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	<id>http://library.hyrulecastle.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Eevachu</id>
	<title>Hyrule Castle Library - User contributions [en]</title>
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	<updated>2026-05-19T11:54:16Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Summon_Workspace&amp;diff=5290</id>
		<title>Summon Workspace</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Summon_Workspace&amp;diff=5290"/>
		<updated>2024-03-19T03:09:12Z</updated>

		<summary type="html">&lt;p&gt;Eevachu: Created page with &amp;quot;{{TB |intent=Utility |form=Spell |set=30 |field1=Summon |field2=Transform}} {{Set|30}} &amp;#039;&amp;#039;&amp;#039;Summon Workspace&amp;#039;&amp;#039;&amp;#039; is a simple summoning spell to create a workspace for the caster....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TB&lt;br /&gt;
|intent=Utility&lt;br /&gt;
|form=Spell&lt;br /&gt;
|set=30&lt;br /&gt;
|field1=Summon&lt;br /&gt;
|field2=Transform}}&lt;br /&gt;
{{Set|30}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Summon Workspace&amp;#039;&amp;#039;&amp;#039; is a simple summoning spell to create a workspace for the caster. After a few seconds of concentration the caster manifests a complete workspace, based on their inner nature.&lt;br /&gt;
&lt;br /&gt;
This &amp;quot;inner nature&amp;quot; can be reflected in different ways; for example, if the caster is a proud blacksmith, their workspace would be a forge, complete with anvil and tools needed to craft. If they were a chef, however, they might spawn a functional kitchen, complete with cookware and campfire. Regardless of this, a caster may only have -one- specific workspace, decided when this treasure is obtained. Its appearance is unique to the caster and will remain the same with every summoning of &amp;#039;&amp;#039;&amp;#039;Summon Workspace&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
The properties of any objects created by the casting of the Summon Workspace spell(but not any items crafted or made using them) share all the physical properties of those items for the purposes of crafting or for their intended purpose, but do not provide functional use outside of that. For example, a blacksmith&amp;#039;s forge may burn hot for the purposes of smithing a sword, but provides no succor from the cold, nor could it melt a frozen wall in a dungeon hallway. They are also fragile outside of their intended purpose, and cannot generally be used as any sort of protection or cover.&lt;br /&gt;
&lt;br /&gt;
Additionally, the caster can designate multiple living beings as participants of their workspace. These participants should be within 9 feet of the caster at the moment of summoning. Afterwards they can move around freely, but any parts or contents of the workspace will vanish if they are more than 3 feet away from the perimeter of the workspace, and the entire workspace will vanish if the caster moves more than 9 feet away from where the workspace was summoned.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Summon Workspace&amp;#039;&amp;#039;&amp;#039; will last until the caster dismisses it at will. This spell can be cast 3 times per day.&lt;br /&gt;
{{clear}}&lt;br /&gt;
==Augment==&lt;br /&gt;
{{TB&lt;br /&gt;
|title=Additional Workspace&lt;br /&gt;
|augment=yes&lt;br /&gt;
|set=10}}&lt;br /&gt;
{{set|10}}&lt;br /&gt;
The user can gain the &amp;#039;&amp;#039;&amp;#039;Additional Workspace&amp;#039;&amp;#039;&amp;#039; augment simultaneously with the original treasure, or as a separate treasure at a later time.&lt;br /&gt;
&lt;br /&gt;
For each time this augment is obtained, the caster gains the ability to create a different type of workspace with the casting of &amp;#039;&amp;#039;&amp;#039;Summon Workspace&amp;#039;&amp;#039;&amp;#039;. This may or may not be reflected on their inner nature, but regardless is decided when this treasure is obtained and may not be changed. The two workspaces are independent, but only one workspace may be created at a time. The caster also gains 1 additional casting of Summon Workspace per day.&lt;br /&gt;
==Trivia==&lt;br /&gt;
* A more simplistic variant of this spell may be obtained with [[Summon Teatime]].&lt;br /&gt;
* {{Original|creator=Devil-Steel}}&lt;/div&gt;</summary>
		<author><name>Eevachu</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Summon_Teatime&amp;diff=5289</id>
		<title>Summon Teatime</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Summon_Teatime&amp;diff=5289"/>
		<updated>2024-03-19T03:04:49Z</updated>

		<summary type="html">&lt;p&gt;Eevachu: Created page with &amp;quot;{{TB |intent=Utility |form=Spell |set=10 |field1=Summon |field2=Transform}} {{Set|10}} &amp;#039;&amp;#039;&amp;#039;Summon Teatime&amp;#039;&amp;#039;&amp;#039; is a simple, pleasant summoning spell. After a few seconds of conce...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TB&lt;br /&gt;
|intent=Utility&lt;br /&gt;
|form=Spell&lt;br /&gt;
|set=10&lt;br /&gt;
|field1=Summon&lt;br /&gt;
|field2=Transform}}&lt;br /&gt;
{{Set|10}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Summon Teatime&amp;#039;&amp;#039;&amp;#039; is a simple, pleasant summoning spell. After a few seconds of concentration the caster manifests a complete tea set, with tea, at a designated space within arms reach.&lt;br /&gt;
&lt;br /&gt;
Its appearance is unique to the caster and will remain the same with every summoning, but the flavor of the tea can be changed to the caster’s desired type, and will be the same for every serving in that round of summoning. The components of the tea set, however, are always the same. The set consists of: A teapot filled with tea, cups with teaspoons, a small jar of sugar and a small jug of milk, all laid out on a small tray or platter. The amount of tea in the pot will always be enough to fill every summoned cup once, not more, not less.&lt;br /&gt;
&lt;br /&gt;
The type or flavor of tea will not give any nutritional value or bodily effects, though the taste and feel of having tea is present and strongly so.&lt;br /&gt;
&lt;br /&gt;
Additionally, the caster can designate multiple living beings as participants to &amp;#039;&amp;#039;&amp;#039;Summon Teatime&amp;#039;&amp;#039;&amp;#039;. These participants should be within 9 feet of the caster at the moment of summoning. Afterwards they can move around freely, but any parts or contents of the tea set will vanish if they are more than 3 feet away from the tray, and the entire set will vanish if the caster moves more than 9 feet away from where the set was summoned. As long as the participants are within 9 feet of the caster at the moment of summoning, the tea set will appear with enough cups for everyone designated by the caster.&lt;br /&gt;
&lt;br /&gt;
The tea set and its contents are not suited for combat. Whatever material it appears to be made out of, it is very fragile and will shatter and vanish on impact, and will do no damage.&lt;br /&gt;
&lt;br /&gt;
Teatime will last until the pot and all cups are drained, or when the caster dismisses it at will. This spell can be cast 3 times per day.&lt;br /&gt;
{{clear}}&lt;br /&gt;
==Augment==&lt;br /&gt;
{{TB&lt;br /&gt;
|title=Confectionary&lt;br /&gt;
|augment=yes&lt;br /&gt;
|set=10}}&lt;br /&gt;
{{set|10}}&lt;br /&gt;
The user can gain the &amp;#039;&amp;#039;&amp;#039;Confetionary&amp;#039;&amp;#039;&amp;#039; augment simultaneously with the original treasure, or at a later time.&lt;br /&gt;
&lt;br /&gt;
When augmented, the tea set may be accompanied by a tiered display of decorative biscuits, cookies, and small pastries. These provide no nutritional value and will not save a hungry person from starvation. They look and taste like sweets, and perfectly complement the tea they are with. The baked goods will follow the dismissal rules of the tea set, though the single display will be the same every time, roughly 20 biscuits, regardless of the number of participants. The type and flavor of the biscuits is entirely up to the summoner, though they will not trigger any edible downsides, such as an allergic reaction or similar food intolerance(For example, a biscuit or cookie covered in tree nuts may exist in the set with its flavor and texture intact but will not cause an allergic reaction to the participants).&lt;br /&gt;
==Trivia==&lt;br /&gt;
* This treasure&amp;#039;s ability to create a space for the user to interact with can be more generically replicated with [[Summon Workspace]].&lt;br /&gt;
* {{Original|creator=Squishy}}&lt;/div&gt;</summary>
		<author><name>Eevachu</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Outfitter&amp;diff=5288</id>
		<title>Outfitter</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Outfitter&amp;diff=5288"/>
		<updated>2024-01-27T22:13:00Z</updated>

		<summary type="html">&lt;p&gt;Eevachu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TB&lt;br /&gt;
|intent=Utility&lt;br /&gt;
|form=Trait&lt;br /&gt;
|set=variable&lt;br /&gt;
|field1=PerQuest&lt;br /&gt;
|field2=Rupee}}&lt;br /&gt;
{{Set}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Outfitting&amp;#039;&amp;#039;&amp;#039; is the art of crafting raiment, and one who practices this art is known as a &amp;#039;&amp;#039;&amp;#039;Outfitter&amp;#039;&amp;#039;&amp;#039;, or simply a &amp;#039;&amp;#039;&amp;#039;Fitter&amp;#039;&amp;#039;&amp;#039;.  It is one of several [[craft]]s which utilize [[:Category:Materials|materials]] to create new items, alongside [[Weaponsmith]]s and [[Botanist]]s.  An Outfitter specializes in crafting items which can be worn on the body, to include mail or other armor, helmets and hats, gauntlets or gloves, boots, scarves, and capes, among many other possibilities.  Notably, Outfitters cannot craft shields.  By contrast, Weaponsmiths specialize in items that are to be wielded (including shields), while Botanists specialize in items which can be consumed for a single purpose, such as potions or bombs.&lt;br /&gt;
&lt;br /&gt;
==Gaining Levels==&lt;br /&gt;
Outfitters are relatively common in Hyrule, but becoming one does require training.  Your skill in Outfitting is represented by a level, as is the case with any craft.  A novice is vastly different than a master who forges legendary armor, but even a novice can be useful.  The cost to gain the first level of Outfitter is always 30 rupees.  To gain additional levels, the rupee cost is equal to the next level multiplied by 10.  So, getting to level 2 would cost 20 rupees, level 3 would cost another 30 rupees, etc.  There is no defined maximum level for Outfitter, but it becomes increasingly difficult to gain levels the higher you reach.&lt;br /&gt;
&lt;br /&gt;
Normally, becoming skilled in a craft in the first place required a good amount of talent and motivation. As such, if a character pursues a second or third craft beyond his first, such as [[Weaponsmith]] or [[Botanist]], all levels for these additional crafts cost twice the normal amount.&lt;br /&gt;
&lt;br /&gt;
The [[Business]] universal [[racial perk]] can make it easier for a newly created character to excel in a craft, to include Outfitter.&lt;br /&gt;
&lt;br /&gt;
==Outfitter Crafting==&lt;br /&gt;
To understand why advancing in this art matters, it is important to first know how it works.  Even a beginner with a single level in his trade can make common items freely, including almost any normal garments or armor made from common materials such as iron or silk.  In crafting such items, the user can either role-play out the procedure, or just mention in-character that the crafting took place.   As a general rule of thumb, any Outfitter is freely able to craft items in the five following slots.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[:Category:Headgear Field|Head]]&amp;#039;&amp;#039;&amp;#039;: Hat, helmet, headband, mask, etc.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[:Category:Bodygear Field|Torso]]&amp;#039;&amp;#039;&amp;#039;: Robe, armor, breastplate, sweater, scarf, vest suit of armor, etc.  Any torso item may freely cover other parts of the wearer&amp;#039;s body.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[:Category:Handgear Field|Arms]]&amp;#039;&amp;#039;&amp;#039;: Gauntlets, fingerless gloves, rings, bracers, shoulder pads, etc.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[:Category:Footwear Field|Feet]]&amp;#039;&amp;#039;&amp;#039;: Boots, sneakers, socks, sandals, etc.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Accessory&amp;#039;&amp;#039;&amp;#039;: Amulet, eyeglasses, or most worn garments not covered by the other three.  Certain items, such as a mask, a cape, or rings, can be considered an accessory instead of their normal slot.&lt;br /&gt;
An Outfitter can also create items which cover several of these categories, such as a full suit of armor.  An Outfitter cannot create an item which doesn&amp;#039;t occupy at least one of these categories, however.  Regardless, crafting one of these items can be done repeatedly and for free, so long as the item doesn&amp;#039;t have magical or extraordinary properties. Similarly, any Outfitter is able to repair any items he would be able to craft.&lt;br /&gt;
&lt;br /&gt;
As an Outfitter advances in level, he becomes able to use special [[:Category:Materials|materials]] to make items with extraordinary properties.  It is through these materials that an Outfitter is able to make extraordinary items, such as a [[Goron Tunic]] or a [[Mirror Shield]].  Notably, an Outfitter uses materials in the same way a [[Weaponsmith]] uses materials.&lt;br /&gt;
&lt;br /&gt;
Note that the aforementioned Materials are listed in the Library, as if they were treasures.  Unlike most treasures, a Material has a set rupee price regardless of PWC.  Each Material defines a specific extraordinary effect, and a crafter can &amp;#039;&amp;#039;&amp;#039;consume&amp;#039;&amp;#039;&amp;#039; that Material to give &amp;#039;&amp;#039;&amp;#039;one&amp;#039;&amp;#039;&amp;#039; otherwise common item they craft the specified effect.  As you progress in level, you become able to use more powerful and more numerous Materials in crafting an item.   Indeed, an Outfitter can even use several Materials to give several effects to the crafted item.  The amount of Materials the Outfitter can imbue into one object is limited primarily by his level.  Remember, each Material has a specific rupee cost. The total rupee cost of the Materials cannot exceed 10 times the user&amp;#039;s Outfitter level.  Thus, an Outfitter of level 3 can use up to 30 rupees of Materials to make a suit of armor, a scarf, a pair of boots, etc.&lt;br /&gt;
&lt;br /&gt;
When making extraordinary items using these materials, whoever wears the items generally cannot simultaneously benefit from two items which occupy the same &amp;quot;slot.&amp;quot;  For example, the Outfitter couldn&amp;#039;t make one pair of gloves with [[Blessed Bismuth]], and another pair of gloves with [[Glow Iron]], and expect someone to benefit from both effects simultaneously.  The Outfitter could however, create one pair of gloves that uses both materials, enabling their owner to benefit from both effects.  Alternatively, the owner could simply switch between the two pairs of gloves, when she wants to use the effects of one or the other.&lt;br /&gt;
&lt;br /&gt;
Outfitters are able to combine pre-existing treasures that are not materials with crafted objects as well, so long as they meet the criteria of being items that are generally worn on the body. The combine cost for these treasures is based on their initial cost level. Note that this cost is what determines the Outfitter level required to craft any specific item, and is separate from the treasure’s -purchase- cost, which is the same as normal based on the buyer’s PWC.&lt;br /&gt;
&lt;br /&gt;
For example, if Gonthar the Tailor, with a PWC of 5/1/2, wanted to combine a [[Backshift Cape]] with [[Skulltula Silk]], the total combine cost would be 15 Rupees(5 Rupees from Backshift Cape, a lowest cost treasure, and 10 rupees for the cost of Skulltula Silk, a 10 rupee material) which requires Outfitter level 2. However, Gonthar only has a Courage score of 2, so actually purchasing the Backshift Cape to use as a crafting material would cost him 25 rupees. In the end, Gonthar would have to spend a total of 35 Rupees to obtain the materials for and craft this Skulltula Silk Backshift Cape, but due to the combine cost being 15 rupees, only requires Outfitter level 2.&lt;br /&gt;
&lt;br /&gt;
Only physical items may be crafted in this way. Spells and Techniques must be combined using either Crimson Granite or Memory Metal. Major treasures may also be combined in this way, but it takes up a major treasure slot for the wielder of the specific item as normal.&lt;br /&gt;
&lt;br /&gt;
The cost is determined as follows:&lt;br /&gt;
&lt;br /&gt;
*Lowest Cost: 5 Rupees&lt;br /&gt;
*Lower Cost: 10 Rupees&lt;br /&gt;
*Low Cost: 15 Rupees&lt;br /&gt;
*Normal Cost: 20 Rupees&lt;br /&gt;
*High Cost: 30 Rupees&lt;br /&gt;
*Higher Cost: 40 Rupees&lt;br /&gt;
*Highest Cost: 50 Rupees&lt;br /&gt;
&lt;br /&gt;
A list of all available Outfitter materials can be found on the page [[:Category:Outfitter Materials]].&lt;br /&gt;
&lt;br /&gt;
==Bonus Rupees==&lt;br /&gt;
On top of being able to craft items, and potentially sell them to other characters, an Outfitter can earn [[rupee bonus|bonus rupees]].  Whenever a Fitter finishes a quest, he can gain an additional amount of rupees equal to double his Outfitter level.  Thus, an Outfitter of level 4 would earn 8 extra rupees in every quest or dungeon he completes.  Generally, this represents the Fitter selling his services to non-player characters, but that aspect need not be specifically mentioned or role-played.  &lt;br /&gt;
&lt;br /&gt;
If the user gains bonus rupees from outfitter, he can gain a [[Glossary:Rupee Bonus|Rupee Bonus]] from at most one additional treasure in the same thread.&lt;br /&gt;
[[Category:Outfitter Materials|*]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{meta}}&lt;/div&gt;</summary>
		<author><name>Eevachu</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Outfitter&amp;diff=5287</id>
		<title>Outfitter</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Outfitter&amp;diff=5287"/>
		<updated>2024-01-27T22:11:56Z</updated>

