Level:
Combo
This is the Keaton Character Creation Quiz! Answer the following questions and a character will be made based on how you answer. You can edit the results afterwards if you don't like something.
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ANSWER 1
ANSWER 2
ANSWER 3
ANSWER 4
Welcome to ZelDnD! This is a tabletop roleplaying game based on 'The Legend of Zelda' series of games. To start, use the options on the left to begin making a character.
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Enter Multi Character Mode or load a save
v1.7.4
Effects of actions shown here!
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Damage: STR
Slap an enemy for minimal damage.
Take a turn off for a Stamina Orb.
Take a turn off for two Stamina Orbs.
Roll 3 spaces forward (You can act after).
Leap into the skies, leaving a pillar of wind behind. 3 uses per day.
Gain 8 Hearts (32hp). It is used automatically if your health hits 0. 1 use per day.
Damage: 3d8 + STR
Unleash a strong lightning storm that shocks all enemies. 1 use per day.
Before you would take damage, nullify it. 3 uses per day.
This turn you move silently (You can act after).
Create a gust with your Deku Leaf (You can act after). You can also hold it above your head to glide.
Increase your Combo by 1 (You can take a different action after).
Grant an ally +3 Move on their next turn (You can act after).
Instead of moving normally this turn, teleport up to 5 spaces (You can act after).
Fuse things you find in the world to your weapons, tools, and items. They will break after some use. This can be used at the start of combat.
Bait monsters, but beware the delicious meal healing them if you leave them alone with it!
Until the start of your turn, merge with walls. You can pay a Stamina to reactivate it at the start of each turn (You can act after reactivating).
Create up to 3 pillars of ice from any source of water.
Ascend through nearby ceilings to appear magically on the other side.
Shrink down. Enemies may have a harder time hitting you, but their hits may be deadlier too!
Burn an enemy with your lantern. Burns deal your STR as they are applied and 1d4 damage per turn until they go out.
Damage: 4d4 + STR
Scorch an enemy with your lantern. The burn seems everlasting.
Instead of moving normally, dash in a straight line up to double your Move (You can act after).
Damage: 3d12 + STR
Deal massive damage. Can be used extra times in a turn equal to your Combo. Can only be used on 1 turn per day.
Use an ally's ability this turn. You pay the price of it, they roll the dice for it.
Until the start of your turn, turn invisible. You can pay a Stamina to reactivate it at the start of each turn (You can act after reactivating).
Damage: 2d4 + STR
By performing a charge attack with no weapon, pierce foes with a stalagmite. It can sent up to 3 spaces away, plus your remaining Move.
Damage: 1d12 + STR
Throw a grenade that pulls enemies close before exploding.
Damage: 2d4 + STR
If you didn't deal damage last turn, unleash a volley of needles at your foe. Increase your Combo by 1.
Damage: 2d6 + STR
Teleport equal to your Move. Deal damage to enemies nearby your destination.
Damage: 3d10 + STR
Flip forward towards an enemy and kick them away.
Damage: Stealth d2
Rush forward and unleash a flurry of blows at a foe. Costs 3 Combo to cast and ends your turn.
Damage: 4d10 + STR
At the start of your next turn, throw out a massive punch. If it connects, increase your Combo by 1.
Damage: 2d8 + STR
Grapple onto a nearby or above enemy and launch them away from you. Great against shields.
Damage: 3d8 + STR
If you didn't deal damage last turn, grab onto an enemy and slam them into the ground. Increase your Combo by 1.
Damage: 2d12 + STR
Surround your foot in dark magic and kick through the battlefield.
Damage: 8d12 + Power
Transform into the Demon King and rush through the battlefield. Costs 3 Combo to cast and ends your turn.
Call for a hawk that can gather items. It runs off when scared.
Call for a sandseal. Ride it through deserts for +5 Move.
Call for a horse. Ride it through fields for +5 Move.
Damage: 1d4 + STR
This turn you ride your spinner. You can move up to one full rotation around walls and hurt foes near them.
Transform into the form the King of Red Lions took. A boat.
Flood the local area. Great for those who are boats.
Salvage a natural source of water for treasures!
Damage: 1d12 + STR
Load a bomb into your cannon and fire it.
Call Moosh. He can hover over small gaps and grants +3 Move.
Damage: 2d12 + STR
Moosh pounds the ground, hurting nearby foes and applying 1 Stun.
Call Dimitri. He can swim up waterfalls and grants +3 Move.
Damage: 3d6 + STR
Dimitri bites at a foe.
Damage: 3d12 + STR
Dimitri rolls up. Pick him up and throw him at enemies with your Power Bracelet to apply 1 Stun.
Call Ricky. He can scale walls and jump high and grants +3 Move.
Damage: 3d4 + STR
Ricky punches your opponent.
Damage: 6d4 + STR
Ricky quickly charges a tornado punch for your opponent that applies 1 Stun.
Whistle for your Loftwing. Stay safe above the battle, but watch out for projectiles!
Activate the Master Cycle Zero. After you activate it, it takes two Stamina each turn to run, but grants +8 Move and no longer uses your Action.
Damage: 1d6 + STR
Slash at an enemy with your blade.
Damage: 1d4 + STR
Slash at an enemy with your blade.
Damage: 1d4 + STR
Hit all enemies surrounding you.
Damage: 1d6 + STR
Slash at an enemy with your blade.
Damage: 1d6 + STR
Hit all enemies surrounding you.
Damage: 1d8 + STR
Slash with the sword of evil's bane. Shoots beams at full health that deal your Strength as damage.
Damage: 1d8 + STR
Spin attack with the sword of evil's bane. Shoots beams at full health that deal your Strength as damage.
Damage: 2d4 + STR
Split into four and strike. Your clones can move as far as you, and disappear after the attack.
Damage: 2d4 + STR
Possess up to 3 allies and then the four of you slash together.
Damage: 1d6 + STR
Leap at an enemy and slash at them, applying 1 Stun.
Damage: 3d4 + STR
Roll towards an enemy and thrust at them with your blade.
Damage: 2d6 + STR
Dash in a straight line up to double your Move with your sword drawn, hurting foes in the way.
Damage: 1d4
Bash an enemy with your shield, applying 2 Stun.
Damage: 4d8 + STR
An attack strong enough to shatter pots and mid-sized stones.
Damage: 6d4 + STR
Leap up with the Roc's Feather and come down with your blade.
Damage: 2d8 + STR
Strike the ground to create a shockwave, applying 1 Stun.
Damage: 3d8 + STR
This attack deals triple damage to enemies that are Stunned.
Damage: 3d8 + STR
As you move this turn spin in a massive area around yourself. Continue using this each turn or you will be Stunned!
Damage: 2d6 + STR
Before you would take damage from a nearby foe, evade the attack and counterattack!
Damage: 16d8 + Courage
Slash at an enemy repeatedly. Costs 3 Combo to cast and ends your turn.
Damage: Courage d6 + STR
Unleash a burst of lightning with your blade at nearby enemies, shocking them. Costs 3 Combo to cast and ends your turn.
Protect yourself from attacks.
Prepare to counter an incoming attack. (You can attack whoever attacked your shield with your basic sword slash)
Block enemy attacks. Gain 1 Combo on a successful block.
Prepare to reflect an incoming attack. (Damage dealt to your shield is dealt back to the attacker)
Damage: 1d4 + STR
Load a pumpkin seed and fire it at enemies.
