has stored three 
  attacks of the same type, a large beam of 
  collected energy erupts from the shield. If you 
  collects a different element before collecting 
  three of the same element consecutively, you 
  will suffer damage. 
  5d4 of collected energy 
  Take the same damge of the spell that was cast 
  if a different element before collecting three of 
  the same element consecutively. 
  Self-repairing 
  6 heart at end of Users turn 
  40 hearts 
  Non 
  magic 
  damage 
   
  ∞ magic 
  damage 
   
   
  
   
  172 
  Adventure Items 
  Bug Net 
  Level 
  Upgrade 
  Materials 
  Cost 
  Effect 
  Lv2 
   
  Big Bug Net 
  3x 
   Tumbleweed 
  2x 
   Ancient Flower 
  1x 
   Evil Crystal 
   
  100 
  Double the size. 
  Slingshot 
  Level 
  Upgrade 
  Materials 
  Cost 
  Effect 
  Lv2 
   
  Scattershot 
  2x 
   Dusk Relic 
  2x 
   Amber Relic 
  3x 
   Jelly Blob 
   
  50 
  Can be charged by holding A to scatter a single Deku 
  Seed over a wide area. One seed will split to become nine 
  full strength projectiles. 
  Lv3 
   
  Seed 
  Shooter 
  2x 
   Dusk Relic 
  2x 
   Amber Relic 
  3x 
   Jelly Blob 
   
  500 
  Link can use any type of Seed as ammunition for this 
  projectile weapon. When the Seed fired from the Seed 
  Shooter hits a wall, it will ricochet up to two times. The 
  Seed breaks the third time it hits something, unless it hits 
  an enemy or a specific target on which it will break 
  instantly. 
  Hook Beetle 
  Level 
  Upgrade 
  Materials 
  Cost 
  Effect 
  Lv2 
   
  Quick Beetle 
  2x 
   Ancient Flower 
  2x 
   Hornet Larvae 
  1x 
   Golden Skull 
   
  50 Increased flight speed. 
  Hold A to further increase the speed. 
  Lv3 
   
  Tough 
  Beetle 
  3x 
   Ancient Flower 
  4x 
   Amber Relic 
  1x 
   Blue Bird Feather 
  50 Can fly for longer, and is more resistant to collisions. 
  
   
  173 
  1x 
   Goddess Plume 
   
   
  Ammunition Containers 
  Small Seed Satchel 
  Level 
  Upgrade 
  Materials 
  Cost 
  Effect 
  Lv2 
   
  Medium Seed Satchel 
  4x 
   Amber Relic 
  3x 
   Monster Claw 
  3x 
   Ornamental Skull 
   
  50 
  Holds 20 extra Deku Seeds. 
  Lv3 
   
  Large Seed Satchel 
  5x 
   Amber Relic 
  3x 
   Monster Claw 
  1x 
   Golden Skull 
  1x 
   Blue Bird Feather 
   
  100 
  Holds 30 extra Deku Seeds. 
  Small Bomb Bag 
  Level 
  Upgrade 
  Materials 
  Cost 
  Effect 
  Lv2 
   
  Medium Bomb Bag 
  1x 
   Lizard Tail 
  3x 
   Ornamental Skull 
  1x 
   Blue Bird Feather 
   
  50 
  Holds 10 extra Bombs. 
  Lv3 
   
  Large Bomb Bag 
  3x 
   Lizard Tail 
  4x 
   Jelly Blob 
  2x 
   Hornet Larvae 
  1x 
   Golden Skull 
   
  100 
  Holds 15 extra Bombs. 
  Small Quiver 
  
   
  174 
  Level 
  Upgrade 
  Materials 
  Cost 
  Effect 
  Lv2 
   
  Medium Quiver 
  3x 
   Monster Horn 
  3x 
   Dusk Relic 
  5x 
   Amber Relic 
   
  50 
  Holds 10 extra Arrows. 
  Lv3 
   
  Large Quiver 
  2x 
   Monster Horn 
  3x 
   Dusk Relic 
  1x 
   Golden Skull 
  1x 
   Goddess Plume 
   
  100 
  Holds 15 extra Arrows. 
  Clip 
  Level 
  Upgrade 
  Materials 
  Cost 
  Effect 
  Lv1 
  Small Clip 
  3x 
   Monster Horn 
  1x 
   Eldin Ore 
  5x 
   Amber Relic 
   
  50 
  Holds 4 rounds 
  Lv2 
   
  Medium Clip 
  3x 
   Monster Horn 
  3x 
   Dusk Relic 
  5x 
   Amber Relic 
   
  50 
  Holds 5 rounds 
  Lv3 
   
  Large Clip 
  2x 
   Monster Horn 
  3x 
   Dusk Relic 
  1x 
   Golden Skull 
  1x 
   Goddess Plume 
   
  100 
  Holds 10 rounds  
  Ammo 
   
  Ammo 
  1x 
   Eldin Ore 
  1x 
  Bomb 
   
   
  Makes 4 rounds 
  
   
  175 
  Timeshift Stone 
  Timeshift Stone 
  DC 
  Create 
  Materials 
  Cost 
  Effect 
  15 
   
  Timeshift Orb 
  3x 
   Eldin Ore 
  5x 
   Amber Relic 
  1x
   Timeshift Stone 
   
  50 
  Or 
  4625 
  Powers an ancient robot for an extra 7 
  days 
  30 
   
  Ocarina of Time 
  2x 
   Eldin Ore 
  1x 
   Ancient Flower 
  30x
   Timeshift Stone 
   
  600 
  The Ocarina of Time is one of the 
  three keys needed to enter the Sacred 
  Realm 
  600 
   
   
  Gate of Time 
  2800x 
   Eldin Ore 
  100x 
   Ancient Flower 
  3000x
   Timeshift Stone 
   
  70000 
  Or 
  12,962,500 
  As their name suggests, Gates of Time 
  are powerful magical gates that allow 
  those who pass through it to travel 
  through time. There are only two such 
  Gates to be found: one at the Temple 
  of Time, and another at the Sealed 
  Temple. 
  35 
   
  Pirate's Charm 
  1x 
   Eldin Ore 
  10x 
   Ancient Flower 
  3x
   Timeshift Stone 
   
  500 
  The Pirate's Charm is an item from 
  The Legend of Zelda: The Wind 
  Waker. It is a heavily modified Gossip 
  Stone used by Tetra to communicate 
  with her crew and friends 
  telepathically. It was made by 
  Daphnes Nohansen Hyrule and has 
  been handed down through the Royal 
  Family of Hyrule. 
  
   
  176 
  Enemies list 
  Some monsters do not have the ability to take normal classes and there for are their own classes and 
  may take things form other classes. All monsters are considered level one on the list and there for the 
  GM levels them by ether going to their respective class or multiplying there health and damage stats 
  by their new level also adding +1 to all of their starting scores. 
   
  Ampilus 
  Threat: 
   
  Attacks 
   Electric Roll -  (4d4) 
  Health 
   36 hearts 
    
   
  Ampilus is a desert-dwelling enemy that looks much like a hermit crab; it will attack you by rolling 
  across the sand on its hard shell. Its body is electrified, and inside of its hard shell is a crab. When 
  Ampilus stops moving, you can walk up to it and slash the head with your sword to kill it.  
   
  After a few seconds, the shell of Ampilus will explode, and a new Ampilus will crawl out of the sand to 
  take its place.  
   
  Anubis 
  Threat: 
   
  Attacks: 
  
   
  177 
   --> 
   Fiery Breath (1d4 + Burned effect) 
  Health 
  18 hearts 
  Navi: 
  "Anubis 
    It's vulnerable to fire!" 
  This enemy mirrors your every move and will breathe fire at you if you swing your sword. It's only 
  vulnerable to fire, so you have to either use fire within the room or cast Din's Fire.  
   
  Normal Drops: Recovery Heart Rupees 
   
  Armos 
  Threat: 
   
  Attacks: 
   Contact (2d4) 
   Explosion 
  Health 
  9 hearts 
  Navi: 
  "Armos 
    Stop its movement and then 
    destroy it!" 
  
   
  178 
   
  These statue enemies sit still until you disturb their slumber, after which they'll charge at you in short 
  bursts before returning to their post. On their own, they are invulnerable to your sword. There's two 
  methods to defeating them after you wake them up (by touching them): The first is to use explosives, 
  such as Bombs, Bombchus or Bomb Flowers. The second way is to stun them with Deku Nuts, then 
  slash them with your sword. In either case, they'll spin around, chasing after you before they 
  eventually explode. Simply run away or use your shield until they're done for. 
   
  Normal Drops: Recovery Heart Rupees 
   
   
  Armos 
  Threat: 
   
   
  Attacks 
   Contact -  (4d4) 
  Health 
  9 hearts 
  
   
  179 
   
  Armos are statues found in the Lanayru Mining Facility. To defeat them, you must use the Gust 
  Bellows to spin the colored screw on top of their head, opening their mouth. From here, you can slash 
  the crystal inside their mouth, or place a bomb inside to kill them.  
   
     
   
  Baby Dodongo 
  Threat: 
   
  Attacks: 
   Contact (2d4) 
   Explosion 
  Health 
  3 Hearts  
  Navi: 
  "Baby Dodongo 
    Watch out for its leaping attack! 
    It will explode after it's defeated!" 
   
  
   
  180 
  These small lizards will surface and chase after you, trying to jump and nip at you if they get close. If 
  you avoid them, they'll burrow back under only to reappear moments afterwards. They're quite weak 
  and will die with a single slash of your sword, but be warned, because they explode shortly 
  afterwards. Perhaps you can use their blast to your advantage? 
   
   
  Normal Drops: Recovery Heart Rupees 
   
  Bari 
  Threat: 
   
  Attacks: 
   Contact (Electrocute) (2d4) 
  Health 
  3 hearts 
  Navi: 
  "Bari 
    If you touch it, you will be 
    electrocuted!" 
   
  These larger versions of the Biri (that look very much like a Metroid) are very easy really, their only 
  attack is to sit in one place and spin around. The only catch is they usually appear by falling from the 
  ceiling. A simple sword slash will hurt you, so you're better off using Deku Nuts to stun them or a 
  quick Spin Attack. Once damaged, they will split into three Biri. In general though, it's better to just 
  avoid them altogether. 
  
   
  181 
   
   
  Normal Drops: Recovery Heart Rupees 
   
   
  Beamos 
  Threat: 
   
  Attacks: 
   Laser (4d4) 
   Explosion 
  Health 
  3 hearts 
  Navi: 
  "Beamos 
    Watch out for its searching beam! 
    I bet it doesn't like smoke to 
    get in its eye!" 
  These immobile statue enemies will slowly cast their gaze in a circle and shoot anything that moves 
  with laser beams. The only way to defeat these menacing statues is to blow them up with something 
  explosive, like Bombs, Bombchus or Bomb Flowers, which will explode on contact. Occasionally, 
  they'll only stun however, so you might have to do it twice. 
  
   
  182 
   
   
  Normal Drops: Recovery Heart Rupees 
   
   
  Big Deku Baba 
  Threat: 
   
  Attacks: 
   Contact 1d4 
   snaps at you 1d4 
  Health 
  3hearts 
  Navi: 
  "Big Deku Baba 
    Hit it when it lunges at you, and  
    it will stand upright. Cut it 
    quickly to get a Deku Stick!" 
   
  
   
  183 
  These giant Deku Babas are exactly alike their smaller counterpart, just a little stronger and much 
  bigger. Their weak spots are their head or the middle of their vine. A well timed Jump Attack can be 
  most effective. 
   
   
  Normal Drops: Recovery Heart Rupees 
   
  Big Poe 
  Threat: 
   
  Attacks: 
   Flame 1d4 
  Health 
  3 hearts 
  Navi: 
  "Big Poe 
    This Poe won't disappear even 
    if you stare at it. It moves 
    fast despite its size!" 
  In Hyrule Field in the future, there are Big Poes rather than Stalchildren. This, larger and more 
  aggressive version of the Poes hang out in specific parts of the Field and will attack you if you get 
  close. They drop flames from their lanterns rather than hitting you directly and conventional 
  weapons don't work against them. To defeat them, you have to ride at them with Epona and use the 
  Fairy Bow to take them out. After that, you can collect them in bottles and bring them to the Poe 
  Salesman at the entrance to the Hyrule Town Market. If you can bring him all ten, he'll give you an 
  empty bottle as prize. For a full listing of all the Big Poe locations, check out our Big Poe Guide. 
  
   
  184 
   
  Normal Drops: Recovery Heart Rupees 
   
   
  Big Skulltula 
  Threat: 
   
  Attacks: 
   Contact 
   Spin 
  Navi: 
  "Big Skulltula 
    Its soft belly is its weak point!" 
   