		<summary type="html">&lt;p&gt;Eevachu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TB&lt;br /&gt;
|intent=Utility&lt;br /&gt;
|form=Trait&lt;br /&gt;
|set=variable&lt;br /&gt;
|field1=PerQuest&lt;br /&gt;
|field2=Rupee}}&lt;br /&gt;
{{Set}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Outfitting&amp;#039;&amp;#039;&amp;#039; is the art of crafting raiment, and one who practices this art is known as a &amp;#039;&amp;#039;&amp;#039;Outfitter&amp;#039;&amp;#039;&amp;#039;, or simply a &amp;#039;&amp;#039;&amp;#039;Fitter&amp;#039;&amp;#039;&amp;#039;.  It is one of several [[craft]]s which utilize [[:Category:Materials|materials]] to create new items, alongside [[Weaponsmith]]s and [[Botanist]]s.  An Outfitter specializes in crafting items which can be worn on the body, to include mail or other armor, helmets and hats, gauntlets or gloves, boots, scarves, and capes, among many other possibilities.  Notably, Outfitters cannot craft shields.  By contrast, Weaponsmiths specialize in items that are to be wielded (including shields), while Botanists specialize in items which can be consumed for a single purpose, such as potions or bombs.&lt;br /&gt;
&lt;br /&gt;
==Gaining Levels==&lt;br /&gt;
Outfitters are relatively common in Hyrule, but becoming one does require training.  Your skill in Outfitting is represented by a level, as is the case with any craft.  A novice is vastly different than a master who forges legendary armor, but even a novice can be useful.  The cost to gain the first level of Outfitter is always 30 rupees.  To gain additional levels, the rupee cost is equal to the next level multiplied by 10.  So, getting to level 2 would cost 20 rupees, level 3 would cost another 30 rupees, etc.  There is no defined maximum level for Outfitter, but it becomes increasingly difficult to gain levels the higher you reach.&lt;br /&gt;
&lt;br /&gt;
Normally, becoming skilled in a craft in the first place required a good amount of talent and motivation. As such, if a character pursues a second or third craft beyond his first, such as [[Weaponsmith]] or [[Botanist]], all levels for these additional crafts cost twice the normal amount.&lt;br /&gt;
&lt;br /&gt;
The [[Business]] universal [[racial perk]] can make it easier for a newly created character to excel in a craft, to include Outfitter.&lt;br /&gt;
&lt;br /&gt;
==Outfitter Crafting==&lt;br /&gt;
To understand why advancing in this art matters, it is important to first know how it works.  Even a beginner with a single level in his trade can make common items freely, including almost any normal garments or armor made from common materials such as iron or silk.  In crafting such items, the user can either role-play out the procedure, or just mention in-character that the crafting took place.   As a general rule of thumb, any Outfitter is freely able to craft items in the five following slots.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[:Category:Headgear Field|Head]]&amp;#039;&amp;#039;&amp;#039;: Hat, helmet, headband, mask, etc.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[:Category:Bodygear Field|Torso]]&amp;#039;&amp;#039;&amp;#039;: Robe, armor, breastplate, sweater, scarf, vest suit of armor, etc.  Any torso item may freely cover other parts of the wearer&amp;#039;s body.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[:Category:Handgear Field|Arms]]&amp;#039;&amp;#039;&amp;#039;: Gauntlets, fingerless gloves, rings, bracers, shoulder pads, etc.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[:Category:Footwear Field|Feet]]&amp;#039;&amp;#039;&amp;#039;: Boots, sneakers, socks, sandals, etc.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Accessory&amp;#039;&amp;#039;&amp;#039;: Amulet, eyeglasses, or most worn garments not covered by the other three.  Certain items, such as a mask, a cape, or rings, can be considered an accessory instead of their normal slot.&lt;br /&gt;
An Outfitter can also create items which cover several of these categories, such as a full suit of armor.  An Outfitter cannot create an item which doesn&amp;#039;t occupy at least one of these categories, however.  Regardless, crafting one of these items can be done repeatedly and for free, so long as the item doesn&amp;#039;t have magical or extraordinary properties. Similarly, any Outfitter is able to repair any items he would be able to craft.&lt;br /&gt;
&lt;br /&gt;
As an Outfitter advances in level, he becomes able to use special [[:Category:Materials|materials]] to make items with extraordinary properties.  It is through these materials that an Outfitter is able to make extraordinary items, such as a [[Goron Tunic]] or a [[Mirror Shield]].  Notably, an Outfitter uses materials in the same way a [[Weaponsmith]] uses materials.&lt;br /&gt;
&lt;br /&gt;
Note that the aforementioned Materials are listed in the Library, as if they were treasures.  Unlike most treasures, a Material has a set rupee price regardless of PWC.  Each Material defines a specific extraordinary effect, and a crafter can &amp;#039;&amp;#039;&amp;#039;consume&amp;#039;&amp;#039;&amp;#039; that Material to give &amp;#039;&amp;#039;&amp;#039;one&amp;#039;&amp;#039;&amp;#039; otherwise common item they craft the specified effect.  As you progress in level, you become able to use more powerful and more numerous Materials in crafting an item.   Indeed, an Outfitter can even use several Materials to give several effects to the crafted item.  The amount of Materials the Outfitter can imbue into one object is limited primarily by his level.  Remember, each Material has a specific rupee cost. The total rupee cost of the Materials cannot exceed 10 times the user&amp;#039;s Outfitter level.  Thus, an Outfitter of level 3 can use up to 30 rupees of Materials to make a suit of armor, a scarf, a pair of boots, etc.&lt;br /&gt;
&lt;br /&gt;
When making extraordinary items using these materials, whoever wears the items generally cannot simultaneously benefit from two items which occupy the same &amp;quot;slot.&amp;quot;  For example, the Outfitter couldn&amp;#039;t make one pair of gloves with [[Blessed Bismuth]], and another pair of gloves with [[Glow Iron]], and expect someone to benefit from both effects simultaneously.  The Outfitter could however, create one pair of gloves that uses both materials, enabling their owner to benefit from both effects.  Alternatively, the owner could simply switch between the two pairs of gloves, when she wants to use the effects of one or the other.&lt;br /&gt;
&lt;br /&gt;
Outfitters are able to combine pre-existing treasures that are not materials with crafted objects as well, so long as they meet the criteria of being items that are generally worn on the body. The combine cost for these treasures is based on their initial cost level. Note that this cost is what determines the Outfitter level required to craft any specific item, and is separate from the treasure’s -purchase- cost, which is the same as normal based on the buyer’s PWC.&lt;br /&gt;
&lt;br /&gt;
For example, if Gonthar the Tailor, with a PWC of 5/1/2, wanted to combine a [[Backshift Cape]] with [[Skulltula Silk]], the total combine cost would be 15 Rupees(5 Rupees from Backshift Cape, a lowest cost treasure, and 10 rupees for the cost of Skulltula Silk, a lower cost treasure) which requires Outfitter level 2. However, Gonthar only has a Courage score of 2, so actually purchasing the Backshift Cape to use as a crafting material would cost him 25 rupees. In the end, Gonthar would have to spend a total of 35 Rupees to obtain the materials for and craft this Skulltula Silk Backshift Cape, but due to the combine cost being 15 rupees, only requires Outfitter level 2.&lt;br /&gt;
&lt;br /&gt;
Only physical items may be crafted in this way. Spells and Techniques must be combined using either Crimson Granite or Memory Metal. Major treasures may also be combined in this way, but it takes up a major treasure slot for the wielder of the specific item as normal.&lt;br /&gt;
&lt;br /&gt;
The cost is determined as follows:&lt;br /&gt;
&lt;br /&gt;
*Lowest Cost: 5 Rupees&lt;br /&gt;
*Lower Cost: 10 Rupees&lt;br /&gt;
*Low Cost: 15 Rupees&lt;br /&gt;
*Normal Cost: 20 Rupees&lt;br /&gt;
*High Cost: 30 Rupees&lt;br /&gt;
*Higher Cost: 40 Rupees&lt;br /&gt;
*Highest Cost: 50 Rupees&lt;br /&gt;
&lt;br /&gt;
A list of all available Outfitter materials can be found on the page [[:Category:Outfitter Materials]].&lt;br /&gt;
&lt;br /&gt;
==Bonus Rupees==&lt;br /&gt;
On top of being able to craft items, and potentially sell them to other characters, an Outfitter can earn [[rupee bonus|bonus rupees]].  Whenever a Fitter finishes a quest, he can gain an additional amount of rupees equal to double his Outfitter level.  Thus, an Outfitter of level 4 would earn 8 extra rupees in every quest or dungeon he completes.  Generally, this represents the Fitter selling his services to non-player characters, but that aspect need not be specifically mentioned or role-played.  &lt;br /&gt;
&lt;br /&gt;
If the user gains bonus rupees from outfitter, he can gain a [[Glossary:Rupee Bonus|Rupee Bonus]] from at most one additional treasure in the same thread.&lt;br /&gt;
[[Category:Outfitter Materials|*]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{meta}}&lt;/div&gt;</summary>
		<author><name>Eevachu</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Category:Created_by_Nameless&amp;diff=5286</id>
		<title>Category:Created by Nameless</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Category:Created_by_Nameless&amp;diff=5286"/>
		<updated>2023-12-12T18:43:59Z</updated>

		<summary type="html">&lt;p&gt;Eevachu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Treasures within this category were originally created by a member of Hyrule Castle, [http://forums.hyrulecastle.org/index.php?members/nameless.870/ Nameless].&lt;br /&gt;
[[Category:Original Treasures|Nameless]]&lt;/div&gt;</summary>
		<author><name>Eevachu</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Category:Created_by_Nameless&amp;diff=5285</id>
		<title>Category:Created by Nameless</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Category:Created_by_Nameless&amp;diff=5285"/>
		<updated>2023-12-12T18:42:15Z</updated>

		<summary type="html">&lt;p&gt;Eevachu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Treasures within this category were originally created by a member of Hyrule Castle, [https://forums.hyrulecastle.org/index.php?members/nameless.870/ Nameless].&lt;br /&gt;
[[Category:Original Treasures|Nameless]]&lt;/div&gt;</summary>
		<author><name>Eevachu</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Summon_Prop&amp;diff=5284</id>
		<title>Summon Prop</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Summon_Prop&amp;diff=5284"/>
		<updated>2023-12-12T18:40:51Z</updated>

		<summary type="html">&lt;p&gt;Eevachu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TB&lt;br /&gt;
|intent=Utility&lt;br /&gt;
|form=Spell&lt;br /&gt;
|set=10&lt;br /&gt;
|field1=Summon}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Summon Prop&amp;#039;&amp;#039;&amp;#039; is a favorite of street magicians and performers alike, giving them the ability to do actual minor magical tricks or produce something necessary for a performance to happen – such as creating a coin to appear from behind someone&amp;#039;s ear or a couple of juggling balls to juggle with. The items the spell creates can only be mundane, inanimate objects. Highly [[:Category:Mechanical Items|mechanical items]] (to include explosives), unusual [[:Category:Organic Items|living wood]], or any [[:Category:Magical Items|magical item]] cannot be summoned. Anyone who takes a good look at them can easily tell that they are nothing more than fake props. Each individual prop summoned cannot exceed roughly a third of the user&amp;#039;s mass.&lt;br /&gt;
&lt;br /&gt;
The summoned props are physical, though fragile enough that they do not make for actual tools or weapons, breaking apart in a puff of magic if struck or even if enough pressure is put upon them. Regardless of the material the summoned prop is made out of, it shares the same fragile durability. Similarly, going too far away from them also causes the summoned props to disappear. Multiple items can be created at once, with the exact number often depending on how skilled someone is with magic.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* More versatile and useful versions of this spell include the following; For weapons, [[Summon Ammunition]] and [[Summon Weapon]]; For objects, [[Summon Implement]], [[Summon Attire]], and [[Summon Instrument]]; for illusory objects, [[Handheld Illusion]] and [[Actor&amp;#039;s Illusion]].&lt;br /&gt;
* {{Original|creator=Nameless}}&lt;/div&gt;</summary>
		<author><name>Eevachu</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Category:Created_by_Nameless&amp;diff=5283</id>
		<title>Category:Created by Nameless</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Category:Created_by_Nameless&amp;diff=5283"/>
		<updated>2023-12-12T18:40:09Z</updated>

		<summary type="html">&lt;p&gt;Eevachu: Created blank page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Eevachu</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Summon_Prop&amp;diff=5282</id>
		<title>Summon Prop</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Summon_Prop&amp;diff=5282"/>
		<updated>2023-12-12T18:39:52Z</updated>

		<summary type="html">&lt;p&gt;Eevachu: Created page with &amp;quot;{{TB |intent=Utility |form=Spell |set=10 |field1=Summon}} &amp;#039;&amp;#039;&amp;#039;Summon Prop&amp;#039;&amp;#039;&amp;#039; is a favorite of street magicians and performers alike, giving them the ability to do actual minor...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TB&lt;br /&gt;
|intent=Utility&lt;br /&gt;
|form=Spell&lt;br /&gt;
|set=10&lt;br /&gt;
|field1=Summon}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Summon Prop&amp;#039;&amp;#039;&amp;#039; is a favorite of street magicians and performers alike, giving them the ability to do actual minor magical tricks or produce something necessary for a performance to happen – such as creating a coin to appear from behind someone&amp;#039;s ear or a couple of juggling balls to juggle with. The items the spell creates can only be mundane, inanimate objects. Highly [[:Category:Mechanical Items|mechanical items]] (to include explosives), unusual [[:Category:Organic Items|living wood]], or any [[:Category:Magical Items|magical item]] cannot be summoned. Anyone who takes a good look at them can easily tell that they are nothing more than fake props. Each individual prop summoned cannot exceed roughly a third of the user&amp;#039;s mass.&lt;br /&gt;
&lt;br /&gt;
The summoned props are physical, though fragile enough that they do not make for actual tools or weapons, breaking apart in a puff of magic if struck or even if enough pressure is put upon them. Regardless of the material the summoned prop is made out of, it shares the same fragile durability. Similarly, going too far away from them also causes the summoned props to disappear. Multiple items can be created at once, with the exact number often depending on how skilled someone is with magic.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* (If you want to summon actual weapons, try Summon Weapon or Summon Ammunition. For usable tools, Summon Implement. Performers might also like Summon Instrument and Summon Attire, while the more magically inclined might enjoy Handheld Illusion and Actor&amp;#039;s Illusion.)&lt;br /&gt;
* More versatile and useful versions of this spell include the following; For weapons, [[Summon Ammunition]] and [[Summon Weapon]]; For objects, [[Summon Implement]], [[Summon Attire]], and [[Summon Instrument]]; for illusory objects, [[Handheld Illusion]] and [[Actor&amp;#039;s Illusion]].&lt;br /&gt;
* {{Original|creator=Nameless}}&lt;/div&gt;</summary>
		<author><name>Eevachu</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Race:Hylian&amp;diff=5281</id>
		<title>Race:Hylian</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Race:Hylian&amp;diff=5281"/>
		<updated>2023-12-12T15:04:07Z</updated>