Damage: 1d8 + STR
Use a deku seed to hit a far away foe.
Damage: 1d8 + STR
Load a pile of ember seeds and launch it at enemies to burn them.
Damage: 1d8 + STR
Use a pile of deku nuts to hit and apply 1 Stun to far away foes.
Damage: 1d4 + STR
Dig a hole. Not a great weapon.
Damage: 1d6 + STR
Dig! If enemies are adjacent you can continue using this through them for free until none are.
Damage: 1d6 + STR
Dig! If enemies are in range you can continue using this for free until none are.
Damage: 1d4 + STR
Strike the ground with your shovel, causing 6 stalagmites to pierce nearby foes.
This Mystical Seed attracts enemies with its distinct smell.
This Mystical Seed grants you +4 Move this turn (You can act after).
Blow things away or suck things in.
Send your Beetle out. It can move as far as you can each turn.
Damage: 1d4 + STR
Your Beetle pinches an item to move or an enemy to hurt. This is a free action.
Damage: 1d6 + STR
Slash an enemy with your boomerang.
Damage: STR
Hit an enemy for low damage, but apply 1 Stun.
Damage: 2d4 + STR
Slash at a nearby enemy with your Magic Boomerang.
Damage: 1d4 + STR
Toss to apply 1 Stun. You can pay two Stamina to redirect it at the start of each turn (You can act after).
Damage: 2d6 + STR
Toss your gale boomerang and apply 1 Stun. Foes nearby it are blown away.
Damage: 2d6 + STR
Toss your gale boomerang and apply 1 Stun. Foes nearby it are pulled in.
Damage: 3d10 + STR
Lob this oversized tool at foes to inflict heavy damage and apply 2 Stun.
Damage: 3d10 + STR
A strong toss that orbits the user for a turn, hurting nearby foes and applying 2 Stun.
Damage: STR
Instead of moving this turn, grapple to an object or enemy (You can act after).
Damage: STR
Instead of moving this turn, grapple an object or enemy to you (You can act after).
Damage: 1d6 + STR
Grapple to or pull an object or enemy. You can do this without ending your turn, twice per turn.
Damage: 2d8 + STR
Choose two objects or enemies and smash them together.
Fuse things you find in the world to your weapons, tools, and items. They will break after some use.
Gain control over a metal object. Steal from enemies or smack them with something!
Allows you to move and connect inanimate objects of decent size to build original inventions.
Converting your Stamina to Zonaite, reconstruct a previous creation you've made with Ultrahand. More complex creations require more Stamina.
Converting your Stamina to Zonaite, call a Glider with three Fans preinstalled.
Converting your Stamina to Zonaite, call a Balloon with a carriage. Needs fire to rise.
Converting your Stamina to Zonaite, call a Sled with a fan and steering device.
Transform into a wolf. Talk to animals, dig, and use your superior smell to track scents.
Damage: 1d6 + STR
Bite at an enemy as a wolf. You can use this extra times equal to your Combo.
Damage: 2d6 + STR
Launch yourself at an enemy and lock your jaw onto them. They'll need to shake you off.
Damage: 2STR
Midna slaps an enemy with her large orange hand.
Damage: 3d8 + STR
Setup an area of dark energy. Next turn all enemies in it are damaged.
Warp something equal to your move. It can be just about any willing target.
Transform into a kid to use inkling armaments. Be a squid to swim through ink without using move!
Damage: 2d4 + STR
Quickly slash with your Splatana, splattering paint in front of you.
Damage: 4d4 + STR
Charge up a powerful slash with your Splatana, hits for double damage to adjacent foes.
Damage: 3d4 + STR
Fire three arrows of ink with your Stringer.
Damage: 3d4 + Splat!
Charge a splat arrow for double damage and extra explosive ink.
Damage: 3d100 + STR
Spend 3 Combo to begin charging a Booyah Bomb. While charging allies can donate Combo to you. Once you get to 3 unleash the bomb!
Damage: 1d12 + STR
Blow up! Damage yourself, but those around you more.
Pick people's mailboxes for goodies. Can be used on pockets or any other mailbox-esque objects.
Transform into a Deku scrub.
Damage: 1d6 + STR
Rush forward and twirl to deal damage around you as you move.
Damage: 1d12 + STR
Shoot a bubble at a foe.
Plant a Deku Flower to use for later.
Damage: 1d6 + STR
Leap from a planted Deku Flower and deal damage to nearby foes (You can act after).
Damage: 2d12 + STR
While airborne after launching, drop a Deku Nut to apply 1 Stun to foes.
Transform into a Goron warrior.
Damage: 2d8 + STR
Punch someone with the Goron warrior's spirit.
Damage: 3d6 + STR
Before moving, curl up. Then roll through the battlefield with spikes to damage enemies.
Damage: 3d10 + STR
Curl up and pound down, damaging surrounding foes.
Damage: 3d12 + STR
Plant a powerful Powder Keg, and then run away before it blows up and hurts you.
This lullaby can put enemies to sleep. Be careful not to wake them after doing so though!
Transform into a Zora hero.
Damage: 1d8 + STR
Punch an enemy. After using this you can use it extra times equal to your Combo, ending with a kick.
Damage: 1d6 + STR
Launch one fin cutter to apply 1 Stun to a foe.
Damage: 1d6 + STR
Launch two fin cutters to apply 1 Stun to two foes.
Damage: STR
Surround yourself with a damaging barrier. You can pay one Stamina to re-enable it at the start of each turn (You can act after).
Damage: STR
Before moving surround yourself with a damaging barrier. You can make another action after moving.
Transform into a giant.
Damage: 3d4 x STR
Punch with your embiggened fist.
Transform into a villain to rival Majora. This form channels your Mask collection.
Damage: Mask#d6 + STR
Slash with the Fierce Deity Sword, launching a powerful sword beam.
Damage: Mask#d6 + STR
Spin attack with the Fierce Deity Sword, launching a powerful sword beam.
Damage: Mask#d12 + STR
Jump attack at one target with the Fierce Deity Sword.
Damage: Mask#d20
In three turns the Moon crashes upon the battlefield. You can pay 1 Combo to advance the turn timer by 1.
Damage: 1d4 + STR
Shoot an arrow in a cardinal direction.
During your next bow attack your arrows deal double damage. If you take damage your bow buffs will be lost.
Damage: 1d6 + STR
Shoot an arrow in an ordinal direction.
During your next bow attack your arrows deal double damage.
Damage: 1d4 + STR
Shoot three arrows in an arc.
During your next bow attack your arrows deal triple damage.
Damage: 1d4 + STR
Shoot a piercing arrow in an ordinal direction. Collaterals deal double damage!
Increase the multiplier on your next bow attack. This effect stacks with other charges and itself.
Damage: 2d6 + STR
Shoot a bullet of water. Can be used after a sword or bow attack as a bonus action!
Damage: 3d8 + STR
Unleash a tsunami from your pistol, drenching enemies in front of you. Wet enemies that are shocked are also applied 3 Stun!
Damage: 1d4 + Fire
Your next shot is a fire arrow that burns enemies, dealing bonus damage.
Damage: 1d4 + Freeze
Your next shot is an ice arrow that freezes enemies, slowing them down.
