
Equipment

Armour
Mail, Blue: +2 AC
Mail, Red: +4 AC
Shield, Deku: +1 AC; burns up if hit with a fire attack.
Shield, Fighter’s: +1 AC
Shield, Hero’s: +2 AC
Shield, Hylian: +3 AC; cannot be used by small characters.
Shield, Iron: +2 AC
Shield, Mirror: +3 AC; capable of reflecting light.
Ordon Shield: Shield, Wooden: +1 AC; burns up if hit with a fire attack.
Shield, Red: +2 AC
Shield, Wooden: +1 AC; burns up if hit with a fire attack.
Tunic, Blue: +1 AC
Tunic, Red: +1 base attack and damage.
Food
In Hyrule and its surrounding countries, food serves the important purpose of restoring hearts. Players may often find bananas and apples in trees and grass; other things, like milk, bread, and cheese, must be acquired other ways.
Apple: Restores two hearts.
Banana: Restores 2d4 MP.
Bread: Restores three hearts.
Chateau Romani: Fills magic meter and keeps it filled for one hour regardless of magic use.
Deku Seed Cake: Restores four hearts.
Gerudo Chili: Player must make a fortitude save (DC10) against spiciness. If successful, it restores three hearts. If failed, nothing happens. If critically fumbled, character burns his mouth for 1d4 damage.
Lon Lon Lager: A tasty beer. Restores 3d4 MP.
Milk: Restores three hearts.
Ordon Goat Cheese: Restores three hearts.
Ordon Pumpkin: Restores three hearts.
Rosa Romani: A lovely red wine from Termina. Restores 1d6 MP.
Royal Tiara: A strong whiskey. 15 Fortitude save against drunkenness. If successful, the drinker regains 1d6 hearts.
Soup, Elixir: Restores all health and magic.
Soup, Good: Restores four hearts.
Soup, Lava: Restores four hearts. Will damage anyone but gorons.
Soup, Nasty: 50% to restore two hearts; 50% to do two hearts damage.
Soup, Simple: Restores two hearts.
Soup, Superb: Restores eight hearts.
Zin’s Fire: A fantastic white wine made by the Gerudo. Restores 1d6 hearts.
Zora Coffee: Restores 2d10 MP.
In the Gerudo Fortress in Ocarina of Time, if you look inside the pot on the fire, you will see something red and soupy. We decided that it must be chili. As for the Lon Lon Lager, Rosa Romani, Royal Tiara, and Zin’s Fire–well, Link’s been saving Hyrule since 1986. We think he deserves an adult beverage by now.
~ Bodo
Weapons
Ranged
Ball and Chain
This heavy weapon can be difficult to aim, but it deals massive damage to anyone who gets in its way!
Damage: 1d12
Critical: x2
Range: 10 ft.
Type: Bludgeoning
Bomb
Damage: 1d6
Critical: x2
Range: 20 ft.
Type: Bludgeoning
*It takes one standard action to take out and light a bomb, and another standard action to throw it. If a bomb is not thrown within one round after being lit, it will explode in the user’s hands.
** Bomb will be extinguished if it comes in contact with water.
Bomb, Water
Damage: 1d6
Critical: x2
Range: 20 ft.
Type: Bludgeoning
*It takes one standard action to take out and light a bomb, and another standard action to throw it. If a bomb is not thrown within one round after being lit, it will explode in the user’s hands.
** Bomb cannot be snuffed by water.
Bombchu
Damage: 1d6
Critical: x2
Range: 10ft. per round
Type: Bludgeoning
*It takes one standard action to take out and light a bomb, and another standard action to throw it. If a bomb is not thrown within one round after being lit, it will explode in the user’s hands.
** Bombchu will run along the ground, up walls, and along the ceiling for 1d4 rounds before exploding.
Bombling
Damage: 1d6
Critical: x2
Range: 10ft. per round
Type: Bludgeoning
*It takes one standard action to take out and light a bomb, and another standard action to throw it. If a bomb is not thrown within one round after being lit, it will explode in the user’s hands.
** Bombling will skitter along the ground only for 1d4 rounds before exploding.
Boomerang
Damage: 1d4
Critical: x2
Range: 30 ft.
Type: Bludgeoning
* Boomerang always returns when thrown.
Boomerang, Gale
This magical boomerang can make miniature tornadoes that are great for turning fans or manipulating the air.