		<summary type="html">&lt;p&gt;Eevachu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{RaceIntro|standard}}  &lt;br /&gt;
&lt;br /&gt;
Canonically, Hylians appear in every game in the &amp;#039;&amp;#039;Zelda&amp;#039;&amp;#039; series.&lt;br /&gt;
&lt;br /&gt;
==Character Creation Brief==&lt;br /&gt;
Hylians are by far the most populous [[:Category:Races|race]] of mainland [[Hyrule]].  As such, almost any other being in Hyrule will recognize their race from a glance, and often stereotype them accordingly.  Despite other races&amp;#039; view of them as pompous, ignorant, intelligent, or rich, Hylians as a whole have the most varied personalities and backgrounds of nearly any race.  Compared to other races, they are often the middle-ground in terms of size, strength, and intelligence.  They are particularly social and organized as a race, and have both the most and the largest settlements.  Since [[Ganon]]&amp;#039;s invasion, most [[Southern Hyrule|Southern]] Hylians have had a difficult time coping with his monstrous rampage, but [[Northern Hyrule]] and its Hylians have remained mostly untouched.&lt;br /&gt;
&lt;br /&gt;
A Hylian begins with a [[PWC]] of 2/1/1, 1/2/1, or 1/1/2.  In effect, a Hylian begins at 1/1/1 with an additional +1 to any aspect of PWC.&lt;br /&gt;
&lt;br /&gt;
A Hylian character can have up to three [[racial perk]]s of choice.  In addition to the general perks available to every race, a Hylian can also choose from:&lt;br /&gt;
* [[Compass]]: a magical tool useful for locating treasures or tracking down enemies&lt;br /&gt;
* [[Gift of Prophecy]]: a trait which occasionally inflicts the Hylian with confusing visions of future events&lt;br /&gt;
* [[Hero&amp;#039;s Legacy]]: a trait which makes it easier to acquire {{Field|WeaponBase}} treasures&lt;br /&gt;
* [[Magic Proficiency]]: a trait which enables the Hylian to start with more [[:Category:Wisdom-based|Wisdom-based]] treasures&lt;br /&gt;
* [[Message]]: a spell which enables the Hylian to silently communicate to others, or even leave such messages imbued in animate objects&lt;br /&gt;
* [[Sense]]: a defensive trait that warns a Hylian of nearby enemies, as if by some supernatural sense&lt;br /&gt;
* [[Spin Attack]]: an offensive weapon-based technique used by a legendary hero&lt;br /&gt;
&lt;br /&gt;
==Recommended Origins==&lt;br /&gt;
If you&amp;#039;ve never made a character before and intend to make a Hylian, it is &amp;#039;&amp;#039;highly encouraged&amp;#039;&amp;#039; that you base your character on one of the following five origins.  If you&amp;#039;ve made a character before, these example origins may provide inspiration for your character.&lt;br /&gt;
&lt;br /&gt;
===Northern Hylian===&lt;br /&gt;
Residing in [[Hyrule Castle Town]], in [[Lon Lon Ranch]], in [[Nabooru]], or in [[Mido]], you have grown accustomed to a very pleasant sort of lifestyle.  While you may not be as physically strong as those in [[Southern Hyrule]], this does not mean you are any less formidable in battle.  Because of your lifestyle, you have focused more on mental prowess and intelligence, making you much more prone to magical skill.  This proficiency for magic allows for even warriors to learn basic spells, compounding physical prowess with spellcasting.  On the other hand, Northern Hylian casters are usually more powerful than Southern ones, due to being able to access arcane knowledge that Southern Hylians cannot.&lt;br /&gt;
&lt;br /&gt;
A Northern Hylian begins with a PWC of 1/2/1.  Its racial perks include [[Magic Proficiency]], [[Message]], and [[Rupee Riches]].&lt;br /&gt;
&lt;br /&gt;
===Hyrule Castle Guard===&lt;br /&gt;
Being a member of Hyrule&amp;#039;s official military, you are skilled in the ways of physical combat. Sworn to protecting the peace of Northern Hyrule, you have undergone vigorous training in ways of the sword, and have spent much time building your strength. When a need for your services arises, you are quick to give your aid; whether it be to fend of encroaching [[Moblin]]s, or to bring justice to thieves, you are always a force to be reckoned with.&lt;br /&gt;
&lt;br /&gt;
A Castle Guard begins with a PWC of 2/1/1.  Its racial perks include [[Hero&amp;#039;s Legacy]], [[Sense]], and [[Spin Attack]].&lt;br /&gt;
&lt;br /&gt;
===Thief of the Lost Woods===&lt;br /&gt;
As a thief, your life has been spent preying on the poor passerby that crosses your path.  You&amp;#039;ve lived in [[Darunia]] all your life.  Once you became a thief, you also began to spend time in the [[Lost Woods]], staying for periods of time in the Fortress of Thieves.  You know your away around the woods very well, giving yourself an advantage over others less knowledgeable.  Although you may live as a thief, this does not mean you are a particularly bad person.  You may just do this for the thrill, or to provide for your family.  Or, perhaps, you really are just malicious and greedy...&lt;br /&gt;
&lt;br /&gt;
A Thief of the Lost Woods begins with a PWC of 1/1/2.  Its racial perks include [[Sense]], [[Compass]], and [[Message]].&lt;br /&gt;
&lt;br /&gt;
===Refugee of the Western Caves===&lt;br /&gt;
Fifteen years ago, Southern Hyrule changed forever.  Ganon and his armies ruthlessly destroyed the lives of many Hylians, forcing them to seek shelter in the caves of Southern Hyrule.  After Ganon had overtaken [[Kakariko Village]], destroyed [[Saria]], and occupied [[Kasuto]], the surviving Hylians of these cities made their way to the [[Western Caves]]. These caverns are well-hidden, rarely ever seeing the visit of Ganon&amp;#039;s forces.  As a refugee in the Western Caves, you have been forced to learn the ways of stealth to avoid the gaze of Ganon.  is, along with your need for survival, has made you very adept in the ways of living off of the land; you have become agile and dexterous, skilled with a bow and arrow. Life for you is hard, but you have come to terms with that.  If you&amp;#039;re a young adult, chances are good you&amp;#039;ve been raised in these caves.  &lt;br /&gt;
&lt;br /&gt;
A Refugee of the Western caves begins with a PWC of 1/1/2.  Its racial perks include [[Sense]], [[Message]], and [[Hero&amp;#039;s Legacy]].&lt;br /&gt;
&lt;br /&gt;
===Refugee of the Eastern Caves===&lt;br /&gt;
During Ganon&amp;#039;s invasion, you, along with the other refugees of [[Tantari Desert]], fled to the [[Eastern Caves]]. These caves are also known as the [[Gerudo Fortress]], a well-fortified position inhabited by a female race of warrior-thieves.  Ever since the invasion, the Hylians and [[Gerudo]] of the Eastern Caves have had to fight of the attacking monsters. This has caused the Hylians here to become physically strong, and particularly skilled in the ways of battle.  If you&amp;#039;re a young adult, chances are good you&amp;#039;ve been raised in these caves.  More recently, groups of Hylians fled the caves, most of whom fled to the former city of [[Ruto]]. The Hylians of Ruto have since started to rebuild their city, hoping for a brighter future.&lt;br /&gt;
&lt;br /&gt;
A Refugee of the Eastern Caves begins with a PWC of 2/1/1.  Its racial perks include [[Hero&amp;#039;s Legacy]], [[Sense]], and [[Spin Attack]].&lt;br /&gt;
&lt;br /&gt;
==Physiology==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s appearance and biology.&lt;br /&gt;
&lt;br /&gt;
In Hyrule, the term &amp;quot;human&amp;quot; generally refers to all races which are sentient, of humanoid shape, and are capable of compassion.  As such, even rock-eating [[Goron]]s and plant-creature [[Korok]]s are considered to be human.  Despite that, it is largely assumed that no race is more human than Hylians.  In appearance, Hylians are very similar to human beings, the only difference being that of their ears.  Much like an &amp;quot;elf,&amp;quot; Hylians are proud owners of long, pointed ears.  According to their own myths, these pointed ears enable them to better hear the gods.&lt;br /&gt;
&lt;br /&gt;
Most Hylians have tan flesh, ranging from a fair shade to a dark one, but never completely white or black.  A Hylian&amp;#039;s shade tends to be lighter in colder climates.  While a Hylian generally bears their characteristically pointed ears, there exist &amp;quot;round-eared&amp;quot; Hylians as well, particularly in warmer climates.  According to rumor, this &amp;quot;mutation&amp;quot; of round ears is due to round eared Hylians forgetting the voice of the goddess. This is a stereotype perpetrated particularly towards Southern Hylians, who&amp;#039;s rounded ears are seen as proof of abandoning the ways of the goddess in favor of the physical labors of war.&lt;br /&gt;
&lt;br /&gt;
Hylians&amp;#039; irises can be many different colors, though they tend most towards brown, blue, and green.  It is said that a Hylian with red eyes is either a [[Sheikah]] or somehow related to that mysterious race, but in modern times, such accusations don&amp;#039;t carry the weight they once did.&lt;br /&gt;
&lt;br /&gt;
==Culture &amp;amp; History==&lt;br /&gt;
The Hylians are widely believed to be the chosen race of the gods, bound to do the will of the Golden Goddesses of the Triforce.  Due largely to their prosperity and flexibility, the Hylians have taken the charge of governing Hyrule and its people.  The Royal Family who lives in Hyrule Castle is composed entirely of Hylians.&lt;br /&gt;
&lt;br /&gt;
The origin of Hylians has never been proven, but most Hylians believe they are descents of the race&amp;#039;s patron goddess, Hylia, who according to common belief reincarnated in Hylian form as the first [[Royal Family|Queen of Hyrule]].  In the ages since, Hylians have occupied Hyrule.  It is known that their ancestors waged ferocious battle with [[Moblin]]s, [[Lynel]]s, and other monsters in order to establish their Kingdom of Hyrule, claim the land for their own, and construct Hyrule Castle.  Over time, a town sprang up around the castle, known as [[Hyrule Castle Town]], and eventually a separate farmland known as [[Lon Lon Ranch]] was built up to help support the populace.  Explorers eventually mapped the greater region of Hyrule to the east and to the southern, along the way founding the cities of [[Nabooru]], [[Darunia]], and [[Mido]] in Northern Hyrule.  Because of the mountain rages and [[Hyrule Bay|sea]] separating the northern and southern halves of Hyrule, Southern Hyrule is often considered to be a separate entity which is more loosely governed by the Royal Family.  In this southern region, Hylian ancestors built [[Kasuto]], [[Saria]], [[Ruto]], [[Rauru]], and what was once considered the center of Southern Hyrule, [[Kakariko Village]].  Ages ago, ancient Hylian explorers set out into the [[Eastern Sea]], and in doing so founded a city on [[Windfall Island]] and a [[Mabe Village|strange village]] on [[Koholint Island]].  This occurred so long ago, that mainland Hyrule had all but forgotten about these outposts until quite recently.&lt;br /&gt;
&lt;br /&gt;
Since the invasion of [[Ganon]], both Kakariko and Saria were burned to the ground, and Ganon&amp;#039;s forces overtook the other three Hylian settlements.  In doing so, most Hylians of the south fled to their northern neighbors, or were forces to find refuge in either the [[Western Caves]], or join the [[Gerudo]] race in the [[Eastern Caves]].  In the years since Ganon&amp;#039;s invasion, his forces have become stagnant, enabling the Hylians to reclaim Ruto in the south, and construct a new village known as [[Impa]] in the north.&lt;br /&gt;
&lt;br /&gt;
In modern times, Hylians are among the most widespread races in the land of Hyrule, making their home in many places. The majority of Hylians hail from the northern part of Hyrule, which has, thus far, escaped the majority of Ganon&amp;#039;s fury. This is largely due to the large body of water separating the two lands, as well as the efforts of the Hyrule Castle Guard.  As opposed to their counterparts, living within the Eastern and Western Caves, the Northern Hylians live far more comfortable lives. Because of this, they are not as strongly built, focusing more upon mental prowess and intelligence.  Although they are physically weaker than Southern Hylians, Northern Hylians have a higher proficiency for magic. This proficiency for magic allows for even warriors to learn basic [[:Category:Spells|spells]], compounding physical prowess with spellcasting. On the other hand, Northern Hylian casters are usually more powerful than Southern ones, due to being able to access arcane knowledge that Southern Hylians cannot.&lt;br /&gt;
&lt;br /&gt;
Hylains residing in the southern lands of Hyrule needed to adapt to their environment with Ganon’s forces constantly attacking them.  Most Southern Hylians are built hardier than other Hylians, larger in size, and more resilient to physical pain.  While Hylians from Southeast Hyrule rely on strength and endurance, Hylians from the Southwest rely more on agility and stamina.  Trained for battle from a very young age, both groups of Southern Hylians make far greater warriors than their Northern counterparts. Forced to deal with Ganon&amp;#039;s assaults on a regular basis for years, the Eastern Caves Hylians have taken back the city of Ruto, pushing forth from their refuge. Spending very little time doing anything else but training, hunting, farming, and finally surviving, the Southern Hylians are generally not as proficient at magic, compared to Northern Hylians. They have become spartan, rugged, and hardened for battle, but have since lost their &amp;quot;finer&amp;quot; senses as a result.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{Race}}&lt;/div&gt;</summary>
		<author><name>Eevachu</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Race:Anouki&amp;diff=5279</id>
		<title>Race:Anouki</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Race:Anouki&amp;diff=5279"/>
		<updated>2023-01-15T02:22:38Z</updated>