  These giant variety of the skull spiders are very territorial. Although very limited in movement, they 
  pose quite the obstacle and are awkward to defeat. If you attack their front side, it will make them 
  rock back and forth and potentially hit you. Only their backside is vulnerable, so wait until they turn 
  around (a stupid move on their part, no?) and strike them with your weapon of choice. Later on, you 
  can use the Hookshot or Longshot to kill them in one hit from either side! 
  
   
  185 
   
   
  Normal Drops: Recovery Heart Rupees 
   
  Biri 
  Threat: 
   
  Attacks: 
   Contact (Electrocute) 
  Navi: 
  "Biri 
    If you touch it, you will be 
    electrocuted!" 
   
  These floating jellyfish will shock you immediately upon contact and while they can be killed with 
  your sword, it'll also hurt you. To kill them, using Deku Nuts and then your sword is effective, and so 
  is a quick Spin Attack. Once you have the Boomerang, you can use that to easily kill them in a single 
  hit! In general though, you can simply avoid them altogether. 
  
   
  186 
   
   
  Normal Drops: Recovery Heart Rupees 
   
  Blade Trap 
  Threat: 
   
  Attacks: 
   Contact 
  Navi: 
  N/A 
  These spiked obstacles are invulnerable and come in two varieties: ones that move back and forth and 
  ones that try to slice and dice you if you get close. Either way, they cannot be defeated, so just wait 
  for them to get on the far side of you and sneak past. In some puzzles, you can use blocks or statues to 
  put their path so they don't have much wiggle room. 
   
  Normal Drops: Recovery Heart Rupees 
   
  Blue Bubble 
  Threat: 
  
   
  187 
   
  Attacks: 
   Contact 
  Navi: 
  "Blue Bubble 
    Guard against its blue flame with 
    your shield!" 
   
  These skulls can't be harmed until their flames are extinguished. You can do so by either running into 
  them with your shield or stunning them with Deku Nuts or the Hookshot. 
   
  Normal Drops: Recovery Heart Rupees 
   
  Blue Tektite 
  Threat: 
   
  Attacks: 
   Contact 
  Navi: 
  
   
  188 
  "Blue Tektite 
    It's hard to beat on the water. 
    Lure it onto the land!" 
   
  Alike their red counterpart, these enemies jump at you slowly and are best defeated using a vertical 
  slash of your sword. This variety floats on the surface of water, which is the only difference. Using 
  Deku Nuts may be handy when several of them are near you, or if you're trying to swim past a tricky 
  area, you can shoot them with your bow ahead of time. 
   
   
  Normal Drops: Recovery Heart Rupees 
  Bokoblin Archer 
  Threat: 
   
   
  Attacks 
    Contact -  
    Arrow -  
  Weaknesses 
   Sword 
   Bow 
   
  
   
  189 
  Bokoblin Archers can be found patrolling the Summit of Eldin Volcano and the Fire Sanctuary. 
  Archers come in both Green and Red colors, and can be easily defeated with arrows from a distance, 
  or the sword or bombs if you get close.  
   
     Read More about Bokoblin Archer at the Zelda Dungeon Wiki. 
   
   
   
  Bokoblin (Cursed) 
  Threat: 
   
   
  Location 
   Ancient Cistern 
  Attacks 
   Grab -  
  Weaknesses 
   Sword 
   
   
  These harrowing foes are encountered in the dark and dirty underground catacombs of the normally 
  pristine Ancient Cistern. They will rise out of the ground, usually in large groups. They can't be 
  defeated with a regular sword, unless the fatal blow is used. Until you receive a more powerful sword 
  
   
  190 
  or use one of Koloktos' swords, it is better to simply avoid them. 
   
     Read More about Bokoblin (Cursed) at the Zelda Dungeon Wiki. 
   
   
  Bokoblin (Green) 
  Threat: 
   
   
  Location 
   Faron Woods 
   Skyview Temple 
  Attacks 
   Sword -  
  Weaknesses 
   Goddess Sword - 4 hits 
   
   
  Green Bokoblin wield large hammers rather than the swords of their red counterparts. Some bokoblin 
  can be found walking along tightropes. To defeat these foes, you can either use the motion plus 
  controls to shake the tightrope while walking; or drop down, and while hanging on the rope, shake it 
  to make the Bokoblin fall off. The Green Bokoblin will most likely be encountered on the ground as 
  well, where his hammer is more of a threat, and you will need to use traditional methods to defeat 
  them. 
   
     Read More about Bokoblin at the Zelda Dungeon Wiki. 
   
   
  Bokoblin Leader (Blue) 
  Threat: 
   
   
  
   
  191 
  Location 
   Faron Woods 
   Deep Woods 
  Attacks 
   Machete -  
  Weaknesses 
   Goddess Sword - 4 hits 
   
  These Bokoblins look much like regular Bokoblin except for the hat they wear, which signifies their 
  status. Bokoblin Leaders will use their horn to call other Bokoblin to fight, and will continue to do so 
  until you kill it. 
   
     Read More about Bokoblin Leader (Blue) at the Zelda Dungeon Wiki. 
   
   
   
  Bokoblin Leader (Red) 
   
  Threat: 
   
   
  Location 
   Faron Woods 
   Deep Woods 
   Eldin Volcano 
   Sandship 
  Attacks 
   Machete -  
  Weaknesses 
   Goddess Sword - 4 hits 
  
   
  192 
   
   
  These Bokoblins look much like regular Bokoblin except for the hat they wear, which signifies their 
  status. Bokoblin Leaders will use their horn to call other Bokoblin to fight, and will continue to do so 
  until you kill it. 
   
     Read More about Bokoblin Leader (Red) at the Zelda Dungeon Wiki. 
   
   
  Bokoblin (Red) 
  Threat: 
   
   
  Attacks 
   Machete -  
   Vine Club -  
  Weaknesses 
   Goddess Sword - 3 hits 
  
   
  193 
   
  Bokoblins have a much different visual look this time around, taking on a more moblin-like 
  appearance. They are commonly found in both field and dungeon areas. When they detect your 
  presence, they will sprint towards you and strike at you with their sword.  
   
  Bokoblins wield small swords and will use them to block your attacks. They will move the sword from 
  left to right, or hold it up, blocking directional attacks from your blade. Three successful hits from the 
  Goddess sword will defeat a Bokoblin. 
   
  In the Eldin Volcano region, there is a different type of Red Bokoblin that will carry a club wrapped 
  in vines.  
   
  If you shoot a Bokoblin with the Slingshot it will become dizzy for a couple of seconds, allowing you 
  to get in a couple of sword slashes.  
   
  Bokoblin are afraid of bombs and the Beetle, so if Link either carries a bomb or flies the beetle 
  towards them, they will run away.  
   
     Read More about Bokoblin at the Zelda Dungeon Wiki. 
   
  Business Scrub 
  Threat: 
   
  Attacks: 
   Deku Nut 
  Navi: 
  "Business Scrub 
    If you get close to it, it will hide 
    in the grass..." 
  
   
  194 
   
  Another variation of the Deku Scrub, these weak editions will be taken down in a single hit, even 
  their own reflected Deku Nuts. After being vanquished, they will sell various things as a reward for 
  defeating them. 
   
  Normal Drops: Recovery Heart Rupees 
   
  Chuchu (Blue) 
  Threat: 
   
   
  Attacks 
   Bite (every second)  
  Weaknesses 
   Spin - 1 hit 
   
  This aquatic Chuchu can only be found underwater. They will hop onto Link's head and attempt to 
  suffocate him until he shakes them off. They can only be defeated by using a spin attack to spin 
  through them. 
  
   
  195 
   
     Read More about Chuchu Blue at the Zelda Dungeon Wiki. 
   
  Chuchu (Green) 
  Threat: 
   
   
  Attacks 
   Gnaw (Each second)-  
  Weaknesses 
   Sword - 1 hit (Small) 3 hits (Regular) 7 hits (Large) 10 hits (Extra Large) 
   
  The small variant of this Greenish blue Chuchus is first found in the Waterfall Cave on Skyloft. It will 
  slowly move towards you, then gnaw on your leg when it gets close enough. One sword slash is 
  enough to kill it. 
   
  The large variant is found in both Skyloft and the Ancient Cistern. Hit them with a vertical sword 
  slash to separate it into two parts, then kill each part individiually.  
   
     Read More about Chuchu Green at the Zelda Dungeon Wiki. 
   
  Chuchu (Red) 
  Threat: 
   
   
  Attacks 
   Contact -  
  Weaknesses 
   Goddess Sword - 7 hits (Large), 3 hits (Regular), 1 hit (Small) 
  
   
  196 
   
  Encountered in the Eldin region, this glowing version of the Chu is much like its counterparts. They 
  come in three different sizes: Large, Regular, and Small, making the difficulty of them vary. Just like 
  all other chus, they need to be hit multiple times with the sword to be defeated. 
   
     Read More about Chuchu (Red) at the Zelda Dungeon Wiki. 
   
    Chuchu (Yellow) 
  Threat: 
   
   
  Attacks 
   Bite -  
   Contact -  
  Weaknesses 
   Goddess Sword - 3 hits (Regular), 1 hit (Small) 
   
  These electrified chus are found in the Lanayru region. They will become electric for a few seconds, 
  then act like normal chus for a few seconds after. To not take damage, Link must only attack them 
  when the chus are not electrified.  
   
     Read More about Chuchu Yellow at the Zelda Dungeon Wiki. 
  
   
  197 
   
    Cranioc 
  Threat: 
   
   
  Attacks 
   Ram -  
  Weaknesses 
   Sword 
   
  This fishlike monster is said to settle disputes with another of its species purely by the magnificence of 
  its bulbous crowns. When this creature chooses its prey, it will turn red with excitement and charge 
  head-on. To defeat it, you must spin attack into it, causing it to flip over, stunned. You must then 
  perform another spin at the "X" on its head, killing it. 
   
     Read More about Cranioc at the Zelda Dungeon Wiki. 
   
    Deku Baba (Blue) 
  Threat: 
   
   
  Attacks 
   Bite -  
  Weaknesses 
   Goddess Sword - 1 hit 
  
   
  198 
   
  Deku Babas greatly resemble their appearance from previous Zelda titles. They come out from 
  underground and try to bite Link if he gets too close. A new feature is that when battling the Deku 
  Babas, Link must slash in the direction that the enemy's mouth is open. Some Deku Babas need to be 
  sliced vertically while others need to be sliced horizontally. Alternatively, Link can toss or roll a 
  bomb towards a Deku Baba and it will gobble it up before exploding within its mouth. 
   
  Some Deku Babas can be seen hanging from walls or the ceiling and they are out of reach from Link's 
  sword. In order to defeat these fellows, Link must use the beetle or arrows. After sending out the 
  beetle, Link can track its direction so that it cuts down the deku babas from their stems, causing 
  them to fall to the floor in defeat. Link can also use his bow and arrow to cut these deku babas from 
  their stem, or shoot them in the mouth to kill them directly. 
   
   
    Earth Watcher 
  Threat: 
   
   
  Attacks 
  None 
  Weaknesses 
  None 
   
  
   
  199 
  These creatures float close to the ground in the Silent Realm. They carry a lantern, and will alert the 
  Guardians to Link's presence if he steps in the lantern's light.  
   
     Read More about Earth Watchers at the Zelda Dungeon Wiki. 
   
   
    Eye Guardian 
  Threat: 
   
   
  Attacks 
  None 
  Weaknesses 
   Sword 
   
  Eye Guardians are eyes found on the walls of the Skyview Temple. Only found near doors, defeating 
  them will open up the door they are near. To defeat them, Link must spin his sword around in a fast 
  circle, confusing the Eye Guardian and killing it. Eye Guardians can come alone, or two to three at 
  once. All must be defeated at the same time to open the door. 
   
     Read More about Eye Guardian at the Zelda Dungeon Wiki. 
   
   Froak (Sand) 
  Threat: 
   
   
  Attacks 
   Contact -  
   Explode -  
  Weaknesses 
   Sword - 1 hit 
   Slingshot - 1 hit 
   Gust Bellows- 1 hit (if blown against wall) 
  
   
  200 
   
  The Froak is an enemy that you encounter in the Lanayru Mining Facility. It will float around 
  aimlessly with a smooth body, but when you draw near it will shoot out the spikes surrounding its 
  body. It will continue to float, but this time towards you, and will damage him if it makes contact. 
  Froak will explode when attacked or killed, so the sword is not the best way to deal with them. It is 
  better to either use a long range attack such as the Slingshot or Bow, or to use the Gust Bellows to 
  blow them into a wall. 
   
    Froak (Water) 
  Threat: 
   
   
  Attacks 
   Explode -  
   Spikes -  
  Weaknesses 
   Spin - 1 hit (Spin into wall)  
   
  These water-based blowfish enemies can be found in Lake Floria. They are like their sand brethren, 
  floating around almost aimlessly until you draw near. Link can kill these enemies by using a spin to 
  hit them into a wall, causing them to explode. 
   
