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V - Items

[ A - Weapons | B - Armor | C - Tools | D - Containers | E - Special Items ]

A - Weapons:
Using any weapon without the necessary skill results in a penalty of 2 to a character's Attack Rating.
Penetration Factors describe how well weapons can penetrate shields. If their Penetration Factor is higher than the Penetration Resistance of the shield, they can penetrate the shield and cause damage. Penetration Factor 0 weapons cannot even go through bushes. Penetration Factor 1 weapons can go through soft cover such as bushes and canvas, but cannot penetrate small shields. Penetration Factor 2 weapons can go through small, cheap shields, but not through good ones. Penetration Factor 3 weapons can penetrate all but the best magical shields.

1 - Close Range:

a. Daggers:
A dagger is a single or double-bladed weapon between 6 and 24 inches long (including the hilt). To use a dagger, you must be close enough to touch your opponent. They generally cause 1 point of damage and have a Penetration Factor of 2. They require no skills to use.
(Starting Price: 60r)

b. Swords:
Swords generally have a Penetration Factor of 2. Using them skillfully requires the "Sword" weapon skill.

i. Standard:
Swords are single or double-edged weapons of various shapes and sizes, generally weighing between 1 and 7 pounds and being 2 to 4 feet long (including the hilt). Swords can be used from about 3 to 5 feet away, and generally cause between 1 and 4 points of damage.
(Starting Price: 200r)

ii. Zapper:
Zapper Swords are special magical swords that fire a bolt of magic in the shape of a sword's blade up to once every 3 turns. The Zap can cause any amount of damage up to, and including, the amount normally dealt by the sword itself. Characters cannot fire Zaps unless they have the "Magic" skill.
Zaps do not require the "Bow" skill for accuracy. Characters zap at their normal Attack level.
(Starting Price: 800r)

c. Spears:
Spears can be used as close range (3 to 7 feet) or long range weapons. See long range uses in section B below.
Spears generally cause 1 or 2 points of damage in close range, but, like swords, some spears are extremely powerful.
Using a spear requires the "Spear" Weapon Skill. Using a spear at close range requires two hands. (They can be thrown as described below with one hand, though.)
(Starting Price: 60r)

d. Axes:
Axes are heavy, and can only be used by strong creatures. They generally inflict at least 3 points of damage, and have an Armor Penetration Factor of 3.
Axes can be of any length, but a character cannot wield an axe if its length in feet is greater than his Lift ability. (A character who's Lift is 3 could wield an axe up to 3 feet long.)
Using an axe requires the "Axe" Weapon Skill. Using an axe requires two hands.
(Starting Price: 500r)

e. Maces/Hammers:
Maces and hammers are also heavy, only useful to very strong characters. They generally inflict at least 2 points of damage, and have an Armor Penetration Factor of 2.
Hammers can be of any length, but a character cannot wield a hammer if its length in feet is greater than his Lift ability. (A character who's Lift is 3 could wield a hammer up to 3 feet long.)
Using a mace or hammer requires the "Hammer" Weapon Skill. If the hammer is longer than a foot long, it requires two hands to use.
(Starting Price: 300r)

f. Clubs:
Clubs are wooden weapons, usually studded with metal or stone, which inflict a Buffet at close range. They require no skills to use.
(Starting Price: 50r)

2 - Long Range:
A character's range with a missile weapon is determined by multiplying its Attack Rating by the weapon's Range Multiplier. Thus an archer with an Attack of 10 would be able to fire an arrow (x5) 50 feet. The weapon's multiplier is listed directly after the weapon's name. A character's chance to hit is determined by its skill as well as its distance from its target.
Say a character has an Attack Rating of 10, and is using a bow, which has a Range Multiplier of 5. This means that the character can shoot an arrow 50 feet. To hit something 5 feet away, the character attacks at 10; to hit something 10 feet away, the character attacks at 9; at 15 feet, he attacks at 8; at 20 he attacks at 7; and so on, up to his maximum range of 50 feet, at which range he attacks at 1. The increments are based off of the weapon's Multiplier. If the multiplier is 2, the range is divided into 2-foot increments. If the multiplier is 5, the range is divided into 5-foot increments, as in the above example. Within the first range, the character uses his full attack power. Within the second, he loses 1 point, within the third, he loses another, and so on.
To keep track of your attack at various ranges, I suggest that you make a chart.