Damage: 1d4 + Bait
Your next shot is a meat arrow that baits enemies. Don't let them eat it too long or they may heal!
Damage: 1 + Homing
Your next shot is a keese eye enhanced arrow that seeks enemies.
Damage: 1 + Smokecloud
Your next shot is a puffshroom tipped arrow that creates a smokecloud to sneak in.
Damage: 1d12 + AOE
Your next shot is a bomb arrow that blows up.
Damage: 2d6 + Shock
Your next shot is a shock arrow that shocks enemies.
Damage: 1d6 + Turns
Your next shot is a bolt arrow that turns towards enemies.
Damage: 1 + Stun
Your next shot is a dazzlefruit arrow that applies 1 Stun to enemies.
Damage: 1 + Confuse
Your next shot is a muddle bud arrow that confuses enemies, causing infighting.
Damage: 3d10
Your next shot is a powerful ancient arrow.
Damage: 2d20 + STR
Deals damage to all enemies. Costs 1 Combo to cast. He's always been able to do that.
Damage: 4
Hit an enemy with your rod.
Damage: 1d10 + STR
Shoot a slow moving projectile that deals high damage.
Damage: 6
Hit an enemy with your rod.
Damage: 1d10 + STR
Shoot a slow moving projectile that turns into a column of fire that burns for a turn.
Damage: 1d6 + STR
Create a tornado around you that deals some damage to enemies and blows allies up until the end of the turn.
Damage: 2d6 + STR
Create a tornado that deals some damage to enemies and blows allies up until the end of the turn.
Create a pillar of sand to provide cover or a boost for a turn.
Create up to three pillars of sand to provide cover or a boost until you want to remove them.
Freeze a small area. Stepping on it will make everyone slide forward without spending their move.
Damage: 1d10 + STR
Fire a slow moving ball of ice. It freezes the target in place for a turn.
Freeze a large area. Stepping on it will make everyone slide forward without spending their move.
Damage: 2d10 + STR
Fire a ball of ice that stays as a column for a turn. It freezes the target in place for a turn.
Burns all enemies and burns deal double damage. One season change per combat.
Applies 2 Stun to all enemies. One season change per combat.
Puts all enemies to sleep. One season change per combat.
Freezes all enemies. One season change per combat.
Damage: 2d4 + STR
Teleport up to 7 spaces. Deal damage to surrounding enemies as you teleport and at the destination.
Damage: 3d10 + STR
Throw a fireball. You can use your move to move it instead until you want it to explode.
Damage: 1d12 + STR
Nearby enemies are damaged, and projectiles are reflected this turn. Physical attacks can get through!
Damage: 1d12 + STR
If you didn't deal damage last turn, call a phantom to punch a target. Increase your Combo by 1.
Damage: 2d10 + STR
If you didn't deal damage last turn, call a phantom to cleave through enemies. Increase your Combo by 1.
Damage: 5d20 + Wisdom
Enemies are pulled into the Triforce of Wisdom for massive damage. Costs 3 Combo to cast and ends your turn.
Damage: 5d8 + STR
Deals damage to all airborne enemies. Costs 1 Combo to cast.
Damage: 5d8 + STR
Deals damage to all grounded enemies. Costs 1 Combo to cast.
Damage: 2d20 + STR
Deals damage to all enemies. Costs 1 Combo to cast.
Randomly does another Medallions effect without the need for Combo.
Choose an inanimate target. It will rewind through its recent actions.
Choose a target. No matter what it will not move or react until its next turn.
Mesmerizes nearby enemies applying 1 Stun. Enemies have Stun Armor. If you apply enough Stun that it hits 0, they lose a turn.
Some enemies will fall asleep to this pleasant tune. Don't wake them!
After one of your rolls you can use this to force a re-roll of it.
Restore 3 Hearts (12hp) to yourself and an adjacent ally.
Increase the Combo of yourself and an adjacent ally by 1.
Damage: 1d20 + STR
Call down lightning against one foe. The shock forces them to choose between moving or acting next turn.
Before ANY roll you can use this to take the higher of two rolls.
Before ANY roll you can use this to take the lower of two rolls.
Call for Pierre to land somewhere nearby. He makes a good Hookshot target.
Damage: 1d4
Violently change the direction of the wind, shoving all characters in that direction and toppling enemies.
Attempt to take control of an opponent and make them move and attack for you.
Call a Fairy. Whoever collects it gains 8 Golden Hearts (32hp). Its one use is recharged after Combat.
Call a Great Fairy. Your party (including you) gains 8 Golden Hearts (32hp). Its one use is recharged after Combat.
Damage: 1d4 + STR
Stab at an enemy from a safe distance.
Damage: 1d4 + STR
Slash at foes with this harmonic sword.
Damage: 1d4 + STR
Perform a spin attack with this harmonic sword.
Before a combat starts, you can use this and then play another song.
Before your turn starts, you can use this. If your turn ends the combat, your party starts next combat with max Combo.
When you use an action you've recently used, you can reuse an old result, by using this.
After any roll use this to re-roll it 3 times. Pick whatever outcome you prefer.
Increase all allies Combo by 1 (Including yours!). Can only be used once per round (by anyone).
Damage: 3
Your move this turn is 8 and you can't retrace your steps. Each time you move this turn deal damage to adjacent enemies.
Damage: 10
Summon a lumbering Guardian Deity to help you. It towers above everyone and can kill many by just taking a step.
Puts all enemies into an uncontrollable dancing frenzy for a round. Can only be used once per day.
Damage: 5
Toss a sharp Rupee at a foe. You may be able to retrieve it.
Appreciate a Rupee until it's dust. Gain a Golden Heart (4hp). If you're below full Health it will restore a Heart instead.
Damage: 5
Toss a sharp Rupee at a foe. You may be able to retrieve it. Usable up to 3 times a turn.
Appreciate a Rupee until it's dust. Gain a Golden Heart (4hp). Usable up to 3 times a turn.
Apply 1 Stun to an enemy. Good pictures might sell back for a profit!
Damage: 2d6 + STR
Emotionally damage opponents with your candid camera.
Damage: 1d12 + STR
"Tingle will place one of his bombs for you with a POW!"
"Your body will float on midair! Move about in the air for a turn!"
"I can tell what time it is right now, sir!"
"A how-to Tingle Tuner book!"
"Look out, sir! Enemies attack! Your wallet takes damage next time instead of you!" (If possible, cost is 5 times damage)
"Not even I know what may occur, sir! This is a test of your courage!"
Damage: RUPEE + STR
Swing your bag of Rupees to deal damage. Some might spill out.
Damage: RUPEE + STR
Do the legendary spin attack with your wallet. Some might spill out.
Increase your Combo by 1. Your turn does not end. You can use the Tycoon Wallet once a turn.
You can take another non-damaging action without ending the turn. You can use the Tycoon Wallet once a turn.
Damage: 10d4 + STR
Smash an enemy with Tingle. Defeated enemies turn to gold for a profit!
Call for assistance from Tingle and his siblings.
Damage: 1d6
You can fire this for as long as you can afford it.
Damage: 1d12 + STR
Detonate a basic bomb and calculate its damage. If you're close it'll hurt you for 4 damage!
Damage: 1d12 + STR
Detonate a basic bomb and calculate its damage times your Combo.
Place a bomb, and then run away before it blows up on your next turn.