    Furnix 
  Threat: 
   
   
  
   
  201 
  Attacks 
   Fireball -  
  Weaknesses 
   Whip 
   Sword 
   
  These large birds are found in the Ancient Cistern. They can only be defeated after obtaining the 
  Whip, and you will need to use it to pull the enemy down by its tail. Once this is done, you can then 
  attack it with the sword to defeat it.  
   
    Guardian (Earth) 
  Threat: 
   
   
  Attacks 
   Sword - Death 
  Weaknesses 
   Tears of Light 
   
  
   
  202 
  These creatures roam the Silent Realm and will kill Link in a single blow. If Link steps in Waking 
  Water or does not find a Tear in 90 seconds after starting or finding a previous Tear, they will 
  activate and chase after him. If Link collects a Tear of Light, Earth Watchers will go inactive for a 
  period of 90 seconds. 
   
     Read More about Guardian (Earth) at the Zelda Dungeon Wiki. 
   
    Guardian (Flying) 
  Threat: 
   
   
  Attacks 
   Sword - Death 
  Weaknesses 
   Tears of Light 
   
  These creatures roam the Silent Realm and will kill Link in a single blow. If Link steps in Waking 
  Water or does not find a Tear in 90 seconds after starting or finding a previous Tear, they will 
  activate and chase after him. If Link collects a Tear of Light, Earth Watchers will go inactive for a 
  period of 90 seconds. 
   
     Read More about Guardian (Flying) at the Zelda Dungeon Wiki. 
   
    Hornet 
  Threat: 
   
   
  Attacks 
   Sting -  
  
   
  203 
  Weaknesses 
   Sword 
   
  These hornets are found around nests located in the Deep Woods. If you venture close, or knock down 
  their nest while close to it, they will chase after you and attempt to sting you. You can defeat them 
  with a sword slash if necessary. 
   
  Hornets will also chase after and bother other enemies if they are near you. They don't actually do 
  any damage, but do help to distract them.    Read More about Hornet at the Zelda Dungeon Wiki. 
   
    Hrok 
  Threat: 
   
   
  Attacks 
   Boulder -  
  Weaknesses 
   Bomb - 1 hit 
   
  These birds will sit on top of poles, waiting for you to come close. You can defeat them from a 
  distance with the Bow and Arrow, or by picking up a bomb with the Beetle and dropping it on the 
  bird from above. 
   
     Read More about Hrok at the Zelda Dungeon Wiki. 
   
    Keese 
  
   
  204 
  Threat: 
   
   
  Attacks 
   Bite -  
  Weaknesses 
   Practice Sword - 2 hits 
   Goddess Sword - 1 hit 
   Beetle - 1 hit 
   
  Keese serve the same purpose that they have in previous Zelda titles. They are bat-like creatures that 
  fly around the overworld and within dungeons with the primary purpose of trying to dive into you. 
  When they are low enough to the surface, you can use a sword slash to defeat them. Alternatively, 
  they can be defeated with almost any weapon that you have in your arsenal. Furthermore, you can 
  defeat multiple keese at once with a single crack of the whip. 
   
  Keese attack by diving at you to bite you, and they will only do so when their eyes turn red.  
   
     Read More about Keese at the Zelda Dungeon Wiki. 
   
    Keese (Dark) 
  Threat: 
   
   
  Attacks 
   Contact -  
  Weaknesses 
   Sword 
   Slingshot 
  
   
  205 
   
  This rare type of Keese is only found in the Fire Sanctuary. They act much like regular Keese, but if 
  they make contact with you they will make your items unusable for a few seconds. 
   
     Read More about Keese at the Zelda Dungeon Wiki. 
   
    Keese (Fire) 
  Threat: 
   
   
  Attacks 
   Bite -  
   Contact -  
  Weaknesses 
   Sword - 1 hit 
   Slingshot - 1 hit Beetle - 1 hit 
   
  Fire Keese are nearly identical to their regular counterparts. The obvious difference is that they are 
  surrounded by flames and can burn Link. If a Fire Keese contacts Link it will burn any wooden 
  material he has while also harming Link for a period of time. 
   
      
   
    Keese (Thunder) 
  Threat: 
   
   
  
   
  206 
  Location 
   Lanayru Mining Facility 
   Sandship 
  Attacks 
   Contact -  
  Weaknesses 
   Sword - 1 hit 
   Slingshot - 1 hit 
   Bomb - 1 hit 
   Beetle - 1 hit 
   
  Thunder Keese are found in the Lanayru region, and are electrified versions of regular Keese. They 
  are defeated in the same way as their counterparts. 
   
     Read More about Keese (Thunder) at the Zelda Dungeon Wiki. 
   
    Lizalfos 
  Threat: 
   
   
  Attacks 
   Fire -  
   Tail -  
  Weaknesses 
   Goddess Sword - 9 hits 
  
   
  207 
   
  Lizalfos resemble lizards with human-like attributes. They wield wooden shields, which they can use 
  to block your attacks. They can simply block your direct attacks or hide under their shield for even 
  greater protection from your blade. They can be defeated with the sword, bombs, or arrows. 
   
   
    Lizalfos (Dark) 
  Threat: 
   
   
  Attacks 
   Contact -  
  Weaknesses 
   Unknown 
   
  Dark Lizalfos are enemies that appear in the Ancient Cistern. They are more powerful enemies than 
  the regular Lizalfos. 
   
     Read More about Dark Lizalfos at the Zelda Dungeon Wiki. 
   
  
   
  208 
    Moblin (Wooden Shield) 
  Threat: 
   
   
  Location 
   Faron Woods (Second Time) 
   Deep Woods (Second Time) 
   Inside the Great Tree 
   Lanayru Desert (Second Time) 
  Attacks 
   Spear -  
  Weaknesses 
   Goddess Sword - 25 hits 
   
   
  A Wooden Shield Moblin is a giant purple monster that holds a spear and a large wooden shield. The 
  moblin uses the shield to block your attacks, although it isn't very sturdy. You can slice the shield 
  into pieces, leaving the moblin vulnerable to sword attacks. The moblin's primary attack is using its 
  spear to wind back and deliver a thrusting blow at you. You can quickly dodge the attack and deliver 
  a counter sword slash during the recoil period. 
   
     Read More about Moblin (Wooden Shield) at the Zelda Dungeon Wiki. 
   
   
    Moblin (Iron Shield) 
  Threat: 
   
   
  Location 
   Lanayru Desert 
   Faron Woods 
  
   
  209 
  Attacks 
   Contact -  
   Spear -  
  Weaknesses 
   Sword 
   
  An Iron Shield Moblin is a giant purple monster that holds a spear and a large Iron shield. The 
  moblin uses the shield to block Link's attacks, and it is much sturdier than the wooden shield. The 
  moblin's primary attack is using its spear to wind back and deliver a thrusting blow at Link. Link can 
  quickly dodge the attack and deliver a counter sword slash during the recoil period. 
   
     Read More about Moblin (Iron Shield) at the Zelda Dungeon Wiki. 
   
    Octorok (Grass) 
  Threat: 
   
   
  Attacks 
   Rock -  
  Weaknesses 
   Shield - 1 hit (Deflect rock) 
   Sword 
   
  
   
  210 
  Octoroks are now land creatures that do not resemble their counterparts from older 2D Zelda titles. 
  They also have some similarities to deku scrubs from previous Zelda games. Octoroks will shoot rocks 
  towards you, but whenever you comes close, they will hide under patches of grass. In order to defeat 
  an octorok, you can deflect the rocks back by lunging your shield forward knocking the rock back 
  towards the enemy. You can also use the sword to slash the rock back, or use the whip to pull the 
  octorok up from underground for a short period of time, allowing you to slash away with your sword. 
   
     Read More about Octorok (Grass) at the Zelda Dungeon Wiki. 
   
    Octorok (Rock) 
  Threat: 
   
   
  Location 
   Lanayru Desert 
  Attacks 
   Rock -  
  Weaknesses 
   Shield - 1 hit (Deflect rock) 
   Bomb - 1 hit 
   
   
  These types of Octoroks are found in the present Lanayru Desert. They hide under a rock, and will 
  only lift it up when you are far enough away. They shoot rocks like all other Octoroks, which can also 
  be deflected back at them. If you have no shield to deflect with, you can also roll a bomb at the 
  Octorok or rock to kill it instantly.  
   
     Read More about Octorok (Rock) at the Zelda Dungeon Wiki. 
   
   
   
  
   
  211 
    Octorok (Sky) 
  Threat: 
   
   
  Attacks 
   Rock -  
  Weaknesses 
   Shield 
   
  Sky Octoroks can be seen on various island floating within the Sky. These Octoroks shoot rocks at 
  you while you are flying in the Sky, and are very accurate in doing so. They are much large than 
  other octoroks, and they can be defeated by dashing into them with the A button. 
   
     Read More about Octorok (Sky) at the Zelda Dungeon Wiki. 
   
    Pyrup 
  Threat: 
   
   
  Attacks 
   Contact -  
  Weaknesses 
   Bombs 
   
  Pyrups are tiny seal-like creatures that hide inside walls or beneath rocks. They have a single antenna 
  hanging from its head, the function of which is currently unknown. They attack by spraying a line of 
  fire towards Link, and can also obstruct Link's path in this manner. They can be defeated by 
  
   
  212 
  throwing a bomb into the hole in the wall they hide in or the rock they hide beneath, killing the 
  enemy in the process. 
   
     Read More about Pyrup at the Zelda Dungeon Wiki. 
   
    Quadro Baba 
  Threat: 
   
   
  Attacks 
   Bite -  
  Weaknesses 
   Goddess Sword - 3 hits 
   
  The Quadro Baba is a stronger variation of the standard Deku Baba. It will attack you in the same 
  ways as a standard deku baba by lunging towards you, attempting to bite you. Its mouth is divided 
  into four parts, rather than the two halves that a standard deku baba will have. This will allow the 
  quadro baba to alternate directions in which its mouth opens, meaning you will have to slash either 
  horizontally or vertically, depending on how its mouth is open. Additionally, unlike standard deku 
  babas, quadro babas take multiple hits to defeat and can be quite challenging. 
   
     Read More about Quadro Baba at the Zelda Dungeon Wiki. 
   
    Remlit 
  Threat: 
   
   
  Attacks 
   Contact - 
   
  Weaknesses 
   Practice Sword - 2 hits 
  
   
  213 
   
  During the day, Remlits are normal cat-like creatures, but at night they turn into aggressive 
  monsters that will attack you. You can't actually kill a Remlit, rather, hit it twice with your sword to 
  stop it from attacking you. If you throw a Remlit after making it passive it will attack again, and the 
  same will happen if they fall off the edge of Skyloft and fly back. 
   
     Read More about Remlit at the Zelda Dungeon Wiki. 
   
    Sentrobe 
  Threat: 
   
   
  Attacks 
   Rock -  
   Sentrobe Bomb -  
  Weaknesses 
   Shield (Deflect rock) 
   Horizontal Slash (Sentrobe Bomb) 
   
  Sentrobe are flying creatures who have large eyes in the center of their bodies, with large shells on 
  each side of the eye. The propeller on the top of its body make it appear to be a part of the Peahat 
  and Seahat family. They will shoot rocks out of their eye to attack you, but you can deflect these 
  back with your shield to kill the Sentrobe.  
   
  Sentrobe will also bring out two smaller enemies called Sentrobe Bombs that will fly towards you and 
  hover for a moment before exploding. You will need to either horizontally or vertically slash them, 
  depending on where the line through its body is located.  
   
     Read More about Sentrobe at the Zelda Dungeon Wiki. 
  
   
  214 
   
    Sky Watcher 
  Threat: 
   
   
  Attacks 
   None 
  Weaknesses 
   None 
   
  Sky Watchers work in tandem with the Earth Watchers to protect the Silent Realm. 
   
  These Watchers are high in the sky and will chase after you if he draws too close. If you pass through 
  this light, the Sky Watchers will set off a very loud sound. This will awaken the guardians and erase 
  any protection time of the Tears of Light. 
   
     Read More about Sky Watcher at the Zelda Dungeon Wiki. 
   
    Skulltula 
  Threat: 
   
   
  Attacks 
   Grab -  
  Weaknesses 
   Goddess Sword - 2 hits (or 1, see description) 
  
   
  215 
   
  Skulltula appear very much like their Twilight Princess predecessors. They are spider-like creatures 
  with eight legs whose main attack is to dash its body towards Link. Skulltulas will appear in several 
  different ways. Some just drop down the ceiling, others are hanging from a string, while some have 
  full blown spider webs created to block your path. You can knock down skulltulas by breaking the 
  string or spider web utilizing the beetle. 
   
  Once a skulltula is on the ground, you can then use an upward slash to knock the Skulltula on its 
  back, revealing its weak spot. You can then use a fatal blow to kill it in one hit. 
   
     Read More about Skulltula at the Zelda Dungeon Wiki. 
   