Damage: 1d4+1d3 wind damage
Critical: x2
Range: 30 ft.
Type: Bludgeoning
* Boomerang always returns when thrown.
** Thrower may choose up to five targets to be hit by the boomerang.
Boomerang, Magic
This blue boomerang will fly twice as far as its mundane companion.
Damage: 1d4
Critical: x2
Range: 60 ft.
Type: Bludgeoning
* Boomerang always returns when thrown.
Bow
Arrows
- Damage: 1d6
- Critical: x3
- Range: 100 ft.
- Type: Piercing
Bomb Arrows
- Damage: 2d6
- Critical: x3
- Range: 100 ft.
- Type: Piercing
Silver Arrows
- Damage: 1d10; 2d6 against Shadow creatures
- Critical: x3
- Range: 100 ft.
- Type: Piercing
Dart
A favoured weapon among the Sheikah, these tiny thrown projectiles work best when poisoned or used as a distraction.
Damage: 1
Critical: x2
Range: 10 ft.
Damage: Piercing
Seed Shooter
* Uses the same ammo as the slingshot, but only fires 30 feet.
Slingshot
Rocks
- Damage: 1d3
- Critical: x2
- Range: 50 ft.
- Type: Bludgeoning
Seed, Deku
- Damage: 1d4
- Critical: x2
- Range: 50 ft.
- Type: Bludgeoning
Seed, Ember
These seeds ignite when cracked open and can be used to set things aflame.
- Damage: 1d4+1d2 fire damage
- Critical: x2
- Range: 50 ft.
- Type: Bludgeoning
Seed, Gale
These seeds produce miniature tornadoes when cracked open and can be used to stir up the air.
- Damage: 1d4+1d2 wind damage
- Critical: x2
- Range: 50 ft.
- Type: Bludgeoning
Seed, Mystery
25% chance Ember Seed, 25% chance Gale Seed, 25% chance Pegasus Seed, 25% chance Gale Seed.
- Damage: 1d4
- Critical: x2
- Range: 50 ft.
- Type: Bludgeoning
Seed, Pegasus
Paralyzes enemies; if used on self, double run speed for 1d4 minutes.
- Damage: 1d4
- Critical: x2
- Range: 50 ft.
- Type: Bludgeoning
Seed, Pumpkin
- Damage: 1d4
- Critical: x2
- Range: 50 ft.
- Type: Bludgeoning
Seed, Scent
When cracked open (but not shot) these seeds emit a scent that attracts 90% of enemies in the room. Enemies will no longer be interested in the seed when they are attacked.
- Damage: 1d4
- Critical: x2
- Range: 50 ft.
- Type: Bludgeoning
Shot, Claw
Aside from being a useful ranged weapon, the Clawshot’s three claws will latch onto any sort of grating pulling the character in when the chain is wound. It can also be used to retrieve far-away items.
Damage: 1d4
Critical: x2
Range: 75 ft.
Type: Piercing
Shot, Hook
Aside from being a useful ranged weapon, the Hookshot’s point will stick to any soft or wooden surface, pulling the character in when the chain is wound.
Damage: 1d4
Critical: x2
Range: 50 ft.
Type: Piercing
Shot, Long
Aside from being a useful ranged weapon, the Longshot’s point will stick to any soft or wooden surface, pulling the character in when the chain is wound.
Damage: 1d4
Critical: x2
Range: 100 ft.
Type: Piercing
One-Handed
Deku Nut
Flashes when cracked open, blinding the enemy for 1d3 rounds. 18 Reflex save to avoid being blinded.
Deku Stick
Damage: 1d4
Critical: x2
Range: —
Type: Bludgeoning
Executioner’s Blade
Executions are rare in Hyrule, but when they happen, the Sages use this sword to deliver the blow. The whole thing glows with a white light.
Damage: 2d6
Critical: x3
Range: —
Type: Slashing
Gerudo Scimitar
Damage: 1d6
Critical: 18-20×2
Range: —
Type: Slashing
Hylian Rapier
This weapon is a favourite among the Hylian royal family.
Damage: 1d6
Critical: 18-20×2
Range: —
Type: Piercing
Sheikah Knife
These long, curve-bladed knives characterize Sheikah fighting.
Damage: 1d6
Critical: 19-20×2
Range: —
Type: Slashing
Spinner
This bizarre weapon allows the wielder to ride along special tracks, turn special gears, and fall from great heights without damage. Without tracks, it loses momentum after two or three seconds.