a. Bows and Arrows (x5):
Firing any bow requires the "Bow" Weapon Skill. Bows can be fired once per turn at most.

i. Standard:
Bows are weapons which fire arrows, which are available at most shops.
An arrow generally inflicts 2 points of damage, but special arrows may do more.
(Starting Price: bow-80r, arrow-5r)

ii. Crossbows (x10):
Crossbows fire special bolts, which are shorter than arrows.
Crossbows have a much higher Range Multiplier than standard bows, but also have a limited range. Most crossbows fire an arrow only about 20 or 30 feet, but they are far more accurate than standard bows. Some very expensive crossbows will shoot as far as 100 feet.
Cocking a crossbow takes 5 turns.
(Starting Price: bow-120r, bolt-3r)

iii. Rubie:
Rubie Bows are special magical items which allow characters to fire rubies instead of arrows. To fire an "arrow" from a Rubie Bow, a character will hold a 1-rubie piece in the palm of its hand, and pull back the string, as it would if it had an arrow fitted. When the bow is fully drawn, the rubie will disappear, and an arrow will appear in its place, ready to be fired. This arrow will disappear when it strikes its target.
Using a Rubie Bow requires the "Magic" skill.
(Starting Price: 300r)

b. Spears (x2):
When spears are used as missile weapons, they do the same amount of damage that they would at close range. Throwing a spear requires the "Throwing" skill.
(Starting Price: 60r)

c. Boomerangs (x2):
Boomerangs are generally made of wood, and bent at an angle of about 120. Boomerangs generally deal a Buffet. Using boomerangs requires the "Throwing" skill.

i. Standard
Standard boomerangs will return to the point from which they were thrown if they miss their target. It takes the boomerang one turn to reach the end of its flight, and another turn to return to the point from which it was thrown.
(Starting Price: 80r)

ii. Magical:
Magical Boomerangs have higher Range Multipliers than standard boomerangs. Their multipliers are generally x3 or x4, but some are as high as x6.
(Starting Price: 120r)

iii. Tracers:
Tracer boomerangs magically return to the thrower whether they hit something or not, and even if the character moves! Once a boomerang reaches the end of it's normal flight, or comes in contact with an object or wall, it will begin its return trip, which it will always complete without fail. A Tracer will follow for any distance, even around corners, until returning to the hand of the person who threw it. They can have a standard range or be Magical.
A very useful property of Tracers is that, since they do not stop moving until they return to their owner, even after hitting something, they can be used to pick up items from a distance, by catching them with the boomerang.
(Starting Price: 180r)

d. Hookshot (set):
A hookshot is a special kind of tool, which is currently banned from general sale in Hyrule, but many members of the Royal Hyrulian Army are licensed to carry one.
The principle behind making them is classified, and the only people known to be able to build one are the High Royal Smith of Hyrule, and the Master Engineer of Calatia. It is believed that these are magical items, since it is mind-boggling to think that they could contain a great enough power-source to work them.
A hookshot is about 2 feet long, with a wooden grip, and a grappling hook protruding from one end. When a button on the grip is pushed, the hook fires about 40 feet, grapples objects, and then retracts. If it is fired at a pole or wooden object that is firmly planted in the ground, it will pull the wielder along with it when it retracts. Thus it can be used to cross chasms, or move quickly towards something, sometimes through enemy lines. Moreover, it pulls the wielder quickly enough to pass through flames without being singed.
When used against an enemy, they generally deal a very strong Buffet, which will stun even Daira and Lanmolas.
They inflict 2 points of damage on creatures that would generally receive a Buffet from them, and for some reason they inflict 4 points of damage on Wizzrobes.
Using a hookshot requires the "Bow" weapon skill.
(banned)

e. Wands (infinite):
Wands cast spells for a character, allowing them to cast more easily, with less expenditure of Magic, or to cast spells they do not even know. Fire, Ice, and Bolt wands are among the most common.
Each wand is different, and they use various amounts of Magic to various effects.
Characters cannot use wands unless they have the "Magic" skill, and aiming them requires the "Bow" weapon skill.

f. Medallions (N/A):
Medallions cast powerful spells on everything within a certain radius of the person using it.
They use various amounts of Magic to achieve various effects, and many of them have complex spells cast on them so that they can only be used by a certain person, or by a person who owns a certain item. For example, centuries ago, the Legendary Hero (an ancestor of Link's) had in his possession three medallions, Ether, Quake, and Bombos, which are now in the Royal Treasury, but are useless because only the wielder of the Master Sword could use them, and now it sleeps forever in the lost woods.