    Spume (Cursed) 
  Threat: 
   
   
  Attacks 
   Fire Shot -  
  Weaknesses 
   Shield 
   
  Cursed Spume can be found swimming in poisonous swamps. You can hit them with an Arrow shot to 
  defeat them. 
  
   
  216 
   
     Read More about Spume (Cursed) at the Zelda Dungeon Wiki. 
   
    Spume (Electro) 
  Threat: 
   
   
  Attacks 
   Electricball -  
  Weaknesses 
   Bomb - 1 
   
  Electro Spume can be found in the Lanayru Desert and Mining Facility sand. You can either roll or 
  throw a bomb at them, or use an arrow to kill them. 
   
    Spume (Magma) 
  Threat: 
   
   
  Attacks 
   Fireball -  
  Weaknesses 
   Rolling Ball - 1 hit 
   Sword - 1 hit 
   
   Skyward Strike - 2 hits 
  
   
  217 
   
  Magma Spume can be found swimming in pools of lava. They will hop up from the lava to spit out a 
  fireball towards you. These fireballs can be deflected using your shield to bounce them back. You can 
  also use his sword to hit the fireballs, causing them to dissipate. Since this enemy is found in lava, you 
  cannot use his sword to defeat them. Instead he will have to rely on projectile weapons such as the 
  bow and arrow. 
   
     Read More about Spume (Magma) at the Zelda Dungeon Wiki. 
   
    Staldra 
  Threat: 
   
   
  Attacks 
   Headbutt -  
  Weaknesses 
   Sword - 1 hit 
   
  Staldra is a dragon-like enemy with three heads. To defeat Staldra, you must use a single sword slash 
  to attack all three heads in a row. If you only hit one or two of the Staldra heads, then the chopped 
  off heads will quickly grow back, restoring Staldra to full life. 
   
  Each of Staldra's eyes are an Electricish-blue color. However, when you come near, the eyes of 
  
   
  218 
  Staldra will turn red and it will dash forward trying to attack you. This can easily be avoided by just 
  taking a step back or utilizing your shield. 
   
     Read More about Staldra at the Zelda Dungeon Wiki. 
   
    Stalfos 
  Threat: 
   
   
  Attacks 
   Contact -  
   Sword Strike -  
  Weaknesses 
   Sword 
   
  Stalfos are skeleton-like enemies that wield two large swords which they use both to block and to 
  attack. You must attack from specific directions that are unprotected, requiring good timing and 
  accurate sword slashes. 
   
  Stalfos has three main attacks. It will quickly swing one sword horizontally, perform a cross-chop 
  with both swords, or raise both swords above its head in preparation for a powerful two-part attack. 
  The Stalfos is defenseless while its swords are above its head, so this is your chance to run around 
  behind it and slash away. 
   
     Read More about Stalfos at the Zelda Dungeon Wiki. 
   
    Stalfos Warrior 
  Threat: 
   
   
  
   
  219 
  Attacks 
   Contact -  
   Sword Strike -  
  Weaknesses 
   Sword 
   
  Stalfos Warriors look almost exactly like regular Stalfos except with some minor visual changes. They 
  now have a small cap on their head with a plume hanging down from it, much like their appearance 
  in Phantom Hourglass and Spirit Tracks. 
   
  The first phase of a battle with a Stalfos Warrior is identical to the battle with an ordinary Stalfos. 
  They have two arms wielding large swords that will block your attacks. You must aim in specific 
  directions with sword. After a number of hits, two more arms will emerge from the stalfos, with one 
  holding another sword, and the other a massive axe. The three swords will now block three directions, 
  forcing your attacks to be more precise in order to harm the stalfos. The stalfos will use the axe, as 
  well as the three swords to attack you. Your shield can be used to block some of its attacks and even 
  knock off its arms. 
   
     Read More about Stalfos at the Zelda Dungeon Wiki. 
   
    Technoblin 
  Threat: 
   
   
  Attacks 
   Electric Sword -  
  Weaknesses 
  
   
  220 
   
  Technoblin wield large electric clubs that can be used to attack you. Their eyes are also electrified, 
  giving the enemy a very different image. If you swing your sword and it hits the electrified sword you 
  will take damage and be stunned for a couple of seconds. The trick is to either attack from the side it 
  is not defending, or to wait until after it attacks, as it will be vulnerable to damage. 
   
     Read More about Technoblin at the Zelda Dungeon Wiki. 
   
  Walltula 
  Threat: 
   
   
  Attacks 
   Contact -  
  Weaknesses 
   Slingshot - 1 hit 
   Bow and Arrow - 1 hit 
   
  Walltulas are small spiders that can found crawling on vines. Their backs have a skull-like image 
  which puts them in the skulltula family. Since they are found on walls and vines, they cannot be 
  defeated using the sword. Instead, you must use a projectile weapon such as the Slingshot or Bow and 
  Arrow. 
   
     Read More about Walltula at the Zelda Dungeon Wiki. 
   
  
   
  221 
  Club Moblin 
  Threat: 
   
  Attacks: 
   Club 
   Shockwave 
  Navi: 
  N/A 
   
  This giant foe can be tricky to get close to. His club attack shoots off in your current location, so use 
  it to your advantage and zigzag to get close, then run for his legs quickly and keep slashing until he 
  dies. 
   
  Normal Drops: Recovery Heart Rupees 
   
  Cucco 
  Threat: 
   
  
   
  222 
  Attacks: 
   Contact 
  Navi: 
  N/A 
   
  Hell hath no fury like a gaggle of chickens... Beat one of these feathered buzzards up enough and it'll 
  call a few friends, which will chase you down and kill you. They cannot be defeated, so the only way 
  to get them to stop is to leave the area or enter a building. Nobody messes with chickens. NOBODY! 
   
  Normal Drops: Recovery Heart Rupees 
   
  Deku Baba 
  Threat: 
   
  Attacks: 
   Contact 
   snaps at you 
  Navi: 
  "Deku Baba 
    hit it when it lunges at you, and it will stand upright. Cut it quickly to get a Deku Stick!" 
  
   
  223 
   
  These Venus fly trap-like enemies pose more of a threat than their wiggly counterpart. Their long, 
  thin bodies allow them to stretch forward and snap at you quickly. Use your shield to get close and 
  slice them in between strikes, or stand just outside their range and smack their head while it's 
  extended, stunning it momentarily so you can go in for the kill. Depending on how you kill them, 
  they will either drop a Deku Nut or a Deku Stick.  [More] 
   
  Normal Drops: Recovery Heart Rupees 
   
   
  Deku Scrub 
  Threat: 
   
  Attacks: 
   Shoots Deku Nuts 
  Navi: 
  "Deku Scrub 
    It will hide in the grass if you get 
    close to it. Bounce the nuts it 
    spits back at it!" 
  
   
  224 
   
  These bushy enemies will burrow into their nests to avoid damage. Use ranged attacks or reflect their 
  nuts back at them with your shield to force them out of their nests. Kill them before they can return 
  to it. 
   
   
  Normal Drops: Recovery Heart Rupees 
   
  Dinalfos 
  Threat: 
   
  Attacks: 
   Sword Slash 
  Navi: 
  "Dinolfos 
    Use your shield well and fight 
    with (Z) Targeting techniques!" 
  This harder version of the Lizalfos is a lot smarter, attacking you two or more at a time and dodging 
  your attacks fairly effectively. They move quickly and will jump in to slash away when they get a 
  chance. Focus on one and defeat it before trying to attack both. 
  
   
  225 
   
   
  Normal Drops: Recovery Heart Rupees 
   
  Dodongo 
  Threat: 
   
  Attacks: 
   Fiery Breath 
   Tail Swipe 
  Navi: 
  "Dodongo 
    Watch out for its fiery breath! 
    Use (Z) Targeting techniques!" 
   
  These giant lizards are slow moving and bulky, but watch out because they do a lot of damage if 
  you're not careful. They're primary attack is to breathe fire at you, which makes them sit still for a 
  while. By getting close, you can make them do this, then quickly circle around and smack their tail 
  (the only place they're vulnerable). They'll howl and spin around quickly, so get out of the way or else 
  their tail will hit you. Circle around and repeat the process. You can even do a jump attack on their 
  tail with a Deku Stick to take them out in one hit! If you can position yourself right, you can throw a 
  
   
  226 
  Bomb or Bomb Flower in front of them and they'll swallow it, destroying them in one go! The other 
  way to kill them is to simply... Shoot them with the slingshot between their attacks... 
   
   
  Normal Drops: Recovery Heart Rupees bombs 
  Door Mimic 
  Threat: 
   
  Attacks: 
   Falls on you 
  Navi: 
  N/A 
  These simple enemies look just like regular doors. They do nothing unless you try to "open" them, 
  which will make them fall on top of you. Aggravating as that is, they can be quickly avoided once 
  you see them wiggle after attempting to go through them, and as one of the Gorons earlier mentioned, 
  and they die rather simply with a Bomb blast. You can easily tell which doors are real because real 
  ones indent into the wall, while fake ones stick out a little ways. Just keep an eye out for this before 
  you open any and you should easily defeat any trickery that would befall you otherwise. 
   
  Normal Drops: Recovery Heart Rupees 
   
  
   
  227 
  Eye Switch 
  Threat: 
   
  Attacks: 
   --> 
   Flame 
  Navi: 
  N/A 
  Some of these puppies are fake and will shoot fire at you. Deflect their flames with your shield, then 
  aim your Fairy Bow at it and wait for it to open its eye. One shot will do the trick. 
   
   
  Normal Drops: none 
   
  Fire Keese 
  Threat: 
   
  Attacks: 
   Contact 
  Navi: 
  "Fire Keese 
    Destroy it before it flies into 
    you! If you don't, its flames will 
    burn up your Deku Shield!" 
  If a regular Keese comes in contact with a flame, it'll become a Fire Keese, which is the same, except 
  it can do additional damage by making you burn after it hits you. Kill them like you would any other 
  Keese, just don't equip your Deku Shield so it doesn't get burned. The Slingshot is a good choice, as is 
  guarding with the Hylian Shield and letting them hit that first. If you do catch on fire, slash your 
  sword or roll to put it out. 
  
   
  228 
   
  Normal Drops: Recovery Heart Rupees 
  Floormaster 
  Threat: 
   
  Attacks: 
   Charge 
   Life Leach (half heart per second) 
  Navi: 
  "Floormaster 
    When it splits up, destroy all the 
    pieces before they reunite!" 
  These spider-like hands will scurry along the floor searching for prey. When they spot you, they'll 
  turn green and rush towards you. While they're green, they're invulnerable. Wait until they're caught 
  off guard and attack quickly. When "defeated" they'll split into three smaller hands that try to latch 
  onto your face and suck the life out of you and potentially reunite to become a full strength 
  Floormaster again! Deku Nuts, Din's Fire or a Spin Attack are all effective ways to kill the little 
  ones... 
   
  Normal Drops: Recovery Heart Rupees 
  Flying Jars 
  Threat: 
   
  Attacks: 
   Flies into you 
  Navi: 
  N/A 
  
   
  229 
  If things weren't bad enough in these dungeons, now you have possessed pottery to worry about! If 
  you approach a jar and it reveals itself to be evil porcelain, just use your shield. 
   
  Normal Drops: Rupees 
   
  Flying Tile 
  Threat: 
   
  Attacks: 
   Contact 
  Navi: 
  N/A 
  This simple enemy will only be seen once in the entire game. The floor tiles themselves float up and 
  fly towards you. They can be killed with just about anything, but probably your sword or Deku Nuts 
  work the best. The better alternative is to simply use your shield, or just dodge them... 
   
   
  Normal Drops: None 
  Freezard 
  Threat: 
   
  Attacks: 
  
   
  230 
   --> 
   Icy breath 
  Navi: 
  "Freezzard 
    Watch out for its freezing 
    breath! Destroy it completely 
    before it revives." 
  These enemies are a little tricky when mixed with other foes. They attack very slowly and 
  consistently, blowing frigid air in your direction. If its breath comes in contact with you, you'll be 
  stuck in a block of ice, taking loads of damage. Wait for a gap in their attack and jump in for the kill! 
  A good way to do so is to use your Hookshot for the initial attack. Watch out, because some of them 
  are invisible and will appear at a distance and slide towards you silently in a sneak attack. If you do 
  get hit, press A as fast as you can to break out of the ice, otherwise, it'll keep hurting you. 
   
   
  Normal Drops: Recovery Heart Rupees Magic Jar 
   
  Gerudo Guard 
  Threat: 
   
  Attacks: 
   Puts you in brig if they see you 
  Navi: 
  N/A 
  
   
  231 
   
  Until you get the Gerudo Membership Card, the Gerudos in the Gerudo Fortress area are not entirely 
  friendly and will toss you in their little brig of sorts if they see you. You can wait until they patrol 
  past you in order to sneak past, or you can use various weapons to stun them easily. The Fairy Bow 
  or Sword are by far the best stuns as they lasts until you leave the area. Strange that they don't 
  "sound the alarm" when they wake up though... Video game logic for ya =) 
   
   
  Normal Drops: Recovery Heart Rupees 
  Gerudo Thief 
  Threat: 
   
  Attacks: 
   Sword 
   Spinning Jump Attack 
  Navi: 
  
   
  232 
  "Gerudo Thief 
    When she drops her guard, 
    attack! If you don't defeat her, 
    you'll be captured!" 
  These guards can be tricky. Use Z targeting and your shield to defend. Get close to strike, just be 
  careful for her jumping attack, which will take you out in one hit. After using it though, her defense is 
  down momentarily. Take advantage of that. 
   