		<summary type="html">&lt;p&gt;Eevachu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{RaceIntro|standard}}  &lt;br /&gt;
These people are known for their creature-like appearance or in some cases are unknown to common folk. The Anouki are often mentioned in tales of their fierce rivalry with a [[Yeti]] tribe who are referred to as [[Race:Yeti|Yook]]. Monsters who witness Anouki often mistake them for animals and ignore them. Because of this, they are universally accepted in any settlement across the world regardless of race, class, or culture. They are reviled in the [[Yook Outpost]], the only exception.&lt;br /&gt;
&lt;br /&gt;
Canonically, Anouki debuted &amp;#039;&amp;#039;Phantom Hourglass&amp;#039;&amp;#039;, and have since returned in &amp;#039;&amp;#039;Spirit Tracks.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Character Creation Brief==&lt;br /&gt;
&lt;br /&gt;
An Anouki begins with a [[PWC]] of 1/2/1, having a 2 in Wisdom.  This starting PWC can be defied by using the [[Exception]] racial perk during character creation.&lt;br /&gt;
&lt;br /&gt;
An Anouki can have up to three [[racial perks]] of choice.  In addition to the general perks available to every race, an Anouki can also choose from:&lt;br /&gt;
* [[Amphibious]]: a useful trait enabling the Anouki to breathe underwater as well as above it&lt;br /&gt;
* [[Blizzard]]: an attack spell useful in mid-range combat&lt;br /&gt;
* [[Child of Frost]]: a useful trait which makes it easier for the Anouki to acquire treasures of the {{Field|Ice}} field&lt;br /&gt;
* [[Fashion Sense]]: a useful trait which makes it easier to acquire certain kinds of [[:Category:Magical Items|magic items]]&lt;br /&gt;
* [[Ice Aura]]: a close-quarters ice spell useful in combat&lt;br /&gt;
* [[Yeti Tunic]]: Anouki wear a specific hide pelt to resist from cold weather, with pelts gathered from [[Race:Yeti|Yook]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
==Recommended Origins==&lt;br /&gt;
If you&amp;#039;ve never made a character before and intend to make a Anouki, it is &amp;#039;&amp;#039;highly encouraged&amp;#039;&amp;#039; that you base your character on one of the following origins.  If you&amp;#039;ve made a character before, these example origins may provide inspiration for your character.&lt;br /&gt;
&lt;br /&gt;
===Master of Ice===&lt;br /&gt;
Your natural skill with ice magic was impressive to begin with, and after years of study and practice, few can even hope to wield frosty spells at anything close to your level. You might protect your homeland with spells like Ice Aura, use Blizzards merely to flash-freeze some freshly caught meat, or create immaculate sculptures from solid ice. Regardless of how you employ your abilities, you have well earned your title as Master of Ice.&lt;br /&gt;
&lt;br /&gt;
An Anouki Ice-Master begins with a [[PWC]] of 1/2/1. Its [[racial perk]]s include [[Blizzard]], [[Child of Frost]], and [[Ice Aura]].&lt;br /&gt;
&lt;br /&gt;
===Anouki Trader===&lt;br /&gt;
You take great pride in your people, a social butterfly among them. Your race is known for its aesthetic preferences, and its charismatic thrift-seeker nature--two qualities you embody with grace. Your profession, whatever it might be, puts you right on the chilly streets with the Anouki everyman. Your aesthetic expertise and candor makes it a cinch to trade anything from personally-crafted weapons, to the seasons&amp;#039; most fashionable scarf, to freshly-caught fish. Whether you seek to travel Hyrule or remain home, you have an easy time both making friends and profit.&lt;br /&gt;
&lt;br /&gt;
An Anouki Emigrant begins with a [[PWC]] of 1/2/1.  Its [[racial perk]]s include [[Fashion Sense]], [[Yeti Tunic]], and [[Business]].&lt;br /&gt;
&lt;br /&gt;
===Hunter of the Great Ice Field===&lt;br /&gt;
Almost all food for your tribe comes from animals, and you provide that meat. Whether fishing or hunting, you search for the rare, hardy animals that call that place home. You can catch anything and everything that dwells in the tundra without question. The wind and snow are old friends, and winter survival is your forte. Whether your prey is under frigid waves, in frozen caves, or scurrying through blizzard-ridden prairies, you will catch it without fail. Some of the hunters are more sea-lion like and may even be more likely to have tusks.&lt;br /&gt;
&lt;br /&gt;
An Anouki Hunter begins with a [[PWC]] of 1/2/1. Its [[racial perk]]s include [[Amphibious]], [[White Hide]], and [[Ice Aura]].&lt;br /&gt;
&lt;br /&gt;
==Physiology==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s appearance and biology.&lt;br /&gt;
&lt;br /&gt;
Like {{r|Hylian}} and {{r|Gerudo}}, Anoukis are a mammalian race sparing of much fur, though their bodies can grow fuzz. Their race has roughly equal gender distribution, and they reproduce in a manner comparable to Hylians. The Anouki have comparable growth and aging rates are even akin to Hylians, and they maintain similar life spans of 80 to 90 years or more. However, not much is known about their true lifespan because of their reclusive society of elders.&lt;br /&gt;
&lt;br /&gt;
An average adult Anouki stands at an average height of just under 4 to around 4&amp;#039;6&amp;quot; feet (or 120cm), though this can commonly vary by as much as a foot. A typical adult weights about 130 lbs (or 58 kg). Compared to Hylians and regarding most other races, Anouki have short arms and even shorter legs, with their bodies being relatively stocky and built for bundling up in the cold. Their heads are universally very round. Anouki faces feature large dark pupils, rosy cheeks, and featureless flat lips. They lack extruding noses, instead featuring small nostrils flush with their face, just above the lips. In all, this gives them all a relatively flat and simple-looking face compared to most other races. Their seal-like muzzles are a major part of their appearance and some may even exhibit tusks. Some rare Anouki display long snouts like an anteater, although this already markedly rare race does not have many.&lt;br /&gt;
&lt;br /&gt;
Although Anouki grow small amounts to no fur, they are capable of growing particularly thick and dense hair, which is universally white regardless of their age. Some Anouki are even capable of growing lion-like manes of curly fur which surrounds their faces. This can happen regardless of gender, but is particularly common among males. They are capable of growing more straight and flowing Hylian-like hair as well, though in some cases this requires specific conditioning. Notably, elders are capable of growing huge amounts of coarse facial hair that can dwarf the beards a similarly aged Hylian could produce. A peculiarity of the the race is that they grow deer-like antlers, which grow larger and sometimes lighter with age, as fading and wear is common. A child&amp;#039;s antlers are a dark brown barely larger than his eyes and sometimes come in other natural hues. An elder&amp;#039;s antlers are can range to light brown to other pastels depending on the tone and can be as long as his or her forearm.&lt;br /&gt;
&lt;br /&gt;
Whereas their neighbors the [[Race:Yeti|Yook]] have adapted to the frigid climate of their homeland with fur, Anouki instead rely on a combination of dense fat reserves comparable to blubber, combined with well-crafted pelt suits worn by practically their entire race. Their physiology is honed for swimming, hunting, and harsh climates that vastly differentiates them from Hylians. Their reliance on special pelt-suits makes them unique, but outside of their tight-knit culture an un-suited Anouki looks considerably different from a small Hylian with their odd rounded muzzles, oblong stature, and antlers. They appear to maintain their pelts by processing Yook hide with a particular detail in tanning and adorning the hide with bright colors. They also seem to store large amounts of densely-packed oxygen within their fat reserves, which they can slowly re-absorb over time, enabling them to dive deep to catch fish without needing to breathe for long periods of time. Their buoyancy and speedy swimming ability are enhanced by the quality of their hide and its water-repellant properties. The difficulty and intensity of holding their breath makes it a rarity among anything but the most dedicated of hunters, however.&lt;br /&gt;
&lt;br /&gt;
Distinctly, any given tribe of Anouki usually all wear a very similar insulating outfit that is almost completely uniform across their village, save for a few personal tweaks or color alterations. Due to the obstructing presence of antlers, Anouki outfits are usually pulled up from the feet and wrapped over the head, like overalls, rather than pulled down over the head.&lt;br /&gt;
&lt;br /&gt;
Anouki are capable of being omnivores, but their natural environment has relegated them mostly to the role of carnivores. Their diets are heavy in fish and meat caught through ice fishing and hunting. Although Anouki live largely as hunter-gatherers devoid of agriculture, they are as functionally intelligent as most other races, limited only by their environment, which has limited their ability to expand or develop advanced sciences or magics.&lt;br /&gt;
{{clear}}&lt;br /&gt;
==Culture &amp;amp; History==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s origins, development, and society.&lt;br /&gt;
&lt;br /&gt;
A Majority of Anouki society inhabits the [[Great Ice Field]], separate from the bustle of the main [[Subrosian Glacier]] and further removed from other civilizations by the position of the Yook Outpost. Likely as a direct result to their living on the tundra, Anouki history is passed down entirely through oral tradition. Although they have a written language, their habitat makes it difficult to produce writing materials. Most of their traded writing implements are hoarded by each village&amp;#039;s Elders so that they can keep records. Anouki appear to have adapted from some faraway land with a similar chilling climate, as their body fat and dense hair seems to suggest. At some point in time they migrated to their current homeland just as the Yooks did. It is unknown which race arrived first, but they have been in conflict ever since.&lt;br /&gt;
&lt;br /&gt;
Where the Yook are large and powerful, the Anouki are small and resourceful. They have even been known to harpoon in massive narwhals for their bones. They developed a variety of bone weaponry and ice carving techniques which allowed them to fend off their foes until they literally split the island in two with an enormous wall, carved directly from the Subrosian Glacier. Utterly lacking in siege weapons, this effectively ended any chance of large scale war. Yearly raids still occur so that Anouki can stock up on their coveted Yook hide which they need to survive.&lt;br /&gt;
&lt;br /&gt;
In modern times, the Anouki are as advanced as an arctic civilization can manage. They make heavy use of bone tools, as well as metal implements traded from the Subrosians, and live in villages composed of surprisingly sophisticated igloos capable of housing entire extended families. The impossibility of agriculture on the Isle of Frost limits the size of these villages, but Anouki are highly skilled hunters and ice fishers, equipped with spears, fishing rods, snowshoes, and ingenious hunting techniques, so they rarely go hungry. Unlike the Yook, the Anouki have domesticated several arctic species which help them hunt, provide meat, bone, and pelts, and pull their sleds, which are built from rare arctic wood or even carved by their exceptional ice-masters. They have been known to use everything from small reindeer to dogs or even Wolfos to pull their haul. Some coastal tribes even make use of Subrosian&amp;#039;s intricately hammered alloy canoes.&lt;br /&gt;
&lt;br /&gt;
Anouki society is mostly tribal, with most decisions being made by clan elders. Unlike many other races, Anouki gender equality is complete, with men and women working together on most tasks. The fact that gender roles exist in other intelligent creatures is inherently odd to them, in fact. Anouki even have town elections for their leaders, with the very best of them often winning. The Anouki do have the beginnings of an artisan-builder class which relies on its fellows for food in exchange for building their tools, their homes, and a wide variety of sculpted ice objects and decorations of varying usefulness. The least artful of the Anouki are also known dilettantes in the interest of stoking their culture as one would a fire. Indeed, Anouki take immense pride in the aesthetics of their creations, and different villages often compete in peaceful competitions based on the visual appeal of the villages&amp;#039; designed outfits.&lt;br /&gt;
&lt;br /&gt;
In Anouki culture, honesty is of extremely high value -- and it is often said that Anouki never lie. This however, appears to be a front, as many shady Anouki businessmen immigrate to Hyrule proper. Their assumed sincerity leads them to be incredibly successful at selling rare and exotic products. The apparent noble nature of theirs has made them well respected by the Hylians who discovered their culture on the Subrosian Glacier in recent years, but simultaneously has made many of them them less than eager to merge into the &amp;quot;easier&amp;quot; lifestyle shared by comparatively dishonest and warring Hyruleans.&lt;br /&gt;
&lt;br /&gt;
The offsets of Anouki who form communities on the Hyrulean continent are known to inhabit almost any climate. Larger groups of Anouki who insist on living in the new environment stick to the Snowpeak area, as they are accustomed to cold weather and environments and thrive on the daily life of hunting and crafting warm outfits. Their relationships with the reclusive Hyrulean Yeti are all but unknown, however. Because of this, it&amp;#039;s not entirely understood how they acquire their pelts.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{Race}}&lt;/div&gt;</summary>
		<author><name>Eevachu</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Race:Anouki&amp;diff=5278</id>
		<title>Race:Anouki</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Race:Anouki&amp;diff=5278"/>
		<updated>2023-01-15T02:22:18Z</updated>

		<summary type="html">&lt;p&gt;Eevachu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{RaceIntro|standard}}  &lt;br /&gt;
These people are known for their creature-like appearance or in some cases are unknown to common folk. The Anouki are often mentioned in tales of their fierce rivalry with a [[Yeti]] tribe who are referred to as [[Race:Yeti|Yook]]. Monsters who witness Anouki often mistake them for animals and ignore them. Because of this, they are universally accepted in any settlement across the world regardless of race, class, or culture. They are reviled in the [[Yook Outpost]], the only exception.&lt;br /&gt;
&lt;br /&gt;
Canonically, Anouki debuted &amp;#039;&amp;#039;Phantom Hourglass&amp;#039;&amp;#039;, and have since returned in &amp;#039;&amp;#039;Spirit Tracks.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Character Creation Brief==&lt;br /&gt;
&lt;br /&gt;
An Anouki begins with a [[PWC]] of 1/2/1, having a 2 in Wisdom.  This starting PWC can be defied by using the [[Exception]] racial perk during character creation.&lt;br /&gt;
&lt;br /&gt;
An Anouki can have up to three [[racial perks]] of choice.  In addition to the general perks available to every race, an Anouki can also choose from:&lt;br /&gt;
* [[Amphibious]]: a useful trait enabling the Anouki to breathe underwater as well as above it&lt;br /&gt;
* [[Blizzard]]: an attack spell useful in mid-range combat&lt;br /&gt;
* [[Child of Frost]]: a useful trait which makes it easier for the Anouki to acquire treasures of the {{Field|Ice}} field&lt;br /&gt;
* [[Fashion Sense]]: a useful trait which makes it easier to acquire certain kinds of [[:Category:Magical Items|magic items]]&lt;br /&gt;
* [[Ice Aura]]: a close-quarters ice spell useful in combat&lt;br /&gt;
* [[Yeti Tunic]]: Anouki wear a specific hide pelt to resist from cold weather, with pelts gathered from [[Race:Yeti|Yook]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
==Recommended Origins==&lt;br /&gt;
If you&amp;#039;ve never made a character before and intend to make a Anouki, it is &amp;#039;&amp;#039;highly encouraged&amp;#039;&amp;#039; that you base your character on one of the following origins.  If you&amp;#039;ve made a character before, these example origins may provide inspiration for your character.&lt;br /&gt;
&lt;br /&gt;
===Master of Ice===&lt;br /&gt;
Your natural skill with ice magic was impressive to begin with, and after years of study and practice, few can even hope to wield frosty spells at anything close to your level. You might protect your homeland with spells like Ice Aura, use Blizzards merely to flash-freeze some freshly caught meat, or create immaculate sculptures from solid ice. Regardless of how you employ your abilities, you have well earned your title as Master of Ice.&lt;br /&gt;
&lt;br /&gt;
An Anouki Ice-Master begins with a [[PWC]] of 1/2/1. Its [[racial perk]]s include [[Blizzard]], [[Child of Frost]], and [[Ice Aura]].&lt;br /&gt;
&lt;br /&gt;
===Anouki Trader===&lt;br /&gt;
You take great pride in your people, a social butterfly among them. Your race is known for its aesthetic preferences, and its charismatic thrift-seeker nature--two qualities you embody with grace. Your profession, whatever it might be, puts you right on the chilly streets with the Anouki everyman. Your aesthetic expertise and candor makes it a cinch to trade anything from personally-crafted weapons, to the seasons&amp;#039; most fashionable scarf, to freshly-caught fish. Whether you seek to travel Hyrule or remain home, you have an easy time both making friends and profit.&lt;br /&gt;
&lt;br /&gt;
An Anouki Emigrant begins with a [[PWC]] of 1/2/1.  Its [[racial perk]]s include [[Fashion Sense]], [[Yeti Tunic]], and [[Business]].&lt;br /&gt;
&lt;br /&gt;
===Hunter of the Great Ice Field===&lt;br /&gt;
Almost all food for your tribe comes from animals, and you provide that meat. Whether fishing or hunting, you search for the rare, hardy animals that call that place home. You can catch anything and everything that dwells in the tundra without question. The wind and snow are old friends, and winter survival is your forte. Whether your prey is under frigid waves, in frozen caves, or scurrying through blizzard-ridden prairies, you will catch it without fail. Some of the hunters are more sea-lion like and may even be more likely to have tusks.&lt;br /&gt;
&lt;br /&gt;
An Anouki Hunter begins with a [[PWC]] of 1/2/1. Its [[racial perk]]s include [[Amphibious]], [[White Hide]], and [[Ice Aura]].&lt;br /&gt;
&lt;br /&gt;
==Physiology==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s appearance and biology.&lt;br /&gt;
&lt;br /&gt;
Like {{r|Hylian}} and {{r|Gerudo}}, Anoukis are a mammalian race sparing of much fur, though their bodies can grow fuzz. Their race has roughly equal gender distribution, and they reproduce in a manner comparable to Hylians. The Anouki have comparable growth and aging rates are even akin to Hylians, and they maintain similar life spans of 80 to 90 years or more. However, not much is known about their true lifespan because of their reclusive society of elders.&lt;br /&gt;
&lt;br /&gt;
An average adult Anouki stands at an average height of just under 4 to around 4&amp;#039;6&amp;quot; feet (or 120cm), though this can commonly vary by as much as a foot. A typical adult weights about 130 lbs (or 58 kg). Compared to Hylians and regarding most other races, Anouki have short arms and even shorter legs, with their bodies being relatively stocky and built for bundling up in the cold. Their heads are universally very round. Anouki faces feature large dark pupils, rosy cheeks, and featureless flat lips. They lack extruding noses, instead featuring small nostrils flush with their face, just above the lips. In all, this gives them all a relatively flat and simple-looking face compared to most other races. Their seal-like muzzles are a major part of their appearance and some may even exhibit tusks. Some rare Anouki display long snouts like an anteater, although this already markedly rare race does not have many.&lt;br /&gt;
&lt;br /&gt;
Although Anouki grow small amounts to no fur, they are capable of growing particularly thick and dense hair, which is universally white regardless of their age. Some Anouki are even capable of growing lion-like manes of curly fur which surrounds their faces. This can happen, regardless of gender, but is particularly common among males. They are capable of growing more straight and flowing Hylian-like hair as well, though in some cases this requires specific conditioning. Notably, elders are capable of growing huge amounts of coarse facial hair that can dwarf the beards a similarly aged Hylian could produce. A peculiarity of the the race is that they grow deer-like antlers, which grow larger and sometimes lighter with age, as fading and wear is common. A child&amp;#039;s antlers are a dark brown barely larger than his eyes and sometimes come in other natural hues. An elder&amp;#039;s antlers are can range to light brown to other pastels depending on the tone and can be as long as his or her forearm.&lt;br /&gt;
&lt;br /&gt;
Whereas their neighbors the [[Race:Yeti|Yook]] have adapted to the frigid climate of their homeland with fur, Anouki instead rely on a combination of dense fat reserves comparable to blubber, combined with well-crafted pelt suits worn by practically their entire race. Their physiology is honed for swimming, hunting, and harsh climates that vastly differentiates them from Hylians. Their reliance on special pelt-suits makes them unique, but outside of their tight-knit culture an un-suited Anouki looks considerably different from a small Hylian with their odd rounded muzzles, oblong stature, and antlers. They appear to maintain their pelts by processing Yook hide with a particular detail in tanning and adorning the hide with bright colors. They also seem to store large amounts of densely-packed oxygen within their fat reserves, which they can slowly re-absorb over time, enabling them to dive deep to catch fish without needing to breathe for long periods of time. Their buoyancy and speedy swimming ability are enhanced by the quality of their hide and its water-repellant properties. The difficulty and intensity of holding their breath makes it a rarity among anything but the most dedicated of hunters, however.&lt;br /&gt;
&lt;br /&gt;
Distinctly, any given tribe of Anouki usually all wear a very similar insulating outfit that is almost completely uniform across their village, save for a few personal tweaks or color alterations. Due to the obstructing presence of antlers, Anouki outfits are usually pulled up from the feet and wrapped over the head, like overalls, rather than pulled down over the head.&lt;br /&gt;
&lt;br /&gt;
Anouki are capable of being omnivores, but their natural environment has relegated them mostly to the role of carnivores. Their diets are heavy in fish and meat caught through ice fishing and hunting. Although Anouki live largely as hunter-gatherers devoid of agriculture, they are as functionally intelligent as most other races, limited only by their environment, which has limited their ability to expand or develop advanced sciences or magics.&lt;br /&gt;
{{clear}}&lt;br /&gt;
==Culture &amp;amp; History==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s origins, development, and society.&lt;br /&gt;
&lt;br /&gt;
A Majority of Anouki society inhabits the [[Great Ice Field]], separate from the bustle of the main [[Subrosian Glacier]] and further removed from other civilizations by the position of the Yook Outpost. Likely as a direct result to their living on the tundra, Anouki history is passed down entirely through oral tradition. Although they have a written language, their habitat makes it difficult to produce writing materials. Most of their traded writing implements are hoarded by each village&amp;#039;s Elders so that they can keep records. Anouki appear to have adapted from some faraway land with a similar chilling climate, as their body fat and dense hair seems to suggest. At some point in time they migrated to their current homeland just as the Yooks did. It is unknown which race arrived first, but they have been in conflict ever since.&lt;br /&gt;
&lt;br /&gt;
Where the Yook are large and powerful, the Anouki are small and resourceful. They have even been known to harpoon in massive narwhals for their bones. They developed a variety of bone weaponry and ice carving techniques which allowed them to fend off their foes until they literally split the island in two with an enormous wall, carved directly from the Subrosian Glacier. Utterly lacking in siege weapons, this effectively ended any chance of large scale war. Yearly raids still occur so that Anouki can stock up on their coveted Yook hide which they need to survive.&lt;br /&gt;
&lt;br /&gt;
In modern times, the Anouki are as advanced as an arctic civilization can manage. They make heavy use of bone tools, as well as metal implements traded from the Subrosians, and live in villages composed of surprisingly sophisticated igloos capable of housing entire extended families. The impossibility of agriculture on the Isle of Frost limits the size of these villages, but Anouki are highly skilled hunters and ice fishers, equipped with spears, fishing rods, snowshoes, and ingenious hunting techniques, so they rarely go hungry. Unlike the Yook, the Anouki have domesticated several arctic species which help them hunt, provide meat, bone, and pelts, and pull their sleds, which are built from rare arctic wood or even carved by their exceptional ice-masters. They have been known to use everything from small reindeer to dogs or even Wolfos to pull their haul. Some coastal tribes even make use of Subrosian&amp;#039;s intricately hammered alloy canoes.&lt;br /&gt;
&lt;br /&gt;
Anouki society is mostly tribal, with most decisions being made by clan elders. Unlike many other races, Anouki gender equality is complete, with men and women working together on most tasks. The fact that gender roles exist in other intelligent creatures is inherently odd to them, in fact. Anouki even have town elections for their leaders, with the very best of them often winning. The Anouki do have the beginnings of an artisan-builder class which relies on its fellows for food in exchange for building their tools, their homes, and a wide variety of sculpted ice objects and decorations of varying usefulness. The least artful of the Anouki are also known dilettantes in the interest of stoking their culture as one would a fire. Indeed, Anouki take immense pride in the aesthetics of their creations, and different villages often compete in peaceful competitions based on the visual appeal of the villages&amp;#039; designed outfits.&lt;br /&gt;
&lt;br /&gt;
In Anouki culture, honesty is of extremely high value -- and it is often said that Anouki never lie. This however, appears to be a front, as many shady Anouki businessmen immigrate to Hyrule proper. Their assumed sincerity leads them to be incredibly successful at selling rare and exotic products. The apparent noble nature of theirs has made them well respected by the Hylians who discovered their culture on the Subrosian Glacier in recent years, but simultaneously has made many of them them less than eager to merge into the &amp;quot;easier&amp;quot; lifestyle shared by comparatively dishonest and warring Hyruleans.&lt;br /&gt;
&lt;br /&gt;
The offsets of Anouki who form communities on the Hyrulean continent are known to inhabit almost any climate. Larger groups of Anouki who insist on living in the new environment stick to the Snowpeak area, as they are accustomed to cold weather and environments and thrive on the daily life of hunting and crafting warm outfits. Their relationships with the reclusive Hyrulean Yeti are all but unknown, however. Because of this, it&amp;#039;s not entirely understood how they acquire their pelts.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{Race}}&lt;/div&gt;</summary>
		<author><name>Eevachu</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Race:Anouki&amp;diff=5277</id>
		<title>Race:Anouki</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Race:Anouki&amp;diff=5277"/>
		<updated>2023-01-15T02:12:03Z</updated>