Toss a bomb somewhere nearby.
Place a bomb to detonate whenever you'd like, even during other's turns!
Toss a bomb and detonate it whenever you'd like.
Bowl a bomb and detonate it whenever you'd like.
Place a Bombchu. It runs until it hits a target.
Place a Bombchu. It will pursue the target of your choice.
Plant a Big Bomb Flower plant for yourself and allies. These bombs do large damage to a large area.
Damage: 3d12 + STR
Detonate a Big Bomb from your Big Bomb Flower. If you're close it'll hurt you for 12 damage!
Damage: 2d6 + STR
Throw your ball. Your move is half while it's out, but dragging it into enemies hurts them.
Damage: 3d6 + STR
Swing your ball around above your head to smack enemies.
Damage: 1d12 + STR
Crush an enemy with your hammer.
Damage: 1d12 + STR
Embiggen your hammer for an area of effect attack.
Damage: 2d12 + STR
Smash an enemy with your megaton hammer.
Damage: 2d12 + STR
Smash the ground to create a shockwave to hurt foes.
Damage: STRd12 + STR
Bash an enemy with your skull hammer.
Damage: STRd12 + STR
Horizontally swing with your skull hammer.
Twixx will terrify one enemy, leaving it Frozen and applying 1 Stun.
Damage: 1d6 + STR
Swing your net from overhead. Capture small creatures, like Keese, by rolling a higher Capture Check (1d4) than their remaing Health.
Damage: 1d4 + STR
Spin with your net out. Capture small creatures, like Keese, by rolling a higher Capture Check (1d4) than their remaing Health.
Damage: 2d8 + STR
Swing your net from overhead. Capture medium creatures, like Bokoblin, by rolling a higher Capture Check (2d10) than their remaing Health.
Damage: 2d6 + STR
Spin with your net out. Capture medium creatures, like Bokoblin, by rolling a higher Capture Check (2d10) than their remaing Health.
Damage: 3d10 + STR
Swing your net from overhead. Capture large creatures, like Hinox, by rolling a higher Capture Check (3d20) than their remaing Health.
Damage: 3d8 + STR
Spin with your net out. Capture large creatures, like Hinox, by rolling a higher Capture Check (3d20) than their remaing Health.
Damage: 1d6 + STR
Whip an enemy. Your summons will attack it, even if they'd normally be out of range!
Damage: 1d6 + STR
Whip an enemy. Your summons will attack them twice this turn, even if they'd normally be out of range!
Damage: STR
Summon a bee to attack a target. It attacks until it's hit.
Damage: 4 + STR
Summon a golden bee to attack a target. It attacks for the entire battle.
Damage: 2 + STR
Whistle for Bow Wow. She'll lunge at enemies until she gets afraid.
Damage: STR
A spectral, floating hand appears at a point you choose within your move. It can hit things or move things.
Damage: 3STR
A large, floating hand appears at a point you choose within your move. It can hit things or move things.
Damage: 4
Summon a pirate! It fights until it stops getting paid appropriately.
Damage: 1d4 + STR
Release a Poe to have it Burn one enemy with it's lamp.
Release a Poe to have it terrify one enemy, leaving it Frozen and applying 1 Stun.
Release a Fairy. Whoever collects it gains 8 Golden Hearts (32hp). Its one use is recharged after Combat.
Summon two Doppels. You can swap places with either at the start of your turns.
Using two allies or Doppels create a totem this turn. Each part of the totem can act once this turn (You can act for your Doppels).
Damage: 3 + STR
Call a swarm of cuccos to attack a foe. They attack each turn until your Combo becomes 0 or their target perishes.
Summon a Katamari. It incapacitates enemies as you roll them up.
Damage: 20
Turn your Katamari into a Star. Enemies still stuck are hurt equal to your inventory size.
Potion Effect.
Potion Effect.
Potion Effect.
Potion Effect.
Food Effect.
Being a Hylian gives you an additional 2 points of Courage.
Being a Rito allows you to take flight.
Being a Goron gives you an extra Heart (+4 max hp).
Being a Zora lets you swim and climb waterfalls.
Being a Gerudo gives you an additional 2 points of of Power.
Being a Sheikah gives you an additional 2 points of Wisdom.
Being a Korok makes you lose one Heart container but you gain an extra Stamina Orb.
Being a Tingle lets you go up to 300 Rupees into debt with Uncle Rupee.
Being a Bokoblin gives you a 3 less Wisdom but 3 more Power.
Being a Wizzrobe you also get the Fire Rod alongside your starter item (or +5 magic if you choose the Fire Rod).
Being a Zonai Construct (Steward, Captain, or Soldier) gives you an extra Stamina Orb.
Every time you level up your race amalgamates to another at random.
Your hair is pink. Some find it endearing.
Strange things happen to you.
You physically can not speak. Your Persuasion and Intimidation start low, but you gain 2 Courage.
You get 4 additional skill points per category but all skill points are distributed at random. (Every third level is unaffected by this)
When resting you recover extra Stamina Orbs, but you start with one less Stamina Orb.
As a star reporter your social skills are better than your combat skills.
Instead of your Resistance extending your Health with Golden Hearts, it extends your Max Stamina.
You can perform actions with your Hearts when out of Stamina. People don't trust you to cook or handle animals.
You're a potion addict, and always have four bottles on hand. You get a loyalty discount too, but the effects are less potent.
Every time you level up your trait mutates to another at random.
When you break the Stun Armor of an enemy your Combo increases to its maximum. This was picked over the Wisdom and Power Pearls.
Your Combo decreases by 1 instead of resetting to 0 when you take damage. This was picked over the Courage and Power Pearls.
Your Combo increases by 1 when you take damage and resets to 0 when you deal damage with an attack during your turn. This was picked over the Courage and Wisdom Pearls.
You can eat your meal at the start of Combat. You can spend 1 Combo to eat or drink without spending your action.
Each turn you can add ingredients to a dish equal to your Combo without spending your action.
You get extra helpings when you cook a meal equal to your Combo. Food made outside of combat now has helpings for everyone!
Your Move is increased by your Combo.
If you deal the final blow to an enemy you can spend 1 Combo to gain another Action and 6 Move.
You can spend 1 Combo to use a Shield action after attacking with a Sword.
After a Sword action, you can use extra basic Sword actions equal to your Combo.
Your Sword attacks get a damage bonus equal to your Combo plus 1.
Increases your basic sword range by your Combo.
When throwing boomerangs you can choose additional unique targets in a turn equal to your Combo. You pay the Stamina for each hit.
You can pay 1 Combo to toss 2 extra copies of a Boomerang. They copy the original's damage, Stun, and path, costing no Stamina.
Whenever you transform you get a refund of Hearts or Stamina equal to your Combo, up to the amount you spent.
Once per turn you can instantly transform and perform an action with that form. Repeatable for each Combo you have.
Your Resistance increases by ~8% for each Combo you have. You gain that health when your Combo increases.
When you are attacked the attacker rolls a d6. If they roll your Combo or lower, they miss.
Add 2d6 + your Combo to any attack on foes who aren't aware of your presence.
Add 2d12 to any attack on foes who aren't aware of your presence, then multiply the total damage by your Combo (Except 0).
You don't lose your bow buffs if you had Combo when you took damage.
Before a Bow action, you can use extra non-damaging Bow actions equal to your Combo.
