Magic of The Adventure of Link

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Magic, also known as Spells,[citation needed] are abilities in The Adventure of Link. In most cases, the effect of the magic will wear off as soon as Link leaves to another room or the scenery changes.[1] Each Magic Container holds 16 Magic Points, and each magic uses a different amount of Magic Points. Link will learn these eight magical powers from old men in different towns, typically as a reward for a specific task.

Description and effect

Shield

Main article: Shield (Magic)

The Shield magic is an ability that increases Link's defensive abilities, reducing the damage he takes by half.[2]

Jump

The Jump magic makes Link jump twice as high as before, allowing access to areas that would be otherwise unreachable.[3] He can learn it by claiming the stolen Trophy in the Tantari Desert and taking it to a woman in the Town of Ruto. This magic is required to get to Midoro Palace, and will surely help the young hero get to other places as well. The magic also increases the width span of Link's jumps, which assists in jumping over deadly pits.

Life

Main article: Life

The Life magic recovers some of Link's life energy, and is one of the spells that uses the most Magic Points.

Fairy

Main article: Fairy (Magic)

The Fairy magic is a unique ability that temporarily turns Link into a Fairy, allowing him to fly and get into high places, cross dangerous pits of water or lava, and get through small holes.

Fire

Main article: Fire (Magic)

The Fire allows Link to shoot fireballs out of his Sword from a distance.

Reflect

Main article: Reflect

The Reflect magic increases the strength of Link's shield.

Spell

Main article: Spell

The Spell is used to open up a building at the edge of Kasuto and turn several enemies into Bots.[4]

Thunder

Main article: Thunder

The Thunder magic is used to cause Thunderbird's face to appear, which is its weak spot.

Magic Points

Below is the cost of each magic according to each Experience level. Note that one Magic Container (a single block on Link's Magic Meter) is equivalent to 16 Magic Points.

Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8
Shield 32 24 24 16 16 16 16 16
Jump 48 40 32 32 20 16 12 8
Life 70 70 60 60 50 50 50 50
Fairy 80 80 60 60 40 40 40 40
Fire 120 80 60 30 16 16 16 16
Reflect 120 120 80 48 40 32 24 16
Spell 120 112 96 80 48 32 24 16
Thunder 120 120 120 120 120 120 100 64

Nomenclature

Names in Other Regions
LanguageNames
This table was generated using translation pages.
To request an addition, please contact a staff member with a reference.

Gallery

References

  1. Magic wears off if the display changes to another. (The Adventure of Link manual, pg. 43)
  2. Raises Link's life level temporarily. Reduces damage inflicted by the enemy by half. (The Adventure of Link manual, pg. 43)
  3. Using this magic increases Link's jumping power. He can even climb to heights he could not reach with a normal jump. (The Adventure of Link manual, pg. 43)
  4. It is also said that it'll make the enemy tremble in fear. (The Adventure of Link manual, pg. 44)