		<summary type="html">&lt;p&gt;Eevachu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{RaceIntro|standard}}  &lt;br /&gt;
These people are known for their creature-like appearance or in some cases are unknown to common folk. The Anouki are often mentioned in tales of their fierce rivalry with a [[Yeti]] tribe who are referred to as [[Race:Yeti|Yook]]. Monsters who witness Anouki often mistake them for animals and ignore them. Because of this, they are universally accepted in any settlement across the world regardless of race, class, or culture. They are reviled in the [[Yook Outpost]], the only exception.&lt;br /&gt;
&lt;br /&gt;
Canonically, Anouki debuted &amp;#039;&amp;#039;Phantom Hourglass&amp;#039;&amp;#039;, and have since returned in &amp;#039;&amp;#039;Spirit Tracks.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Character Creation Brief==&lt;br /&gt;
&lt;br /&gt;
An Anouki begins with a [[PWC]] of 1/2/1, having a 2 in Wisdom.  This starting PWC can be defied by using the [[Exception]] racial perk during character creation.&lt;br /&gt;
&lt;br /&gt;
An Anouki can have up to three [[racial perks]] of choice.  In addition to the general perks available to every race, an Anouki can also choose from:&lt;br /&gt;
* [[Amphibious]]: a useful trait enabling the Anouki to breathe underwater as well as above it&lt;br /&gt;
* [[Blizzard]]: an attack spell useful in mid-range combat&lt;br /&gt;
* [[Child of Frost]]: a useful trait which makes it easier for the Anouki to acquire treasures of the {{Field|Ice}} field&lt;br /&gt;
* [[Fashion Sense]]: a useful trait which makes it easier to acquire certain kinds of [[:Category:Magical Items|magic items]]&lt;br /&gt;
* [[Ice Aura]]: a close-quarters ice spell useful in combat&lt;br /&gt;
* [[Yeti Tunic]]: Anouki wear a specific hide pelt to resist from cold weather, with pelts gathered from [[Race:Yeti|Yook]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
==Recommended Origins==&lt;br /&gt;
If you&amp;#039;ve never made a character before and intend to make a Anouki, it is &amp;#039;&amp;#039;highly encouraged&amp;#039;&amp;#039; that you base your character on one of the following origins.  If you&amp;#039;ve made a character before, these example origins may provide inspiration for your character.&lt;br /&gt;
&lt;br /&gt;
===Master of Ice===&lt;br /&gt;
Your natural skill with ice magic was impressive to begin with, and after years of study and practice, few can even hope to wield frosty spells at anything close to your level. You might protect your homeland with spells like Ice Aura, use Blizzards merely to flash-freeze some freshly caught meat, or create immaculate sculptures from solid ice. Regardless of how you employ your abilities, you have well earned your title as Master of Ice.&lt;br /&gt;
&lt;br /&gt;
An Anouki Ice-Master begins with a [[PWC]] of 1/2/1. Its [[racial perk]]s include [[Blizzard]], [[Child of Frost]], and [[Ice Aura]].&lt;br /&gt;
&lt;br /&gt;
===Anouki Trader===&lt;br /&gt;
You take great pride in your people, a social butterfly among them. Your race is known for its aesthetic preferences, and its charismatic thrift-seeker nature--two qualities you embody with grace. Your profession, whatever it might be, puts you right on the chilly streets with the Anouki everyman. Your aesthetic expertise and candor makes it a cinch to trade anything from personally-crafted weapons, to the seasons&amp;#039; most fashionable scarf, to freshly-caught fish. Whether you seek to travel Hyrule or remain home, you have an easy time both making friends and profit.&lt;br /&gt;
&lt;br /&gt;
An Anouki Emigrant begins with a [[PWC]] of 1/2/1.  Its [[racial perk]]s include [[Fashion Sense]], [[Yeti Tunic]], and [[Business]].&lt;br /&gt;
&lt;br /&gt;
===Hunter of the Great Ice Field===&lt;br /&gt;
Almost all food for your tribe comes from animals, and you provide that meat. Whether fishing or hunting, you search for the rare, hardy animals that call that place home. You can catch anything and everything that dwells in the tundra without question. The wind and snow are old friends, and winter survival is your forte. Whether your prey is under frigid waves, in frozen caves, or scurrying through blizzard-ridden prairies, you will catch it without fail. Some of the hunters are more sea-lion like and may even be more likely to have tusks.&lt;br /&gt;
&lt;br /&gt;
An Anouki Hunter begins with a [[PWC]] of 1/2/1. Its [[racial perk]]s include [[Amphibious]], [[White Hide]], and [[Ice Aura]].&lt;br /&gt;
&lt;br /&gt;
==Physiology==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s appearance and biology.&lt;br /&gt;
&lt;br /&gt;
Like {{r|Hylian}} and {{r|Gerudo}}, Anoukis are a mammalian race sparing of much fur, though their bodies can grow fuzz. Their race has roughly equal gender distribution, and they reproduce in a manner comparable to Hylians. The Anouki have comparable growth and aging rates are even akin to Hylians, and they maintain similar life spans of 80 to 90 years or more. However, not much is known about their true lifespan because of their reclusive society of elders.&lt;br /&gt;
&lt;br /&gt;
An average adult Anouki stands at an average height of just under 4 to around 4&amp;#039;6&amp;quot; feet (or 120cm), though this can commonly vary by as much as a foot. A typical adult weights about 130 lbs (or 58 kg). Compared to Hylians and regarding most other races, Anouki have short arms and even shorter legs, with their bodies being relatively stocky and built for bundling up in the cold. Their heads are universally very round. Anouki faces feature large dark pupils, rosy cheeks, and featureless flat lips. They lack extruding noses, instead featuring small nostrils flush with their face, just above the lips. In all, this gives them all a relatively flat and simple-looking face compared to most other races. Their seal-like muzzles are a major part of their appearance and some may even exhibit tusks. Some rare Anouki display long snouts like an anteater, although this already markedly rare race does not have many.&lt;br /&gt;
&lt;br /&gt;
Although Anouki grow small amounts to no fur, they are capable of growing particularly thick and dense hair, which is universally white regardless of their age. Some Anouki are even capable of growing lion-like manes of curly fur which surrounds their faces, which is particularly common among males. They are capable of growing more straight and flowing Hylian-like hair as well, though in some cases this requires specific conditioning. Notably, elder males are capable of growing huge amounts of coarse facial hair that can dwarf the beards a similarly aged Hylian could produce. A peculiarity of the the race is that they grow deer-like antlers, which grow larger and sometimes lighter with age, as fading and wear is common. A child&amp;#039;s antlers are a dark brown barely larger than his eyes and sometimes come in other natural hues. An elder&amp;#039;s antlers are can range to light brown to other pastels depending on the tone and can be as long as his or her forearm.&lt;br /&gt;
&lt;br /&gt;
Whereas their neighbors the [[Race:Yeti|Yook]] have adapted to the frigid climate of their homeland with fur, Anouki instead rely on a combination of dense fat reserves comparable to blubber, combined with well-crafted pelt suits worn by practically their entire race. Their physiology is honed for swimming, hunting, and harsh climates that vastly differentiates them from Hylians. Their reliance on special pelt-suits makes them unique, but outside of their tight-knit culture an un-suited Anouki looks considerably different from a small Hylian with their odd rounded muzzles, oblong stature, and antlers. They appear to maintain their pelts by processing Yook hide with a particular detail in tanning and adorning the hide with bright colors. They also seem to store large amounts of densely-packed oxygen within their fat reserves, which they can slowly re-absorb over time, enabling them to dive deep to catch fish without needing to breathe for long periods of time. Their buoyancy and speedy swimming ability are enhanced by the quality of their hide and its water-repellant properties. The difficulty and intensity of holding their breath makes it a rarity among anything but the most dedicated of hunters, however.&lt;br /&gt;
&lt;br /&gt;
Distinctly, any given tribe of Anouki usually all wear a very similar insulating outfit that is almost completely uniform across their village, save for a few personal tweaks or color alterations. Due to the obstructing presence of antlers, Anouki outfits are usually pulled up from the feet and wrapped over the head, like overalls, rather than pulled down over the head.&lt;br /&gt;
&lt;br /&gt;
Anouki are capable of being omnivores, but their natural environment has relegated them mostly to the role of carnivores. Their diets are heavy in fish and meat caught through ice fishing and hunting. Although Anouki live largely as hunter-gatherers devoid of agriculture, they are as functionally intelligent as most other races, limited only by their environment, which has limited their ability to expand or develop advanced sciences or magics.&lt;br /&gt;
{{clear}}&lt;br /&gt;
==Culture &amp;amp; History==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s origins, development, and society.&lt;br /&gt;
&lt;br /&gt;
A Majority of Anouki society inhabits the [[Great Ice Field]], separate from the bustle of the main [[Subrosian Glacier]] and further removed from other civilizations by the position of the Yook Outpost. Likely as a direct result to their living on the tundra, Anouki history is passed down entirely through oral tradition. Although they have a written language, their habitat makes it difficult to produce writing materials. Most of their traded writing implements are hoarded by each village&amp;#039;s Elders so that they can keep records. Anouki appear to have adapted from some faraway land with a similar chilling climate, as their body fat and dense hair seems to suggest. At some point in time they migrated to their current homeland just as the Yooks did. It is unknown which race arrived first, but they have been in conflict ever since.&lt;br /&gt;
&lt;br /&gt;
Where the Yook are large and powerful, the Anouki are small and resourceful. They have even been known to harpoon in massive narwhals for their bones. They developed a variety of bone weaponry and ice carving techniques which allowed them to fend off their foes until they literally split the island in two with an enormous wall, carved directly from the Subrosian Glacier. Utterly lacking in siege weapons, this effectively ended any chance of large scale war. Yearly raids still occur so that Anouki can stock up on their coveted Yook hide which they need to survive.&lt;br /&gt;
&lt;br /&gt;
In modern times, the Anouki are as advanced as an arctic civilization can manage. They make heavy use of bone tools, as well as metal implements traded from the Subrosians, and live in villages composed of surprisingly sophisticated igloos capable of housing entire extended families. The impossibility of agriculture on the Isle of Frost limits the size of these villages, but Anouki are highly skilled hunters and ice fishers, equipped with spears, fishing rods, snowshoes, and ingenious hunting techniques, so they rarely go hungry. Unlike the Yook, the Anouki have domesticated several arctic species which help them hunt, provide meat, bone, and pelts, and pull their sleds, which are built from rare arctic wood or even carved by their exceptional ice-masters. They have been known to use everything from small reindeer to dogs or even Wolfos to pull their haul. Some coastal tribes even make use of Subrosian&amp;#039;s intricately hammered alloy canoes.&lt;br /&gt;
&lt;br /&gt;
Anouki society is mostly tribal, with most decisions being made by clan elders. Unlike many other races, Anouki gender equality is complete, with men and women working together on most tasks. The fact that gender roles exist in other intelligent creatures is inherently odd to them, in fact. Anouki even have town elections for their leaders, with the very best of them often winning. The Anouki do have the beginnings of an artisan-builder class which relies on its fellows for food in exchange for building their tools, their homes, and a wide variety of sculpted ice objects and decorations of varying usefulness. The least artful of the Anouki are also known dilettantes in the interest of stoking their culture as one would a fire. Indeed, Anouki take immense pride in the aesthetics of their creations, and different villages often compete in peaceful competitions based on the visual appeal of the villages&amp;#039; designed outfits.&lt;br /&gt;
&lt;br /&gt;
In Anouki culture, honesty is of extremely high value -- and it is often said that Anouki never lie. This however, appears to be a front, as many shady Anouki businessmen immigrate to Hyrule proper. Their assumed sincerity leads them to be incredibly successful at selling rare and exotic products. The apparent noble nature of theirs has made them well respected by the Hylians who discovered their culture on the Subrosian Glacier in recent years, but simultaneously has made many of them them less than eager to merge into the &amp;quot;easier&amp;quot; lifestyle shared by comparatively dishonest and warring Hyruleans.&lt;br /&gt;
&lt;br /&gt;
The offsets of Anouki who form communities on the Hyrulean continent are known to inhabit almost any climate. Larger groups of Anouki who insist on living in the new environment stick to the Snowpeak area, as they are accustomed to cold weather and environments and thrive on the daily life of hunting and crafting warm outfits. Their relationships with the reclusive Hyrulean Yeti are all but unknown, however. Because of this, it&amp;#039;s not entirely understood how they acquire their pelts.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{Race}}&lt;/div&gt;</summary>
		<author><name>Eevachu</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Fashion_Sense&amp;diff=5276</id>
		<title>Fashion Sense</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Fashion_Sense&amp;diff=5276"/>
		<updated>2023-01-15T02:09:26Z</updated>