The range or projectile speed of your magic attacks increases by your Combo.
After using a Magic attack refund Stamina equal to your Combo if you haven't moved this turn.
After a Rod action, you can use extra Rod actions equal to your Combo.
Melody damage you deal is multiplied by your Combo automatically (Except 0).
Your Max Combo is increased to 4.
Your Strength is increased by your Combo.
When you are hit by a physical attack the attacker takes damage equal to your STR + Combo.
If you have a Mount and reach 3 Combo, a monstrous copy is created for an ally to ride.
At the end of battle your Rupee reward is multiplied by your Combo (Except 0).
Use to order Tingle's specialty Ting to heal up during battle.
Your basic bombs work underwater. Their damage while underwater is multiplied by your Combo (Except 0).
If you detonate no bombs this round, instead you can place as many bombs as you have Combo this turn.
If you detonate one of your basic bombs with another of your bombs, its damage is multiplied by your Combo (Except 0).
Your bomb's explosion radius increases equal to your Combo, and you are immune to damage from your own bombs.
You can throw your Hammers 3 spaces plus additional spaces equal to your Combo.
Your Hammer attacks get a damage bonus equal to your Strength times your Combo plus 1.
At the start of battle, summon one Bee you have. Your Max Bee limit increases by your Combo.
When you lose your Combo summon a creature of a size you can capture equal to the Combo you had. (3 is large, 2 is medium, 1 is small)
At the start of battle, summon one Ally you have. Your Max Ally limit increases by your Combo.
toy boat toy boat toy boat toy boat toy boat toy boat toy boat toy boat
Phallic.
Double all damage you deal to royalty.
This doll is a fantastic sleep aid.
Killing enemies with hammers is particularly gruesome when you do it.
This plush crocodile is your reward for beating 'Clicker Joe'.
Increases Move by 1. This was picked over the Wisdom and Power Pendants.
Increases Resistance by ~16%. This was picked over the Courage and Power Pendants.
Increases Strength by 1. This was picked over the Courage and Wisdom Pendants.
Increases your Max Hearts by 3. This was picked over the Stamina Vessel.
Increases your Max Stamina by 3. This was picked over the Heart Container.
This Zonai device can convert Rupees to fresh ingredients, letting you cook anywhere!
Go fishing for fresh ingredients whenever you find some water. Play the minigame in the shop!
When you catch a fish it is recorded and added to the shop for purchase.
Awarded for successfully catching all the fish. Congrats! Enjoy a 50% off discount while fishing.
Makes catching fish slightly easier and baits new fish to appear.
Makes catching fish easier and baits bigger fish to appear.
Makes catching fish even easier and baits new and interesting fish to appear.
Makes catching fish as easy as it gets and baits the biggest fish.
Glide through the air by holding this leaf over head.
Glide through the air.
Clearly see far away things.
Swim freely and dive to shallow depths.
Leap into the skies.
Sink to the bottom of any body of water and perform regular actions there. Can attach to some magnetic surfaces.
A potentially tortuous mask that provides immunity to sleep effects.
Armor that provides immunity to electrical currents and shocks.
Provides immunity to hot temperatures and burns.
Breathe underwater, swim up waterfalls, and be immune to freeze.
On the first turn of combat you have +3 extra Move.
At the start of battle, you can transform into one of your forms.
Allows you to purchase delicious milk.
With this mask you can grant the semblance of life and intelligence to a corpse and can ask it three questions.
A letter signed by the legendary Zelda is sure to persuade some.
Enemies are less likely to attack you, especially when you use the key phrase, "Excuse you, I'm a princess!"
Wear this to trick monsters. A silver tongue will be needed to trick smarter foes.
You can speak and understand all languages.
Wrap things up with a nice speech. Works particularly well at the end of adventures.
Look through the rulebook of the ZelDnD world to convince the Game Master you're right.
See the truth in the world and in what people say. Deceiving you may be impossible.
Everything that costs more than 100 Rupees costs 100 less. Anything 100 Rupees or less is half off.
Makes easy locks effortless to lockpick.
Makes medium locks effortless to lockpick.
Makes hard locks effortless to lockpick.
Call Rosa to help unlock nearly anything. She isn't great at being sneaky about it.
Disguise yourself as the other team to infiltrate their base!
Wear to become as plain as a stone. Most will ignore you.
At the start of battle, you can use a non-damaging Bow action.
A letter signed by the legendary Ganon is sure to intimidate some.
Once per round you can swap places with a nearby ally that's about to be attacked. You'll only take half the damage from the attack.
Enemies are more likely to attack you, especially when you use the key phrase, "Excuse me, princess!"
Allows you to lift large objects with ease.
Allows you to lift objects you previously thought impossible.
You can whistle to teleport a summoned Mount to your side.
You can use all your items while riding Mounts.
At the start of battle you can summon one Mount you have and get on it.
Owning this bottle gives you access to many different types of potions in the shop.
Owning these weathered bottles gives you access to many different types of potions in the shop, at a discount.
Inventory
Cost: 50
Required to store certain things, such as potions to heal.
Cost: 100
Have another bottle.
Cost: 200
Store three whole things in glass containment fields.
Cost: 300
Store a whopping four things.
Cost: 50
Restores 4 Red Hearts (16 HP). Open 'Passives' to drink.
Cost: 150
Restores 8 Red Hearts (32 HP). Open 'Passives' to drink.
Cost: 30
Restores 2 Stamina. Open 'Passives' to drink.
Cost: 90
Restores 4 Stamina. Open 'Passives' to drink.
Cost: 300
Restores 8 Red Hearts and 4 Stamina. Open 'Passives' to drink.
Cost: 100
Randomly does another potion's effect. Open 'Passives' to drink.
Cost: 20
Restores 2 Red Hearts (8 HP). Open 'Passives' to drink.
Cost: 60
Restores 4 Red Hearts (16 HP). Open 'Passives' to drink.
Cost: 10
Restores 1 Stamina. Open 'Passives' to drink.
Cost: 40
Restores 2 Stamina. Open 'Passives' to drink.
Cost: 100
Restores 4 Red Hearts and 2 Stamina. Open 'Passives' to drink.
Cost: 50
Randomly does another potion's effect. Open 'Passives' to drink.
Cost: 100
Restores 5 Hearts (20hp). Has two helpings. Open 'Passives' to drink.
Cost: 200
Restores 8 Stamina. Open 'Passives' to drink.
Cost: 70
Restores 4 Red Hearts (16 HP), immediately upon purchase.
Cost: 170
Restores 8 Red Hearts (32 HP), immediately upon purchase.
Cost: 50
Restores 2 Stamina, immediately upon purchase.
Cost: 110
Restores 4 Stamina, immediately upon purchase.
Cost: 320
Restores 8 Red Hearts and 4 Stamina, immediately upon purchase.
Cost: 120
Randomly does another Ting's effect, immediately upon purchase.
Cost: 1
That'll make you sick. You're a bad cook.
Cost: 0
Currently:
Reset your current recipe.
Swap between your lures. This will affect the cost to cast, how easy it is to catch, and what type of fish appear.
Go fishing! Cast when the fish is in the middle to catch it!
Cost: 10
Your food will restore 1 more Heart (4hp).
Cost: 10
Your food will restore 1 more Stamina.
Cost: 1
In small quantities this doesn't change much.