   
  Normal Drops: Recovery Heart Rupees  
  Gibdo 
  Threat: 
   
  Attacks: 
   Chilling stare 
   sucks the life out of you! (Damage per second) 
  Navi: 
  "Gibdo 
    Its gaze will paralyze you. If it 
    bites you, tap any button to 
    escape!" 
  Another variation of the ReDead, there really isn't anything different. If you get caught in their line 
  of sight, they'll freeze you for a few seconds, giving them a chance to get close and potentially jump 
  on top of you, biting on you. Munch munch... To avoid that, try to sneak up behind them or use 
  Deku Nuts or the Sun's Song to stun them, then simply attack them from behind. 
  
   
  233 
   
  Normal Drops: Recovery Heart Rupees Magic Jar 
   
  Gohma Larva 
  Threat: 
   
  Attacks: 
   Contact 
   Stabbing pounce 
  Navi: 
  "Gohma Larva 
    Look out when it gets ready to 
    pounce! 
   
  These weird two-legged bug-like enemies change colors shortly before they pounce on you. They 
  hatch from eggs, which can be destroyed with a single slash of your sword before they hatch. If you're 
  not fast enough, two regular swipes or a Jump Attack will dispose of them. 
  
   
  234 
   
   
  Normal Drops: Recovery Heart Rupees 
  Gold Skulltula 
  Threat: 
   
  Attacks: 
   Contact 
  Navi: 
  "Gold Skulltula 
    This is also known as a Spider of 
    the Curse. If you defeat it, you'll 
    get a token as proof!" 
   
  These spiders are part of a curse that keeps a family in Kakariko in the form of Skulltulas. Defeat 
  them and collect their tokens to get nifty rewards. 
  
   
  235 
   
   
  Normal Drops: Token 
  Green Bubble 
  Threat: 
   
  Attacks: 
   Contact 
  Navi: 
  "Green Bubble 
    Use your sword when its green 
    fire vanishes!" 
  These flaming skulls simply stay fairly stationary or follow a specific path, blocking the way or 
  patrolling. In most cases, they're easily avoided, and can be killed quite simply by stunning them 
  with your shield (walking into them) or Deku Nuts, then finish them off with your sword. 
   
   
  Normal Drops: Recovery Heart Rupees Magic Jar 
  Guay 
  
   
  236 
  Threat: 
   
  Attacks: 
   Contact 
  Navi: 
  "Guay 
    Destroy it before it flies into 
    you!" 
  These obnoxious enemies are very similar to Keese in that they fly around and will pursue you if you 
  come into their sight. They're only found outdoors and die with one hit from just about anything. 
   
   
  Normal Drops: Recovery Heart Rupees Magic Jar 
  Ice Keese 
  Threat: 
   
  Attacks: 
   --> 
   Freezes you 
  Navi: 
  "Ice Keese 
    Destroy it before it flies into 
    you!" 
  As one would expect, if one of these frosty flaming bats touches you, you will become frozen. Try not 
  to let that happen ;) 
   
  Normal Drops: Recovery Heart Rupees Magic Jar 
  
   
  237 
   
  Iron Knuckle 
  Threat: 
   
  Attacks: 
   Ax 
  Navi: 
  "Iron Knuckle 
    Watch out for its ax attack! 
    It hurts a lot! Strike when it 
    drops its guard!" 
   
  These behemoth warriors clad in armor are quite the force to be reckoned with. Their powerful ax can 
  take a good chunk out of your life in a single swing. The best method is to lure them to attack, then 
  rush in and get a hit between strikes. Bombs and Bombchus can damage them too, but it's harder for 
  the second part of the fight. Halfway through the battle, they lose a layer of armor and run faster, 
  but it also makes them more vulnerable to your sword. If you can time it well, lure them to attack, 
  jump back, and just as they are finishing their attack, and use a Jump Attack to deal lots of damage 
  before they can retaliate. Use the Deku Stick + Jump Attack combo or the Biggoron Sword to deal 
  with these enemies quickly. If you're having trouble with them, use Nayru's Love to become 
  invincible for a short period of time; unfortunately they still knock you over when you get hit, but 
  they won't take a good chunk out of your life this way. 
   
  Normal Drops: Recovery Heart Rupees 
   
  
   
  238 
  Keese 
  Threat: 
   
  Attacks: 
   Contact 1d4 
  Health 
  1 Heart 
  Navi: 
  "Keese 
    When you get close to it, use 
    (Z) Targeting. Even if it flies 
    away, you can still target it." 
  These simple bats are in most of the dungeons in the game. They often hang on the walls or ceilings 
  and begin moving when you come close. If there is a torch nearby, they will fly into it to become 
  either Fire or Ice Keese, making them much more deadly. Projectile weapons are effective against 
  them, but so is your sword and shield. Just be ready to Z Target them when they get close. 
   
  Normal Drops: Recovery Heart Rupees Magic Jar Monster Claw 
   
  Leever 
  Threat: 
   
  Attacks: 
   Contact 
  Navi: 
  "Leever 
    Watch its movements closely and 
    let it go by!" 
  
   
  239 
   
  These dumb enemies are huge spinning... Things that pop out of the ground and spin towards you. 
  They're a pain to avoid and even harder to kill. When they first appear, they begin moving towards 
  the direction you're traveling. Use this to your advantage and either zigzag as they're appearing or 
  change the direction you're traveling a little after they appear. You can also get on top of rocks to 
  keep them from attacking. 
   
  Normal Drops: Recovery Heart Rupees Magic Jar 
   
   
  Like 
  Threat: 
   
  Attacks: 
   Eats you! 
  Navi: 
  "Like 
    An enemy that eats shields and 
    certain clothes. Beat it quickly 
    to get your gear back!" 
  These obnoxious piles of spam are always hungry. If you get too close, they'll reach out towards you 
  (making their front side invulnerable) and suck you in if you're too close. If they do manage to get 
  you, they'll steal your shield and your special tunics if you're wearing one. If you don't kill them fast 
  
   
  240 
  enough after that, they'll digest them completely. Slash them between their attacks when they're 
  vulnerable as quick as you can! 
   
   
  Normal Drops: Recovery Heart Rupees Magic Jar 
  Lizalfos 
  Threat: 
   
  Attacks: 
   Sword Slash 
  Navi: 
  "Lizalfos 
    Use your shield well and fight 
    with (Z) Targeting techniques!" 
   
  These lizard-men use swords to swipe at you. They usually come in pairs, but only attack you one at a 
  time and swap every other hit they take. They attack quite slowly and are very vulnerable the rest of 
  the time. Use your shield to get close and slash them. Alternatively, you can shoot them from afar 
  with your Slingshot, or stun them with Deku Nuts. Either way, three hits with the Kokiri Sword will 
  finish them. 
  
   
  241 
   
   
  Normal Drops: Recovery Heart Rupees Magic Jar 
  Mad Scrub 
  Threat: 
   
  Attacks: 
   Deku Nut 
  Navi: 
  "Mad Scrub 
    If you get close to it, it will hide 
    in the grass..." 
   
  Very similar to the Deku Scrubs, these enemies shoot three Deku Nuts at a time. Either shoot them 
  with your Slingshot, throw down Deku Nuts, or reflect their nuts back at them, then chase them 
  down with your sword. 
   
  Normal Drops: Recovery Heart Rupees Magic Jar 
  
   
  242 
   
  Moblin 
  Threat: 
   
  Attacks: 
   Spear charge 
  Navi: 
  N/A 
   
  These pig-like enemies are only found in the Sacred Forest Meadow. Allow they're very weak, they're 
  hard to avoid if they see you and will pummel you into a wall abruptly. Use the slots in the walls to 
  your advantage and inch your way closer. The Hookshot is very effective on both sides, but both 
  your sword and Bombs can only harm them from behind. 
   
  Normal Drops: Recovery Heart Rupees Magic Jar 
   
  Octorok 
  Threat: 
   
  
   
  243 
  Attacks: 
   Rock 
  Navi: 
  "Octorok 
    Bounce back the rocks they spit 
    at you!" 
   
  These octopus-like enemies surface in the water to shoot rocks at you. If you get to close, they'll 
  submerge themselves, so they can be annoying to conquer. To kill them, any ranged attack will do, 
  but you can also just reflect their rock with your shield. 
   
   
  Normal Drops: Recovery Heart Rupees Magic Jar 
  Parasitic Tentacle 
  Threat: 
   
  Attacks: 
   Tentacle Slap 
  Navi: 
  "Parasitic Tentacle? 
    It seems that the narrow part is 
  
   
  244 
    its weak point... You need a 
    particular item to destroy it!" 
  These giant tentacles hang from the ceilings in certain rooms within Jabu-Jabu's Belly. They can only 
  be killed using the Boomerang on the narrow part of their body. Simply Z target them and walk in 
  circles, throwing your Boomerang whenever they get low enough. 
   
   
  Normal Drops: None 
  Peahat 
  Threat: 
   
  Attacks: 
   Slice 
   Peahat Larva 
  Navi: 
  "Peahat 
    Its weak point is its roots!" 
  These obnoxious enemies fly around attempting to chop you in half with their spinning propeller 
  blades. They're vulnerable to projectile attacks as well as the soft "root" area underneath, which you 
  can circle around and attack with your sword. Sometimes they will fly up high in the air and make 
  PeaHat Larva, which are miniature versions of itself that are invulnerable, but die quickly. They will 
  also spit these things out if you attack them while they're still in the ground. The best plan is to avoid 
  these large enemies altogether, it's just not worth the trouble. 
  
   
  245 
   
   
  Normal Drops: Recovery Heart Rupees Magic Jar 
  Peahat Larva 
  Threat: 
   
  Attacks: 
   Slice 
  Navi: 
  "Peahat Larva 
    Defend with your shield!" 
  If you find yourself in an encounter with these spinning plants of doom, you can either keep running 
  to avoid them, or confront them. They're pathetically weak, but awkward because of the way they fly 
  around quickly and usually in pairs of three. You can defeat them by shooting them with quick 
  ranged weapons, using Deku Nuts, your sword, or simply using your shield and running into them on 
  purpose, causing them to wobble around until they hit the ground. 
   
  Normal Drops: Recovery Heart Rupees Magic Jar 
   
  Poe 
  Threat: 
   
  Attacks: 
   Contact 
   Lantern 
  Navi: 
  
   
  246 
  "Poe 
    If you stare at it with (Z) 
    Targeting, it will disappear..." 
   
  These particular enemies are found only in graveyards and will repeatedly become invisible (and 
  invulnerable). They attack by flying towards you and hitting you with the lantern they carry. To 
  defeat them, you must resist the urge to use Z Targeting (because they won't become visible). Get 
  close to taunt them, use your shield to defend, then wait for a gap in their attacks and slash away. 
   
  Normal Drops:  
   
  Red Bubble 
  Threat: 
   
  Attacks: 
   -- 
   Contact (burn) 
  Navi: 
  "Red Bubble 
    Guard against its attack with 
    your shield!" 
  By far, the most annoying variation of these skull enemies, the Red Bubbles often appear from bodies 
  of lava and jump towards you, bouncing off the ground and other solid objects until they fall back 
  into the lava only to appear a short time later. They only appear at specific, set points, however, so 
  once you memorize these areas, you can simply avoid them. If you see one, the best course of action is 
  
   
  247 
  usually to just use your shield, deflecting them and getting rid of their flame, allowing you to slash 
  them with your sword. 
   
   
  Normal Drops: Recovery Heart Rupees 
  ReDead 
  Threat: 
   
  Attacks: 
  + Life Drain 
   Chilling Stare 
  Navi: 
  "ReDead 
    Its gaze will paralyze you. If it 
    bites you, tap any button to 
    escape!" 
   
  
   
  248 
  These zombie-like creatures move around slowly, freezing you for several seconds if you fall within 
  their sight. This makes it easy for them to get close, and eventually climb atop you and chew on you - 
  mash the A button repeatedly to get them off. They're best defeated by sneaking up behind them and 
  slashing away with your sword. Stunning them with either the Deku Nuts or Sun's Song makes them 
  much easier to handle. 
   
   
  Normal Drops: Recovery Heart Rupees Magic Jar 
  Red Jelly 
  Threat: 
   
  Attacks: 
   Deadly wiggle of doom! 
  Navi: 
  N/A 
  These odd squiggly, hot blocks of angry tofu will start wiggling around like crazy when you draw 
  near. Who knows why they hate us so much? In any case, you can stun them using your Boomerang, 
  thus transforming them into a platform for a short time. 
  
