Jump

From Hyrule Castle Library
Revision as of 12:09, 19 October 2013 by Guy (talk | contribs)
Jump to: navigation, search
Jump
Type Utility Spell
Fields Empower, Travel
Cost Low Cost

W5: 30 rupees
W4: 35 rupees
W3: 40 rupees
W2: 45 rupees
W1: 50 rupees
Rent: 10 rupees

Jump is a utility spell, which requires concentration of less than a second to cast. The spell's empowering effect causes the user's body (or the body of a touched creature) to become capable of jumping two to three times higher than it would otherwise be able to. The spell wears off after a few minutes, but can be recast immediately afterward. This effect does not stack with other effects which increase one's jumping ability.

Augment

Glide
Additional
Cost
Low Cost

W5: 30 rupees
W4: 35 rupees
W3: 40 rupees
W2: 45 rupees
W1: 50 rupees

The user can gain the Double Jump augment simultaneously with the original treasure, or separately at a later time.

While the user is leaping with the effect of Jump, they can abruptly summon more magical energy to jump again in mid-air, but only with strength equal to a normal jump (as opposed to the initial, magically-enhanced jump). This second jump can also be used as a slow glide down to ground, but one which is only effective in a single, unchanging direction. Varying from that direction will result in an alarming drop in speed.

Trivia

  • An identical effect can be acquired with the Roc's Feather and its augment, Roc's Cape.
  • The Jump treasure canonically appears in the Zelda series, initially in Adventure of Link. More information about the canonical version of this treasure can likely be found on Zelda Wiki.