Cost: 20
Increases your move for the turn by 2.
Cost: 30
On your next attack add 1d6 extra damage.
Cost: 30
On your next defense take 1d4 less damage.
Cost: 40
Your food will gain 1 Golden Heart (4hp). If you're below full Health it will restore Hearts instead.
Cost: 40
Your food will resist the next status condition.
Cost: 30
Your food will cause you to move silently for a turn.
Cost: 50
Increases your move for the turn by 4.
Cost: 150
Doubles your other food effects (this stacks).
Cost: 50
On your next defense take 2d4 less damage.
Cost: 60
On your next attack add 2d6 extra damage.
Cost: 90
Your food will restore 3 more Stamina.
Cost: 200
Restores 1 Heart (4hp). Increases ALL food effects by 1.
Cost: 90
Your food will gain 2 Golden Hearts (8hp). If you're below full Health it will restore Hearts instead.
Cost: 150
Your food will restore 3 Hearts (12hp). It will automatically be used if you die.
Cost: 300
Your food will increase your Combo by 1.
Cost: 3
Your food will cause enemies to focus on the eater.
Cost: 5
Your food will restore 1 more Heart (4hp).
Cost: 5
Your food will restore 1 more Stamina.
Cost: 10
Your food will cause you to move silently for a turn.
Cost: 10
Your food will resist the next status condition.
Cost: 15
Your food will gain 1 Golden Heart (4hp). If you're below full Health it will restore Hearts instead.
Cost: 15
Your food will restore 2 more Hearts (8hp).
Cost: 20
Increases your move for the turn by 3.
Cost: 20
Your food will restore 2 more Stamina.
Cost: 25
Your food will restore 4 more Hearts (16hp).
Cost: 30
On your next defense take 3d4 less damage.
Cost: 40
Your food will restore 1 Heart (4hp). It will automatically be used if you die.
Cost: 40
Your food will cause you to be invisible for a turn.
Cost: 100
Doubles your other food effects (this stacks).
Cost: 50
On your next attack add 3d6 extra damage.
Cost: 80
Your food will gain 3 Golden Hearts (12hp). If you're below full Health it will restore Hearts instead.
Cost: 120
Restores 1 Heart (4hp). Increases ALL food effects by 1.
Cost: 150
Your food will restore 4 Hearts (16hp). It will automatically be used if you die.
Cost: 200
Your food will increase your Combo by 1.
Cost: Commit atrocities
This blade is a gift for entering the lodge.
Cost: 1000
toy boat toy boat toy boat toy boat toy boat toy boat toy boat toy boat
Cost: 8
For only 8 dollars this is a steal.
Cost: 2400
There are no moral ambiguities here.
Cost: 2400
Unleash the true power of Weedrobe.
Cost: 20
Donate to Uncle Rupee to receive his blessing.
Cost: 20
This doll is a fantastic sleep aid.
Cost: Talking
Killing enemies with hammers is particularly gruesome when you do it.
Cost: 1000
Twixx is coming out of the bottle with this one.
Cost: 3
This plush crocodile is your reward for beating 'Clicker Joe'.
Cost: 500
Gain 1 Move. If you buy this you cannot buy the Wisdom or Power Pendants.
Cost: 500
Gain ~16% Resistance. If you buy this you cannot buy the Courage or Power Pendants.
Cost: 500
Gain 1 Strength. If you buy this you cannot buy the Courage or Wisdom Pendants.
Cost: 1000
Gain 3 Max Hearts (12hp). If you buy this you cannot buy the Stamina Vessel.
Cost: 1000
Gain 3 Max Stamina Orbs. If you buy this you cannot buy the Heart Container.
Cost: 1500
When you break the Stun Armor of an enemy your Combo increases to its maximum. You cannot buy the Wisdom or Power Pearls.
Cost: 1500
Your Combo decreases by 1 instead of resetting to 0 when you take damage. You cannot buy the Courage or Power Pearls.
Cost: 1500
Your Combo increases when you take damage and resets when you deal damage. You cannot buy the Courage or Wisdom Pearls.
Cost: 500
Slash at foes and block their attacks.
Cost: 500
Shoot things at enemies.
Cost: 500
Transform into a Deku scrub.
Cost: 500
Fire arrows at foes.
Cost: 500
Toss fireballs at opponents.
Cost: 500
Play beautiful songs.
Cost: 500
Use Rupees for battle.
Cost: 500
Blow up your surroundings.
Cost: 500
Capture small creatures, like Keese, to have battle buddies.
Cost: 300
Go fishing for fresh ingredients whenever you find some water (or in the Shop!). Comes with some worms!
Cost: 100
When you catch a fish it is recorded and added to the shop for purchase.
Cost: 900
This Zonai pot can convert Rupees to fresh ingredients, letting you cook anywhere!
Cost: 300
Light up the area and burn foes.
Cost: 150
Glide through the air.
Cost: 300
Clearly see far away things.
Cost: 600
Create pillars of ice from sources of water.
Cost: 250
Swim freely and dive to shallow depths.
Cost: 500
Merge into walls and walk around within them.
Cost: 40
Block and counterattack.
Cost: 600
Use new Sword techniques found in ancient scrolls.
Cost: 600
You can spend Combo to Shield after attacking with a Sword.
Cost: 300
Dig holes. There may be treasures buried underneath.
Cost: 600
Throw at enemies to stun them.
Cost: 500
Stores Mystical Seeds from Holodrum and Labrynna.
Cost: 900
Burn and freeze foes.
Cost: 500
Bait foes away by putting your cooking skills to use.
Cost: 700
On the first turn of combat you get bonus move!
Cost: 500
Blow up! Damage yourself, but those around you more.
Cost: 500
Pick people's mailboxes for goodies. Can be used on pockets or any other mailbox-esque objects.
Cost: 300
While transformed as a Deku, blast enemies with a bubble.
Cost: 600
While transformed as a Deku, plant Deku Flowers to leap out of and glide.
Cost: 400
A letter signed by the legendary Zelda is sure to persuade some.
Cost: 200
It's not a real grenade. That would be unsafe!
Cost: 600
Deal bonus damage to unsuspecting targets.
Cost: 700
Makes easy locks effortless to lockpick.
Cost: 500
Blow enemies away and propel yourself into the air.
Cost: 500
Create pillars of sand.
Cost: 800
Freeze enemies and create slippery floors and frozen water.
Cost: 1000
This Ocarina was used by the Hero of Time to forever confuse Hylian historians.
Cost: 500
Call for pirates! This strange instrument gets the benefits from all three skills it requires.
Cost: 900
Shove enemies with the wind and control them.
Cost: 200
A delicious drink that packs a real PUNCH!
Cost: 400
A letter signed by the legendary Ganon is sure to intimidate some.
Cost: 300
Whistle for a local hawk to retrieve items. A small friend may have more luck riding it.
Cost: 500
You can whistle to teleport a summoned Mount to your side.
Cost: 700
Snap photos of anything. The film can be pricey, but a good picture can be worth more.
Cost: 1000
Order helpful services from Tingle himself with this handy device!
Cost: 200
Toss your bombs to put them into good positions fast.
Cost: 900
Crush enemies with force.
Cost: 600
Upgrade your bombs to let you detonate them on command.
Cost: 600
An endless supply of battle bees to summon.
