Sunday, March 17, 2019

I'm not an artist: Six items from Ocarina of Time you can find in an enchanters workshop.

Six items from Ocarina of Time you can find in an enchanter's workshop.

Claim Check: If Link can manage to get the Biggoron their much-needed eye drops, the smith can finally get to fixing the broken sword. The sword can’t be fixed instantly so Link is given a receipt to prove he is the true owner of the sword, as compared to all the other people braving the ascent up Death Mountain

The process of enchanting an object always begins with a formula. As an enchanter begins to draft the ritual, strands of magical energy are caught in the tablets and scrolls used to record the process. Outlined in the notes are the materials needed and the steps required to complete the work. Once the enchanter has charted their course, they can begin the work in earnest. As the ritual concludes, enchanters zealously destroy any notes created during the process to release the mana captured in the drafting stage as a way to seal and finish the spell. The more complete the destruction, the more magical energies are released, strengthening the spells. This destructive climax means that enchanters in training learn how to identify and organize what materials and actions are required, rather than memorizing predetermined rituals. 


Bottle: As in many of the Zelda games, Link must complete various side quests to obtain a number of bottles. Bottles are used to carry standard fare, potions and milk, along with more interesting items such as an eerie blue flame.

Storage is vital to any enchanter. Enchanting workshops are lined with shelves upon shelves of bottles, jars, casks, and any other type of container one could imagine. Containers are filled with ingredients ranging from the mundane, such as oils and dusts, to truly exotic fare, a person’s last breath or the shadow of an invisible stalker. The more powerful or unique an enchantment, the more unique ingredients the ritual requires. 


Red Potion: If a tough day of adventuring in the world, searching through dungeons, while dodging traps, solving puzzles has you feeling drained, quaffing a red potion will getting you back to feeling your best instantly. Red potions heal Link up to full hearts but need to be activated by the player and are a single dose. I’m not sure where the bright red healing potion got its start, but it is a ubiquitous sight in many games involving health. 

It is a relatively well-known fact that therianthropes are vulnerable to silvered weapons. This puts them at an unfortunate disadvantage as many enchantments employ silver or mithril as a catalyst for the magical reaction. One way to protect therianthropes from reacting to trace silver is to treat the item in the pure moonlight skimmed off the surface of perfectly calm water beneath a full moon. 

Green Potion: In my experience, potions that only restore mana are usually either blue or purple. In the Zelda games, the green potion corresponds to the green of the magic bar making that connection sensible and rather intuitive. 

The waters of death are the purest materials an enchanter could use when creating necromancer’s tools. As the waters are pure concentrated death, they are extremely dangerous to work with. Few enchanters ever get to take the risk because the waters are so rare. Springs of the waters can be found in the liminal places the soul travels after leaving the realms of the living on their way to the lands of the dead. These springs are invariably the homes of zealous psychopomps that guard the springs jealousy.

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Bottled items are often some of the least interesting items in Zelda games. With that in mind, I tried to make them at least somewhat interesting. 

The idea that enchanted items need strange, impossible sounding, materials is ripped straight from the forging of Gleipnir, the chains that bind Fenrir, the great wolf. 

Please use work personally however you see fit, but do not profit from my work without my consent.

Go out there and be excellent to everyone.
-Ceph

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