Damage: 1d6
Critical: x2
Range: —
Type: Bludgeoning
Sword, Darknut
Damage: 2d6
Critical: 19-20×2
Range: —
Type: Slashing
Sword, Fighter’s
Damage: 1d6
Critical: 19-20×2
Range: —
Type: Slashing
Sword, Four
This magical sword has the ability to split its owner into four copies of himself, each wielding a sword 1/4 the strength of the Four Sword.
Damage: 1d12
Critical: 18-20×2
Range: —
Type: Slashing
* +1 bonus to attack rolls and damage.
Sword, Gilded
Damage: 1d10
Critical: 19-20×2
Range: —
Type: Slashing
Sword, Hero
Damage: 1d6
Critical: 19-20×2
Range: —
Type: Slashing
Sword, Kokiri
Damage: 1d6
Critical: 19-20×2
Range: —
Type: Slashing
Sword, Magical
Damage: 1d10
Critical: 19-20×2
Range: —
Type: Slashing
Sword, Master
The legendary Blade of Evil’s Bane, the Master Sword is the only weapon capable of vanquishing the most evil of creatures.
Damage: 1d10
Critical: 18-20×2
Range: —
Type: Slashing
* +2 bonus to attack rolls and damage.
Sword, Master Sword of Light
Infused with light, this ultimate incarnation of the Master Sword is capable of vanquishing crystallized darkness itself.
Damage: 1d10
Critical: 18-20×2
Range: —
Type: Slashing
* +2 bonus to attack rolls and damage.
Sword, Noble
Damage: 1d8
Critical: 19-20×2
Range: —
Type: Slashing
Sword, Oshu’s
Damage: 1d6
Critical: 19-20×2
Range: —
Type: Slashing
Sword, Phantom
The Phantom Hourglass embedded in the hilt of this sword makes the wielder impervious to life-draining curses. When combined with a Phantom Sphere, it can temporarily stop time.
Damage: 1d10
Critical: 19-20×2
Range: —
Type: Slashing
Sword, Picori Blade
Damage: 1d8
Critical: 19-20×2
Range: —
Type: Slashing
Sword, Razor
This double-bladed sword is more powerful as the more basic swords, but it will break after one hundred strikes.
Damage: 1d8
Critical: 19-20×2
Range: —
Type: Slashing
Sword, Seashell
Damage: 1d8
Critical: 19-20×2
Range: —
Type: Slashing
Sword, Tempered
Damage: 1d10
Critical: 19-20×2
Range: —
Type: Slashing
Sword, Twilight
This Twilit blade is the antithesis of the Master Sword of Light. Infused with the power of shadow, proximity to it will cause Light Realm beings to transform into beasts and will allow Twili to travel in the Light Realm without transforming into imps.
Damage: 1d8
Critical: 19-20×2
Range: —
Type: Slashing
Sword, White
Damage: 1d8
Critical: 19-20×2
Range: —
Type: Slashing
Sword, Wooden
Damage: 1d4
Critical: 19-20×2
Range: —
Type: Slashing
Tomahawk
Damage: 1d8
Critical: 19-20×2
Range: —
Type: Slashing
Two-Handed
Gerudo Naginata
Damage: 1d10
Critical: x3
Range: —
Type: Slashing
Hammer
Damage: 1d6
Critical: x2
Range: —
Type: Bludgeoning
Hammer, Magic
This magical hammer sends out a shock wave along the ground that will stun enemies in their tracks!
Damage: 1d6
Critical: x2
Range: —
Type: Bludgeoning
* Sends out a cone-shaped shock wave that stuns enemies for 1d3 rounds. 18 DC fortitude save to resist.
Hammer, Megaton
Damage: 1d8
Critical: x2
Range: —
Type: Bludgeoning
Hammer, Skull
Damage: 1d8
Critical: x2
Range: —
Type: Bludgeoning
Sword, Biggoron
Damage: 2d6
Critical: 19-20×2
Range: —
Type: Slashing
Sword, Giant’s Knife
Damage: 1d8
Critical: 19-20×2
Range: —
Type: Slashing
Sword, Golden
This gaudy sword, said to be forged by the Great Fairy, does a tremendous amount of damage.
Damage: 1d12
Critical: 19-20×2
Range: —
Type: Slashing
Sword, Great Fairy
This brightly-coloured sword, said to be forged by the Great Fairy herself, does an incredible amount of damage.