   
  249 
   
   
  Normal Drops: None 
  Red Tektite 
  Threat: 
   
  Attacks: 
   Contact 
  Navi: 
  "Red Tektite 
    Lock on to it as it jumps with (Z) 
    Targeting!" 
   
  These crab-like enemies will jump in your direction if you come into view. Get close using your shield, 
  then use vertical sword slashes to work wonders on these very mobile enemies. Alternatively, you can 
  sneak around them, causing them to turn slowly. Using Deku Nuts to stun them can be an effective 
  strategy to getting a good shot at a Jump Attack. 
   
   
  Normal Drops: Recovery Heart Rupees Magic Jar 
  
   
  250 
  Shabom 
  Threat: 
   
  Attacks: 
   Contact 
  Navi: 
  "Shabom 
    If you try to cut it, it will bounce 
    off your blade!" 
   
  The name of these enemies comes from the Japanese word "Shabondama," meaning "soap bubble." 
  These things are easily avoided, but should you desire to kill them, (they drop goodies often,) your 
  sword and slingshot are good options. Deku Nuts also work great for big groups of them. In fact, 
  they're so weak, you can even kill them with a simple roll (although tricky). 
   
   
  Normal Drops: Recovery Heart Rupees Magic Jar 
  Shell Blade 
  Threat: 
   
  Attacks: 
   Contact 
  Navi: 
  "Shell Blade 
    Its internal muscle is its 
    weak point!" 
  
   
  251 
  These giant clams will spin around and "chomp" towards you, pointing the spikes on their back in 
  your direction. Running away and then turning to face them is usually your best option. Once you 
  get close, they'll reveal their weak mouth for a split second. Shoot them with a ranged weapon or dive 
  in for the kill with your sword. In large groups, it may be wise to use Din's Fire, which can kill them 
  all in one hit... 
   
   
  Normal Drops: Recovery Heart Rupees Magic Jar 
  Skull Kid 
  Threat: 
   
  Attacks: 
   Shooting Needles 
  Navi: 
  "Skull Kid 
    Is this what happens to kids who 
    wander into the forest? It looks 
    like he doesn't like grownups." 
  These mysteriously shy creatures from the past are now wild and hostile. They're only found in the 
  Lost Woods and they disappear as soon as you get close or try to attack them. Watch out for their 
  poison needles, which stick into walls and can still hurt you until they disappear. 
   
  Normal Drops: None 
   
  Skulltula 
  Threat: 
   
  Attacks: 
  
   
  252 
   Contact 
   Spin 
  Navi: 
  "Skulltula 
    Its soft belly is its weak point!" 
   
  Although very limited in movement, they pose quite the obstacle and are awkward to defeat. If you 
  attack their front side, it will make them rock back and forth and potentially hit you. Only their 
  backside is vulnerable, so wait until they turn around (a stupid move on their part, no?) and strike 
  them with your weapon of choice. Later on, you can use the Hookshot or Longshot to kill them in one 
  hit from either side! 
   
  Normal Drops: Recovery Heart Rupees Magic Jar 
   
  Beamos 
  Threat: 
   
   
  Attacks 
   Laser -  
  Weaknesses 
   Goddess Sword - 3 hits (Large), 2 hits (Regular) 
   
  
   
  253 
   
  Beamos are multilayered totem-pole like objects that are made up of different electrified parts. These 
  enemies can be defeated by slicing apart different sections of their body. The beamos will shoot out a 
  laser beam from its eye, but this attack can be deflected using the shield. 
   
     Read More about Beamos at the Zelda Dungeon Wiki. 
   
  Aracha 
  Threat: 
   
  Attacks 
   Bite (every 2 seconds) -  
  Weaknesses 
   Sword - 1 hit 
   Slingshot - 1 hit 
   Bomb - 1 hit 
   Beetle - 1 hit 
   
  
   
  254 
  These small one-eyed scorpions are found in the Lanayru Mining Facility. They are baby scorpions, 
  resembling the boss of the Lanayru Mining Facility, Moldarach. They will attack by jumping on a 
  body part of Link and biting him. They can be defeated by every damaging weapon in one hit.  
   
  Aracha will sometimes leave behind a Jelly Blob when defeated.  
   
   
   
  Skullwalltula 
  Threat: 
   
  Attacks: 
   Contact 
   Charge 
  Navi: 
  "Skullwalltula 
    Be careful not to touch it!" 
  These spiders are found only on vertical surfaces. If you get too close, they will rush towards you and 
  knock you off the wall. It's possible to sneak past them when they're turned the other way, but the 
  use of ranged weapons easily shows them whose boss. 
   
   
  Normal Drops: Recovery Heart Rupees Magic Jar 
  Spike 
  Threat: 
   
  Attacks: 
   Contact 
  
   
  255 
  Navi: 
  "Spike 
    Aim for it when it retracts its 
    spikes!" 
  These simple enemies only come after you when you get close, spinning slowly towards you. They're 
  only really deadly underwater and can be easily avoided by running away. If you wait long enough or 
  they hit you, they'll curl into a rock. At any point you can Z target them and use your Hookshot to 
  force them into their cocoon, and then do away with them. 
   
   
  Normal Drops: Magic Jar 
  Stalchild 
  Threat: 
   
  Attacks: 
   Swipe 
  Navi: 
  "Stalchild 
    Don't be afraid of the Stalchild! 
    Just attack it repeatedly!" 
  These skeletal enemies appear only at night in Hyrule Field as a child. If you walk for a little ways, 
  they will bury themselves back into the dirt, only to reemerge later. While they are easy to defeat 
  with two hits of just about anything, their numbers are endless. Just stay on the roads to avoid 
  confrontation. Also, while it's technically not any different, occasionally a giant one appears! 
  
   
  256 
   
   
  Normal Drops: Recovery Heart Rupees Magic Jar 
  Stalfos 
  Threat: 
   
  Attacks: 
   Sword 
   Jump Attack 
  Navi: 
  "Stalfos 
    Lure it close to you and watch its 
    movement carefully! Attack it when 
    it drops its guard!" 
   
  These skeletal warriors make their return from previous Zelda titles. Watch out for their jump attack, 
  which can do a great deal more damage to you than their regular sword attacks. Use Z targeting to 
  get close while using your shield, then take a quick stab as soon as you see them let their shield down. 
  Try to circle around them when they jump at you. Also, if you get right in their face, you can easily 
  "force them" to attack and get a quick stab in. If done right, you can take them out very quickly this 
  way... 
  
   
  257 
   
  Normal Drops: Recovery Heart Rupees Magic Jar 
   
  Stinger 
  Threat: 
   
  Attacks: 
   Contact 
   Dive 
  Navi: 
  "Stinger 
    Destroy it before it flies into you!" 
  These stingray-like enemies have the ability to float in and out of the water, then dive at you at high 
  speeds. Although weak, they can be unpredictable and are quite dangerous in large groups. Close 
  attacks work, but ranged attacks are much easier to defeat them. Keep Deku Nuts handy so you can 
  stun them if they get too close (such as diving towards you). As long as you're quick and are aware of 
  their location, these enemies pose little danger. When they're in the floor, you can walk over them to 
  lure them out of the ground, then quickly shoot them with your Slingshot. 
   
  Normal Drops: Recovery Heart Rupees Magic Jar 
   
  Tailpasaran 
  Threat: 
   
  
   
  258 
  Attacks: 
   Contact (Electrocute) 
  Navi: 
  "Tailpasaran 
    Its tail is its weak point!" 
  These long, floating, glowy enemies are electric, alike almost every enemy in this dungeon. Their head 
  is invulnerable, so their only weak spot is their blue body. Once again, if you use your sword, you'll be 
  harmed, so the only way to really defeat them is to either use Deku Sticks or the Boomerang. They're 
  also pretty easy to avoid, so that may be a better option. 
   
   
   
  Normal Drops: Recovery Heart Rupees Magic Jar 
  Torch Slug 
  Threat: 
   
  Attacks: 
   Contact 
   Jumps at you 
  Navi: 
  "Torch Slug 
    When the fire on its back is 
    extinguished, it will run away. 
    Destroy it before it relights!" 
  These flaming puddles of goop have quite the personality. If they see you, they'll relentlessly follow 
  you around, jumping at you until you are out of reach. They can rack up quite a bit of damage, so 
  quickly use any attack you deem appropriate. If you're catching them off guard, your sword will 
  easily do the job, otherwise, Deku Nuts are quite effective. Once they've been hit, their flame will be 
  extinguished, leaving them vulnerable and scared. Chase them down and smack away at them before 
  their flame returns to defeat them. Once you have acquired the Megaton Hammer, you can use it to 
  hit the ground, flipping them and making them completely helpless. Heh. 
  
   
  259 
   
   
  Normal Drops: Recovery Heart Rupees Magic Jar 
  Wallmaster 
  Threat: 
   
  Attacks: 
   Takes you away 
  Navi: 
  "Wallmaster 
    Watch out for its shadow on the 
    floor. Destroy it before it goes 
    back up to the ceiling!" 
  One of the most annoying enemies in the entire series, these giant, evil hands will fall from the ceiling 
  and snatch you away, taking you all the way back to the beginning of the dungeon! You can tell 
  when they're in the room by the sound they make and the shadow that appears below you. To kill 
  them, wait until the shadow is pretty large, then run away. When you hear them thump on the 
  ground, turn back around and slash away at them twice to kill them before they jump back to the 
  ceiling. 
   
   
  Normal Drops: Recovery Heart Rupees Magic Jar 
  White Bubble 
  Threat: 
   
  
   
  260 
  Attacks: 
   Contact 
  Navi: 
  "White Bubble 
    Aim for it when it stops!" 
  Definitely the weakest variation of the Bubbles, this particular variety simply spins around and 
  moves around the room quickly, staying in place for brief moments. Wait till they stop moving, then 
  attack. 
   
   
  Normal Drops: Recovery Heart Rupees Magic Jar 
  White Wolfos 
  Threat: 
   
  Attacks: 
   Swipe 
  Navi: 
  "White Wolfos 
    Lure it close to you and watch 
    its movement carefully! Attack it 
    when it drops its guard!" 
  This snowy rendition of an old enemy fights the same way. Just Z target it and keep your shield up. 
  Right before it slashes, back up so it turns around, then stab it in the back to deal extra damage! It 
  shouldn't be a problem for you... 
   
  Normal Drops: Recovery Heart Rupees Magic Jar 
  
   
  261 
   
  Withered Deku Baba 
  Threat: 
   
  Attacks: 
   Contact 
  Navi: 
  "Deku Baba 
    Though it looks withered, it will 
    hurt you if you touch it!" 
  These withered versions of the regular Deku Baba are incredibly weak. They don't even attack and a 
  single hit from any attack of your own will kill them. The only way for them to hurt you is if you 
  walk into them. I think we can handle them, don't you? When defeated, they will always drop a Deku 
  Stick, making them often times conveniently placed in rooms with a few unlit torches. Funny how 
  that works, huh? 
   
   
  Normal Drops: Recovery Heart Rupees Magic Jar 
  Wolfos 
  Threat: 
   
  Attacks: 
   Swipe 
  Navi: 
  
   
  262 
  "Wolfos 
    Draw it close to you and watch 
    its movement carefully! Attack it 
    when it drops its guard!" 
  These wolf like enemies will circle around you, then come in and quickly swipe at you with the long 
  claws on their forepaws. Use Z targeting techniques to get close and avoid their attacks, then slash 
  them when their guard is down. You can kill them quickly by using a Jump Attack (Z + A) when 
  they're back is to you. Also, while Z targeting one, any others nearby won't attack you. Using Deku 
  Nuts or the Hookshot to stun them can be an effective strategy as well. 
   