Cost: 1000
When you lose your Combo a creature gets pulled out of this net for you!
Cost: 900
Call Bow Wow to help you chomp opponents.
Cost: 500
Control a Wallmaster to move small objects for you.
Cost: 100
Makes catching fish slightly easier and baits new fish to appear.
Cost: 600
Bait monsters, but beware the delicious meal healing them if you leave them alone with it!
Cost: 900
Utilize the teaching of the great Jabu-Jabu to eat and drink faster than before!
Cost: 300
Leap into the skies.
Cost: 1000
Ascend through nearby ceilings to appear magically on the other side.
Cost: 1000
Your maximum Move each turn is increased by your Combo.
Cost: 300
Sink to the bottom of any body of water and perform regular actions there. Can attach to some magnetic surfaces.
Cost: 600
This strange hat calls itself Ezlo and claims it can shrink you.
Cost: 1000
Replaces your sword with the White Sword.
Cost: 1000
These scrolls contain Sword techniques from the Blade Brothers.
Cost: 500
Blow and suck air to manipulate objects.
Cost: 800
Send this off to capture items or harass enemies.
Cost: 700
Grapple around the area and smack enemies with your hook.
Cost: 1000
Fuse things you find in the world to your weapons, tools, and items.
Cost: 800
Blow things away or suck them into the tornado.
Cost: 1000
When throwing boomerangs you can choose additional unique targets in a turn equal to your Combo. You pay the Stamina for each hit.
Cost: 1000
Transform into a wolf of the twilight realm.
Cost: 500
This imp says she can help you out while you're a wolf, if you can convince her to come.
Cost: 300
Start combat by immediately transforming.
Cost: 1000
Transform into a Goron warrior.
Cost: 600
While transformed as a Goron, curl up and roll and pound through enemies.
Cost: 200
While transformed as a Goron, place a highly destructive Powder Keg. They can be pricey.
Cost: 200
While transformed as a Goron, play the Goron's Lullaby to put foes asleep.
Cost: 700
Allows you to purchase delicious milk.
Cost: 900
Wear this mask from Captain Keeta to interrogate the dead.
Cost: 600
Enemies are less likely to attack you.
Cost: 1000
Wear this to trick monsters. A silver tongue will be needed to trick smarter foes.
Cost: 400
This energy drink will make you feel like a STORM!
Cost: 700
Wear this cape to become invisible, but be careful about making too much noise!
Cost: 300
An esoteric manual that reveals the secret of the Earthquake technique known only to Yiga blademasters.
Cost: 1400
Makes medium locks effortless to lockpick.
Cost: 900
This will increase the damage of your Bow attacks and let you shoot at diagonal targets.
Cost: 700
After a showdown in the Hidden Village you've learned to quickly prepare your bow when the fighting starts.
Cost: 700
Using eyes of the keese these arrows home in on opponents.
Cost: 400
This puffshroom arrow creates a cloud of smoke to hide sneaky individuals.
Cost: 700
The range or projectile speed of your magic attacks increases by your Combo.
Cost: 1500
After using a Magic attack refund Stamina equal to your Combo if you haven't moved this turn.
Cost: 1500
The Composer Brothers, Sharp and Flat, composed these songs!
Cost: 400
Take a dive in this dimly lit pool.
Cost: 600
Allows you to lift large objects with ease.
Cost: 700
Swap places with allies to tank damage for them.
Cost: 600
Enemies are more likely to attack you.
Cost: 600
Summon a sandseal to cruise through the deserts of the world.
Cost: 900
Summon a horse to ride around the battlefield. It improves your mobility.
Cost: 1000
You can use all your items while riding Mounts.
Cost: 900
Hop on a spinner and knock around foes.
Cost: 1000
Upgrades your Child's wallet to allow for more storage.
Cost: 1500
At the end of battle your Rupee reward is multiplied by your Combo (Except 0).
Cost: 1500
Order Tingle's specialty Ting to heal up in battle.
Cost: 400
You can bowl bombs towards enemies for long range attacks.
Cost: 600
Your basic bombs can function underwater. They even do bonus damage!
Cost: 1000
If you detonate no bombs in a round, instead you can place as many bombs as you have Combo.
Cost: 1000
This large steel sphere can break obstacles and enemies alike.
Cost: 1200
At the start of battle, you can summon a Bee. Your maximum bee count is increased by your Combo.
Cost: 1200
Capture medium creatures, like Bokoblin, to have battle buddies.
Cost: 900
Whip enemies! Your summons will focus on whipped enemies.
Cost: 800
Release captured Poes to attack enemies.
Cost: 200
Makes catching fish easier and baits bigger fish to appear.
Cost: 1200
Each turn you can add ingredients to a dish equal to your Combo without spending your action.
Cost: 500
Charge through the battlefield.
Cost: 700
A potentially tortuous mask that provides immunity to sleep effects.
Cost: 1000
Armor that provides immunity to electrical currents and shocks.
Cost: 700
Reflect attacks and redirect light.
Cost: 1200
The Hero's Spirit wishes to give the lessons of his life to those who came after him.
Cost: 1500
Launch a volley of projectiles at enemies.
Cost: 600
Dig through lines of dirt or enemies.
Cost: 1200
Toss a magical boomerang that can be controlled in midair.
Cost: 1500
Restore your Health and Stamina as you transform.
Cost: 1200
Allows you to understand and speak any language.
Cost: 600
This skin cream will make any blemishes vanish!
Cost: 1000
This set of sneaky armor helps you avoid attacks.
Cost: 1200
You don't lose your bow buffs if you had Combo when you took damage.
Cost: 700
Blow up many foes at once.
Cost: 700
Shock foes to force them to lose an Action or their Move next turn.
Cost: 1200
Unlock a new bow with a powerful triple shot.
Cost: 2000
Before a Bow action, you can use extra non-damaging Bow actions equal to your Combo.
Cost: 800
Teleport to a location and deal damage to surrounding enemies as you teleport and at the destination.
Cost: 800
Throw a controllable fireball.
Cost: 800
Protect yourself and reflect projectiles.
Cost: 900
This dancing scarecrow knows some secret songs that can help adventurers.
Cost: 400
Call for a fairy to heal yourself or allies. Needs recharging.
Cost: 500
If you repair Breezer, the Stable Trotters can teach you a song to call a Great Fairy.
Cost: 600
This hot sauce is so hot you'll choke!
Cost: 1500
This powerup increases your Strength by your Combo.
Cost: 1200
Call the sleepy bear Moosh, to help you flutter over small gaps and smash enemies.
Cost: 2000
Swing a massive bag of money to deal damage. More Rupees, more damage!
Cost: 700
Use the mouselike Bombchu bombs to explode far away things.
Cost: 800
Throw hammers at your foes to safely nail them from a distance.
Cost: 1200
Deal large amounts of damage with this powerful hammer.
Cost: 1500
If you detonate one of your basic bombs with another of your bombs, its damage is multiplied by your Combo (Except 0).
Cost: 1800
At the start of battle, you can summon an Ally. Your maximum ally limit increases by your Combo.
Cost: 300
Makes catching fish even easier and baits new and interesting fish to appear.
Cost: 1000
Light up large areas and cause destructive burns.
Cost: 1000
Provides immunity to hot temperatures and burns.
Cost: 1400
Breathe underwater, swim up waterfalls, and be immune to freeze.