B - Armor:

1 - Body Armor:
All types of Body Armor (armor made from plates of metal) reduce the wearer's Speed and Attack by 2 because of their bulk and weight. They all (except green) allow characters to sustain more damage. On the character sheet, this is represented by the Armor Points next to the Life Points in the Life Meter on the right side of the Character Sheet.

a. Green:
This weak armor doesn't work like the others, but adds 1 point of Life to the character wearing it. It is usually only used for ceremonial purposes.
(Starting Price: 150r)

b. Blue:
Allows a character to use one column of Armor Points
(Starting Price: 180r)

c. Red:
Allows a character to use four columns of Armor Points
(Starting Price: 400r)

d. Yellow:
Allows a character to use eight columns of Armor Points
(Starting Price: 1,000r)

2 - Mail:
Mail allows a character protection, without limiting its movements. Mail and armor cannot be used at the same time.

a. Blue:
Allows a character to use one column of Armor Points
(Starting Price: 200r)

b. Red:
Allows a character to use three columns of Armor Points
(Starting Price: 500r)

3 - Rings:
On the character sheet, to the right of the Armor Points, there are two columns under "Rings." Characters wearing rings use these slots, which work the same way as the Armor Point slots. Rings can be used in addition to armor or mail.

a. Blue:
Allows a character to use one column of Ring Points.
(Starting Price: 250r)

b. Red:
Allows a character to use three columns of Ring Points.
(Starting Price: 600r)

C - Tools:

1 - Magic Pouches:
Magical Pouches allow characters to hold much more than would be possible otherwise. They are portals into an alternate dimension, so that anything put into it no longer has mass in the physical world. The practical upshot of this is that anything put into it no longer has any weight or takes up any space. Any number of objects can be put into one, but the more you put in, the longer it takes you to find things. Moreover, if you put too much into a magical pouch, some things may vanish. How much mass a Magic Pouch can safely hold depends on how strong its magic is. Most can indefinitely hold about 20 pounds.
(Starting Price: 100r)

2 - Light Sources:

a. Candles:
Candles are made of wax, and usually last for about 15 minutes per inch of candle, although thinner candles will burn more quickly, and thicker ones will burn more slowly. They are useless outdoors if there is any wind.
(Starting Price: 5r)

i. Blue Candles:
Blue Candles are magically enchanted to shoot out a fireball which will come to rest a turn later, 6 feet in front of the candle. This ball of fire will then hover for 2 turns, setting fire to anything flammable, and inflicting 1 point of Damage on any creature susceptible to Fire. After the 2 turns, the fire will go out, but the area will remain magically lit for 30 turns (or half a minute). Most metal armor will provide protection against Candle Fire, shields and mail won't.
Blue Candles can be used freely once per minute. Using them twice in the same minute expends one point of Magic. Using them three times requires 2 points, four times requires 3, etc.
Only characters who have the
"Magic" skill can shoot a fireball from a Blue Candle.
(Starting Price: 60r)

ii. Red Candles:
Red Candles work like Blue Candles except that they can be used every 5 turns.
(Starting Price: 200r)

b. Lanterns:

i. Standard:
A lantern is a lamp enclosed on all sides by either glass or metal shutters to keep the wind out. Most are oil lamps, but some use candles.
(Starting Price: 30r)

ii. Magic Lanterns
Magic lanterns never burn out, and in addition, a character with the "Magic" skill can use magic lanterns to light torches and lamps, usually for a negligible amount of Magic expended.
(Starting Price: 400r)

3 - Special Keys:
Most keys in Hyrule work the same as ours do. They open a specific lock. However, there are special keys, which are banned from the open market, and which allow a character to open any lock.