Damage: 2d6
Critical: 19-20×2
Range: —
Type: Slashing
Sword, Helix
Not only does this unique blade deal a great deal of damage, when swung it fires a disc of light to do additional damage to enemies.
Damage: 1d12 blade + 1d4 disc
Magic Points: 2
Critical: 19-20×2
Range: —
Type: Slashing + magic
Poisons
These were a request of one of our players. I suppose a Shadow-aligned character can’t be truly evil/mischievous without access to poison. ~Bodo
Botulism
- Type: Ingested/Injury, DC 16
- Incubation period: 1-2 days
- Damage, 1st day: Confusion/nausea/dazzling
- Damage, 2nd day: Paralysis, 1d2-1d12 or complete
Chokercones: Made from Deku flowers that have been dried and made into incense cones. Chokercones take five minutes of constant inhalation to kill a victim.
- Type: Inhaled, DC 18
- Initial damage: All stats cut in half
- Secondary damage: Suffocation
- Price: 500 rupees
Musebane: Neurotoxin extracted from bari brains causes the body’s extremities (face, fingers, toes) to spasm, rendering the victim incapable of the fine motor control required for activities such as aiming a bow, or, perhaps most importantly, casting songs.
- Type: Injury, DC 13
- Initial damage: -3 Perform: Music, -1 penalty Dex
- Secondary damage: -4 Perform: Music, -1d2 Dex
- Price: 110 rupees
Skullfish Marrow: The marrow of Terminan skullfish, extracted and applied to weapons as a paste.
- Type: Injury, DC 11
- Initial damage: -1hp per round
- Secondary damage: -3hp per round
- Price: 50 rupees/1 Medium-size application, 2 Small-size applications, 4 Tiny-size applications
- Duration: 1d6+2 rounds
Skulltula Venom: Venom extracted from Skulltulas drains its victim’s strength.
- Type: Injury, DC 16
- Initial damage: 1d6 Str
- Secondary Damage: 1d6 Str
- Price: 175 rupees
Musical Instruments
Music is a vital part of the culture of the citizens of Hyrule and its surrounding areas. More likely than not, you will be expected to perform a tune or two in your travels. Some songs have great magic attached to them. Learning an instrument will increase your chances of being able to unlock these sacred songs.
Bell: +2 to Perform: Music checks.
Bongos: +4 to Perform: Music checks.
Cello: +5 to Perform: Music checks.
Conch Horn: +2 to Perform: Music checks.
Drum: +3 to Perform: Music checks.
Flute: +5 to Perform: Music checks.
Guitar: +5 to Perform: Music checks.
Harp: +5 to Perform: Music checks.
Hurdy-Gurdy: +1 to Perform: Music checks.
Marimba: +5 to Perform: Music checks.
Ocarina: +6 to Perform: Music checks.
Organ: +5 to Perform: Music checks.
Recorder: +3 to Perform: Music checks.
Triangle: +2 to Perform: Music checks.
Trumpet: +5 to Perform: Music checks.
Wind Waker: +5 to Perform: Music checks.
Other Items
Aquanine
Ancient Wood
Azurine
Book of Mudora
Bug-Catching Net
Burning Flame
Compass
Coral Earring: Allows a fisher to catch reekfish.
Crimsonine
Echoing Howl
Element, Earth
Element, Fire
Element, Water
Element, Wind
Eternal Spirit
Eyeball Frog
Falling Star
Honeycomb
Iron Boots
Gasha Nut
Gasha Seed
Jewel, Pyramid
Jewel, Round
Jewel, Square
Jewel, X-Shaped
Lantern
Lonely Peak
Long Hook
Lure, Popper
Lure, Frog
Lure, Sinking
Lure, Spinner
Lure, Swimmer
Magnetic Glove
Necklace, Joy
Necklace, Skull
Ore, Blue
Ore, Hard
Ore, Red
Poacher’s Saw
Rolling Sea
Royal Jewel, Blue
Royal Jewel, Red
Royal Jewel, Green
Sacred Soil
Shovel: Allows the holder to dig things up.
Spoils Bag
Stick
Switch Hook: Causes the wielder to swap places with the item it is shot at. 50 ft. range; target must be movable.
Telescope
Touching Book
Zora’s Flippers: +2 Swim check.
Costs and completion? This is an excellent system!And if you need I would love to help!