   
  Normal Drops: Recovery Heart Rupees Magic Jar 
   
   
  
   
  263 
  Recurring characters 
  Agitha 
  Agitha first appears in Twilight Princess. She is a cheery ten-year old girl who calls 
  herself the "Princess of Bugs" and sees the good in things. She lives in a house in 
  Hyrule Castle Town that is her personal castle, normally out in the garden during the 
  day. Thinking he was a grasshopper when they first met, Agitha asks Link to help 
  her collect twelve pairs of Golden Bugs for a ball she is having, with the promise of 
  awards for his help. Agitha returns in Hyrule Warriors as a playable character, 
  armed with her parasol and using her golden bugs to fight for her.  
  Anju 
  Anju first appears in Ocarina of Time but is unnamed and generally referred to as the 
  "Cucco Lady." She resides in Impa's old house in Kakariko Village. She says that she is 
  allergic to Cuccos, and hers are always escaping from their pen. The first time that Link 
  rounds them up for her, he receives an empty bottle in return. 
  Majora's Mask is the first of the Zelda series in which Anju is named. She is troubled 
  over the disappearance of her fiancé, Kafei. In a lengthy side-quest resulting in the 
  reunion of those betrothed, Link can acquire several masks: the Keaton Mask, the 
  Kafei Mask, the Postman's Hat, and the Couple’s Mask. 
  Anju reappears in The Minish Cap, wherein she again employs Link's help to retrieve 
  her Cuccos, compensating with rupees and a Piece of Heart. 
  Beedle 
  Beedle, also known as Terry in different localizations of the games, is a 
  traveling merchant who sells Link numerous items to help aid him as well 
  sometimes exotic items. He also values his consumers with rewards discounts. 
  He first appears in The Wind Waker where he can be found around numerous 
  islands in the Great Sea on his boat shop.  
  In The Minish Cap, Beedle appears in Hyrule Town selling Picolyte after 
  Link fuses kinstones and clears the area with Gust Jar. 
  In Phantom Hourglass, his role is the same as that in The Wind Waker as 
  well he sells boat parts. 
  In Spirit Tracks his role is the same but instead of a boat, he is seen soaring above in a balloon across 
  New Hyrule. Link has to bring the boy from Aboda Village to Beedle to fulfill his dream of flying 
  which Beedle agrees to have him on board and as well to obtain a Force Gem. 
  In Skyward Sword his role is the same, traveling from his island home to Skyloft in a pedal-powered 
  wooden shack with helicopter-type propellers. 
  
   
  264 
  Biggoron 
  Biggoron, like his name suggests, is a Goron who is approximately 
  the size of a mountain. He first appears in Ocarina of Time, where 
  he can be found sitting atop Death Mountain, scratching at his dry 
  eyes. At the close of a time-centric trading sequence, Link gives the 
  giant special Eye Drops; in return, Biggoron repairs Link's broken 
  Goron's Sword, which is then made unbreakable and renamed 
  Biggoron’s Sword. He has a brother half of his size named 
  Medigoron who resides in the second level of the Goron city and 
  will sell Link a (breakable) Goron’s Sword for a steep price. 
  In Majora's Mask, Biggoron has been cursed with invisibility by 
  the Skull Kid, and sits at the far end of the narrow ridge which 
  leads to Snowhead Temple, blowing gusts of wind to prevent 
  anyone from traversing the path (which caused the Goron 
  Darmani to fall off and die). Once Link learns the Goron's Lullaby, 
  he uses this to lull Biggoron to sleep, thus making the giant fall off the cliff and allow access to the 
  temple. 
  In Oracle of Seasons, Biggoron can be found at the top of Goron Mountain, where he is suffering from 
  a terrible cold. Link gives him some Lava Soup for this illness in exchange for the Goron Vase. 
  (Through a linked game with passwords, Link can tell Biggoron a password which then gives Link 
  Biggoron's Sword.) 
  In The Minish Cap, he resides in the mountains near Veil Falls, only appearing once Link fuses 
  kinstones with a Goron in a cave near Lon Ranch. The giant is hungry, and asks Link for a shield to 
  eat; when Link returns, after Biggoron has eaten, he presents Link with the Mirror Shield. 
  In Phantom Hourglass, Biggoron is not his usual monstrous size, but of normal Goron height—
  though he remains the largest on Goron Island. Here he has a son named Gongoron. Link is required 
  to answer his questions in order to be allowed further 
  exploration of the island; when he responds correctly, he is 
  then titled Goro-Link. 
  Dampé 
  Dampé is an old mysterious friendly gravekeeper who 
  appears in multiple games. He can be recognized by his 
  pale skin and hunched back. 
  He first appears in Ocarina of Time where he can be found 
  in the Kakariko Village graveyard. As child Link he's 
  usually inside his hut sleeping and just sunset for a few 
  hours he appears outside where he provides a mini-game 
  for Link to try to win a piece of heart. As Adult Link, 
  Dampé is dead and Link has to enter his grave in order to 
  claim the hookshot. Once inside, Dampé's ghost challenges 
  him to a race which Link has to follow him so to obtain it 
  without failing. 
  
   
  265 
   
  In Majora's Mask, he can be found in Ikana Graveyard where during the day he walks around outside 
  however takes an entire day for him to go back to his hut. If Link wears the Captain's Hat whilst 
  talking to him, he gets scared and quickly rushes inside. On the final day, he can be found 
  underground of the graveyard looking for a treasure which Link helps him find. 
  In Four Swords Adventures, he is found at the graveyard in the swamp area. Link can talk to him 
  which he warns Link that he shouldn't be out late and tells about the Forest of Light. 
  In The Minish Cap, he is found in the Royal Valley in western Hyrule where Link can fuse with him 
  kinstones and even gives Link the Graveyard key. 
  In A Link between Worlds, he appears as the caretaker of the graveyard near the sanctuary. 
  Great Fairy 
  Great Fairies appear in all of the 
  games as giant fairies that reside in 
  springs called "Great Fairy’s 
  Fountains". They are much older 
  than other fairies, and are thus 
  much more powerful. Most of those 
  depicted wear dresses, full-length 
  or knee-length, though in Ocarina 
  of Time, Majora's Mask and 
  Twilight Princess, they are more 
  risqué. According to their figurine 
  in The Wind Waker, they were 
  born on the Angular Isles, and are 
  destined to aid the "Great Hero", 
  Link. In all games, they will 
  completely refill Link's health. In 
  some of their appearances, they 
  will reward Link with new items or 
  upgrades of his items or meters, 
  usually for merely visiting them, 
  though sometimes he must 
  complete a task. These tasks 
  usually involve some selflessness 
  on the part of the player. 
   
  
   
  266 
  Guru-Guru 
  Guru-Guru is a bald, bearded man who's always seen playing the "Song of 
  Storms" on what looks like an organ grinder. He first appears in Ocarina of 
  Time where he's found inside the Windmill in Kakariko Village, happily 
  playing away. In the future, he's angry because 7 years ago a young boy 
  played the Song of Storms with a magical ocarina, messing up the windmill. 
  Unaware Link is that same boy, he teaches him the "Song of Storms", and 
  Link returns to the past to fulfill his predetermined destiny, draining the 
  well to access the next dungeon. 
  In Majora's Mask he's part of the Gorman Troupe set to play at the Clock 
  Town Carnival. During the day he can be found playing in the troupe's 
  room in the Stock Pot Inn. He's found at the Laundry Pool during the 
  night, because his playing annoys the other members greatly. Sometime 
  before Link's arrival to Termina, he was a member of a different troupe, led 
  by a dog. Out of anger and jealousy, he steals from the leader the Bremen 
  Mask, and gives it to the player after confessing his story. By wearing the mask and marching, Link 
  can make some animals follow him. 
  In Oracle of Seasons, he's found beside a windmill again in the Eastern Suburbs of Holodrum. Here, 
  Link can trade him the engine grease for a phonograph to continue the trading sequence for the Noble 
  Sword. 
  Malon 
  Malon (マロン Maron?) has appeared in several games in the 
  series, and is almost always found at Lon Ranch with her father 
  Talon.[20] Like the series' protagonist, Link, and its namesake, 
  Princess Zelda, Malon is depicted with many varying 
  incarnations. Her largest appearance is in Ocarina of Time, 
  where she interacts with Link on various occasions when he 
  visits the ranch. Link helps her and her father with their ordeals 
  while Malon mainly raises Epona, and teaches Link Epona's 
  Song, which can call the horse to Link at any time. In other 
  games, she has smaller roles, involving Link helping her and 
  Talon. 
  In Oracle of Seasons, she and her father breed Cuccos north of 
  Horon Village near Eyeglass Lake in Holodrum. As part of the 
  trading quest, if Link gives her the Cuccodexterity, she'll give 
  him the Lon Lon Egg. 
  In Four Swords Adventures, the four Links guide Malon to her 
  father, Talon, when her path is blocked by castle knights. Upon 
  reuniting her with Talon, he gives the Links permission to use 
  his horses, which appear when one of the Links touch a carrot. 
  She also makes an appearance in The Minish Cap, in which Link 
  helps her and Talon back into their house by finding a key, later 
  moving to the town to sell Lon Lon Milk. 
  
   
  267 
  Malon does not appear in Majora's Mask, but both the child and adult versions of Malon appear as 
  the sisters "Romani" and "Cremia", separate characters who own Romani Ranch in the northeastern 
  area of Termina. On his first visit to the ranch, Link learns that Epona had been found by Romani 
  since being separated from him in the beginning of the game. In exchange for reclaiming Epona, 
  Romani asks Link to help protect the ranch and its cows from otherworldly creatures. Later, Link is 
  offered by Cremia to ride into town with a shipment of milk, which must be protected from masked 
  bandits. 
  In Link's Awakening it is thought that Malon appears as "Marin", the daughter of "Tarin", who finds 
  Link shipwrecked on the beach and takes him to her home. She can sing and usually attracts the 
  attention of animals around her who will sit and listen to her song. 
  Though Malon and Talon don't appear in Twilight Princess, allusions to the characters can be found 
  in the names of two of the youths from Link's home village: Malo and Talo. The music that plays in 
  Hyrule Field during the nighttime has Malon's singing voice through most of it. 
   
  Maple 
  Maple is an apprentice witch serving under her grandmother Syrup. She first 
  appears in Oracle of Seasons and Oracle of Ages, frequently flying by Link 
  on her broomstick. Upon crashing into Link, he and Maple will both drop 
  their items, prompting a race between them to gather up as much of it as 
  possible. As the game continues, Maple will upgrade her broomstick to a 
  vacuum cleaner and, in a linked game, a U.F.O., each being faster and 
  making the item races more challenging. Maple is also a part of the trading 
  sequence in both games, as she seeks a Lon Lon Egg in Seasons and a 
  Touching Book in Ages. 
   
  In the Game Boy Advance remake of A Link to the Past, Maple appears 
  inside the magic potion shop as the salesclerk, replacing the unnamed shopkeeper character from the 
  original version of the game. In A Link Between Worlds it is hinted that the witch who runs the 
  magic shop is also named Maple, though it is unclear if she is meant to be the same character. 
   
  Mutoh 
  Mutoh is an old and short-tempered boss of a group of 
  carpenters who are responsible for building  structures 
  around Hyrule and other lands. However his employees 
  are always lazy or either lost to which he has to yell at 
  them. He first appears in Ocarina of Time where during 
  the present he's busy constructing a building in Kakariko 
  Village. Seven years later in the future, they're found in 
  Gerudo Valley where all the carpenters except for Mutoh 
  are captured by the Gerudo after a failed attempt in 
  
   
  268 
  joining them. Link later has to help free them so they can escape. In this game only, he has two 
  children, Anju and Grog. 
  In Majora's Mask, his carpenters are busy getting ready for the Clock Town carnival however Mutoh 
  is busy arguing to the mayor to keep the carnival running whilst the guards are arguing to close the 
  fair in fear that the moon will fall from the sky. On the Final Day he's the only one found outside the 
  clock tower as everyone has fled. However, in the final scene, he is seen running towards Stone Tower. 
  In Oracle of Ages, here he is responsible for building the bridge connecting Nuun Highlands to 
  Symmetry City in Labrynna. However all the carpenters have scattered across the highlands and he 
  asks Link to find them so they can build the bridge. 
  In The Minish Cap, he is found in Hyrule Town where if Link fuses kinstones with him, the carpenters 
  will construct houses for either Nayru, Din or Farore to live in. When not working, they're located in 
  the sawmill in the town. 
  Postman  
  The Postman is an unnamed character who appears in multiple titles. 
  A similar man appears in Ocarina of Time not as a postman but as a 
  man running around Hyrule, copying an extinct race of rabbits. Link 
  sells him the Bunny Hood, causing him to run faster. Seven years 
  later he is living with the carpenters of Kakariko Village outside the 
  Gerudo Fortress entrance, where Link is given the option of racing 
  him; despite much speculation and frequent rumors to the contrary, it 
  is not possible to win this race. 
  He first debuts as the Postman in Majora's Mask, where he runs 
  around delivering mail in Clock Town. He always tries to be on 
  schedule as well when the moon gets closer he's seen running quicker. 
  Link can obtain the Postman's Hat after delivering the mail on the 
  third day to which he then flees the town. Whenever he speaks, he 
  says "Ya!" loudly, though this practice was discontinued in later 
  games. 
  In Oracle of Ages he is a human (being Hylian/Terminian in the last 
  two) again as a Postman at the Post Office in Lynna Village in 
  Labrynna. Here he is unable to deliver the mail on time due to not having a clock. Link later gives 
  him the Poe Clock, prompting him to rush out to deliver the mail. In his haste, he leaves behind 
  Stationery, which Link takes. 
  In Minish Cap he's seen running around Hyrule Town making deliveries. He works together with 
  another post office worker named Stamp, the two of whom start a newsletter once Link and the 
  Postman fuse Kinstones. 
  In The Wind Waker Koboli is a Rito mail sorter who is said to have descended from a postman long 
  ago. He has a striking resemblance to the postman in "Majora's Mask" and it is likely that he is the 
  descendent of that postman. 
  