		<summary type="html">&lt;p&gt;Eevachu: Created page with &amp;quot;{{TB |field1=Anouki |field2=Protect |field3=Bodygear |intent=Utility |form=Trait |set=35}} {{Set|50}} &amp;#039;&amp;#039;&amp;#039;Fashion Sense&amp;#039;&amp;#039;&amp;#039; is a utility trait representing particular aptitude a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TB&lt;br /&gt;
|field1=Anouki&lt;br /&gt;
|field2=Protect&lt;br /&gt;
|field3=Bodygear&lt;br /&gt;
|intent=Utility&lt;br /&gt;
|form=Trait&lt;br /&gt;
|set=35}}&lt;br /&gt;
{{Set|50}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fashion Sense&amp;#039;&amp;#039;&amp;#039; is a utility trait representing particular aptitude at obtaining and using treasures in the {{Field|Protect}} field. When determining the cost of such a treasure, treat each of the user&amp;#039;s [[PWC]] attributes as each being 1 point higher than normal, to a maximum of 5.&lt;br /&gt;
&lt;br /&gt;
This treasure is a [[racial perk]] for [[Race:Anouki|Anouki]]. As such, an Anouki can choose to gain it as a perk upon character creation, or gain it later as a normal treasure. Any Anouki can gain this as a normal treasure, at 15 rupees less than cost that would be required of other races.[[Category:Interpreted Treasures]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{RacePerks|anouki=Fashion Sense}}&lt;br /&gt;
{{Meta|collapsed=yes}}&lt;/div&gt;</summary>
		<author><name>Eevachu</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Race:Anouki&amp;diff=5275</id>
		<title>Race:Anouki</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Race:Anouki&amp;diff=5275"/>
		<updated>2023-01-15T02:03:45Z</updated>

		<summary type="html">&lt;p&gt;Eevachu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{RaceIntro|standard}}  &lt;br /&gt;
These people are known for their creature-like appearance or in some cases are unknown to common folk. The Anouki are often mentioned in tales of their fierce rivalry with a [[Yeti]] tribe who are referred to as [[Race:Yeti|Yook]]. Monsters who witness Anouki often mistake them for animals and ignore them. Because of this, they are universally accepted in any settlement across the world regardless of race, class, or culture. They are reviled in the [[Yook Outpost]], the only exception.&lt;br /&gt;
&lt;br /&gt;
Canonically, Anouki debuted &amp;#039;&amp;#039;Phantom Hourglass&amp;#039;&amp;#039;, and have since returned in &amp;#039;&amp;#039;Spirit Tracks.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Character Creation Brief==&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
An Anouki begins with a [[PWC]] of 1/2/1, having a 2 in Wisdom.  This starting PWC can be defied by using the [[Exception]] racial perk during character creation.&lt;br /&gt;
&lt;br /&gt;
An Anouki can have up to three [[racial perks]] of choice.  In addition to the general perks available to every race, an Anouki can also choose from:&lt;br /&gt;
* [[Amphibious]]: a useful trait enabling the Anouki to breathe underwater as well as above it&lt;br /&gt;
* [[Blizzard]]: an attack spell useful in mid-range combat&lt;br /&gt;
* [[Child of Frost]]: a useful trait which makes it easier for the Anouki to acquire treasures of the {{Field|Ice}} field&lt;br /&gt;
* [[Fashion Sense]]: a useful trait which makes it easier to acquire certain kinds of [[:Category:Magical Items|magic items]]&lt;br /&gt;
* [[Ice Aura]]: a close-quarters ice spell useful in combat&lt;br /&gt;
* [[Yeti Tunic]]: Anouki wear a specific hide pelt to resist from cold weather, with pelts gathered from [[Race:Yeti|Yook]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
==Recommended Origins==&lt;br /&gt;
If you&amp;#039;ve never made a character before and intend to make a Anouki, it is &amp;#039;&amp;#039;highly encouraged&amp;#039;&amp;#039; that you base your character on one of the following origins.  If you&amp;#039;ve made a character before, these example origins may provide inspiration for your character.&lt;br /&gt;
&lt;br /&gt;
===Master of Ice===&lt;br /&gt;
Your natural skill with ice magic was impressive to begin with, and after years of study and practice, few can even hope to wield frosty spells at anything close to your level. You might protect your homeland with spells like Ice Aura, use Blizzards merely to flash-freeze some freshly caught meat, or create immaculate sculptures from solid ice. Regardless of how you employ your abilities, you have well earned your title as Master of Ice.&lt;br /&gt;
&lt;br /&gt;
An Anouki Ice-Master begins with a [[PWC]] of 1/2/1. Its [[racial perk]]s include [[Blizzard]], [[Child of Frost]], and [[Ice Aura]].&lt;br /&gt;
&lt;br /&gt;
===Anouki Trader===&lt;br /&gt;
You take great pride in your people, a social butterfly among them. Your race is known for its aesthetic preferences, and its charismatic thrift-seeker nature--two qualities you embody with grace. Your profession, whatever it might be, puts you right on the chilly streets with the Anouki everyman. Your aesthetic expertise and candor makes it a cinch to trade anything from personally-crafted weapons, to the seasons&amp;#039; most fashionable scarf, to freshly-caught fish. Whether you seek to travel Hyrule or remain home, you have an easy time both making friends and profit.&lt;br /&gt;
&lt;br /&gt;
An Anouki Emigrant begins with a [[PWC]] of 1/2/1.  Its [[racial perk]]s include [[Fashion Sense]], [[Yeti Tunic]], and [[Business]].&lt;br /&gt;
&lt;br /&gt;
===Hunter of the Great Ice Field===&lt;br /&gt;
Almost all food for your tribe comes from animals, and you provide that meat. Whether fishing or hunting, you search for the rare, hardy animals that call that place home. You can catch anything and everything that dwells in the tundra without question. The wind and snow are old friends, and winter survival is your forte. Whether your prey is under frigid waves, in frozen caves, or scurrying through blizzard-ridden prairies, you will catch it without fail. Some of the hunters are more sea-lion like and may even be more likely to have tusks.&lt;br /&gt;
&lt;br /&gt;
An Anouki Hunter begins with a [[PWC]] of 1/2/1. Its [[racial perk]]s include [[Amphibious]], [[White Hide]], and [[Ice Aura]].&lt;br /&gt;
&lt;br /&gt;
==Physiology==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s appearance and biology.&lt;br /&gt;
&lt;br /&gt;
Like {{r|Hylian}} and {{r|Gerudo}}, Anoukis are a mammalian race sparing of much fur, though their bodies can grow fuzz. Their race has roughly equal gender distribution, and they reproduce in a manner comparable to Hylians. The Anouki have comparable growth and aging rates are even akin to Hylians, and they maintain similar life spans of 80 to 90 years or more. However, not much is known about their true lifespan because of their reclusive society of elders.&lt;br /&gt;
&lt;br /&gt;
An average adult Anouki stands at an average height of just under 4 to around 4&amp;#039;6&amp;quot; feet (or 120cm), though this can commonly vary by as much as a foot. A typical adult weights about 130 lbs (or 58 kg). Compared to Hylians and regarding most other races, Anouki have short arms and even shorter legs, with their bodies being relatively stocky and built for bundling up in the cold. Their heads are universally very round. Anouki faces feature large dark pupils, rosy cheeks, and featureless flat lips. They lack extruding noses, instead featuring small nostrils flush with their face, just above the lips. In all, this gives them all a relatively flat and simple-looking face compared to most other races. Their seal-like muzzles are a major part of their appearance and some may even exhibit tusks. Some rare Anouki display long snouts like an anteater, although this already markedly rare race does not have many.&lt;br /&gt;
&lt;br /&gt;
Although Anouki grow small amounts to no fur, they are capable of growing particularly thick and dense hair, which is universally white regardless of their age. Some Anouki are even capable of growing lion-like manes of curly fur which surrounds their faces, which is particularly common among males. They are capable of growing more straight and flowing Hylian-like hair as well, though in some cases this requires specific conditioning. Notably, elder males are capable of growing huge amounts of coarse facial hair that can dwarf the beards a similarly aged Hylian could produce. A peculiarity of the the race is that they grow deer-like antlers, which grow larger and sometimes lighter with age, as fading and wear is common. A child&amp;#039;s antlers are a dark brown barely larger than his eyes and sometimes come in other natural hues. An elder&amp;#039;s antlers are can range to light brown to other pastels depending on the tone and can be as long as his or her forearm.&lt;br /&gt;
&lt;br /&gt;
Whereas their neighbors the [[Race:Yeti|Yook]] have adapted to the frigid climate of their homeland with fur, Anouki instead rely on a combination of dense fat reserves comparable to blubber, combined with well-crafted pelt suits worn by practically their entire race. Their physiology is honed for swimming, hunting, and harsh climates that vastly differentiates them from Hylians. Their reliance on special pelt-suits makes them unique, but outside of their tight-knit culture an un-suited Anouki looks considerably different from a small Hylian with their odd rounded muzzles, oblong stature, and antlers. They appear to maintain their pelts by processing Yook hide with a particular detail in tanning and adorning the hide with bright colors. They also seem to store large amounts of densely-packed oxygen within their fat reserves, which they can slowly re-absorb over time, enabling them to dive deep to catch fish without needing to breathe for long periods of time. Their buoyancy and speedy swimming ability are enhanced by the quality of their hide and its water-repellant properties. The difficulty and intensity of holding their breath makes it a rarity among anything but the most dedicated of hunters, however.&lt;br /&gt;
&lt;br /&gt;
Distinctly, any given tribe of Anouki usually all wear a very similar insulating outfit that is almost completely uniform across their village, save for a few personal tweaks or color alterations. Due to the obstructing presence of antlers, Anouki outfits are usually pulled up from the feet and wrapped over the head, like overalls, rather than pulled down over the head.&lt;br /&gt;
&lt;br /&gt;
Anouki are capable of being omnivores, but their natural environment has relegated them mostly to the role of carnivores. Their diets are heavy in fish and meat caught through ice fishing and hunting. Although Anouki live largely as hunter-gatherers devoid of agriculture, they are as functionally intelligent as most other races, limited only by their environment, which has limited their ability to expand or develop advanced sciences or magics.&lt;br /&gt;
{{clear}}&lt;br /&gt;
==Culture &amp;amp; History==&lt;br /&gt;
While not vital information, the following includes further detail on the race&amp;#039;s origins, development, and society.&lt;br /&gt;
&lt;br /&gt;
A Majority of Anouki society inhabits the [[Great Ice Field]], separate from the bustle of the main [[Subrosian Glacier]] and further removed from other civilizations by the position of the Yook Outpost. Likely as a direct result to their living on the tundra, Anouki history is passed down entirely through oral tradition. Although they have a written language, their habitat makes it difficult to produce writing materials. Most of their traded writing implements are hoarded by each village&amp;#039;s Elders so that they can keep records. Anouki appear to have adapted from some faraway land with a similar chilling climate, as their body fat and dense hair seems to suggest. At some point in time they migrated to their current homeland just as the Yooks did. It is unknown which race arrived first, but they have been in conflict ever since.&lt;br /&gt;
&lt;br /&gt;
Where the Yook are large and powerful, the Anouki are small and resourceful. They have even been known to harpoon in massive narwhals for their bones. They developed a variety of bone weaponry and ice carving techniques which allowed them to fend off their foes until they literally split the island in two with an enormous wall, carved directly from the Subrosian Glacier. Utterly lacking in siege weapons, this effectively ended any chance of large scale war. Yearly raids still occur so that Anouki can stock up on their coveted Yook hide which they need to survive.&lt;br /&gt;
&lt;br /&gt;
In modern times, the Anouki are as advanced as an arctic civilization can manage. They make heavy use of bone tools, as well as metal implements traded from the Subrosians, and live in villages composed of surprisingly sophisticated igloos capable of housing entire extended families. The impossibility of agriculture on the Isle of Frost limits the size of these villages, but Anouki are highly skilled hunters and ice fishers, equipped with spears, fishing rods, snowshoes, and ingenious hunting techniques, so they rarely go hungry. Unlike the Yook, the Anouki have domesticated several arctic species which help them hunt, provide meat, bone, and pelts, and pull their sleds, which are built from rare arctic wood or even carved by their exceptional ice-masters. They have been known to use everything from small reindeer to dogs or even Wolfos to pull their haul. Some coastal tribes even make use of Subrosian&amp;#039;s intricately hammered alloy canoes.&lt;br /&gt;
&lt;br /&gt;
Anouki society is mostly tribal, with most decisions being made by clan elders. Unlike many other races, Anouki gender equality is complete, with men and women working together on most tasks. The fact that gender roles exist in other intelligent creatures is inherently odd to them, in fact. Anouki even have town elections for their leaders, with the very best of them often winning. The Anouki do have the beginnings of an artisan-builder class which relies on its fellows for food in exchange for building their tools, their homes, and a wide variety of sculpted ice objects and decorations of varying usefulness. The least artful of the Anouki are also known dilettantes in the interest of stoking their culture as one would a fire. Indeed, Anouki take immense pride in the aesthetics of their creations, and different villages often compete in peaceful competitions based on the visual appeal of the villages&amp;#039; designed outfits.&lt;br /&gt;
&lt;br /&gt;
In Anouki culture, honesty is of extremely high value -- and it is often said that Anouki never lie. This however, appears to be a front, as many shady Anouki businessmen immigrate to Hyrule proper. Their assumed sincerity leads them to be incredibly successful at selling rare and exotic products. The apparent noble nature of theirs has made them well respected by the Hylians who discovered their culture on the Subrosian Glacier in recent years, but simultaneously has made many of them them less than eager to merge into the &amp;quot;easier&amp;quot; lifestyle shared by comparatively dishonest and warring Hyruleans.&lt;br /&gt;
&lt;br /&gt;
The offsets of Anouki who form communities on the Hyrulean continent are known to inhabit almost any climate. Larger groups of Anouki who insist on living in the new environment stick to the Snowpeak area, as they are accustomed to cold weather and environments and thrive on the daily life of hunting and crafting warm outfits. Their relationships with the reclusive Hyrulean Yeti are all but unknown, however. Because of this, it&amp;#039;s not entirely understood how they acquire their pelts.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{Race}}&lt;/div&gt;</summary>
		<author><name>Eevachu</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=String_Shift&amp;diff=5249</id>
		<title>String Shift</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=String_Shift&amp;diff=5249"/>
		<updated>2021-01-29T20:22:35Z</updated>

