Difference between revisions of "Equipment"

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In Hyrule, an adventurer relies on their weapons, armor, tools, and similar goods to succeed.  Proper equipment can mean the difference between life and death in a dungeon or the wild.  This section details the basics of items, equipment, and the currency used to buy them.
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In Hyrule, an adventurer relies on their weapons, armor, tools, and similar goods to succeed.  Proper equipment can mean the difference between life and death in a dungeon or the wild.  This section details the basics of items, equipment, and the currency used to buy or sell them.</div>
  
 
==Rupees==
 
==Rupees==
<div class="externalimage-holder" style="width:10%; float:right"><center>https://i.imgur.com/LPZuc0k.png<br/>[https://zelda.gamepedia.com/Rupee Source]</center></div>
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{{Image|image=https://i.imgur.com/LPZuc0k.png|imagelink=https://zelda.gamepedia.com/Rupee|width=10%}}<div style="max-width: {{EntryWidth}};">Common currency comes in the form of uniformly-shaped gems called "rupees."  Rupees are of different colors that denote their values.  The most common green rupee is for example worth 1 rupee, while a less common yellow rupee is worth "10 rupees." Each rupee is equal in value to one silver piece, or one-tenth of a gold piece. Below is a list of the most well-known rupee denominations.</div>
 
 
Common currency comes in the form of uniformly-shaped gems called "rupees."  Rupees are of different colors that denote their values.  The most common green rupee is for example worth 1 rupee, while a less common yellow rupee is worth "10 rupees."  Below is a list of the most abundant rupee denominations.  
 
  
{| class="wikitable"
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{| cellspacing=0 style="color:#{{BoxTextColor}}; background-color:#f4e1bf; border: 2px solid #411e10; font-size:16px; font-family:'scalysans';"
 
| Green Rupee || 1 rp
 
| Green Rupee || 1 rp
|-  
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|- style="background-color:#{{RowColor}};"
 
| Blue Rupee || 5 rp
 
| Blue Rupee || 5 rp
 
|-  
 
|-  
 
| Yellow Rupee || 10 rp
 
| Yellow Rupee || 10 rp
|-  
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|- style="background-color:#{{RowColor}};"
 
| Red Rupee || 20 rp
 
| Red Rupee || 20 rp
 
|-  
 
|-  
 
| Purple Rupee || 50 rp
 
| Purple Rupee || 50 rp
|-  
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|- style="background-color:#{{RowColor}};"
 
| Silver Rupee || 100 rp
 
| Silver Rupee || 100 rp
 
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|-  
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With 1 rupee, a character can buy unskilled labor for at least an hour, a humble meal, 10 {{item|torch}}es, or one night's rest at a struggling inn.
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<div style="max-width: {{EntryWidth}};">{{tab}}With 1 rupee, a character can buy unskilled labor for at least an hour, a humble meal, 10 {{item|torch}}es, or one night's rest at a struggling inn.{{a}}With 10 rupees, a character can buy a {{item|bedroll}}, 50 feet of {{item|hemp rope}}, or two days of hearty {{i|rations}}.  A skilled artisan can earn 10 rupees or more in a day. {{a}}Rupees are the standard unit of measure for wealth.  When merchants discuss deals that involve thousands of rupees, the transactions often don't involve the exchange of individual rupees.  Rather, the rupee is the standard measure of value, and the actual exchange is made with [[gemstones]], letters of credit, or other valuable goods.{{a}}Rupees are used throughout the [[Light World]] and are not tied to a single government or continent.  It is rare for an intelligent Light Worlder to not know of their commonly accepted value.</div>
 
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{{clear}}
With 10 rupees, a character can buy a {{item|bedroll}}, 50 feet of {{item|hemp rope}}, or a {{C|Goat}}.  A skilled artisan can earn 10 rupees or more in a day.
 
 
 
Rupees are the standard unit of measure for wealth.  When merchants discuss deals that involve thousands of rupees, the transactions often don't involve the exchange of individual rupees.  Rather, the rupee is the standard measure of value, and the actual exchange is made with more valuable gemstones like sapphires, letters of credit, or other valuable goods.
 
 
 
Rupees are used throughout the [[Light World]] and are not tied to a single government or continent.  It is rare for an intelligent Light Worlder to not know of their value.</div>
 
 
 
 
==Selling Items==
 
==Selling Items==
Opportunities abound to find treasure, equipment, weapons, armor, and more throughout ruins or monster camps.  Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find interested buyers.
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{{Image|image=https://i.imgur.com/Evb3vIg.png|imagelink=https://zelda.gamepedia.com/Gallery:Shop|width=20%}}
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<div style="max-width: {{EntryWidth}};">Opportunities abound to find treasure, equipment, weapons, armor, and more throughout ruins or monster camps.  Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find interested buyers.{{a}}As a general rule, most equipment will fetch half its cost when sold in a market.  Exceptions include [[gemstones]] and [[trade goods]].  These items have inherent value and can always be bought or sold at their full price.  [[Gemstones]] and ores are often used as currency in the same way rupees are.  Trade goods include commonly exchanged commodities like salt or gold which can effectively be used as currency.{{a}}These rules assume your party will sell and buy items during the "trade" [[downtime]] activity, but your DM might instead facilitate buying and selling items in the midst of an adventure.</div>
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{{clear}}
  
As a general rule, most equipment will fetch half its cost when sold in a market.
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==Carrying Capacity==
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{{Image|image=https://i.imgur.com/5MX9q4G.png|imagelink=https://zelda.gamepedia.com/Gallery:Link|width=20%}}
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<div style="max-width: {{EntryWidth}};">''See [[Strength]] and [[Encumbrance (variant rule)]].''
  