   
  269 
  In Twilight Princess, he appears whenever Link walks into a certain area, and delivers mail from 
  other characters and unknown sources. He's also found in certain places at certain times, such as in 
  Telma's bar where he wonders what food to buy, or in the Zora's domain wondering which exact Zora 
  his mail is to be delivered to. When Link is in his wolf form, he automatically transforms into human 
  form to receive the mail. In this game, there is a glitch that can send the postman running to his 
  death over a cliff. 
  In Phantom Hourglass when Link approaches a wiggling mailbox, the Postman flies over to him with 
  a winged backpack and reads the mail aloud. 
  In Spirit Tracks he looks similar to the Phantom Hourglass mailman, but has no wings. He gives 
  people their mail, and is depressed by the fact that he can only hand out letters. 
  Skull Kid 
  Skull Kid, known in Japan as Stalkid (スタルキッド, Sutaru 
  Kiddo), is a character who first appears in the Nintendo 64 video 
  game The Legend of Zelda: Ocarina of Time. He is dressed in a red 
  cloak and hat covering an underlayer of clothing. There are a few 
  Imps (Skull kid is an imp) that can be found in the Lost Woods, a 
  maze-like forest. They play a memory game with Link as a child, 
  and reward him if he plays a particular song for them on his 
  ocarina.[21] However, if Link, as an adult, meets Skull Kid, he 
  shall attack him out of fear. 
   
  In the direct sequel, The Legend of Zelda: Majora's Mask, the Skull 
  Kid is seen cavorting with a pair of fairies named Tatl and Tael. 
  He serves as the main antagonist in the storyline after stealing a 
  mask called Majora's Mask which grants him great power but 
  corrupts him.[22] Under the influence of its power, he cursed many 
  of the inhabitants of Termina, Link included, and caused the moon 
  to fall toward Clock Town. He also treats Tatl and Tael poorly. He is thwarted when his old friends 
  the Four Giants of Termina stop the moon from falling and Link defeats Majora. Afterward, Skull 
  Kid befriends Link and reunites with his fairies as well as the Four Giants. At the end, the Skull Kid 
  notes that Link "smells a lot like that fairy kid who taught me that song in the woods," suggesting 
  that he is the same Skull Kid as seen in Ocarina of Time.[23] 
  Skull Kid also makes an appearance in the Nintendo GameCube/Wii game, The Legend of Zelda: 
  Twilight Princess. Chronologically a century after the events in Majora's Mask,[24][25] Skull Kid is 
  the sage or keeper of the Lost Woods. He has the ability to open doors in the Sacred Grove, to guide 
  Link to the Master Sword and the Temple of Time on two different occasions. For that, the Skull Kid 
  challenges him by playing a game of hide-and-seek with him. Like before, the Skull Kid still plays 
  music with his instrument, which he uses to summon his puppets.[citation needed] Skull Kid made a 
  cameo appearance in Super Smash Bros. Brawl as a pair of stickers.[26] He also appears in The 
  Legend of Zelda manga, under his Japanese name, Stalkid.[citation needed] Soon after the events of 
  Ocarina of Time, Link met the Skull Kid in the Lost Woods, who was one of the Skull Kids who work 
  for the Bagu Tree, the evil rival of the Deku Tree.[citation needed] 
  
   
  270 
  Syrup  
  Syrup is a friendly old witch who first appears in Oracle of Seasons and 
  Oracle of Ages. She specializes in selling restorative potions and is 
  Maple's grandmother. In Oracle of Seasons her shop is found in Sunken 
  City in Eastern Holodrum where it can only be accessed during winter. 
  During the quest for the Noble Sword, Link has to trade with her a 
  Mushroom for a Wooden Bird, and she will not sell Magic Potions until 
  she receives the Mushroom. In Oracle of Ages, her shop is located in 
  Yoll Graveyard during the present in Labrynna. At one point, Link 
  has to use one of her Magic Potion to cure the King Zora's illness. 
  In The Minish Cap, her shop is found in the Minish Woods. Link has to 
  purchase from her the Wake-Up Mushroom for Rem the Shoemaker so 
  to wake him up. At first she only sells Blue Potions, but after Link fuses kinstones with a Minish in 
  South Hyrule Field, she will then start selling Red Potions. 
  Though not named, similar witches like Syrup appear in A Link to the Past and Link's Awakening. In 
  A Link to Past she can be found in Eastern Hyrule outside her shop while her apprentice (Maple in 
  the Game Boy Advance version) tends the shop itself. Link can find her a Mushroom from the Lost 
  Woods which she can use to complete her potion and which Link can use. In Link's Awakening, the 
  shop can be found in Koholint Prairie on Koholint Island. She asks Link to find the Sleepy Toadstool 
  so for to make some Magic Powder to give to Link and instructs him to use it on unlit torches. 
  Talon 
  Talon is the father of Malon and owner of Lon Lon Ranch 
  who first appears in Ocarina of Time. Link  first finds him 
  sleeping outside Hyrule castle, which Malon has asked to 
  find him. Link uses a cucco to wake him up, and then 
  hurries back to find Malon. Later, if Link heads to Lon 
  Lon Ranch, he can participate in a mini-game to earn a 
  bottle of milk. Also at the farm is his farmhand Ingo, who 
  seven years later is given the ranch by Ganondorf to take-
  over, which forces Talon to stay at Kakariko Village. 
  However, he returns once Link defeats Ingo in a horse 
  race. 
  In Majora's Mask, in Termina (which is set in a parallel 
  universe), Talon is known as Mr. Barten and is the 
  bartender of the Milk Bar in Clock Town. On the Final 
  Day he doesn't leave the town over the falling moon and 
  instead stays at the bar. 
  In Oracle of Seasons, his farm is found north of Horon Village, where he's again with Malon where 
  they raise Cuccos. Talon is found sleeping at Mt. Cucco; if Link wakes him up with the Megaphone, 
  he'll give him the Mushroom as part of the trading quest. 
  In Four Swords Adventures, he's seen briefly when Link returns Malon after rescuing her. He allows 
  Link to use their horses by collecting carrots. 
  
   
  271 
  In The Minish Cap, he can be found at Lon Lon Ranch east of Hyrule Town where he's lost his keys 
  to his house. However, Link is able to find the spare key by shrinking to help them get inside. 
  Special characters  
  Link/ Dark Link 
    
  Level 1: 3 Hearts  
  STR 18  
  INT 18 
  DEXTERITY18 
   
  WIS 18 
  CON18  
  CHA 18 
  Starting Class: Hero (ignores Prerequisites) 
  Race: Hylian 
  +1 Fort +1 Ref 1+ Will 
  At level 5 gains master sword 
   
  Starting Techs 
  Trained Skills 
   
  Targeting 
   
  Acrobatics 
   
  Quick draw 
   
  Initiative 
   
  Roll Attack 
   
  Perception 
   
  Pre counter 
   
  Play Instrument 
   
  Quick on your feet 
   
   
   
  Jump attack 
   
   
   
  Spin attack 
   
   
   
  Weapon proficiency 
   
   
  o Simple 
  o  
  o Swords 
  o  
  o Shield 
  o  
  o Bows 
  o  
  Line choices Magic or no magic 
  Level 
  Magic 
  No Magic 
  Hearts 
  
   
  272 
  2 
  Sword Beam 
  Parry LVL 1-2 
  4 
  3 
  Magic Spin attack 
  Ending Blow 
  5 
  4 
  Back Slice 
  Shield attack 
  6 
  5 
  Helm Splitter 
  Back Slice 
  7 
  6 
  Parry LVL 1-3 
  Helm Splitter 
  8 
  7 
  Alignment 
  Parry LVL 3 
  9 
  8 
  Skill Focus 
  Mortal Draw 
  10 
  9 
  Hurricane spin 
  Skill Focus 
  11 
  10 
  Skill Focus Acrobatics 
  Jump Strike 
  12 
  11 
  Power Thrust 
  Skill Focus Acrobatics 
  13 
  12 
  Lucky Shot 
  Great Spin 
  14 
  13 
  Ice and Fire Arrow 
  Lucky Shot 
  15 
  14 
  Ending Blow 
  Quick attack 
  16 
  15 
  Dins Fire 
  Will 
  17 
  16 
  Farore's Wind 
  Alignment 
  18 
  17 
   
   
  19 
  18 
  Nayru's Love 
  Bomb Arrow 
  20 
   
  Level 18: 20 Hearts 
   
   
  Zelda/ Sheik 
   
  Level 1: 3 Hearts  
  STR 10  
  INT 20 
  DEXTERITY18 
   
  WIS 30 
  CON14  
  CHA 22 
  Starting Class: Sage (ignores Prerequisites) 
  
   
  273 
  Impa 
   
  Level 1: 3 Hearts  
  STR 15  
  INT 20 
  DEXTERITY22 
   
  WIS 20 
  CON16  
  CHA 22 
  Starting Class: Sage (ignores Prerequisites) 
  
   
  274 
  Princess Ruto 
  Darunia 
  Veran 
   
  Veran, the Sorceress of Shadows, is the primary antagonist of The Legend of Zelda: Oracle of Ages. 
  She, like General Onox, is being used by Koume and Kotake to fill the land of Labrynna with sorrow. 
  She succeeds in her goal by possessing Nayru, the Oracle of Ages, and later, and Queen Ambi. Even 
  though Link defeats her, her purpose is still fulfilled, enabling the resurrection of Ganon. 
  General Onox 
   
  
   
  275 
  General Onox, the General of Darkness, is the primary antagonist of The Legend of Zelda: Oracle of 
  Seasons. Doing the bidding of Koume and Kotake, Onox throws the seasons of Holodrum into chaos, 
  in order to cause enough damage to the peaceful land to light the Flame of Destruction, a necessary 
  step in resurrecting Koume and Kotake's master, Ganon. Interestingly, artwork depicts the Gerudo 
  symbol on Onox's armor, a symbol also found on the clothing of Veran, his villainous counterpart 
  from The Legend of Zelda: Oracle of Ages. 
  Ganondorf 
   
  Level 1: 3 Hearts  
  STR 30  
  INT 20 
  DEXTERITY10 
   
  WIS 14 
  CON14  
  CHA 22 
  Starting Class: Hero (ignores Prerequisites) 
   
  Demise  
  Level 1: 3 Hearts  
  STR 30  
  INT 26 
  DEXTERITY20 
   
  WIS 24 
  CON120 
  CHA 22 
  
   
  276 
  Stage 1 80 Hearts
   
  Stage 2 70 Hearts 
  Electric Sword Contact - 1d4 
   Ram - 2d4 
   Sword Slice - 8d4 
   Sword Swing - 8d4 
   Electric Sword Swing - 10d4 
  Ghirahim  
  Level 1 
   
  STR +8 
  DEXTERITY+8 
  CHR +6 
  FORT 30 
  REF 30 
  
   
  277 
  WILL 100 
  4d4, Sword 
  Sword Dash 6 square dash 2d4 extra damage 
  Projectile 1d4 
  Parry Lv1-3 
  Catch sword 
  Stage 1 30 hearts 
  Stage 2 30 hearts  
  Stage 3 20 hearts with an increase of 10 Fort and 5 REF 
  Level 2 
   
  FORT 50 
  REF 50 
  WILL 100 
  6d4 Sword 
  Sword Dash 6 square dash 2d4 extra damage 
  Projectile 1d4 
  Parry Lv1-3 
  Catch sword 
  Stage 1 40 hearts 
  Stage 2 50 hearts 
  
   
  278 
  Stage 3 30 hearts with an increase of 10 Fort and 5 REF 
   
   
  Level 3 
   
   FORT 80 
  REF 80 
  WILL 100 
  8d4 Sword 
  Sword Dash 6 square dash 2d4 extra damage 
  Projectile 1d4 
  Parry Lv1-3 
  Catch sword 
   
  Stage 1 50 hearts 
  Stage 2 80 hearts 
  Stage 3 40 hearts with an increase of 10 Fort and 5 REF 
   
  
   
  279 
  Credits 
  This section is for the people that have helped me so far and I must give them grate thanks. 
  To Mike Askew who has written most of the spells and give the squires all of the knights codes 
  purpose 
  To Jacqueline Nathalie who has read, edited and critiqued to make understandable. 
  To my Beta testers Shawn Treviranus (you and your damn loop holes…), David Band, Nick Carbery, 
  Timothy Jones, Mike Askew, Devin Cashew, and the lesser people no just kidding, Eddie Voll, Jordan 
  Pépin, Justin 
  To Nintendo for making the legend of Zelda and there art work and screen shot 
  To Kyle Beveridge or inviting me to play my first RPG (Star wars) and grade that made me want to 
  make my own. 
  
SOURCE: textdata/thevault/Deduped  Shit/Legend of Zelda (uses d20)/The-Legend-of-Zelda-RPG.pdf