		<summary type="html">&lt;p&gt;Eevachu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TB&lt;br /&gt;
|intent=Utility&lt;br /&gt;
|form=Spell&lt;br /&gt;
|PWC=P&lt;br /&gt;
|cost=4&lt;br /&gt;
|field1=Enchant&lt;br /&gt;
|field2=Transform&lt;br /&gt;
|field3=WeaponBase}}&lt;br /&gt;
[[String Shift]] is a versatile spell which alters the physical properties of an object.&lt;br /&gt;
&lt;br /&gt;
With a moment of focus, the user may cause any object held within his hand(s) to suddenly become lithe and flexible, similar to string, whip, or rubber.  The object will bend and stretch to a certain degree depending on its size and thickness, but generally will not be completely limp. They may at any time revert this effect with a second casting of String Shift, so long as the object is within their hands, causing the held object to become as stiff as it was previously, but in its new position as of the spell&amp;#039;s casting.  &lt;br /&gt;
&lt;br /&gt;
An object cannot be affected if the user cannot hold it, nor if the object has more than half the user&amp;#039;s mass or size.  Normally, the user may not affect objects under the ownership of another being, unless that being willingly consents, or the user possesses the Spell Selection augment.  It is always impossible to affect a creature&amp;#039;s body, or any part of it.  Affecting a [[:Category:Magical Items|magical item]] tends to be more difficult, and usually requires at least several seconds of intense focus, unless this is an item bonded to the caster over a long period of time.&lt;br /&gt;
&lt;br /&gt;
Objects are affected differently if they are more oblong (like a sword), or more uniform (like a cube or sphere).  Objects which are &amp;quot;longer&amp;quot;, or parts of an object that are such, tend to bend more.  For example, a needle--which is extremely oblong--will become so lithe that it is almost as a fluid.  Meanwhile, a bowling ball is so uniform that it may seem identical to its normal form.&lt;br /&gt;
&lt;br /&gt;
Although the affected object may bend while under this effect, it retains similar texture; tree bark might bend easily, but it is still rough to the touch, and feels dense.  Even if an affected object remains solid, it cannot strike as hard as it could in its original form.  Striking with an affected object will, after all, cause it to bend, and thus lessen the impact.&lt;br /&gt;
&lt;br /&gt;
Generally, morphed objects remain in their altered form indefinitely.  They can, however, easily be returned to their original form by anyone who knows [[String Shift]], has some form of [[Magic Power|magical expertise]], or has any [[:Category:Treasures|treasure]] which can repair an inanimate object.&lt;br /&gt;
{{clear}}&lt;br /&gt;
==Augments==&lt;br /&gt;
{{TB&lt;br /&gt;
|title=Point Flex&lt;br /&gt;
|augment=yes&lt;br /&gt;
|PWC=W&lt;br /&gt;
|cost=2}}&lt;br /&gt;
The user can gain the &amp;#039;&amp;#039;&amp;#039;Point Flex&amp;#039;&amp;#039;&amp;#039; augment simultaneously with the original treasure for an additional cost, or as a separate treasure at a later time. A user with this augment can, when casting this spell, choose to only affect certain locations on the targeted object, instead of the object in its entirety.&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{TB&lt;br /&gt;
|title=Spell Selection&lt;br /&gt;
|augment=yes&lt;br /&gt;
|PWC=W&lt;br /&gt;
|cost=2}}&lt;br /&gt;
The user can gain the &amp;#039;&amp;#039;&amp;#039;Spell Selection&amp;#039;&amp;#039;&amp;#039; augment simultaneously with the original treasure for an additional cost, or as a separate treasure at a later time.  A user with this augment can affect objects under the ownership of another being, regardless of whether they give consent.  Living creatures themselves cannot be affected, nor any parts of a living creature.&lt;br /&gt;
{{clear}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
{{Original|creator=Eevachu}}&lt;/div&gt;</summary>
		<author><name>Eevachu</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=String_Shift&amp;diff=5248</id>
		<title>String Shift</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=String_Shift&amp;diff=5248"/>
		<updated>2021-01-29T20:18:31Z</updated>

		<summary type="html">&lt;p&gt;Eevachu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TB&lt;br /&gt;
|intent=Utility&lt;br /&gt;
|form=Spell&lt;br /&gt;
|PWC=P&lt;br /&gt;
|cost=4&lt;br /&gt;
|field1=Enchant&lt;br /&gt;
|field2=Transform&lt;br /&gt;
|field3=WeaponBase}}&lt;br /&gt;
[[String Shift]] is a versatile spell which alters the physical properties of an object.&lt;br /&gt;
&lt;br /&gt;
With a moment of focus, the user may cause any object held within his hand(s) to suddenly become lithe and flexible, similar to string, whip, or rubber.  The object will bend and stretch to a certain degree depending on its size and thickness, but generally will not be completely limp. They may at any time revert this effect with a second casting of String Shift, so long as the object is within their hands, causing the held object to become as stiff as it was previously, but in its new position as of the spell&amp;#039;s casting.  &lt;br /&gt;
&lt;br /&gt;
An object cannot be affected if the user cannot hold it, nor if the object has more than half the user&amp;#039;s mass or size.  Normally, the user may not affect objects under the ownership of another being, unless that being willingly consents, or the user possesses the Spell Selection augment.  It is always impossible to affect a creature&amp;#039;s body, or any part of it.  Affecting a [[:Category:Magical Items|magical item]] tends to be more difficult, and usually requires at least several seconds of intense focus.&lt;br /&gt;
&lt;br /&gt;
Objects are affected differently if they are more oblong (like a sword), or more uniform (like a cube or sphere).  Objects which are &amp;quot;longer&amp;quot;, or parts of an object that are such, tend to bend more.  For example, a needle--which is extremely oblong--will become so lithe that it is almost as a fluid.  Meanwhile, a bowling ball is so uniform that it may seem identical to its normal form.&lt;br /&gt;
&lt;br /&gt;
Although the affected object may bend while under this effect, it retains similar texture; tree bark might bend easily, but it is still rough to the touch, and feels dense.  Even if an affected object remains solid, it cannot strike as hard as it could in its original form.  Striking with an affected object will, after all, cause it to bend, and thus lessen the impact.&lt;br /&gt;
&lt;br /&gt;
Generally, morphed objects remain in their altered form indefinitely.  They can, however, easily be returned to their original form by anyone who knows [[String Shift]], has some form of [[Magic Power|magical expertise]], or has any [[:Category:Treasures|treasure]] which can repair an inanimate object.&lt;br /&gt;
{{clear}}&lt;br /&gt;
==Augments==&lt;br /&gt;
{{TB&lt;br /&gt;
|title=Point Flex&lt;br /&gt;
|augment=yes&lt;br /&gt;
|PWC=W&lt;br /&gt;
|cost=2}}&lt;br /&gt;
The user can gain the &amp;#039;&amp;#039;&amp;#039;Point Flex&amp;#039;&amp;#039;&amp;#039; augment simultaneously with the original treasure for an additional cost, or as a separate treasure at a later time. A user with this augment can, when casting this spell, choose to only affect certain locations on the targeted object, instead of the object in its entirety.&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{TB&lt;br /&gt;
|title=Spell Selection&lt;br /&gt;
|augment=yes&lt;br /&gt;
|PWC=W&lt;br /&gt;
|cost=2}}&lt;br /&gt;
The user can gain the &amp;#039;&amp;#039;&amp;#039;Spell Selection&amp;#039;&amp;#039;&amp;#039; augment simultaneously with the original treasure for an additional cost, or as a separate treasure at a later time.  A user with this augment can affect objects under the ownership of another being, regardless of whether they give consent.  Living creatures themselves cannot be affected, nor any parts of a living creature.&lt;br /&gt;
{{clear}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
{{Original|creator=Eevachu}}&lt;/div&gt;</summary>
		<author><name>Eevachu</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=String_Shift&amp;diff=5247</id>
		<title>String Shift</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=String_Shift&amp;diff=5247"/>
		<updated>2021-01-29T20:17:57Z</updated>

		<summary type="html">&lt;p&gt;Eevachu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TB&lt;br /&gt;
|intent=Utility&lt;br /&gt;
|form=Spell&lt;br /&gt;
|PWC=P&lt;br /&gt;
|cost=4&lt;br /&gt;
|field1=Enchant&lt;br /&gt;
|field2=Transform&lt;br /&gt;
|field3=WeaponBase}}&lt;br /&gt;
[[String Shift]] is a versatile spell which alters the physical properties of an object.&lt;br /&gt;
&lt;br /&gt;
With a moment of focus, the user may cause any object held within his hand(s) to suddenly become lithe and flexible, similar to string, whip, or rubber.  The object will bend and stretch to a certain degree depending on its size and thickness, but generally will not be completely limp. They may at any time revert this effect with a second casting of String Shift, so long as the object is within their hands, causing the held object to become as stiff as it was previously, but in its new position as of the spell&amp;#039;s casting.  &lt;br /&gt;
&lt;br /&gt;
An object cannot be affected if the user cannot hold it, nor if the object has more than half the user&amp;#039;s mass or size.  Normally, the user may not effect objects under the ownership of another being, unless that being willingly consents, or the user possesses the Spell Selection augment.  It is always impossible to affect a creature&amp;#039;s body, or any part of it.  Affecting a [[:Category:Magical Items|magical item]] tends to be more difficult, and usually requires at least several seconds of intense focus.&lt;br /&gt;
&lt;br /&gt;
Objects are affected differently if they are more oblong (like a sword), or more uniform (like a cube or sphere).  Objects which are &amp;quot;longer&amp;quot;, or parts of an object that are such, tend to bend more.  For example, a needle--which is extremely oblong--will become so lithe that it is almost as a fluid.  Meanwhile, a bowling ball is so uniform that it may seem identical to its normal form.&lt;br /&gt;
&lt;br /&gt;
Although the affected object may bend while under this effect, it retains similar texture; tree bark might bend easily, but it is still rough to the touch, and feels dense.  Even if an affected object remains solid, it cannot strike as hard as it could in its original form.  Striking with an affected object will, after all, cause it to bend, and thus lessen the impact.&lt;br /&gt;
&lt;br /&gt;
Generally, morphed objects remain in their altered form indefinitely.  They can, however, easily be returned to their original form by anyone who knows [[String Shift]], has some form of [[Magic Power|magical expertise]], or has any [[:Category:Treasures|treasure]] which can repair an inanimate object.&lt;br /&gt;
{{clear}}&lt;br /&gt;
==Augments==&lt;br /&gt;
{{TB&lt;br /&gt;
|title=Point Flex&lt;br /&gt;
|augment=yes&lt;br /&gt;
|PWC=W&lt;br /&gt;
|cost=2}}&lt;br /&gt;
The user can gain the &amp;#039;&amp;#039;&amp;#039;Point Flex&amp;#039;&amp;#039;&amp;#039; augment simultaneously with the original treasure for an additional cost, or as a separate treasure at a later time. A user with this augment can, when casting this spell, choose to only affect certain locations on the targeted object, instead of the object in its entirety.&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{TB&lt;br /&gt;
|title=Spell Selection&lt;br /&gt;
|augment=yes&lt;br /&gt;
|PWC=W&lt;br /&gt;
|cost=2}}&lt;br /&gt;
The user can gain the &amp;#039;&amp;#039;&amp;#039;Spell Selection&amp;#039;&amp;#039;&amp;#039; augment simultaneously with the original treasure for an additional cost, or as a separate treasure at a later time.  A user with this augment can affect objects under the ownership of another being, regardless of whether they give consent.  Living creatures themselves cannot be affected, nor any parts of a living creature.&lt;br /&gt;
{{clear}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
{{Original|creator=Eevachu}}&lt;/div&gt;</summary>
		<author><name>Eevachu</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Shock_Beetle&amp;diff=5246</id>
		<title>Shock Beetle</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Shock_Beetle&amp;diff=5246"/>
		<updated>2021-01-29T01:00:24Z</updated>

		<summary type="html">&lt;p&gt;Eevachu: I realized it said 10 meter instead of 3 meter :jabu:&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TB&lt;br /&gt;
|field1=Control&lt;br /&gt;
|field2=Disable&lt;br /&gt;
|field3=Electric&lt;br /&gt;
|field4=Forest&lt;br /&gt;
|field5=WeaponBase&lt;br /&gt;
&lt;br /&gt;
|PWC=C&lt;br /&gt;
|cost=3&lt;br /&gt;
|intent=Offense&lt;br /&gt;
|form=Technique}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Shock Beetle&amp;#039;&amp;#039;&amp;#039; is an offensive technique which can be used to launch a beetle of energy at foes. By extending, swinging, or thrusting a limb, weapon, or other instrument, the user can unleash a sparking beetle of energy, its hue varying with the user but typically taking on a golden-brown color. It arcs forward at rapid speeds to a point designated on use within a 15 foot (or 3 meter) radius of the user. Though this beetle inflicts no physical damage to anything it strikes, upon contacting any object or individual, the target will feel momentarily dazed, as if they were electrocuted by a mild current, and struck with a strong blow. The target may find it more difficult to hold their grip or perform complicated moments momentarily as well, akin to receiving a violent shock. &lt;br /&gt;
&lt;br /&gt;
The beetle moves at the targeted destination at a swift pace, and while the user can determine its trajectory to a certain degree(such as making it arc multiple times or having it circle around an object in the way), its path cannot be determined finely and cannot be controlled once cast. Upon colliding with a physical object, the beetle will dissipate. This technique can be used every 20 seconds.&lt;br /&gt;
{{clear}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
This treasure is a Twist. It is a variant on a treasure, [[Beetle]], modified by The Twister, and is not normally obtainable.&lt;/div&gt;</summary>
		<author><name>Eevachu</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Phantasmal_Flame_(material)&amp;diff=5245</id>
		<title>Phantasmal Flame (material)</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Phantasmal_Flame_(material)&amp;diff=5245"/>
		<updated>2021-01-28T22:40:40Z</updated>

		<summary type="html">&lt;p&gt;Eevachu: Cost 25&amp;gt;20, changed wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TB&lt;br /&gt;
|title=Phantasmal Flame&lt;br /&gt;
|outfitter=yes&lt;br /&gt;
|weaponsmith=yes&lt;br /&gt;
|form=Magical Item&lt;br /&gt;
|intent=Utility&lt;br /&gt;
|set=20&lt;br /&gt;
|field1=Fire&lt;br /&gt;
|field2=Poe&lt;br /&gt;
|field3=Transform&lt;br /&gt;
|field4=Shadow&lt;br /&gt;
|field5=Undead&lt;br /&gt;
|setcat=no}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Phantasmal Flame&amp;#039;&amp;#039;&amp;#039; appears as a burning wisp of violet fire.  This is a [[:Category:Materials|material]] which can be used by a [[Weaponsmith]] to create a weapon or shield.  An [[Outfitter]] can use it to create armor or any other garment.  The flame is said to belong belonging to a vengeful [[Race:Poe|poe]] whose regrets tie him to the material world.&lt;br /&gt;
&lt;br /&gt;
To make a weapon with Phantasmal Flame requires double the normal amount of material.  Thus, 40 rupees worth of this material is required.  A weapon skillfully soaked in Phantasmal Flame by a skilled Weaponsmith gains the ability to become ethereal.  When ethereal, the affected weapon has the ability to phase through all non-living objects as if they had never existed; however, it is incapable of phasing through organic creatures and [[undead]] monsters.  This, in effect, negates the effect of armor. Of note, it is incapable of passing through objects that possess some form of life, such as those imbued with [[Sentience Sap]] or a [[Soul Stone]].&lt;br /&gt;
&lt;br /&gt;
To make armor, clothing, or a shield, only the normal amount of this material is required.  Armor, clothing, or a shield affected by Phantasmal Flame also gains the ability to become ethereal.  When ethereal, the affected item becomes transparent and weightless.  Organic objects are still deflected by this invisible armor, but physical objects pass through effortlessly.&lt;br /&gt;
&lt;br /&gt;
Whether weapon or armor, the affected item&amp;#039;s transformation into its ethereal form, or back into its physical form, takes less than a second.  What triggers the change depends on how the item is crafted, but is usually a phrase or gesture.&lt;br /&gt;
{{clear}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* {{original|creator=Eevachu}}&lt;/div&gt;</summary>
		<author><name>Eevachu</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Template:MagicPower&amp;diff=5244</id>
		<title>Template:MagicPower</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Template:MagicPower&amp;diff=5244"/>
		<updated>2021-01-27T06:16:28Z</updated>

