Jump
Jump | |
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Type | Utility Spell |
Fields | Empower, Stalfos, Travel |
Cost | Low Cost W5: 30 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.
This treasure is a racial perk for Stalfos. As such, a Stalfos can choose to gain it as a perk upon character creation. Unlike other users of this spell, a Stalfos with Jump is able to have it in effect indefinitely, only deactivating when he wills it so. Other races acquire this treasure normally.
Augment
Double Jump | |
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Additional Cost |
Low Cost W5: 30 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.
Racial Perks | |
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Stalfos | Undead (Innate) · Four-Armed2 · Jump · Miasma · Nightvision · Skeletal Defense · Skeletal Offense |
Universal | Adventure Pouch · Bonus Treasure · Business · Exception · Rupee Riches · Specialty · Unusual Background3 |