a. Skeleton:
A Skeleton Key, when inserted into any lock, will assume necessary shape to open that lock, and then retain that shape.
(Starting Price: 100r)
(banned)

b. Magic:
A Magical Key works the same way as a Skeleton Key, assuming the necessary shape to turn the tumblers of any lock. The difference is that a Magical Key can be used any number of times. (banned)

4 - Potions:

a. Red:
Red Potions restore all of a character's Life Points when drunk.
(Starting Price: 40r)

b. Green:
Green Potions restore all of a character's Magic Points when drunk.
(Starting Price: 30r)

c. Blue:
Blue Potions restore all of a character's Life and Magic Points when drunk.
(Starting Price: 100r)

5 - Compasses:
Compasses are magical pointers that are sympathetically tuned to a certain magical item. They will point the way to the item at all times. In addition, if they are held against a map (even a hand-written one, so long is it is to scale), a small red glow will indicate the position of the item, on that map.

6 - Magic Gloves/Bracelets:
These items magically raise a character's Lift statistic for as long as he is wearing them.

7 - Musical Instruments:
Musical instruments in Hyrule consists primarily of those that existed in Earth's Medieval period - recorders, flutes, ocarinas, harps, lyres, lutes, occasionally violins, mandolins, horns, cymbals, bells, and various drums.

Celestial Instruments:
Some perfectly crafted instruments are magically enchanted so that they may play pure music, which is the same as the Music of the Spheres, which governs the harmony of the stars planets, and earth.
By playing in harmony or discord with the Music of the Spheres, a musician can bring about certain magic-like effects, summoning the forces of nature, and even bending space and time.
The best example of such an instrument is the fabled Ocarina of Time, supposed to have existed many many centuries ago, although nobody knows where it is now.
General Link owns two such instruments, the Magical Recorder and the Magic Flute, but their powers are somewhat limited.
Since whistles and flutes tend to naturally produce pure, sustained notes, these lend best to the creation of Celestial Instruments, but any instrument that produces true notes can be used, so long as it is perfectly crafted.

D - Containers

1 - Heart Containers
Heart Containers are special magical items which are usually obtained after finishing a quest, or a significant portion thereof. Defeating aquamenti, manhandla, or gleeoks will often produce Heart Containers. In addition, they are sometimes found in forgotten caves, or hard-to-reach places.
Collecting a Heart Container will add two hearts to a character's Life. The effects of a Heart Container last for varying amounts of time. Usually, they last about six months, but the time can vary.

2 - Magic Containers
Magic Containers are items that increase a character's ability to use magic. Collecting one permanently adds 2 points to the character's Magic.

E - Special Items

1 - Triforce
The Triforce is a magical item left by the goddesses who created Hyrule as a symbol of their power.
It is made of pure gold in the form of three equilateral triangles, joined at the corners to form a larger triangle. The normal laws of space and mass do not seem to apply to it, and it can be of any size. Typically, the united Triforce is about four feet on all sides, and about four inches thick.
Anyone who touches the united Triforce will have his greatest wish granted. Since the Triforce can grant evil wishes as easily as good ones, it is obviously kept under heavy guard.
Moreover, the one who touches the Triforce, or any piece of it, will immediately be restored to perfect health from any injuries or illnesses, recent or otherwise; all spells on that person will be immediately broken; and his Life and Magic will be filled to capacity.
If the Triforce is divided, each of its three sections confers certain powers. Anyone who possesses the united Triforce does, of course, have all the powers of the Keeper of Knowledge, Forger of Strength, and Juror of Courage, in addition to those explained above.

a. Triforce of Wisdom
This section of the Triforce typically is in the lower left corner of the united Triforce.
It confers the title of the "Keeper of Knowledge" on the one who holds it. Possession of the Triforce of Wisdom allows the Keeper of Knowledge to ask any question of the Triforce and to hear the true answer. This answer is always excruciatingly literal, so questions such as "What just happened?" or "What should I do?" never yield useful answers. Direct questions, however, such as "Where is Princess Zelda?" or "Is this man who he claims to be?" always yield flawless answers.
The Keeper of Knowledge also has great insight into the hearts and minds of those around him, and cannot be lied to or tricked without suspecting something is wrong.
Finally, possession of the Triforce of Wisdom grants a photographic memory to its owner. Concepts such as how to build a medallion or cast intricate spells, which would generally take years of practice, can be learned by the Keeper of Knowledge in as much time as it takes to read a comprehensive book on the subject, which is usually no longer than two months.