Cost: 1500
After a Sword action, you can use extra basic Sword actions equal to your Combo.
Cost: 1200
In his younger days, Orca had hoped to be a swordsman, but after he suffered a serious injury that ended that dream.
Cost: 1200
While difficult to find, this ore increases the power of your Swords.
Cost: 1500
Split into four places at once to slash at foes.
Cost: 1400
Use these more damaging hookshots in combination for deadly effect.
Cost: 1500
Throw up to 3 boomerangs at once by using your Combo!
Cost: 1500
Transform into a Zora hero.
Cost: 700
While transformed as a Zora, launch your arm fins to stun opponents.
Cost: 700
While transformed as a Zora, surround yourself in a barrier of electricity.
Cost: 1000
Once per turn you can instantly transform and perform an action with that form. Repeatable for each Combo you have.
Cost: 1500
Grow to giant size and smash opponents with your Strength.
Cost: 1500
Gaining Combo increases your Resistance and heals you.
Cost: 1500
Rent allies abilities and items to use for a turn.
Cost: 1200
Wear to become as plain as a stone. Most will ignore you.
Cost: 800
This carp will make you diem!
Cost: 2100
Makes hard locks effortless to lockpick.
Cost: 600
These otherworldly arrows pivot towards opponents.
Cost: 900
These fruit tipped arrows stun opponents.
Cost: 900
These flower tipped arrows confuse opponents, causing infighting.
Cost: 1000
Call a Phantom to attack foes.
Cost: 800
Upgrade your Sand Wand.
Cost: 800
Upgrade your Tornado Rod.
Cost: 1500
Deals massive damage to all airborne enemies.
Cost: 1500
Deals massive damage to all grounded enemies.
Cost: 1500
Deals large damage to all enemies.
Cost: 1000
Cause inanimate objects to rewind through their recent actions.
Cost: 2000
Melody damage you deal is multiplied by your Combo automatically (Except 0).
Cost: 1500
Begin and end combat with beautiful chords.
Cost: 1500
Influence the past, present, and future with this mythical artifact.
Cost: 1200
This weapon shimmers to the beat.
Cost: 2000
This blade shimmers to the beat.
Cost: 1000
When you are hit by a physical attack the attacker takes damage equal to your STR + Combo.
Cost: 800
This lovely product helps calm the stench of your Wizard's Foot.
Cost: 1500
Transform into a boat for your allies to ride!
Cost: 1200
Call the talkative dodongo Dimitri, to help you climb waterfalls and bite enemies.
Cost: 1500
If you have a Mount and reach 3 Combo, a monstrous copy is created for an ally to ride.
Cost: 1200
Call the boxing kangaroo Ricky, to help you scale walls and punch enemies.
Cost: 2000
Order some of Tingle's most powerful services to date.
Cost: 1000
Plant a Big Bomb Flower for yourself and allies to use in combat.
Cost: 400
Release a captured Fairy to heal someone. Needs refills.
Cost: 1500
Control a Knucklemaster to move large objects for you.
Cost: 1500
Create Doppels to switch places with or perform totem attacks with.
Cost: 600
Makes catching fish as easy as it gets and baits the biggest fish.
Cost: 2000
You get extra helpings when you cook a meal equal to your Combo. Food made outside of combat now has helpings for everyone!
Cost: 1800
If you deal the final blow to an enemy you can get bonus actions.
Cost: 3000
Call upon the Divine Beasts to blast away opponents.
Cost: 1500
The shield of legends that protects against evil.
Cost: 2000
Increases your basic sword range by your Combo.
Cost: 3000
The sword of legends that banishes evil.
Cost: 2000
A legendary sword technique that unleashes lightning at nearby foes. Its power grows with your Courage.
Cost: 1000
Unleash a flurry of blows to an opponent.
Cost: 3000
This massive weapon can cover a wide area to stun opponents.
Cost: 900
This ancient Sheikah rune can move metal, even right out of foes hands.
Cost: 1000
Allows you to move and connect inanimate objects of decent size.
Cost: 1000
Allows you to rebuild schematics and previous creations made with Ultrahand.
Cost: 1500
A powerful shovel passed down to the strange musical visitor Cadence.
Cost: 2000
A mask with dark power. It grows stronger the more masks you collect.
Cost: 3000
An eerie mask passed down from ancient times. It once attempted to destroy Termina with the moon.
Cost: 1000
Transform into a squid and slash at foes to spread ink.
Cost: 1000
Transform into a squid and shoot at foes to spread ink.
Cost: 600
Wrap things up with a nice speech. Works particularly well at the end of adventures.
Cost: 100
Look through the rulebook of the ZelDnD world to convince the Game Master you're right.
Cost: 2000
See the truth in the world and in what people say. Deceiving you may be impossible.
Cost: 5000
You convinced the most protective company in the world to let you make 3 terrible games. You can barter anything.
Cost: 1500
Disguise yourself as the other team to infiltrate their base!
Cost: 2800
Call Rosa to help open any lock. Celebrities get the best toys!
Cost: 1500
Deal massive damage to unaware foes.
Cost: 2000
Unleash the deadly dance of the Sheikah tribe.
Cost: 900
Ancient arrows that can deal massive damage.
Cost: 2400
This is the legendary weapon Zelda used to vanquish the evil of Ganondorf.
Cost: 2000
Tetra insists this is basically a bow, despite being a magical pistol that blasts water.
Cost: 1200
Upgrade your Fire Rod.
Cost: 1200
Upgrade your Ice Rod.
Cost: 3000
Manipulate the seasons to apply status effects to all enemies.
Cost: 1800
After a Rod action, you can use extra Rod actions equal to your Combo.
Cost: 1500
Cause enemies or objects to stop moving through time.
Cost: 2000
Unleash the final power of the Triforce of Wisdom.
Cost: 2400
The lute Octavo used to take over Hyrule.
Cost: 3000
Allows your Combo to go up to 4.
Cost: 3000
Put all enemies into an uncontrollable dancing frenzy.
Cost: 3000
Summon a Guardian Deity to protect you, like the four that once held the moon away from Termina.
Cost: 1800
Allows you to lift objects you previously thought impossible.
Cost: 2000
Unleash the final power of the Demon King.
Cost: 2000
Take to the skies with your Loftwing.
Cost: 2000
At the start of battle you can summon one Mount you have and get on it.
Cost: 3000
Swerve past any competition with the personal Divine Beast of a true hero.
Cost: 4000
Flash your massive wealth for powerful benefits.
Cost: 5000
It's so expensive. Surely it has a use?
Cost: 5000
The R.Y.N.O. was designed in Gadgetron's basement to be the ultimate in offensive weaponry.
Cost: 2000
Your Hammer attacks get a damage bonus equal to your Strength times your Combo plus 1.
Cost: 3000
This massive hammer is enhanced by your Strength more than most items.
Cost: 2000
Your bomb's explosion radius increases equal to your Combo, and you are immune to damage from your own bombs.
Cost: 2000
Send Cuccos to attack your enemies.
Cost: 1800
Whip foes. Your summons get a jolt of energy.
Cost: 2400
Capture large creatures, like Hinox, to have battle buddies.
Cost: 9999 SALE: 3000
An agent of pure destruction, willing to fight by your side.
Cost: 3000
This strange ball grows in size as you roll things up. It responds well to a full backpack.