Exceptions include gemstones, art items, and trade goods. These items have inherent value and can always be bought or sold at their full price.  Gemstones and ores are often used as currency in the same way rupees are.  Art items like jewelry or sculptures have aesthetic value that retain full value when sold to the right buyer.  Trade goods include commonly exchanged commodities like gold or wheat which can effectively be used as currency.
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{{tab}}If you are a Medium or Small bipedal creature, your carrying capacity is your {{str}} score multiplied by 15. This is the weight in pounds that you can carry, which is high enough that most characters don’t usually have to worry about it.
  
==Carrying Capacity==
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{| class="wikitable"
{| style="float:right" class="wikitable"
 
 
! Strength !! Pounds
 
! Strength !! Pounds
 
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| 20 || 300
 
| 20 || 300
 
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''See [[Strength]] and [[Encumbrance (variant rule)]].''
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{{clear}}</div></div><noinclude>
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==Equipment lists and details==
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* [[Armor]]
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* [[Weapons]]
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* [[Adventuring Gear]]
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* [[Tools and Vehicles]]
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* [[Mounts and Animals]]
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* [[Other Goods and Services]]
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* [[Spoils]]
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* [[Gemstones]]
  
If you are a Medium or Small bipedal creature, your carrying capacity is your {{str}} score multiplied by 15. This is the weight in pounds that you can carry, which is high enough that most characters don’t usually have to worry about it.
 
{{clear}}<noinclude>
 
==[[Armor]]==
 
==[[Weapons]]==
 
==[[Adventuring Gear]]==
 
==[[Tools and Vehicles]]==
 
==[[Potions and Poisons]]==
 
==[[Mounts and Animals]]==
 
==[[Other Goods and Services]]==
 
==[[Spoils]]==
 
  
{{SRD}}
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{{SRD}}<br/>{{Source}}
 
[[Category:Equipment|*]]
 
[[Category:Equipment|*]]
 
[[Category:Core Compendium]]</noinclude>
 
[[Category:Core Compendium]]</noinclude>

Latest revision as of 15:33, 28 December 2020

Navigation
Warning: Legends of Hyrule is still very unfinished and its content may radically change. In particular, there are plans to radically revision classes.
Please download an offline copy of any page you may need. "Alt+Shift+P" can be used to make a printable PDF of any page. See also archives.

Player's Guide

Character Creation
the next level
Classes
champ, opportunist, researcher, sage, scion
Species
gerudo, goron, hylian, rito, zora
anouki, deku, korok, twili, zonai
Equipment
armor, weapons, gear, tools, goods, services

System Reference

Hyrulean Guidelines
Using Ability Scores
str, dex, con, int, wis, cha
Time & Movement
Environment
Rest
Combat
Conditions
Downtime
Dungeon Mastering
encounters, progression, treasure, variant rules

Compendium

Languages
Feats
Fighting Styles
Techniques
Spellcasting
spell list, spell gallery
Creature Overview
monsters, NPCs, other creatures
Magic Item Overview
item list, item gallery
3cuTCbz.png


In Hyrule, an adventurer relies on their weapons, armor, tools, and similar goods to succeed. Proper equipment can mean the difference between life and death in a dungeon or the wild. This section details the basics of items, equipment, and the currency used to buy or sell them.

Rupees

Common currency comes in the form of uniformly-shaped gems called "rupees." Rupees are of different colors that denote their values. The most common green rupee is for example worth 1 rupee, while a less common yellow rupee is worth "10 rupees." Each rupee is equal in value to one silver piece, or one-tenth of a gold piece. Below is a list of the most well-known rupee denominations.
Green Rupee 1 rp
Blue Rupee 5 rp
Yellow Rupee 10 rp
Red Rupee 20 rp
Purple Rupee 50 rp
Silver Rupee 100 rp
Gold Rupee 300 rp
     With 1 rupee, a character can buy unskilled labor for at least an hour, a humble meal, 10 torches, or one night's rest at a struggling inn.
     With 10 rupees, a character can buy a bedroll, 50 feet of hemp rope, or two days of hearty rations. A skilled artisan can earn 10 rupees or more in a day.
     Rupees are the standard unit of measure for wealth. When merchants discuss deals that involve thousands of rupees, the transactions often don't involve the exchange of individual rupees. Rather, the rupee is the standard measure of value, and the actual exchange is made with gemstones, letters of credit, or other valuable goods.
     Rupees are used throughout the Light World and are not tied to a single government or continent. It is rare for an intelligent Light Worlder to not know of their commonly accepted value.

Selling Items

Opportunities abound to find treasure, equipment, weapons, armor, and more throughout ruins or monster camps. Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find interested buyers.
     As a general rule, most equipment will fetch half its cost when sold in a market. Exceptions include gemstones and trade goods. These items have inherent value and can always be bought or sold at their full price. Gemstones and ores are often used as currency in the same way rupees are. Trade goods include commonly exchanged commodities like salt or gold which can effectively be used as currency.
     These rules assume your party will sell and buy items during the "trade" downtime activity, but your DM might instead facilitate buying and selling items in the midst of an adventure.

Carrying Capacity

See Strength and Encumbrance (variant rule).

     If you are a Medium or Small bipedal creature, your carrying capacity is your Strength score multiplied by 15. This is the weight in pounds that you can carry, which is high enough that most characters don’t usually have to worry about it.

Strength Pounds
7 105
8 120
9 135
10 150
11 165
12 180
13 15
14 210
15 225
16 240
17 255
18 270
19 285
20 300

Equipment lists and details


The text of this page is partly based on the the V5.1 Systems Reference Document (SRD). The text of both this page and the SRD are released under Creative Commons (“CC-BY-4.0”). [1]
The material on this page is based on content found throughout the Legend of Zelda series, which is copyright Nintendo Co., Ltd.