b. Triforce of Power
This section of the Triforce typically is on top of the united Triforce.
It confers the title of the "Forger of Strength" on the one who holds it. Upon obtaining the Triforce of Power, the Forger of Strength gains 9 permanent Heart Containers, and thereafter cannot be killed, no matter how low his Life is. If his Life reaches 0, he will be stunned for 3 turns, before recovering with full Life. During this time, the Forger can be killed, but only by a weapon made of pure silver. If the Forger of Strength is successfully attacked by a silver weapon while stunned, he will be reduced to a small pile of ashes. He is still not completely destroyed, though, and can be resurrected by sacrificing the one who killed the Forger, and pouring his blood on these ashes.

c. Triforce of Courage
This section of the Triforce typically is in the lower right corner of the united Triforce.
It confers the title of the "Juror of Courage" on the one who holds it. The Juror of Courage has the power to discern the motives and intentions of any people he comes in contact with, allowing him to act with complete confidence. This insight takes the form of knowing if someone is acting under good or evil intentions, whether he is being honest or not, and if the person is truly a friend or enemy.
The Juror of Courage also has the ability to sense if he is in danger, stepping into a trap, or acting unwisely. As such, he is freed from all possible fears or uncertainties, and can act with total courage.

d. Triforce Fragment
Any part of the Triforce can be split up into pieces by the person that owns them, and later reassembled seamlessly. These fragments do not confer any of the powers of the Keeper, Forger, or Juror, but they do restore anyone who touches them to perfect health, refilling his Life and Magic, and breaking any spells the character is under.
If these pieces are put back together correctly, they will meld together, and the seam between them will disappear completely. The person who split the Triforce remains its owner (Keeper of Knowledge, etc.) until someone else reunites the Triforce.
(e.g., when Zelda split the Triforce, she was still the Keeper of Knowledge, and Link was not, until he placed the last fragment of the Triforce of Wisdom into place, and owned the completed Triforcce of Knowledge. At that point, he became the Keeper of Knowledge.)

2 - Symbols of Virtue
Especially successful adventurers may win proof of their merit in the form of various pendants or other gifts from the goddesses. Some Hylians regard these gifts as proof that the goddesses still watch over Hyrule, and bestow these prizes directly. Others, maintaining that the goddesses did leave Hyrule after its foundation, say that the Pendants are simply part of the world they built, like the Triforce itself, and are necessarily bestowed by a spell cast on the whole of the planet.
These symbols mean that the person granted them epitomizes the concepts they symbolize. None but the wisest receive the Pendant of Wisdom, none but the strongest receive the Pendant of Power, and only one who shows no fear in any danger is fit to wear the Pendant of Courage.

a. Pendant of Wisdom
The Pendant of Wisdom is the symbol of the Goddess of Wisdom, and is bestowed as a reward to those who use their mental abilities judiciously. It is bestowed for salving difficult riddles, or averting war by cleverness, or other such great feats of brainpower or skill.
It is often taken to mean that its owner is fit to become a Keeper of Wisdom.

b. Pendant of Power
A symbol of the Goddess of Power, this pendant symbolizes strength of arms, determination, and fortitude. It is bestowed upon those who survive great feats of strength, such as slaying mighty monsters or wizards, or completing Herculean tasks. It is often taken to mean that its owner is fit to become a Forger of Strength.

c. Pendant of Courage
Symbolizing the Goddess of Courage, this pendant shows its bearer to be of great courage, unflinching in the face of great dangers, real or imagined. It shows that its owner fears nothing and nobody, and is willing to do whatever his station in life calls him to. It is often taken to mean that its owner is fit to become a Juror of Courage.


The Hyrule role playing game is made by Krystofor Goldensword (a fan), for all Zelda fans who have any imagination, and care to use it.

The Legend of Zelda, The Adventure of Link, A Link to the Past, Link's Awakening, The Ocarina of Time, Majora's Mask, and the characters Link, Zelda, Impa, and all other persons, places, and things in Hyrule, as well as the land of Hyrule, itself, are copyright Nintendo of America, Inc. Krystofor claims no rights for the materials, and this game may not be used for profit in any way.