		<summary type="html">&lt;p&gt;Eevachu: Swapped the place of Earth and Water Enchantment so they were in the right place.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;collapsible {{#if:{{{collapsed|}}}|collapsed|}}{{#if:{{{c|}}}|collapsed|}} wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto; font-size: 87%;&amp;quot; width=&amp;quot;850px&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=10| &amp;#039;&amp;#039;&amp;#039;[[:Category:Offensive Intent|Offensive]] [[:Category:Spells|Spells]] aided by [[Magic Power]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;100px&amp;quot;| !! width=&amp;quot;100px&amp;quot;|{{Field|Fire}} !! width=&amp;quot;100px&amp;quot;|{{Field|Ice}} !! width=&amp;quot;100px&amp;quot;|{{Field|Electric}} !! width=&amp;quot;100px&amp;quot;|{{Field|Wind}} !! width=&amp;quot;100px&amp;quot;|{{Field|Earth}} !! width=&amp;quot;100px&amp;quot;|{{Field|Water}}  !! width=&amp;quot;100px&amp;quot;|{{Field|Light}} !! width=&amp;quot;100px&amp;quot;|{{Field|Shadow}}&lt;br /&gt;
|-&lt;br /&gt;
! {{Field|Projectile}}s&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Fire]] || align=&amp;quot;center&amp;quot;|[[Ice]] || align=&amp;quot;center&amp;quot;|[[Magic Bolt]] || align=&amp;quot;center&amp;quot;|[[Wind]] || align=&amp;quot;center&amp;quot;|[[Stone Squall]] || align=&amp;quot;center&amp;quot;|[[Aqua Grenade]]  || align=&amp;quot;center&amp;quot;|[[Holy Bolt]] || align=&amp;quot;center&amp;quot;|[[Shadow Ball]]&lt;br /&gt;
|-&lt;br /&gt;
! {{Field|Enchant}}ments&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Fire Enchantment|Fire Enchant]] || align=&amp;quot;center&amp;quot;|[[Ice Enchantment|Ice Enchant]] ||align=&amp;quot;center&amp;quot;| [[Shock Enchantment|Shock Enchant]] || align=&amp;quot;center&amp;quot;|[[Wind Enchantment|Wind Enchant]] || align=&amp;quot;center&amp;quot;|[[Poison Enchantment|Poison Enchant]] || align=&amp;quot;center&amp;quot;|[[Water Enchantment|Water Enchant]] || align=&amp;quot;center&amp;quot;|[[Light Enchantment|Light Enchant]] || align=&amp;quot;center&amp;quot;|[[Shadow Enchantment|Shadow Enchant]]&lt;br /&gt;
|-&lt;br /&gt;
! Auras&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Flame Aura]] || align=&amp;quot;center&amp;quot;|[[Ice Aura]] || align=&amp;quot;center&amp;quot;|[[Electric Aura]] || align=&amp;quot;center&amp;quot;| [[Gale Aura]] || align=&amp;quot;center&amp;quot;|[[Sand Aura]] || align=&amp;quot;center&amp;quot;|[[Aqua Aura]] || align=&amp;quot;center&amp;quot;|[[Golden Aura]] || align=&amp;quot;center&amp;quot;|[[Vile Aura]]&lt;br /&gt;
|-&lt;br /&gt;
! Additional&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Inferno]] || align=&amp;quot;center&amp;quot;|[[Ice Shot]] || align=&amp;quot;center&amp;quot;|[[Guided Bolt]] || align=&amp;quot;center&amp;quot;|[[Razor Gale]] || align=&amp;quot;center&amp;quot;|[[Spire]] || align=&amp;quot;center&amp;quot;|[[Geyser]] || align=&amp;quot;center&amp;quot;|[[Falling Star]] || align=&amp;quot;center&amp;quot;|[[Hex]]&lt;br /&gt;
|-&lt;br /&gt;
! Other Spells&lt;br /&gt;
| colspan=&amp;quot;8&amp;quot; align=&amp;quot;center&amp;quot;| [[Eyebeam]] {{dot}} [[Fairy Spell]] {{dot}} [[Jinx]] {{dot}} [[Magic Dart]] {{dot}} [[Magma Burst]] {{dot}} [[Magnet Bomb]] {{dot}} [[Miasma]] {{dot}} [[Slow]] {{dot}} [[Twister]] {{dot}} [[Weapon Curse]]&lt;br /&gt;
|- &lt;br /&gt;
! Related&lt;br /&gt;
| colspan=&amp;quot;8&amp;quot; align=&amp;quot;center&amp;quot;| [[Cane of Mago]] {{dot}} [[Intrinsic Enchantment]] {{dot}} [[Nayru&amp;#039;s Wisdom]] {{dot}} [[Din&amp;#039;s Fire]] {{dot}} [[Void Wave]] {{dot}} [[Spell Spell]]&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Usage==&lt;br /&gt;
To include this table on a page, simply type the following at the bottom of the relevant page:&lt;br /&gt;
&amp;lt;pre&amp;gt;{{MagicPower}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make it so the table loads in its collapsed form, type the following instead:&lt;br /&gt;
&amp;lt;pre&amp;gt;{{MagicPower|collapsed=yes}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This table should be included at the bottom of every relevant page.  If it is the only such table on the page, do not use the collapsed version.  If there are any other applicable table templates, such as [[:Template:RacePerks]] and [[:Template:Choice]], place the collapsed version of this table beneath those tables.&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
[[Category:Navbox Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Eevachu</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Aqua_Aura&amp;diff=5243</id>
		<title>Aqua Aura</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Aqua_Aura&amp;diff=5243"/>
		<updated>2021-01-27T06:13:42Z</updated>

		<summary type="html">&lt;p&gt;Eevachu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TB&lt;br /&gt;
|PWC=W&lt;br /&gt;
|form=Spell&lt;br /&gt;
|intent=Defensive&lt;br /&gt;
|field1=Water&lt;br /&gt;
|field2=Zora&lt;br /&gt;
|cost=4}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Aqua Aura&amp;#039;&amp;#039;&amp;#039; is a defensive water spell. At will, the caster is able to surround herself in rushing water, hovering a few inches above the surface of her body, which drenches and causes minor abrasion to anything that touches it, excluding the caster. The current is rarely enough to completely push away any creature heavier than a [[Korok]], but can be used to parry an oncoming attack, free oneself from a grapple, keep an attacker from getting too close, or other niche purposes.&lt;br /&gt;
&lt;br /&gt;
This aura lasts approximately one-to-three seconds, and because of the strain it imposes on one&amp;#039;s magic strength, this can normally only be manifested once every 3 minutes. With one level in [[Magic Power]], it can be used once per minute. With two levels in Magic Power, it can be used once every 20 seconds. For the purpose of Aqua Aura, a [[River Zora]] is treated as though she has one more level in Magic Power than she actually does.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* {{Original|creator=Electronic Ink}}&lt;br /&gt;
{{MP|c=c}}&lt;/div&gt;</summary>
		<author><name>Eevachu</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Aqua_Aura&amp;diff=5242</id>
		<title>Aqua Aura</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Aqua_Aura&amp;diff=5242"/>
		<updated>2021-01-27T06:12:15Z</updated>

		<summary type="html">&lt;p&gt;Eevachu: Created page with &amp;quot;{{TB |PWC=W |form=Spell |intent=Defensive |field1=Water |field2=Zora |cost=4}} &amp;#039;&amp;#039;&amp;#039;Aqua Aura&amp;#039;&amp;#039;&amp;#039; is a defensive water spell. At will, the caster is able to surround herself in r...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TB&lt;br /&gt;
|PWC=W&lt;br /&gt;
|form=Spell&lt;br /&gt;
|intent=Defensive&lt;br /&gt;
|field1=Water&lt;br /&gt;
|field2=Zora&lt;br /&gt;
|cost=4}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Aqua Aura&amp;#039;&amp;#039;&amp;#039; is a defensive water spell. At will, the caster is able to surround herself in rushing water, hovering a few inches above the surface of her body, which drenches and causes minor abrasion to anything that touches it, excluding the caster. The current is rarely enough to completely push away any creature heavier than a [[Korok]], but can be used to parry an oncoming attack, free oneself from a grapple, keep an attacker from getting too close, or other niche purposes.&lt;br /&gt;
&lt;br /&gt;
This aura lasts approximately one-to-three seconds, and because of the strain it imposes on one&amp;#039;s magic strength, this can normally only be manifested once every 3 minutes. With one level in [[Magic Power]], it can be used once per minute. With two levels in Magic Power, it can be used once every 20 seconds. For the purpose of Aqua Aura, a [[River Zora]] is treated as though she has one more level in Magic Power than she actually does.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
{{MP|c=c}}&lt;/div&gt;</summary>
		<author><name>Eevachu</name></author>
		
	</entry>
	<entry>
		<id>http://library.hyrulecastle.org/index.php?title=Outfitter&amp;diff=5237</id>
		<title>Outfitter</title>
		<link rel="alternate" type="text/html" href="http://library.hyrulecastle.org/index.php?title=Outfitter&amp;diff=5237"/>
		<updated>2021-01-27T05:09:40Z</updated>

		<summary type="html">&lt;p&gt;Eevachu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TB&lt;br /&gt;
|intent=Utility&lt;br /&gt;
|form=Trait&lt;br /&gt;
|set=variable&lt;br /&gt;
|field1=PerQuest&lt;br /&gt;
|field2=Rupee}}&lt;br /&gt;
{{Set}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Outfitting&amp;#039;&amp;#039;&amp;#039; is the art of crafting raiment, and one who practices this art is known as a &amp;#039;&amp;#039;&amp;#039;Outfitter&amp;#039;&amp;#039;&amp;#039;, or simply a &amp;#039;&amp;#039;&amp;#039;Fitter&amp;#039;&amp;#039;&amp;#039;.  It is one of several [[craft]]s which utilize [[:Category:Materials|materials]] to create new items, alongside [[Weaponsmith]]s and [[Botanist]]s.  An Outfitter specializes in crafting items which can be worn on the body, to include mail or other armor, helmets and hats, gauntlets or gloves, boots, scarves, and capes, among many other possibilities.  Notably, Outfitters cannot craft shields.  By contrast, Weaponsmiths specialize in items that are to be wielded (including shields), while Botanists specialize in items which can be consumed for a single purpose, such as potions or bombs.&lt;br /&gt;
&lt;br /&gt;
==Gaining Levels==&lt;br /&gt;
Outfitters are relatively common in Hyrule, but becoming one does require training.  Your skill in Outfitting is represented by a level, as is the case with any craft.  A novice is vastly different than a master who forges legendary armor, but even a novice can be useful.  The cost to gain the first level of Outfitter is always 30 rupees.  To gain additional levels, the rupee cost is equal to the next level multiplied by 10.  So, getting to level 2 would cost 20 rupees, level 3 would cost another 30 rupees, etc.  There is no defined maximum level for Outfitter, but it becomes increasingly difficult to gain levels the higher you reach.&lt;br /&gt;
&lt;br /&gt;
Normally, becoming skilled in a craft in the first place required a good amount of talent and motivation. As such, if a character pursues a second or third craft beyond his first, such as [[Weaponsmith]] or [[Botanist]], all levels for these additional crafts cost twice the normal amount.&lt;br /&gt;
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The [[Business]] universal [[racial perk]] can make it easier for a newly created character to excel in a craft, to include Outfitter.&lt;br /&gt;
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==Outfitter Crafting==&lt;br /&gt;
To understand why advancing in this art matters, it is important to first know how it works.  Even a beginner with a single level in his trade can make common items freely, including almost any normal garments or armor made from common materials such as iron or silk.  In crafting such items, the user can either role-play out the procedure, or just mention in-character that the crafting took place.   As a general rule of thumb, any Outfitter is freely able to craft items in the five following slots.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[:Category:Headgear Field|Head]]&amp;#039;&amp;#039;&amp;#039;: Hat, helmet, headband, mask, etc.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[:Category:Bodygear Field|Torso]]&amp;#039;&amp;#039;&amp;#039;: Robe, armor, breastplate, sweater, scarf, vest suit of armor, etc.  Any torso item may freely cover other parts of the wearer&amp;#039;s body.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[:Category:Handgear Field|Arms]]&amp;#039;&amp;#039;&amp;#039;: Gauntlets, fingerless gloves, rings, bracers, shoulder pads, etc.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[:Category:Footwear Field|Feet]]&amp;#039;&amp;#039;&amp;#039;: Boots, sneakers, socks, sandals, etc.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Accessory&amp;#039;&amp;#039;&amp;#039;: Amulet, eyeglasses, or most worn garments not covered by the other three.  Certain items, such as a mask, a cape, or rings, can be considered an accessory instead of their normal slot.&lt;br /&gt;
An Outfitter can also create items which cover several of these categories, such as a full suit of armor.  An Outfitter cannot create an item which doesn&amp;#039;t occupy at least one of these categories, however.  Regardless, crafting one of these items can be done repeatedly and for free, so long as the item doesn&amp;#039;t have magical or extraordinary properties. Similarly, any Outfitter is able to repair any items he would be able to craft.&lt;br /&gt;
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As an Outfitter advances in level, he becomes able to use special [[:Category:Materials|materials]] to make items with extraordinary properties.  It is through these materials that an Outfitter is able to make extraordinary items, such as a [[Goron Tunic]] or a [[Mirror Shield]].  Notably, an Outfitter uses materials in the same way a [[Weaponsmith]] uses materials.&lt;br /&gt;
&lt;br /&gt;
Note that the aforementioned Materials are listed in the Library, as if they were treasures.  Unlike most treasures, a Material has a set rupee price regardless of PWC.  Each Material defines a specific extraordinary effect, and a crafter can &amp;#039;&amp;#039;&amp;#039;consume&amp;#039;&amp;#039;&amp;#039; that Material to give &amp;#039;&amp;#039;&amp;#039;one&amp;#039;&amp;#039;&amp;#039; otherwise common item they craft the specified effect.  As you progress in level, you become able to use more powerful and more numerous Materials in crafting an item.   Indeed, an Outfitter can even use several Materials to give several effects to the crafted item.  The amount of Materials the Outfitter can imbue into one object is limited primarily by his level.  Remember, each Material has a specific rupee cost. The total rupee cost of the Materials cannot exceed 10 times the user&amp;#039;s Outfitter level.  Thus, an Outfitter of level 3 can use up to 30 rupees of Materials to make a suit of armor, a scarf, a pair of boots, etc.&lt;br /&gt;
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When making extraordinary items using these materials, whoever wears the items generally cannot simultaneously benefit from two items which occupy the same &amp;quot;slot.&amp;quot;  For example, the Outfitter couldn&amp;#039;t make one pair of gloves with [[Blessed Bismuth]], and another pair of gloves with [[Glow Iron]], and expect someone to benefit from both effects simultaneously.  The Outfitter could however, create one pair of gloves that uses both materials, enabling their owner to benefit from both effects.  Alternatively, the owner could simply switch between the two pairs of gloves, when she wants to use the effects of one or the other.&lt;br /&gt;
&lt;br /&gt;
Outfitters are able to combine pre-existing treasures that are not materials with crafted objects as well, so long as they meet the criteria of being items that are generally worn on the body. The combine cost for these treasures is based on their initial cost level. Note that this cost is what determines the Outfitter level required to craft any specific item, and is separate from the treasure’s -purchase- cost, which is the same as normal based on the buyer’s PWC.&lt;br /&gt;
&lt;br /&gt;
For example, if Gonthar the Tailor, with a PWC of 5/1/2, wanted to combine a [[Backshift Cape]] with [[Skulltula Silk]], the total combine cost would be 5 Rupees, or 15 Rupees from Backshift Cape, a lowest cost treasure, and 10 rupees for the cost of Skulltula Silk, which requires Outfitter level 2. However, Gonthar only has a Courage score of 2, so actually purchasing the Backshift Cape to use as a crafting material would cost him 25 rupees. In the end, Gonthar would have to spend a total of 35 Rupees to obtain the materials for and craft this Skulltula Silk Backshift Cape, but due to the combine cost being 15 rupees, only requires Outfitter level 2.&lt;br /&gt;
&lt;br /&gt;
Only physical items may be crafted in this way. Spells and Techniques must be combined using either Crimson Granite or Memory Metal. Major treasures may also be combined in this way, but it takes up a major treasure slot for the wielder of the specific item as normal.&lt;br /&gt;
&lt;br /&gt;
The cost is determined as follows:&lt;br /&gt;
&lt;br /&gt;
*Lowest Cost: 5 Rupees&lt;br /&gt;
*Lower Cost: 10 Rupees&lt;br /&gt;
*Low Cost: 15 Rupees&lt;br /&gt;
*Normal Cost: 20 Rupees&lt;br /&gt;
*High Cost: 30 Rupees&lt;br /&gt;
*Higher Cost: 40 Rupees&lt;br /&gt;
*Highest Cost: 50 Rupees&lt;br /&gt;
&lt;br /&gt;
A list of all available Outfitter materials can be found on the page [[:Category:Outfitter Materials]].&lt;br /&gt;
&lt;br /&gt;
==Bonus Rupees==&lt;br /&gt;
On top of being able to craft items, and potentially sell them to other characters, an Outfitter can earn [[rupee bonus|bonus rupees]].  Whenever a Fitter finishes a quest, he can gain an additional amount of rupees equal to double his Outfitter level.  Thus, an Outfitter of level 4 would earn 8 extra rupees in every quest or dungeon he completes.  Generally, this represents the Fitter selling his services to non-player characters, but that aspect need not be specifically mentioned or role-played.  &lt;br /&gt;
&lt;br /&gt;
If the user gains bonus rupees from outfitter, he can gain a [[Glossary:Rupee Bonus|Rupee Bonus]] from at most one additional treasure in the same thread.&lt;br /&gt;
[[Category:Outfitter Materials|*]]&lt;br /&gt;
&lt;br /&gt;
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{{meta}}&lt;/div&gt;</summary>
		<author><name>Eevachu</name></author>
		
	</entry>
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